Fill up the entity QER/Radiant QUAKED comments with first-appearance info.

This commit is contained in:
Marco Cawthorne 2020-10-25 12:38:41 +01:00
parent 4aa8a70063
commit 3adbedb5aa
102 changed files with 295 additions and 65 deletions

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@ -24,7 +24,6 @@ client/light_dynamic.cpp
client/sky_camera.cpp
client/info_notnull.cpp
client/point_message.cpp
client/func_physbox.cpp
client/prop_dynamic.cpp
client/prop_rope.cpp
client/worldspawn.cpp

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@ -19,6 +19,9 @@
Specifies a location for which a cubemap will be generated when the
buildcubemaps console command is executed.
Trivia:
This entity was introduced in Half-Life 2 (2004).
*/
int g_iCubeProcess;

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@ -22,6 +22,9 @@
"renderamt" Material alpha override in A8.
Client-side glare/glow orb effect like the flares in 1997's Unreal.
Trivia:
This entity was introduced in Half-Life (1998).
*/
class env_glow:CBaseEntity

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@ -58,6 +58,9 @@
Client-side environmental reverb modifier.
This works only with the OpenAL sound backend.
Trivia:
This entity was introduced in Half-Life (1998).
*/
var int autocvar_dsp_environments = TRUE;

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@ -19,6 +19,9 @@
"shader" Sound shader to play.
Client-side environmental soundscape modifier.
Trivia:
This entity was introduced in Half-Life 2 (2004).
*/
var int autocvar_dsp_soundscapes = TRUE;

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@ -22,6 +22,9 @@ int trace_surfaceflagsi;
"angle" Sun glow angle.
STUB!
Trivia:
This entity was introduced in Half-Life 2 (2004).
*/
#define FLARE_SIZE [128,128]

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@ -18,6 +18,9 @@
"count" Number of dustmote particles that will float around on average.
Dustmote emitting brush volume.
Trivia:
This entity was introduced in Half-Life 2 (2004).
*/
class func_dustmotes:CBaseEntity

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@ -21,7 +21,11 @@
0 = Solid
1 = Nonsolid
Level of Detail brush entity, disappears at a set distance. Useful for when VIS is impossible or not enough.
Level of Detail brush entity, disappears at a set distance.
Useful for when VIS is impossible or not enough.
Trivia:
This entity was introduced in Half-Life 2 (2004).
*/
#ifdef DEVELOPER

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@ -1,60 +0,0 @@
/*
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*QUAKED func_physbox (1 0 0) (-8 -8 -8) (8 8 8) ?
"targetname" Name
"material" Type of material the entity is made of. See func_breakable for full list.
Physics based brush entity
*/
/*class func_physbox:CBaseEntity
{
int m_iShape;
void(void) func_physbox;
virtual void(void) Respawn;
virtual void(void) touch;
};
void func_physbox::touch(void)
{
//physics_addforce(this, other.velocity, other.origin);
}
void func_physbox::Respawn(void)
{
movetype = MOVETYPE_PHYSICS;
solid = SOLID_PHYSICS_BOX; // SOLID_PHYSICS_TRIMESH
setmodel(this, m_oldModel);
setorigin(this, m_oldOrigin);
physics_enable(this, TRUE);
}
void prop_rope::SpawnKey(string strField, string strKey)
{
switch (strField) {
case "material":
//m_iMaterial = stof(argv(i+1));
break;
default:
CBaseEntity::SpawnKey(strField, strKey);
}
}
void func_physbox::func_physbox(void)
{
drawmask = MASK_ENGINE;
Init();
}*/

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@ -17,6 +17,9 @@
/*QUAKED light_environment (1 0 0) (-8 -8 -8) (8 8 8) ?
STUB!
Trivia:
This entity was introduced in Half-Life (1998).
*/
class light_environment:CBaseEntity

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@ -21,6 +21,9 @@
Client-side overlay/message that is projected in relation to its position
in 3D space.
Used for zoo and test maps in which less interactive overlays are desired.
Trivia:
This entity was introduced in Half-Life 2 (2004).
*/
class point_message:CBaseEntity

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@ -21,6 +21,9 @@
"_cs" Toggles if the prop casts a shadow or not.
Client-side decorative model entity.
Trivia:
This entity was introduced in Half-Life 2 (2004).
*/
class prop_dynamic:CBaseEntity

