diff --git a/sp/game/sdk2013CE/sdk2013ce.fgd b/sp/game/sdk2013CE/sdk2013ce.fgd index cafc0eb77..bc18631b1 100644 --- a/sp/game/sdk2013CE/sdk2013ce.fgd +++ b/sp/game/sdk2013CE/sdk2013ce.fgd @@ -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." ] \ No newline at end of file