Fill up the entity QER/Radiant QUAKED comments with first-appearance info.
This commit is contained in:
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
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client/sky_camera.cpp
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client/info_notnull.cpp
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client/point_message.cpp
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client/func_physbox.cpp
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client/prop_dynamic.cpp
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client/prop_rope.cpp
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client/worldspawn.cpp
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@ -19,6 +19,9 @@
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Specifies a location for which a cubemap will be generated when the
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buildcubemaps console command is executed.
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Trivia:
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This entity was introduced in Half-Life 2 (2004).
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*/
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int g_iCubeProcess;
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@ -22,6 +22,9 @@
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"renderamt" Material alpha override in A8.
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Client-side glare/glow orb effect like the flares in 1997's Unreal.
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Trivia:
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This entity was introduced in Half-Life (1998).
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*/
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class env_glow:CBaseEntity
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@ -58,6 +58,9 @@
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Client-side environmental reverb modifier.
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This works only with the OpenAL sound backend.
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Trivia:
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This entity was introduced in Half-Life (1998).
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*/
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var int autocvar_dsp_environments = TRUE;
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@ -19,6 +19,9 @@
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"shader" Sound shader to play.
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Client-side environmental soundscape modifier.
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Trivia:
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This entity was introduced in Half-Life 2 (2004).
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*/
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var int autocvar_dsp_soundscapes = TRUE;
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@ -22,6 +22,9 @@ int trace_surfaceflagsi;
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"angle" Sun glow angle.
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STUB!
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Trivia:
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This entity was introduced in Half-Life 2 (2004).
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*/
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#define FLARE_SIZE [128,128]
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@ -18,6 +18,9 @@
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"count" Number of dustmote particles that will float around on average.
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Dustmote emitting brush volume.
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Trivia:
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This entity was introduced in Half-Life 2 (2004).
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*/
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class func_dustmotes:CBaseEntity
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@ -21,7 +21,11 @@
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0 = Solid
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1 = Nonsolid
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Level of Detail brush entity, disappears at a set distance. Useful for when VIS is impossible or not enough.
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Level of Detail brush entity, disappears at a set distance.
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Useful for when VIS is impossible or not enough.
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Trivia:
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This entity was introduced in Half-Life 2 (2004).
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*/
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#ifdef DEVELOPER
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@ -1,60 +0,0 @@
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/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*QUAKED func_physbox (1 0 0) (-8 -8 -8) (8 8 8) ?
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"targetname" Name
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"material" Type of material the entity is made of. See func_breakable for full list.
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Physics based brush entity
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*/
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/*class func_physbox:CBaseEntity
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{
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int m_iShape;
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void(void) func_physbox;
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virtual void(void) Respawn;
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virtual void(void) touch;
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};
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void func_physbox::touch(void)
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{
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//physics_addforce(this, other.velocity, other.origin);
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}
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void func_physbox::Respawn(void)
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{
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movetype = MOVETYPE_PHYSICS;
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solid = SOLID_PHYSICS_BOX; // SOLID_PHYSICS_TRIMESH
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setmodel(this, m_oldModel);
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setorigin(this, m_oldOrigin);
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physics_enable(this, TRUE);
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}
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void prop_rope::SpawnKey(string strField, string strKey)
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{
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switch (strField) {
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case "material":
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//m_iMaterial = stof(argv(i+1));
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break;
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default:
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CBaseEntity::SpawnKey(strField, strKey);
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}
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}
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void func_physbox::func_physbox(void)
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{
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drawmask = MASK_ENGINE;
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Init();
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}*/
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@ -17,6 +17,9 @@
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/*QUAKED light_environment (1 0 0) (-8 -8 -8) (8 8 8) ?
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STUB!
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Trivia:
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This entity was introduced in Half-Life (1998).
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*/
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class light_environment:CBaseEntity
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@ -21,6 +21,9 @@
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Client-side overlay/message that is projected in relation to its position
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in 3D space.
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Used for zoo and test maps in which less interactive overlays are desired.
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Trivia:
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This entity was introduced in Half-Life 2 (2004).
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*/
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class point_message:CBaseEntity
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@ -21,6 +21,9 @@
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"_cs" Toggles if the prop casts a shadow or not.
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Client-side decorative model entity.
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Trivia:
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This entity was introduced in Half-Life 2 (2004).
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*/
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class prop_dynamic:CBaseEntity
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@ -26,6 +26,9 @@ and watch it swing around.