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@ -26,6 +26,9 @@ and watch it swing around.
Set spawnflag to 1 (ROPE_HALF) to cut it off half-way. Useful for vertically
swinging ropes.
Trivia:
This entity was introduced in The Wastes (2018).
*/
#define ROPE_RIBBON

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@ -21,6 +21,9 @@ Defines the position of a skyroom camera.
You want to put this into a dedicated room that contains a 3D skybox.
The scale modifier is more like a divider. You want to keep these
divisable by 2 to avoid any precision funkyness.
Trivia:
This entity was introduced in Half-Life 2 (2004).
*/
var int autocvar_dev_skyscale = 0;

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@ -25,6 +25,9 @@
Plays a sound sample of whatever format the engine is configured to support.
If you want it to loop, you have to give the file itself a loop flag.
Trivia:
This entity was introduced in Half-Life (1998).
TODO: Add a forced loop flag for non .wav samples?
*/

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@ -24,6 +24,9 @@
Upon damage, the cycler will switch between all available animation
sequences. This is really for test-maps and showroom entities.
Trivia:
This entity was introduced in Half-Life (1998).
*/
class cycler:CBaseTrigger

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@ -22,6 +22,9 @@
"model" Model file that will be displayed by the entity.
Decorative, does nothing yet.
Trivia:
This entity was introduced in Half-Life (1998).
*/
class cycler_sprite:CBaseEntity

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@ -18,6 +18,9 @@
"targetname" Name
This entity is incomplete. Purely stub.
Trivia:
This entity was introduced in Half-Life (1998).
*/
class env_beam {

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@ -23,6 +23,9 @@
Upon triggered, the entity will spawn item_food in its place in
the shape of a soda can.
Trivia:
This entity was introduced in Half-Life (1998).
*/
/* dependency from item_food.cpp */

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@ -21,6 +21,9 @@
"iMagnitude" Magnitude of the explosion.
When triggered, creates an explosion at its location.
Trivia:
This entity was introduced in Half-Life (1998).
*/
enumflags

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@ -25,6 +25,9 @@
When triggered, creates a colored overlay that blinds all players, or just
the one who triggered it if EVF_ONLYUSER is set.
Trivia:
This entity was introduced in Half-Life (1998).
*/
enumflags

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@ -25,6 +25,9 @@
Sets/kills a global variable that carries across levels.
Without GLOBAL_SETSPAWN set, it'll only modify existing
values when triggered.
Trivia:
This entity was introduced in Half-Life (1998).
*/
#define GLOBAL_SETSPAWN 1

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@ -25,6 +25,9 @@
When triggered, creates a colored overlay that blinds all players, or just
the one who triggered it if EVF_ONLYUSER is set.
Trivia:
This entity was introduced in Half-Life 2 (2004).
*/
void env_hudhint_send(entity eActivator, string strMessage, int iFlags);

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@ -20,6 +20,9 @@
"killtarget" Target to kill when triggered.
Shoots a frickin lazer.
Trivia:
This entity was introduced in Half-Life (1998).
*/
enumflags

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@ -25,6 +25,9 @@
Sends a message to either one or all players, depending on if EMF_ALLPLAYERS
is set. An optional sound effect can be supplied as well.
Trivia:
This entity was introduced in Half-Life (1998).
*/
enumflags

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@ -23,6 +23,9 @@
"rendercolor" Render-Color the target changes to.
Changes the visual appearance of a target.
Trivia:
This entity was introduced in Half-Life (1998).
*/
enumflags

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@ -25,6 +25,9 @@
Causes an earthquake/shaking effect when triggered.
Affects all clients (radius ignored) when EVS_GLOBAL is set.
Trivia:
This entity was introduced in Half-Life (1998).
*/
#define EVS_GLOBAL 1

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@ -29,6 +29,9 @@
"scale" Scale modifier of the model pieces.
Shoots model entities from its location.
Trivia:
This entity was introduced in Half-Life (1998).
*/
class env_shooter:CBaseTrigger

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@ -22,6 +22,9 @@
"MaxDelay" Delay between sparks when start-on (or toggle) is set
Creates a series (or just one) spark effect with sound when triggered.
Trivia:
This entity was introduced in Half-Life (1998).
*/
enumflags

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@ -28,6 +28,9 @@
A sprite entity manager with fancy overrides.
Only used with an external sprite format, like SPR, SPRHL and SPR32.
Trivia:
This entity was introduced in Half-Life (1998).
*/
enumflags

