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item_sodacan

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Icon-NotInFGD.png
This entity is not in the FGD by default.
See below for instructions on making it available.
Class hierarchy
CItemSoda
CBaseAnimating
CBaseEntity
effects.cpp

item_sodacan is a model entity available in all Source Source games except Strata Source Strata Source. It's a soda can that falls out of env_beverage, healing 1 hit point when touched.

Note.pngNote:This uses 🖿models/can.mdl by default.
In most games except Half-Life: Source Half-Life: Source, Half-Life Deathmatch: Source Half-Life Deathmatch: Source, and Jabroni Brawl: Episode 3 Jabroni Brawl: Episode 3, you will need to provide your own model as this one is not present.
Additionally, the ItemSoda.Bounce soundscript should also be provided, which plays every time the soda can thinks.
Note.pngNote:Still exists in Black Mesa Black Mesa, but is deprecated by prop_soda.

Keyvalues

Note.pngNote: See Model entity/Generic Keyvalues, Inputs and Outputs for keyvalues and inputs that affect model rendering.
Note that the following keyvalues are unavailable due to being overridden by game code:
model, solid
It may still be possible to use their associated inputs or AddOutput them.
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.

See also

FGD Code

Add the following entry to the bottom of base.fgd to place soda cans directly in the map:

@PointClass base(Targetname, Angles) size(-4 -4 -4, 4 4 4) studio("models/can.mdl") = item_sodacan : "Beverage; heals 1 HP."
[
	skin(choices) : "Beverage Type" : 0 = 
	[
		0 : "Coca-Cola"
		1 : "Sprite"
		2 : "Diet Coke"
		3 : "Orange"
		4 : "Surge"
		5 : "Moxie"
	]
	modelscale(float) : "Model Scale" : : "A multiplier for the size of the model."
	lightingorigin(target_destination) : "Lighting Origin" : : "Name of entity (not info_lighting!) from which to sample lighting instead of this entity's origin or $illumposition."

	disableshadows(choices) : "Disable Shadows" : "" : "Used to disable dynamic shadows on this entity." =
	[
		"" : "No"
		1 : "Yes"
	]
	disablereceiveshadows(choices) : "Disable Receiving Shadows" : "" : "Prevent the entity from receiving dynamic shadows on itself."=
	[
		"" : "No"
		1 : "Yes"
	]
	shadowcastdist(integer) : "Shadow Cast Distance" : : "Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity."

	// Inputs
	input skin(integer) : "Changes the model skin to the specified number."
	input DisableShadow(void) : "Turn shadow off."
	input EnableShadow(void) : "Turn shadow on."
	input AlternativeSorting(bool) : "Used to attempt to fix sorting problems when rendering. True activates, false deactivates"
	input SetModelScale(string) : "Takes two values separated by a space. The first is the target model scale. The second value is the number of seconds the change in scale will be spread over."

	// Outputs
	output OnIgnite(void) : "Fired when this object catches fire."
]

External links