diff --git a/base.fgd b/base.fgd index 721e6cc..d1f2934 100644 --- a/base.fgd +++ b/base.fgd @@ -61,6 +61,7 @@ input CreateSeparateRagdoll(void) : "Creates a separate serverside ragdoll at this entity's origin." input CreateSeparateRagdollClient(void) : "Creates a separate clientside ragdoll at this entity's origin." input SetLightingOrigin(target_destination) : "Sets this entity's lighting origin." // Was this really not in the FGD before? + input SetPoseParameter(string) : "Sets the specified pose parameter to the specified value (e.g. ''aim_yaw 45'')." // Outputs output OnIgnite(void) : "Fires when this object catches fire." @@ -5528,6 +5529,13 @@ [ // Keys startvalue(vector) : "Initial Value" : "0 0 0" : "The vector this entity should start with." + + spawnflags(flags) = + [ + 1 : "[1] Disable X" : 0 + 2 : "[2] Disable Y" : 0 + 4 : "[4] Disable Z" : 0 + ] // Inputs input Add(vector) : "Adds a vector to this entity's current value and fires the OutValue output with the result." @@ -5538,8 +5546,15 @@ input Subtract(vector): "Subtracts a vector from this entity's current value and fires the OutValue output with the result." 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." + 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." + 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." + input Normalize(void): "Normalizes this entity's vector and fires the OutValue output with the result." input NormalizeAngles(void): "Normalizes this entity's vector as angles and fires the OutValue output with the result." + 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." + input AngleVectorForward(void): "Converts this entity's vector angles to a vector in the forward direction. Fires the OutValue output with the result." + input AngleVectorRight(void): "Converts this entity's vector angles to a vector in the right direction. Fires the OutValue output with the result." + input AngleVectorUp(void): "Converts this entity's vector angles to a vector in the up direction. Fires the OutValue output with the result." input SetX(float) : "Sets this entity's X coordinate." input SetY(float) : "Sets this entity's Y coordinate." @@ -5604,11 +5619,17 @@ input GetNumSkins(void) : "Gets the number of skins on the target entity." input LookupSequence(string) : "Looks up the specified sequence on the target entity." 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." + + input SetPoseParameterName(string) : "Sets the pose parameter to target." + input SetPoseParameterValue(float) : "Sets the target pose parameter's current value." + input GetPoseParameter(void) : "Gets the current value of the target pose parameter and fires OutPoseParameterValue with it." // Outputs output OutNumSkins(integer) : "Outputs number of skins." output OnHasSequence(integer) : "Fires when the target has the sequence requested. Outputs the sequence's index." output OnLacksSequence(void) : "Fires when the target does not have the sequence requested." + + output OutPoseParameterValue(float) : "Fires when the pose parameter value is requested, outputting its current value." ] @PointClass base(Targetname, EnableDisable) size(-8 -8 -8, 8 8 8) = game_globalvars :