item_hlvr_clip_energygun is a point entity available in
Half-Life: Alyx.
Single ammo clip for the pistol.
Keyvalues
HLVRAmmo:
- Removal Allowed for Ammo Balancing (ammobalancing_removable) <boolean>
- Removal Allowed for Ammo Balancing
BaseItemPhysics:
- Start Fade Dist/Pixels (fademindist) <float>
- Distance at which the prop starts to fade. If 'Screen Space Fade' is selected, this represents the number of pixels wide covered by the prop when it starts to fade. For less than 0, use fademaxdist.
- End Fade Dist/Pixels (fademaxdist) <float>
- Maximum distance at which the prop is visible. If 'Screen Space Fade' is selected, this represents the minimum number of pixels wide covered by the prop when it fades. 0 for don't fade out.
- Fade Scale (fadescale) <float>
- If you specify a fade in the worldspawn, or if the engine is running under dx7, then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified. This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades.
- interactAs (interactAs) <string>
- Comma-separated list of interaction layers.
Shadow:
- Disable Shadows (disableshadows) <boolean>
- Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
- Shadow Cast Distance (shadowcastdist) <integer> !FGD
- Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
- Disable Receiving Shadows (disablereceiveshadows) <boolean>
- Prevent the entity from receiving dynamic shadows on itself.
- Disable Shadow Depth (disableshadowdepth) <boolean> (in all games since
)
- Used to disable rendering into shadow depth (for projected textures) for this entity.
- Disable flashlight (disableflashlight) <boolean> (in all games since
)
- Used to disable projected texture lighting and shadows on this entity.
- Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since
)
- Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
Choices
- 0 : Default
- 1 : No cache - render every frame
- 2 : Cache it - render only once
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Source 2 Transform
Note: These are "Embedded Properties" which are hard-coded to appear on every entity in Hammer, regardless of their presence in any FGD files.
- Origin (origin) <coordinates>
- The world space origin of the entity.
- Angles (angles) <angles>
- The pitch, yaw, roll orientation of the entity.
- Scale (scales) <vector>
- The x, y, z scales of the entity. Not all entities can use this.
- Transform Locked (transformLocked) <boolean>
- Lock the transform at its current value, preventing the transform of the node from being modified. Only applies within Hammer.
- Force Hidden (force_hidden) <boolean>
- Visually hides the entity from the viewports. The Outliner pane will still list hidden entities.
- Editor Only (editorOnly) <boolean>
- Entity is only displayed in Hammer and will not appear in game.
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Source 2 Targetname
- Name (targetname) <string>
- The targetname that other entities refer to this entity by.
- Entity Scripts (vscripts) <scriptlist>
- Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
- Create Client-Only Entity (clientSideEntity) <choices>
- No
- Yes
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Flags
BaseItemPhysics:
- 1 : Start Asleep
- 8 : Motion Disabled
Inputs
Source 2 Targetname
- Kill
- Removes this entity from the world.
- KillHierarchy
- Removes this entity and all its children from the world.
Note: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than Kill.
- AddOutput <stringRedirectInput/string>
- Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
KV Format: <key> <value> I/O Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
- FireUser1 to FireUser4
- Fire the
OnUser outputs; see User Inputs and Outputs.
- RunScriptFile <stringRedirectInput/string>
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
- RunScriptCode <stringRedirectInput/string>
- Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
- CallScriptFunction <stringRedirectInput/string>
- Execute a VScript function in the scope of the receiving entity.
- CallPrivateScriptFunction <stringRedirectInput/string>
- Calls a script function from this entity's private script scope.
- CallGlobalScriptFunction <stringRedirectInput/string>
- Calls a script function in the global script scope.
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Outputs
BaseItemPhysics:
- OnPlayerPickup
- Fires when the player picks up this object
- OnPhysGunDrop
- Dropped by the player or physgun
- OnGlovePulled
- Pulled by the gravity gloves
Source 2 Targetname
- OnUser1 to OnUser4
- These Outputs each fire in response to the firing of the like-numbered
FireUser1 to FireUser4 Input; see User Inputs and Outputs.
- OnKilled
- This Output fires when the entity is killed and removed from the game.
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