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@ -46,6 +46,9 @@ breaks.
The strength of the explosion decides the radius (magnitude * 2.5) and the
maximum damage the explosion will do (you have to stand in the center for that).
Trivia:
This entity was introduced in Half-Life (1998).
*/
enumflags

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@ -44,6 +44,9 @@ When SF_BTT_SPARKS is set, the button will create a bunch of sparks when used.
When SF_BTT_TOUCH_ONLY is set, the use key/button cannot be used to interact
with the button, it has to collide against a player.
Trivia:
This entity was introduced in Quake (1996).
*/
enumflags

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@ -20,6 +20,9 @@
"killtarget" Target to kill when triggered.
STUB!
Trivia:
This entity was introduced in Half-Life (1998).
*/
#define SF_CONVEYOR_VISUAL 1

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@ -48,6 +48,9 @@ It will have to be triggered by another map entity.
When SF_MOV_USE is set, the door can be triggered by a player using the 'use'
key/button. Not every game may implement such a function.
Trivia:
This entity was introduced in Quake (1996).
*/
enumflags {

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@ -20,6 +20,9 @@
"killtarget" Target to kill when triggered.
STUB!
Trivia:
This entity was introduced in Quake II (1997).
*/
enumflags

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@ -22,6 +22,9 @@
"speed" Speed in units per second at which it moves.
Gun targets brushes that trigger a target once they 'die'.
Trivia:
This entity was introduced in Half-Life (1998).
*/
#define SF_GUNTARGET_ON 1

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@ -23,6 +23,9 @@
"snd_done" Sound to play when first finished charging.
Brush that fills up your health when used, to a maximum of 100 HP.
Trivia:
This entity was introduced in Half-Life (1998).
*/
class func_healthcharger:CBaseTrigger

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@ -19,6 +19,9 @@
Brush that lets light to pass through it and is non-solid.
On idTech 2 BSPs, it will change texture variants when triggered.
Trivia:
This entity was introduced in Quake (1996).
*/
class func_illusionary:CBaseEntity

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@ -18,6 +18,9 @@
"targetname" Name
Ladder volume. Climb up ladders with this one simple brush.
Trivia:
This entity was introduced in Half-Life (1998).
*/
class func_ladder:CBaseEntity

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@ -19,6 +19,9 @@
Brush that lets light to pass through it.
On idTech 2 BSPs, it will change texture variants when triggered.
Trivia:
This entity was introduced in Half-Life 2 (2004).
*/
class func_lod:CBaseEntity

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@ -20,6 +20,9 @@
Brush that can be hidden and reappear when triggered.
If FTW_STARTHIDDEN is set, it'll start hidden.
Trivia:
This entity was introduced in Half-Life (1998).
*/
enumflags

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@ -18,6 +18,9 @@
"targetname" Name
Physics brush
Trivia:
This entity was introduced in Half-Life 2 (2004).
*/
class func_physbox:CBasePhysics

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@ -20,6 +20,9 @@
"height" Number of units the lift is supposed to move down
It's a simple elevator. It goes down... and back up.
Trivia:
This entity was introduced in Quake (1996).
*/
enumflags

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@ -20,6 +20,9 @@
"killtarget" Target to kill when triggered.
STUB!
Trivia:
This entity was introduced in Half-Life (1998).
*/
class func_pushable:func_breakable

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@ -23,6 +23,9 @@
"snd_done" Sound to play when first finished charging.
Brush that fills up your armor when used, to a maximum of 100 points.
Trivia:
This entity was introduced in Half-Life (1998).
*/
class func_recharge:CBaseTrigger

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@ -24,6 +24,9 @@
A button that rotates. Used for valves, spigots and alike.
Trivia:
This entity was introduced in Half-Life (1998).
*/
enumflags

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@ -22,6 +22,9 @@
"dmg" Damage applied to entity blocking its rotational path.
Rotating brush object. Useful for fans, etc.
Trivia:
This entity was introduced in Half-Life (1998).
*/
#ifdef GS_DEVELOPER

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@ -16,6 +16,9 @@
/*QUAKED func_tankcontrols (0 .5 .8) ?
"targetname" Name
Trivia:
This entity was introduced in Half-Life (1998).
*/
class func_tankcontrols:CBaseTrigger

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@ -23,6 +23,9 @@ var float autocvar_tracktrain_dir = 1.0f;
Moving platform following along path_* entities that's fully user controlled.
Very unfinished.
Trivia:
This entity was introduced in Half-Life (1998).
*/
enumflags