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Set spawnflag to 1 (ROPE_HALF) to cut it off half-way. Useful for vertically
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swinging ropes.
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Trivia:
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This entity was introduced in The Wastes (2018).
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*/
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#define ROPE_RIBBON
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@ -21,6 +21,9 @@ Defines the position of a skyroom camera.
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You want to put this into a dedicated room that contains a 3D skybox.
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The scale modifier is more like a divider. You want to keep these
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divisable by 2 to avoid any precision funkyness.
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Trivia:
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This entity was introduced in Half-Life 2 (2004).
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*/
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var int autocvar_dev_skyscale = 0;
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@ -25,6 +25,9 @@
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Plays a sound sample of whatever format the engine is configured to support.
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If you want it to loop, you have to give the file itself a loop flag.
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Trivia:
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This entity was introduced in Half-Life (1998).
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TODO: Add a forced loop flag for non .wav samples?
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*/
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@ -24,6 +24,9 @@
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Upon damage, the cycler will switch between all available animation
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sequences. This is really for test-maps and showroom entities.
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Trivia:
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This entity was introduced in Half-Life (1998).
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*/
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class cycler:CBaseTrigger
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@ -22,6 +22,9 @@
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"model" Model file that will be displayed by the entity.
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Decorative, does nothing yet.
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Trivia:
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This entity was introduced in Half-Life (1998).
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*/
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class cycler_sprite:CBaseEntity
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@ -18,6 +18,9 @@
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"targetname" Name
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This entity is incomplete. Purely stub.
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Trivia:
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This entity was introduced in Half-Life (1998).
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*/
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class env_beam {
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@ -23,6 +23,9 @@
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Upon triggered, the entity will spawn item_food in its place in
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the shape of a soda can.
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Trivia:
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This entity was introduced in Half-Life (1998).
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*/
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/* dependency from item_food.cpp */
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"iMagnitude" Magnitude of the explosion.
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When triggered, creates an explosion at its location.
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Trivia:
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This entity was introduced in Half-Life (1998).
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*/
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enumflags
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@ -25,6 +25,9 @@
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When triggered, creates a colored overlay that blinds all players, or just
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the one who triggered it if EVF_ONLYUSER is set.
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Trivia:
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This entity was introduced in Half-Life (1998).
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*/
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enumflags
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Sets/kills a global variable that carries across levels.
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Without GLOBAL_SETSPAWN set, it'll only modify existing
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values when triggered.
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Trivia:
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This entity was introduced in Half-Life (1998).
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*/
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#define GLOBAL_SETSPAWN 1
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When triggered, creates a colored overlay that blinds all players, or just
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the one who triggered it if EVF_ONLYUSER is set.
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Trivia:
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This entity was introduced in Half-Life 2 (2004).
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*/
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void env_hudhint_send(entity eActivator, string strMessage, int iFlags);
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"killtarget" Target to kill when triggered.
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Shoots a frickin lazer.
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Trivia:
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This entity was introduced in Half-Life (1998).
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*/
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enumflags
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Sends a message to either one or all players, depending on if EMF_ALLPLAYERS
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is set. An optional sound effect can be supplied as well.
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Trivia:
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This entity was introduced in Half-Life (1998).
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*/
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enumflags
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"rendercolor" Render-Color the target changes to.
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Changes the visual appearance of a target.
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Trivia:
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This entity was introduced in Half-Life (1998).
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*/
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enumflags
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Causes an earthquake/shaking effect when triggered.
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Affects all clients (radius ignored) when EVS_GLOBAL is set.
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Trivia:
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This entity was introduced in Half-Life (1998).
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*/
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#define EVS_GLOBAL 1
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"scale" Scale modifier of the model pieces.
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Shoots model entities from its location.
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Trivia:
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This entity was introduced in Half-Life (1998).
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*/
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class env_shooter:CBaseTrigger
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"MaxDelay" Delay between sparks when start-on (or toggle) is set
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Creates a series (or just one) spark effect with sound when triggered.
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Trivia:
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This entity was introduced in Half-Life (1998).
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*/
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enumflags
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A sprite entity manager with fancy overrides.
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Only used with an external sprite format, like SPR, SPRHL and SPR32.
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Trivia:
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This entity was introduced in Half-Life (1998).
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*/
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enumflags
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@ -46,6 +46,9 @@ breaks.
