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Added and restored misc. I/O/KV
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base.fgd
3
base.fgd
@ -7160,6 +7160,7 @@
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// Inputs
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input Toggle(void) : "Toggle the sensor between enabled and disabled."
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input SetTargetEntity(target_destination) : "Sets the entity whose angles will be sensed."
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// Outputs
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output Distance(float) : "Distance of the target entity away from this entity."
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@ -9168,6 +9169,7 @@
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HandsVM(studio) : "Hands Viewmodel" : : "Custom hands viewmodel."
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HandsVMSkin(string) : "Hands Viewmodel Skin" : : "Skin for the custom hands viewmodel."
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HandsVMBody(string) : "Hands Viewmodel Bodygroup" : : "Bodygroup value for the custom hands viewmodel."
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// Outputs
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output OnFlashlightOn(float) : "Fired when the player turns on his flashlight. This output has the value of how much energy the player had when this happened [0..1]."
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@ -9448,6 +9450,7 @@
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input SetSkyMode(integer) : "Sets the sky mode. NOTE: 2 = draw sky texture, 1 = draw 3D skybox!"
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input SetRenderTarget(string) : "Sets the render target."
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input SetFogController(target_destination) : "Sets the fog controller."
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input SetScale(float) : "Sets the view scale."
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]
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@PointClass base(Targetname) = env_particle_performance_monitor :
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@ -44,6 +44,7 @@
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// Inputs
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input ThrowGrenadeAtTarget(target_destination) : "Throws a grenade at the specified target."
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input ThrowGrenadeGestureAtTarget(target_destination) : "Throws a grenade at the specified target using a gesture animation."
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input SetGrenades(integer) : "Sets the number of grenades we have."
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input AddGrenades(integer) : "Adds to the number of grenades we have. Use a negative number to remove grenades."
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@ -1812,6 +1813,8 @@
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65536 : "[65536] Avoid the sphere above and below" : 0
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]
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radius(float) : "Radius" : 128
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AvoidFilter(filterclass) : "Avoid Filter" : : "Filter to use to see if the helicopter avoids this sphere. See filter_activator_name for more explanation."
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]
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@SolidClass base(Origin, Angles, Parentname) color(255 255 0) = npc_heli_avoidbox : "Helicopter avoidance box"
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@ -2470,6 +2473,8 @@
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output OnPostIdleEndSequence(void) : "Fires when the post-idle animation completes."
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output OnCancelSequence(void) : "Fires when the sequence is cancelled."
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output OnCancelFailedSequence(void) : "Fires when the sequence is cancelled without ever playing (OnCancelSequence will also fire)."
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output OnEntrySequence(void) : "Fires when the entry animation begins."
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output OnActionSequence(void) : "Fires when the action animation begins."
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output OnPreIdleSequence(void) : "Fires when the pre-idle animation begins."
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output OnFoundNPC(void) : "Fires when a target NPC is found and begins moving to play the script."
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output OnScriptEvent01(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 1 } in the QC."
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@ -2870,6 +2875,12 @@
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8 : "Vortigaunt"
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]
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NormalMemoryDiscard(choices) : "Disable short memory discard" : 0 : "Actors currently following a target normally forget about enemies if they don't see them after 5 seconds. Use this to disable that behavior when memories are important." =
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[
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0 : "No"
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1 : "Yes"
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]
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// Inputs
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input Activate( void ) : "Begin the follow behavior"
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input Deactivate( void ) : "Cease the follow behavior"
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@ -4570,6 +4581,8 @@
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[
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// Keys
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SceneFile(scene) : "Scene file"
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ResumeSceneFile(scene) : "Resume scene file/concept" : : "An optional scene file or response concept to play before resuming the scene when it's interrupted. (Response concepts must select a scene file!)"
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// Links
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target1(target_destination) : "Target 1"
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@ -4806,6 +4819,8 @@
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0: "No"
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1: "Yes"
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]
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PlantOrientation(angle) : "Plant Orientation (Pitch Yaw Roll)" : "-90 0 0" : "Sets a custom angle for the mine to consider ''upright'' for planting itself."
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// Inputs
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input Disarm(void) : "Disarm this mine (open hooks and shut off) if not placed by player."
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@ -4814,6 +4829,9 @@
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input SetEnemyFilter(target_destination) : "Changes this mine's enemy filter to the named filter."
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input SetFriendFilter(target_destination) : "Changes this mine's friend filter to the named filter."
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input SetUnavoidable(bool) : "Sets whether this mine will not be avoided by companion NPCs."
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input SetPlantOrientation(vector) : "Sets the mine's plant orientation as an angle."
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input SetPlantOrientationRaw(vector) : "Sets the mine's plant orientation as a direction vector."
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// Outputs
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output OnPulledUp(void) : "Fires when this mine is uprooted with a physgun."
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@ -5640,6 +5658,8 @@
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@PointClass base(BasePropPhysics, Targetname, Angles, DamageFilter, BaseFadeProp) studioprop() = prop_flare : "Flare Prop"
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[
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model(studio) : "Model" : "models/props_junk/flare.mdl" : "Any model entered here can use flares."
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FlareLifetime(float) : "Flare lifetime" : 30 : "The amount of time the flare should be ignited."
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input StartFlare(void) : "Ignites the flare."
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input StopFlare(void) : "Extinguishes the flare."
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