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@ -20,6 +20,9 @@
Brush that marks the usable region of a func_tracktrain, in order
to gain control.
Trivia:
This entity was introduced in Half-Life (1998).
*/
class func_tracktraincontrols:CBaseTrigger

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@ -33,6 +33,9 @@ box somewhere outside the playable area.
Marking the func_train with the flag TRAIN_NOTSOLID will make entities not
collide with the train. This is best used for things in the distance or for
when lasers are following this train as a sort of guide.
Trivia:
This entity was introduced in Quake (1996).
*/
enumflags

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@ -44,6 +44,9 @@ it stays at the same vertical position as originally placed.
The angle is calculated by aiming the 'target' path_track/corner entity
to its own 'target' entity. So yes, you need two of these path_track/corner
entities.
Trivia:
This entity was introduced in Counter-Strike (2000).
*/
enumflags

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@ -23,6 +23,9 @@ to gain control.
It's the same as func_tracktraincontrols, except that it's for
func_vehicle instead of func_tracktrain.
Trivia:
This entity was introduced in Counter-Strike (2000).
*/
void

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@ -19,6 +19,9 @@
Brush that lets light to pass through it.
On idTech 2 BSPs, it will change texture variants when triggered.
Trivia:
This entity was introduced in Quake (1996).
*/
class func_wall:CBaseTrigger

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@ -20,6 +20,9 @@
Brush that can be hidden and reappear when triggered.
If FTW_STARTHIDDEN is set, it'll start hidden.
Trivia:
This entity was introduced in Half-Life (1998).
*/
enumflags

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@ -39,6 +39,9 @@ Line breaks can be added with a \n character.
If GTF_ALLPLAYERS is set, it'll display the message to not just the activator,
but all players on the level.
Trivia:
This entity was introduced in Half-Life (1998).
*/
enumflags

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@ -29,6 +29,9 @@
"scale" Scale modifier of the model pieces.
Shoots model entities from its location.
Trivia:
This entity was introduced in Half-Life (1998).
*/
class gibshooter2:env_shooter

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@ -25,6 +25,9 @@ is hit etc.
When Intermission is active, the players camera will be teleported here
and angles towards the aim target.
Trivia:
This entity was introduced in Quake (1996).
*/
class info_intermission:CBaseTrigger

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@ -25,6 +25,9 @@ location.
For tasks such as aiming static/lightmapped light sources during the compiling
process, please use info_null instead as it'll get removed after it has served
its purpose.
Trivia:
This entity was introduced in Quake (1996).
*/

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@ -22,6 +22,9 @@ It is supposed to be removed after compilation of a .bsp file.
If you're pointing any active game-logic entities to this entity,
prepare to crash.
Trivia:
This entity was introduced in Quake (1996).
*/
class info_null:CBaseEntity

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@ -28,6 +28,9 @@ to appear. Afterwards it cannot be triggered again.
It will pick the nearest wall (currently checking a distance of 128 units,
which is probably overkill). No angle has to be supplied.
Trivia:
This entity was introduced in Half-Life (1998).
*/
class infodecal:CBaseTrigger

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@ -20,6 +20,9 @@
"model" Model file that will be displayed by the entity.
This is a food item that will give the user 1 health when touched.
Trivia:
This entity was introduced in Half-Life (1998).
*/
class item_food

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@ -51,6 +51,9 @@ idTech 2 BSP relevant keys:
that'll interpolate between at 10 FPS ingame.
If OFF_OR_LINEAR is set, it starts off/disabled.
Trivia:
This entity was introduced in Quake (1996).
*/
class light:CBaseTrigger

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@ -27,6 +27,9 @@
Dynamic light entity. Can be parented to things, it even has some inputs that
may be interesting.
Trivia:
This entity was introduced in Half-Life 2 (2004).
*/
/* this has to match gs-entbase/client/light_dynamic.cpp! */

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@ -19,6 +19,9 @@
Brush that lets light to pass through it.
On idTech 2 BSPs, it will change texture variants when triggered.
Trivia:
This entity was introduced in Half-Life (1998).
*/
class momentary_door:CBaseMomentary

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@ -17,6 +17,8 @@
/*QUAKED momentary_rot_button (0 .5 .8) ? MRBFL_DOORHACK MRBFL_NOTUSE x x MRBFL_AUTORETURN x MRBFL_XAXIS MRBFL_YAXIS
"targetname" Name
Trivia:
This entity was introduced in Half-Life (1998).
*/
enumflags

