Updated FGD

This commit is contained in:
Msalinas2877 2016-09-04 00:15:23 -03:00
parent e77fb1f05d
commit 9997e081ba

View file

@ -1,18 +1,29 @@
@include "base.fgd"
@include "halflife2.fgd" //Remove this line if you don't want Half-Life 2 Entities
//-------------------------------------------------------------------------
//
// Base Classes
// Base Classes Override
//
//-------------------------------------------------------------------------
@PointClass base(prop_dynamic_base,EnableDisable) sphere(fademindist) sphere(fademaxdist) studioprop() = prop_dynamic :
"A prop that can be placed in hierarchy and can play animations. It can also be configured to break when it takes enough damage. "+
"Note that the health of the object will be overridden by the health inside the model, to ensure consistent health game-wide. "+
"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 "+
"used as a prop_dynamic. Upon level load it will display a warning in the console and remove itself. Use a prop_physics instead."
@BaseClass = Studiomodel
[
//Inputs
input EnableGlow(void) : "Make the prop glow."
input DisableGlow(void) : "Make the prop stop glowing."
model(studio) : "World Model"
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."
modelscale(float) : "Model Scale" : "1.0" : "A multiplier for the size of the model."
disableshadows(choices) : "Disable Shadows" : 0 : "Used to disable dynamic shadows on this entity." =
[
0 : "No"
1 : "Yes"
]
// 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."
]