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Updated FGD
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1 changed files with 22 additions and 11 deletions
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@include "base.fgd"
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@include "halflife2.fgd" //Remove this line if you don't want Half-Life 2 Entities
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//-------------------------------------------------------------------------
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//
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// Base Classes
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// Base Classes Override
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//
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//-------------------------------------------------------------------------
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@PointClass base(prop_dynamic_base,EnableDisable) sphere(fademindist) sphere(fademaxdist) studioprop() = prop_dynamic :
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"A prop that can be placed in hierarchy and can play animations. It can also be configured to break when it takes enough damage. "+
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"Note that the health of the object will be overridden by the health inside the model, to ensure consistent health game-wide. "+
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"If the model used by the prop is configured to be used as a prop_physics (i.e. it should be physically simulated) then it CANNOT be "+
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"used as a prop_dynamic. Upon level load it will display a warning in the console and remove itself. Use a prop_physics instead."
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@BaseClass = Studiomodel
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[
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//Inputs
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input EnableGlow(void) : "Make the prop glow."
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input DisableGlow(void) : "Make the prop stop glowing."
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model(studio) : "World Model"
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skin(integer) : "Skin" : 0 : "Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin instead of the default."
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modelscale(float) : "Model Scale" : "1.0" : "A multiplier for the size of the model."
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disableshadows(choices) : "Disable Shadows" : 0 : "Used to disable dynamic shadows on this entity." =
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[
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0 : "No"
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1 : "Yes"
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]
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// Inputs
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input Skin(integer) : "Changes the model skin to the specified number."
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input DisableShadow(void) : "Turn shadow off."
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input EnableShadow(void) : "Turn shadow on."
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input AlternativeSorting(bool) : "Used to attempt to fix sorting problems when rendering. True activates, false deactivates"
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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."
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// Outputs
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output OnIgnite(void) : "Fired when this object catches fire."
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]
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