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@ -20,6 +20,9 @@
"model" Model file that will be displayed by the entity.
Decorative, does nothing yet.
Trivia:
This entity was introduced in Half-Life (1998).
*/
enumflags

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@ -20,6 +20,9 @@
"model" Model file that will be displayed by the entity.
Decorative, does nothing yet.
Trivia:
This entity was introduced in Half-Life (1998).
*/
#define MGF_NONSOLID 4

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@ -32,6 +32,9 @@ When MMF_STARTON is checked, it'll start on automatically.
When MMF_NONTOGGLE is checked, it'll spawn only one monster with each trigger
When MMF_MONSTERCLIP is checked, all spawned monsters will be blocked by
func_monsterclip entities.
Trivia:
This entity was introduced in Half-Life (1998).
*/
enumflags

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@ -23,6 +23,9 @@ that'll pass before the entity will be triggered.
If MM_MULTITHREADED is set, it'll allow the multi_manager to be triggered
again before it has finished triggering it's previous list of entities.
Trivia:
This entity was introduced in Half-Life (1998).
*/
#define MM_MULTITHREADED 1

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@ -21,6 +21,9 @@
"delay" Delay until we trigger our target
STUB!
Trivia:
This entity was introduced in Half-Life (1998).
*/
class multisource:CBaseTrigger

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@ -32,6 +32,9 @@ When the PC_TELEPORT flag is set, the train passing this node will immediately
teleport to the position of the next node (target).
With the PC_FIREONCE flag set, it'll only fire its target (message) once.
Trivia:
This entity was introduced in Quake (1996).
*/
#ifdef DEVELOPER

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@ -20,6 +20,9 @@
"killtarget" Target to kill when triggered.
STUB!
Trivia:
This entity was introduced in Half-Life (1998).
*/
class path_track:path_corner

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@ -26,6 +26,9 @@
This trigger reloads the last autosaved game with a custom message.
This is commonly used when a mission objective has failed.
Trivia:
This entity was introduced in Half-Life (1998).
*/
class player_loadsaved:CBaseTrigger

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@ -18,6 +18,9 @@
"targetname" Name
Strips the activator of all of its weapons.
Trivia:
This entity was introduced in Half-Life (1998).
*/
class player_weaponstrip:CBaseTrigger

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@ -18,6 +18,9 @@
"targetname" Name
Physics model
Trivia:
This entity was introduced in Half-Life 2 (2004).
*/
class prop_physics:CBasePhysics

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@ -33,7 +33,7 @@ For example, if 'wait' is 10 and 'random' is 50, then it'll always be
a random interval between 10 and 15 seconds in total.
Trivia:
It was introduced in Gunman Chronicles.
It was introduced in Gunman Chronicles (2000).
*/
class random_speaker:CBaseTrigger

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@ -27,7 +27,7 @@ When triggered, it'll calculate some random interval until it triggers
its targets, based on some limits given.
Trivia:
It was introduced in Gunman Chronicles.
It was introduced in Gunman Chronicles (2000).
*/
class random_trigger:CBaseTrigger

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@ -26,6 +26,9 @@
Triggers a sound event on the client side associated with an entity in the
world. It'll enable mouth flapping and all sorts of other cool effects.
Trivia:
This entity was introduced in Half-Life (1998).
*/
class scripted_sentence:CBaseTrigger

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@ -35,6 +35,9 @@ f_fMoveTo values:
Allow a monster to be selected and given an action to perform.
This is done in the form of olaying an animation.
Trivia:
This entity was introduced in Half-Life (1998).
*/
float(float modidx, string framename) frameforname = #276;

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@ -37,6 +37,9 @@ Valid values for 'preset":
10 = C2A5_
11 = C3A1_
12 = C3A2_
Trivia:
This entity was introduced in Half-Life (1998).
*/
enumflags

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@ -24,7 +24,7 @@
This entity plays a sample upon triggering at a specified volume.
Trivia:
It was introduced in Gunman Chronicles.
It was introduced in Gunman Chronicles (2000).
It's not any more useful than an ambient_generic.
I suspect it's a carry-over from when Gunman was a Quake II mod, as
Quake/Quake II did not have an entity that allowed custom sound samples

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@ -24,6 +24,9 @@ Disables itself upon activation.
I honestly don't know what the point is, as trigger_cdaudio should
act the same in practice.
Trivia:
This entity was introduced in Half-Life (1998).
*/
class target_cdaudio:CBaseTrigger

