diff --git a/base.fgd b/base.fgd index b2823af..f6e0f1c 100644 --- a/base.fgd +++ b/base.fgd @@ -881,7 +881,7 @@ _quadratic_attn(string) : "Quadratic" : "1" _fifty_percent_distance(string) : "50 percent falloff distance" : "0": "Distance at which brightness should fall off to 50%. If set, overrides linear constant and quadratic paramaters." _zero_percent_distance(string) : "0 percent falloff distance" : "0": "Distance at which brightness should fall off to negligible (1/256)%. Must set _fifty_percent_distance to use." - _hardfalloff(integer) : "hard falloff" : 0 : "If set, causes lights to fall to exactly zero beyond the zero percent distance. May cause unrealistic lightijng if not used carefully." + _hardfalloff(integer) : "Hard falloff" : 0 : "If set, causes lights to fall to exactly zero beyond the zero percent distance. May cause unrealistic lightijng if not used carefully." // Inputs input TurnOn(void) : "Turn the light on." input TurnOff(void) : "The the light off." @@ -3501,7 +3501,7 @@ // Lights // //------------------------------------------------------------------------- -@PointClass light() iconsprite("editor/light.vmt") base(Targetname, Light) sphere(_fifty_percent_distance) sphere(_zero_percent_distance) = light : +@PointClass light() iconsprite("editor/light.vmt") base(Targetname, Light) sphere(_fifty_percent_distance) sphere(_zero_percent_distance) sphere(_hardfalloff) sphere(_distance) = light : "An invisible omnidirectional lightsource." [ target(target_destination) : "Entity To Point At" : : "The name of an entity in the map that the spotlight will point at. This will override the spotlight's angles." @@ -3523,7 +3523,7 @@ SunSpreadAngle(float) : "SunSpreadAngle" : 0 : "The angular extent of the sun for casting soft shadows. Higher numbers are more diffuse. 5 is a good starting value." ] -@PointClass base(Targetname, Angles, Light) lightprop("models/editor/spot.mdl") lightcone() sphere(_fifty_percent_distance) sphere(_zero_percent_distance) = light_spot : +@PointClass base(Targetname, Angles, Light) lightprop("models/editor/spot.mdl") lightcone() sphere(_fifty_percent_distance) sphere(_zero_percent_distance) sphere(_hardfalloff) = light_spot : "An invisible and directional spotlight." [ target(target_destination) : "Entity to point at" : : "The name of an entity in the map that the spotlight will point at. This will override the spotlight's angles."