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The strength of the explosion decides the radius (magnitude * 2.5) and the
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maximum damage the explosion will do (you have to stand in the center for that).
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Trivia:
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This entity was introduced in Half-Life (1998).
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*/
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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.
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When SF_BTT_TOUCH_ONLY is set, the use key/button cannot be used to interact
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with the button, it has to collide against a player.
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Trivia:
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This entity was introduced in Quake (1996).
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*/
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enumflags
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"killtarget" Target to kill when triggered.
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STUB!
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Trivia:
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This entity was introduced in Half-Life (1998).
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*/
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#define SF_CONVEYOR_VISUAL 1
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@ -48,6 +48,9 @@ It will have to be triggered by another map entity.
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When SF_MOV_USE is set, the door can be triggered by a player using the 'use'
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key/button. Not every game may implement such a function.
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Trivia:
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This entity was introduced in Quake (1996).
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*/
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enumflags {
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"killtarget" Target to kill when triggered.
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STUB!
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Trivia:
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This entity was introduced in Quake II (1997).
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*/
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enumflags
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"speed" Speed in units per second at which it moves.
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Gun targets brushes that trigger a target once they 'die'.
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Trivia:
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This entity was introduced in Half-Life (1998).
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*/
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#define SF_GUNTARGET_ON 1
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"snd_done" Sound to play when first finished charging.
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Brush that fills up your health when used, to a maximum of 100 HP.
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Trivia:
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This entity was introduced in Half-Life (1998).
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*/
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class func_healthcharger:CBaseTrigger
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Brush that lets light to pass through it and is non-solid.
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On idTech 2 BSPs, it will change texture variants when triggered.
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Trivia:
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This entity was introduced in Quake (1996).
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*/
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class func_illusionary:CBaseEntity
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"targetname" Name
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Ladder volume. Climb up ladders with this one simple brush.
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Trivia:
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This entity was introduced in Half-Life (1998).
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*/
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class func_ladder:CBaseEntity
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Brush that lets light to pass through it.
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On idTech 2 BSPs, it will change texture variants when triggered.
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Trivia:
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This entity was introduced in Half-Life 2 (2004).
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*/
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class func_lod:CBaseEntity
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Brush that can be hidden and reappear when triggered.
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If FTW_STARTHIDDEN is set, it'll start hidden.
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Trivia:
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This entity was introduced in Half-Life (1998).
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*/
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enumflags
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@ -18,6 +18,9 @@
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"targetname" Name
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Physics brush
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Trivia:
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This entity was introduced in Half-Life 2 (2004).
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*/
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class func_physbox:CBasePhysics
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"height" Number of units the lift is supposed to move down
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It's a simple elevator. It goes down... and back up.
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Trivia:
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This entity was introduced in Quake (1996).
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*/
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enumflags
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"killtarget" Target to kill when triggered.
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STUB!
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Trivia:
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This entity was introduced in Half-Life (1998).
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*/
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class func_pushable:func_breakable
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"snd_done" Sound to play when first finished charging.
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Brush that fills up your armor when used, to a maximum of 100 points.
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Trivia:
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This entity was introduced in Half-Life (1998).
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*/
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class func_recharge:CBaseTrigger
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@ -24,6 +24,9 @@
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A button that rotates. Used for valves, spigots and alike.
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Trivia:
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This entity was introduced in Half-Life (1998).
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*/
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enumflags
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@ -22,6 +22,9 @@
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"dmg" Damage applied to entity blocking its rotational path.
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Rotating brush object. Useful for fans, etc.
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Trivia:
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This entity was introduced in Half-Life (1998).
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*/
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#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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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).
|
||||
*/
|
||||
|
||||
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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! */
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -21,6 +21,9 @@
|
|||
"delay" Delay until we trigger our target
|
||||
|
||||
STUB!
|
||||
|
||||
Trivia:
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
class multisource:CBaseTrigger
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -18,6 +18,9 @@
|
|||
"targetname" Name
|
||||
|
||||
Physics model
|
||||
|
||||
Trivia:
|
||||
This entity was introduced in Half-Life 2 (2004).
|
||||
*/
|
||||
|
||||
class prop_physics:CBasePhysics
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -37,6 +37,9 @@ Valid values for 'preset":
|
|||
10 = C2A5_
|
||||
11 = C3A1_
|
||||
12 = C3A2_
|
||||
|
||||
Trivia:
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
enumflags
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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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