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@ -23,6 +23,9 @@
Will automatically start working when the level has spawned.
If TA_USEONCE is set, it'll remove itself from the level permanently.
It will not survive round respawns, etc.
Trivia:
This entity was introduced in Half-Life (1998).
*/
class trigger_auto:CBaseTrigger

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@ -19,6 +19,9 @@
Volume that'll save the current game when a client enters its bounds.
This entity does not work in multiplayer.
Trivia:
This entity was introduced in Half-Life (1998).
*/
class trigger_autosave:CBaseTrigger

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@ -21,6 +21,9 @@
"wait" How long to hold onto the target.
Causes the activators first-person camera to switch to the view of this entity.
Trivia:
This entity was introduced in Half-Life (1998).
*/
class trigger_camera:CBaseTrigger

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@ -19,6 +19,9 @@
"health" Music track to play.
Switches the background music track when triggered.
Trivia:
This entity was introduced in Half-Life (1998).
*/
class trigger_cdaudio:CBaseTrigger

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@ -29,6 +29,9 @@ level.
When LC_USEONLY is set, it will not act as a trigger volume people can step in.
It'll have to be triggered by another entity.
Trivia:
This entity was introduced in Quake (1996).
*/
vector g_landmarkpos;

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@ -21,6 +21,9 @@
When triggered, trigger_changetarget changes the 'target' value of any entity
to something else.
Trivia:
This entity was introduced in Half-Life (1998).
*/
class trigger_changetarget:CBaseTrigger

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@ -22,6 +22,9 @@
This entity counts the number of times it is triggered and activates its
target when it reaches a specified number.
Trivia:
This entity was introduced in Quake (1996).
*/
enumflags

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@ -19,6 +19,9 @@
This trigger shuts down the server.
Useful for when a singleplayer game ends, as it takes you to the main menu.
Trivia:
This entity was introduced in Half-Life (1998).
*/
class trigger_endsection:CBaseTrigger

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@ -29,6 +29,9 @@ If SF_HURT_NOPLAYERS is set, it will only NPCs.
If SF_HURT_TOUCHPLAYER is set, it'll only hurt players.
If SF_HURT_FIREONPLAYER is set, it'll only trigger a target if a player
activates it.
Trivia:
This entity was introduced in Quake (1996).
*/
#define SF_HURT_ONCE 1 // Turn off once it fired the first time

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@ -30,6 +30,9 @@ It then disables itself.
It's like the beginning in Halo - you know, where you have to look up/down
at lights and stuff? No...? Well... ever played Splinter Cell?... Nevermind.
Trivia:
This entity was introduced in Half-Life 2 (2004).
*/
class trigger_look:CBaseTrigger

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@ -24,6 +24,9 @@
A trigger volume which works more than once.
None of the spawnflags are implemented yet.
Trivia:
This entity was introduced in Quake (1996).
*/
// TODO: These are missing

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@ -23,6 +23,9 @@
A trigger volume which works only once.
None of the spawnflags are implemented yet.
Trivia:
This entity was introduced in Quake (1996).
*/
// TODO: These are missing

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@ -23,6 +23,9 @@ Freezing a player means they're unable to move, they can still look around.
Ideas: Add ability to supress looking around, firing weapons, using items
and so on.
Trivia:
This entity was introduced in Opposing Force (1999).
*/
class trigger_playerfreeze:CBaseTrigger

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@ -23,6 +23,9 @@ Pushes anything in its volume into a direction of your choosing.
If TP_ONCE is set, It'll only emit a single push once before disabling itself.
If TP_STARTOFF is set, it needs to be triggered first in order to function.
Trivia:
This entity was introduced in Quake (1996).
*/
enumflags

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@ -26,6 +26,9 @@ instead of toggling e.g. a door open.
When the spawnflag TRLY_ONCE is set, the trigger_relay will be removed upon
triggering its targets.
Trivia:
This entity was introduced in Quake (1996).
*/
enumflags

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@ -20,6 +20,9 @@
Teleportation volume. Teleports anything it touches to the position of
any entity set as the "target". Works best with info_teleport_destination.
Trivia:
This entity was introduced in Quake (1996).
*/
enumflags

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@ -19,6 +19,9 @@
Currently unused. This is meant for defining level transition regions.
All entities touching this volume would carry across to the next level.
Trivia:
This entity was introduced in Half-Life (1998).
*/
class trigger_transition:CBaseEntity

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