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Added env_instructor_hint, info_target_instructor_hint, and point_glow
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base.fgd
171
base.fgd
@ -9287,3 +9287,174 @@
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input ApplyImpulse(void) : "Apply impulse to touching entities"
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input ApplyImpulse(void) : "Apply impulse to touching entities"
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]
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]
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@PointClass base(Targetname) sphere(hint_range) iconsprite("editor/env_instructor_hint.vmt") = env_instructor_hint : "An entity that allows for creation and control of instructor lessons by map logic"
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[
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hint_replace_key(string) : "Replace Key" : : "Unique name so that messages with the same key will replace each other."
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hint_target(target_destination) : "Target Entity" : : "The entity to show this hint on top of. The entity used must exist on the client, info_target_instructor_hint can be parented to server only entities for this purpose."
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hint_static(Choices) : "Positioning" : 0 : "Either show at the position of the Target Entity. Or show the hint directly on the hud at a fixed position." =
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[
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0 : "Follow the Target Entity"
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1 : "Show on the hud"
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]
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hint_allow_nodraw_target(Choices) : "Allow invisible target" : 1 : "Do we allow the hint to follow entites with nodraw set?" =
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[
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0 : "End immediately on nodraw"
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1 : "Yes"
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]
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hint_caption(string) : "Caption" : : "The text of your hint."
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hint_activator_caption(string) : "Activator Caption" : : "The text of your hint shown to only the activating player."
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hint_color(color255) : "Caption Color" : "255 255 255" : "The color of the caption text"
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hint_forcecaption(Choices) : "Force caption" : 0 : "Do we show the caption text even if the hint is occluded by a wall?" =
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[
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0 : "No"
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1 : "Show when occluded"
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]
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hint_icon_onscreen(Choices) : "Onscreen Icon" : "icon_tip" : "The icon to use when the hint is within the player's view." =
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[
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"icon_bulb" : "icon_bulb"
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"icon_caution" : "icon_caution"
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"icon_alert" : "icon_alert"
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"icon_alert_red" : "icon_alert_red"
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"icon_tip" : "icon_tip"
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"icon_skull" : "icon_skull"
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"icon_no" : "icon_no"
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"icon_run" : "icon_run"
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"icon_interact" : "icon_interact"
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"icon_button" : "icon_button"
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"icon_door" : "icon_door"
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"icon_arrow_plain" : "icon_arrow_plain"
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"icon_arrow_plain_white_dn" : "icon_arrow_plain_white_dn"
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"icon_arrow_plain_white_up" : "icon_arrow_plain_white_up"
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"icon_arrow_up" : "icon_arrow_up"
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"icon_arrow_right" : "icon_arrow_right"
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"icon_fire" : "icon_fire"
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"icon_present" : "icon_present"
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"use_binding" : "show key bindings"
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"icon_health" : "(HL2) icon_health"
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"icon_battery" : "(HL2) icon_battery"
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"icon_frag" : "(HL2) icon_frag"
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"icon_cmbball" : "(HL2) icon_cmbball"
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"icon_hl2" : "(HL2) icon_hl2"
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"icon_gravgun" : "(HL2) icon_gravgun"
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"icon_bugbait" : "(HL2) icon_bugbait"
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"icon_rocket" : "(HL2) icon_rocket"
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"icon_combine" : "(HL2) icon_combine"
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"icon_lambda" : "(HL2) icon_lambda"
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"icon_squad" : "(HL2) icon_squad"
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"icon_squad_medic" : "(HL2) icon_squad_medic"
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"icon_ammo" : "(HL2) icon_ammo"
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"icon_flashlight" : "(HL2) icon_flashlight"
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"icon_pistol" : "(HL2) icon_pistol"
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]
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hint_icon_offscreen(Choices) : "Offscreen Icon" : "icon_tip" : "The icon to use when the hint is outside the player's view." =
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[
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"icon_bulb" : "icon_bulb"
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"icon_caution" : "icon_caution"
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"icon_alert" : "icon_alert"
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"icon_alert_red" : "icon_alert_red"
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"icon_tip" : "icon_tip"
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"icon_skull" : "icon_skull"
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"icon_no" : "icon_no"
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"icon_run" : "icon_run"
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"icon_interact" : "icon_interact"
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"icon_button" : "icon_button"
