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item_hlvr_clip_rapidfire

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item_hlvr_clip_rapidfire is a point entity available in Half-Life: Alyx Half-Life: Alyx.

Entity description

A power cell for the Combine rapid fire gun.

Keyvalues

HLVRAmmo:

ammobalancing_removable ([todo internal name (i)]) <choices>
Removal Allowed for Ammo Balancing
Value Description
0 No
1 Yes
Tip.pngTip:See Ammo Balancing in Half-Life : Alyx for more information

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 ([todo internal name (i)]) <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.
Disable Receiving Shadows (disablereceiveshadows) <boolean>
Prevent the entity from receiving dynamic shadows on itself.
Shadow Cast Distance (shadowcastdist) <integer> !FGD
Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
Disable Shadow Depth (disableshadowdepth) <boolean> (in all games since Portal 2)
Used to disable rendering into shadow depth (for projected textures) for this entity.
Disable flashlight (disableflashlight) <boolean> (in all games since Portal 2)
Used to disable projected texture lighting and shadows on this entity.
Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since Portal 2)
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
Targetname:
Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist> (in all games since Left 4 Dead 2)
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.

Flags

BaseItemPhysics:
  • 1 : Start Asleep
  • 8 : Motion Disabled

Inputs

VScript:
CallPrivateScriptFunction <string>
Calls a script function from this entity's private script scope.
CallGlobalScriptFunction <string>
Calls a script function in the global script scope.


Outputs

BaseItemPhysics:
OnPlayerPickup
Fires when the player picks up this object
OnPhysGunDrop
Dropped by the player or physgun
OnGlovePulled
Pulled by the gravity gloves