High Energy Pellet Catcher

The "**High Energy Pellet Catcher**" from Portal 1 was imported into the mod "BEEmod" for Portal 2. This item catches the high energy pellets from Portal 1. When activated, it can activate an item to let PeTI players get to the other side of the chamber. This item can give up to 8 outputs. Sometimes these items are timed, and some of them are not because of their different versions(see in the list below)

### Versions:

1. Standard Pellet Catcher - This is the standard infinite only variant for the BEEmod 1.v5 & BEE2.2.5 which is actually from Portal 1.
2. Pellet Catcher Timed - This is the same as number 1, but with a timer attached, and the spotlight is red instead of green like Rexaura. And like Rexaura(Portal 1 Mod), it acts the same. If set to infinite, it will activate permanently. If not, then it can be retriggered after the specified time.
3. Pellet Catcher (Green) - This is the same as number 2 and 1, but if set to infinite, it will act just like the Instant Pedestal Button. If not set to infinite, it will act like the pedestal button, but without the clock ticking sound. It's deactivation animation is different from the item back in number 2 in this list, because it's deactivation animation is set to the reverse animation of it activating, which this animation was also used in BEE2.4. Oh, it's whole body is colored green as well, and it has the Rexaura's green spotlight this time.
4. Pellet Catcher(Portal 1 variant) - Like number 1, it acts the same, but with the Portal 1's pellet catcher sprite and sound effects added, with the Portal 2's laser relay ball particle and sound effects removed for BEE2.4, with the caption "[Large Machine Powering Up]" added for Portal 2, which was not even used in Portal 1. Still, the blue lights on this body are turned off in the overgrown(also for number 1)
5. Pellet Catcher Timed(Rexaura variant) - Same as number 4, it acts the same, but with a timer also attached with the Rexaura's green spotlight this time. The whole body is now white, but the lights on that body are now green, which is the only light that stays on in the overgrown in BEE2.4. Also, like number 2, it can switch it light color for the body, and the spotlight color to aim at with number 4(numbers 4&5 can switch body lights and spotlight color with each other if set to infinite, or not)
6. HD Pellet Catcher - This is a Portal 2 styled variant of the Portal 1 Pellet Catcher from the UCP packages for BEE2.4, using the same particle system from BEEMod 1 which is the laser relay ball, but with it's parent removed and moved slightly down into the catcher's center piece where the red pellet crosshair target is, and set to start enabled. Unlike the Portal 1 variant, it can also change it's lights to orange when a pellet activates it, just like a Portal 2 floor button. It has a different activating animation, and it's the only catcher that can be reset using inputs
7. HD Pellet Catcher Timed - This is a Portal 2 styled variant of Rexaura's Pellet Catcher from the UCP packages for BEE2.4. Like number 6 it has the same activation animation, but unlike number 5, it has a different deactivation animation

Note: Only the original Portal 1 catchers can change their style depending on the style option

## Trivia

The overgrown style makes this item appear dirty with it's model lights off. Their internals can be seen when they hang out of the wall or ceilings. Their spotlights can also flicker on and off. These features were removed in later versions of bee2 due to some leaks and are now not hanging out of the wall in the overgrown anymore and it's spotlight is not flickering anymore which was seen in bee2.4. The 1950s style of the Portal 1 catchers are dynamic spotlight lamps with the ball prop on the 4 L-shapped ball holders.

**Known Bugs**: When the HD pellet catcher resets the HD or Regular High Energy Pellet Launchers did not reset

## Credits

Originally from Portal 1

**BEEmod Creators: BenVlogi, TeamSpen210**

HD Pellet Catcher Models(Modified Portal 1 Pellet Catcher With Different Animation on both infinite and timed, with the yellow light added in the infinite one when it activates): Asd417