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"icon_door" : "icon_door"
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"icon_arrow_plain" : "icon_arrow_plain"
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"icon_arrow_plain_white_dn" : "icon_arrow_plain_white_dn"
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"icon_arrow_plain_white_up" : "icon_arrow_plain_white_up"
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"icon_arrow_up" : "icon_arrow_up"
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"icon_arrow_right" : "icon_arrow_right"
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"icon_fire" : "icon_fire"
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"icon_present" : "icon_present"
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"icon_health" : "(HL2) icon_health"
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"icon_battery" : "(HL2) icon_battery"
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"icon_frag" : "(HL2) icon_frag"
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"icon_cmbball" : "(HL2) icon_cmbball"
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"icon_hl2" : "(HL2) icon_hl2"
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"icon_gravgun" : "(HL2) icon_gravgun"
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"icon_bugbait" : "(HL2) icon_bugbait"
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"icon_rocket" : "(HL2) icon_rocket"
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"icon_combine" : "(HL2) icon_combine"
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"icon_lambda" : "(HL2) icon_lambda"
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"icon_squad" : "(HL2) icon_squad"
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"icon_squad_medic" : "(HL2) icon_squad_medic"
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"icon_ammo" : "(HL2) icon_ammo"
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"icon_flashlight" : "(HL2) icon_flashlight"
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"icon_pistol" : "(HL2) icon_pistol"
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]
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hint_nooffscreen(Choices) : "Show offscreen" : 0 : "When the hint is offscreen, do we show an icon and arrow?" =
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[
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0 : "Show"
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1 : "Don't show"
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]
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hint_binding(string) : "Bound Command" : : "If using 'show key bindings' for the onscreen icon, this field should be the command we want to show bindings for"
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hint_icon_offset(float) : "Icon Height Offset" : 0 : "A height offset from the target entity's origin to display the hint"
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hint_pulseoption(Choices) : "Size Pulsing" : 0 : "The icon size can pulsate" =
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[
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0 : "No Pulse"
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1 : "Slow Pulse"
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2 : "Fast Pulse"
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3 : "Urgent Pulse"
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]
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hint_alphaoption(Choices) : "Alpha Pulsing" : 0 : "The icon alpha can pulsate" =
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[
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0 : "No Pulse"
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1 : "Slow Pulse"
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2 : "Fast Pulse"
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3 : "Urgent Pulse"
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]
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hint_shakeoption(Choices) : "Shaking" : 0 : "The icon can shake" =
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[
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0 : "No Shaking"
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1 : "Narrow Shake"
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2 : "Wide Shake"
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]
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hint_local_player_only(choices) : "Only Local Player" : "No" : "The hint will only be shown to the local player." =
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[
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0 : "No"
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1 : "Yes"
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]
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hint_timeout(integer) : "Timeout" : 0 : "The automatic timeout for the hint. 0 will persist until stopped with EndHint."
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hint_range(float) : "Display Range" : 0 : "The visible range of the hint."
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hint_start_sound(sound) : "Sound" : "Instructor.LessonStart" : "The sound to play when the hint is first displayed."
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hint_target_pos(choices) : "Icon Target Position" : 0 : "Controls where the hint should appear on the icon target." =
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[
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0 : "Eye position"
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1 : "Origin"
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2 : "World Space Center"
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]
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input ShowHint(string) : "Start showing the hint. If an entity name is passed as a parameter, the hint is shown only to that entity."
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input EndHint(void) : "Stop showing the hint if it hasn't already timed out."
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input SetCaption(string) : "Sets the hint's caption. Does not update hints in progress."
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]
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@PointClass base(Targetname,Parentname) = info_target_instructor_hint : "A generic target that gets replicated to the client for hud hint targeting"
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[
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]
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@PointClass base(Targetname,EnableDisable) = point_glow : "Mapbase off-shoot of tf_glow"
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[
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target(target_destination) : "Target" : : "One target only."
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GlowColor(color255) : "Glow Color" : "255 0 0 255" : "<r> <g> <b> <a> 0-255"
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input SetGlowColor(color255) : "<r> <g> <b> <a> 0-255"
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input Toggle(void) : "Toggles this entity."
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]
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