env_beverage
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Note:
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CEnvBeverage |
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env_beverage
is a point entity available in all Source games. It is a
Half-Life legacy entity: the beverage vending machine. This entity dispenses soda cans when used.

- These are not used for the vending machines in
Half-Life 2. Those are done with a func_button and point_template.
- This uses
models/can.mdl
by default.
In most games exceptHalf-Life: Source,
Half-Life Deathmatch: Source, and
Jabroni Brawl: Episode 3, you will need to provide your own model as this one is not present.
Additionally, the ItemSoda.Bounce soundscript and associated audio files should also be provided, which plays every time the soda can thinks. - Still exists in
Black Mesa, but is deprecated by env_dispenser.
Keyvalues

The six flavors of soft drinks in
Half-Life: Source.

- Name (targetname) <string> [ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
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>
- Which direction to dispense the pop.
- Capacity (health) <integer>
- Number of cans in the dispenser. Default 10 (0 is treated as 10).
- Beverage Type (beveragetype) <integer choices>
- Which skin to use for the spawned can. Vanilla
skins described below:
- "Coca-Cola" - A lime green can with what appears to be half a kiwifruit pictured, labelled "HAI !".
- "Sprite" - A brown can with yellow droplets pictured, labelled "GLUB".
- "Diet Coke" - A red/blue can with red berries pictured, labelled "GRAPE".
- "Orange" - A blue and green can with a lighter blue face pictured, labelled "GUTHRIE".
- "Surge" - A dark green can with darker coloured ends, labelled "YUCK".
- "Moxie" - A yellow/orange can with a fiery effect, labelled "DANTE".
- Random - One of the first 6 skins found in the MDL will be chosen at random.
Note:While skin 6 cannot be selected, skins 7 and higher can. Only skins 0-5 will be used by "random", however.
Inputs
- Use / Activate <void>
- Dispenses a can
FGD Code
@PointClass base(Targetname, Angles) size(-4 -4 -4, 4 4 4) = env_beverage : "Beverage Dispenser"
[
health(integer) : "Capacity" : 10
beveragetype(choices) : "Beverage Type" : 0 : "Which skin to spawn. Skins 7 and higher can also be chosen, but only skins 0-5 will be used when set to 6 (random)." =
[
0 : "Coca-Cola"
1 : "Sprite"
2 : "Diet Coke"
3 : "Orange"
4 : "Surge"
5 : "Moxie"
6 : "Random"
]
input Activate(void) : "Dispense a beverage."
]