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Added new inputs to math_vector, all animating entities, and logic_modelinfo related to pose parameters
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21
base.fgd
21
base.fgd
@ -61,6 +61,7 @@
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input CreateSeparateRagdoll(void) : "Creates a separate serverside ragdoll at this entity's origin."
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input CreateSeparateRagdollClient(void) : "Creates a separate clientside ragdoll at this entity's origin."
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input SetLightingOrigin(target_destination) : "Sets this entity's lighting origin." // Was this really not in the FGD before?
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input SetPoseParameter(string) : "Sets the specified pose parameter to the specified value (e.g. ''aim_yaw 45'')."
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// Outputs
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output OnIgnite(void) : "Fires when this object catches fire."
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@ -5528,6 +5529,13 @@
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[
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// Keys
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startvalue(vector) : "Initial Value" : "0 0 0" : "The vector this entity should start with."
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spawnflags(flags) =
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[
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1 : "[1] Disable X" : 0
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2 : "[2] Disable Y" : 0
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4 : "[4] Disable Z" : 0
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]
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// Inputs
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input Add(vector) : "Adds a vector to this entity's current value and fires the OutValue output with the result."
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@ -5538,8 +5546,15 @@
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input Subtract(vector): "Subtracts a vector from this entity's current value and fires the OutValue output with the result."
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input GetValue(void): "Causes this entity to fire its OnGetValue output with its current vector. Used for polling the counter when you don't want constant updates from the OutValue output."
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input PointAtLocation(vector): "Creates an angle pointing from the entity's current vector to the specified point and fires the OutValue output with the result."
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input PointAtEntity(target_destination): "Creates an angle pointing from the entity's current vector to the specified entity and fires the OutValue output with the result."
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input Normalize(void): "Normalizes this entity's vector and fires the OutValue output with the result."
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input NormalizeAngles(void): "Normalizes this entity's vector as angles and fires the OutValue output with the result."
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input VectorAngles(void): "Converts this entity's vector to an angle, assuming the current vector is a direction vector. Fires the OutValue output with the result."
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input AngleVectorForward(void): "Converts this entity's vector angles to a vector in the forward direction. Fires the OutValue output with the result."
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input AngleVectorRight(void): "Converts this entity's vector angles to a vector in the right direction. Fires the OutValue output with the result."
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input AngleVectorUp(void): "Converts this entity's vector angles to a vector in the up direction. Fires the OutValue output with the result."
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input SetX(float) : "Sets this entity's X coordinate."
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input SetY(float) : "Sets this entity's Y coordinate."
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@ -5604,11 +5619,17 @@
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input GetNumSkins(void) : "Gets the number of skins on the target entity."
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input LookupSequence(string) : "Looks up the specified sequence on the target entity."
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input LookupActivity(string) : "Looks up the specified activity on the target entity. Uses the sequence outputs and outputs the first sequence with the given activity."
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input SetPoseParameterName(string) : "Sets the pose parameter to target."
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input SetPoseParameterValue(float) : "Sets the target pose parameter's current value."
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input GetPoseParameter(void) : "Gets the current value of the target pose parameter and fires OutPoseParameterValue with it."
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// Outputs
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output OutNumSkins(integer) : "Outputs number of skins."
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output OnHasSequence(integer) : "Fires when the target has the sequence requested. Outputs the sequence's index."
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output OnLacksSequence(void) : "Fires when the target does not have the sequence requested."
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output OutPoseParameterValue(float) : "Fires when the pose parameter value is requested, outputting its current value."
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]
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@PointClass base(Targetname, EnableDisable) size(-8 -8 -8, 8 8 8) = game_globalvars :
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