From 33e3f694437578f38f342043b62a61aeae2e1c6c Mon Sep 17 00:00:00 2001 From: Blixibon Date: Sat, 1 Feb 2020 09:57:47 -0600 Subject: [PATCH] Added new Mapbase entities and some other new stuff --- base.fgd | 61 ++++++++++++++++++++++++++++++++++++++++++++++----- halflife2.fgd | 24 ++++++++++++++++++++ 2 files changed, 79 insertions(+), 6 deletions(-) diff --git a/base.fgd b/base.fgd index 0b33e74..2a530a6 100644 --- a/base.fgd +++ b/base.fgd @@ -3879,7 +3879,7 @@ // Outputs output OnBreak(void) : "Fires when this rope breaks." - UseWind(choices) : "Use Wind" : 0 : "When set to Yes, the rope will act as though it's being affected by wind." = + NoWind(choices) : "Disable Wind" : 0 : "When set to Yes, the rope will no longer act as though it's being affected by wind." = [ 0 : "No" 1 : "Yes" @@ -4606,7 +4606,7 @@ @PointClass base(Targetname) = point_posecontroller : "An entity that controls a pose parameter of a prop and cycles the pose clientside." [ - PropName(target_destination) : "Prop Name" : : "Name of the prop to control." + PropName(target_destination) : "Target" : : "Name of the prop to control. Can be any animating entity." PoseParameterName(string) : "Pose Parameter Name" : : "Name of the pose parameter to control." PoseValue(float) : "Pose Parameter Value" : "0.0" : "Normalized value for the pose parameter from 0.0 and 1.0 (maps to min and max range)." InterpolationTime(float) : "Interpolation Time" : "0.0" : "Number of seconds (0.0 to 10.0) for client to match absolue pose values." @@ -4630,6 +4630,7 @@ FModAmplitude(float) : "Frequency Modulation Amplitude" : "0.0" : "Modulation extents from 0.0f to 10.0." // Inputs + input SetTarget(target_destination) : "Sets the prop to control." input SetPoseParameterName(string) : "Sets the pose parameter to control." input SetPoseValue(float) : "Set the pose parameter to a normalized value between 0.0 and 1.0 (maps to min and max range)." input SetInterpolationTime(float) : "Set the interpolation time to a number of seconds between 0.0 and 10.0." @@ -5055,6 +5056,8 @@ "WARNING: setting this to zero (or a value > 1024) when the microphone is in Speaker mode can be very bad for performance!!" landmark(target_destination) : "Local Destination Landmark" : : "If specified, then sounds offset from the speaker by their initial offset from this landmark. Only applicable in Speaker mode." + + PitchScale(float) : "Pitch Scale" : "1.0" : "Scales the pitch of transmitted sounds." // Inputs input SetSpeakerName(target_destination) : "Set the microphone to output through a different speaker entity." @@ -7483,7 +7486,53 @@ health(integer) : "Health" : 0 : "Number of points of damage to take before breaking. 0 means don't break." ] -@BaseClass base(Targetname, Global, Angles, Studiomodel, BreakableProp, DXLevelChoice, BaseFadeProp) = BasePropPhysics +@PointClass base(prop_dynamic_base) studioprop() = prop_interactable : + "A prop designed to be interacted with like a button. It has all of the properties of prop_dynamic without having to use an accompanying func_door or func_button." +[ + spawnflags(flags) = + [ + 512 : "[512] +USE interactable" : 1 + 1024 : "[1024] Touch interactable" : 0 + 2048 : "[2048] Disable interaction commands when locked" : 0 + 4096 : "[4096] Radius use" : 0 + ] + + Locked(choices) : "Start locked" : 0 : "If set, this prop_interactable will start locked, making it uninteractable." = + [ + 0: "No" + 1: "Yes" + ] + + SetCooldown(float) : "Cooldown" : "1.0" : "The amount of time after this prop_interactable is used before it can be interacted with again. This is always based on when the prop_interactable was pressed, disregarding any active In Sequence, but an optional Out Sequence will play after the cooldown is over. It is also used when the prop_interactable is locked." + + PressedSound(sound) : "Pressed Sound" : "" : "The sound to play when the button is successfully pressed." + LockedSound(sound) : "Locked Sound" : "" : "The sound to play when the button is interacted with while locked." + InSequence(string) : "In Sequence" : "" : "Optional sequence to play when the button is pressed, representing a button going 'in'." + OutSequence(string) : "Out Sequence" : "" : "Optional sequence to play after the button was interacted with and the cooldown is finished, representing a button coming back 'out' after an 'in' animation." + LockedSequence(string) : "Locked Sequence" : "" : "Optional sequence to play when the prop_interactable is interacted with while locked." + + // Inputs + input Lock(void) : "Locks this prop_interactable, making it uninteractable." + input Unlock(void) : "Unlocks this prop_interactable, making it interactable." + input Press(void) : "Presses this prop_interactable as if someone interacted with it." + + input EnableUseInteraction(void) : "Enables use interaction if it was disabled before." + input DisableUseInteraction(void) : "Disables use interaction if it was enabled before." + input EnableTouchInteraction(void) : "Enables touch interaction if it was disabled before." + input DisableTouchInteraction(void) : "Disables touch interaction if it was enabled before." + input StartIgnoringCommandsWhenLocked(void) : "Starts ignoring commands when this prop_interactable is locked." + input StopIgnoringCommandsWhenLocked(void) : "Stops ignoring commands when this prop_interactable is locked." + input EnableRadiusInteract(void) : "Enables radius use." + input DisableRadiusInteract(void) : "Disables radius use." + + // Outputs + output OnPressed(void) : "Fired whenever the prop is interacted with." + output OnLockedUse(void) : "Fired whenever the button is interacted with while locked." + output OnIn(void) : "Fired whenever the prop completes its 'In' animation." + output OnOut(void) : "Fired whenever the prop completes its 'Out' animation." +] + +@BaseClass base(Targetname, Global, Angles, Studiomodel, BreakableProp, RenderFields, DXLevelChoice, BaseFadeProp) = BasePropPhysics [ spawnflags(flags) = [ @@ -7647,11 +7696,11 @@ 0: "Not Solid" ] - InitialOwner(string) : "Target Entity" : : "Name of the entity that this ornament should attach to, at startup." + InitialOwner(target_destination) : "Target Entity" : : "Name of the entity that this ornament should attach to, at startup." // Inputs - input SetAttached(string) : "Attach the ornament to a different entity. Parameter should be the name of entity to attach to." - input Detach(string) : "Detach from the Target Entity and become invisible. The ornament can be re-attached with the SetAttached input." + input SetAttached(target_destination) : "Attach the ornament to a different entity. Parameter should be the name of entity to attach to." + input Detach(void) : "Detach from the Target Entity and become invisible. The ornament can be re-attached with the SetAttached input." ] @PointClass base(Targetname, Angles, Studiomodel) studioprop() = simple_physics_prop : diff --git a/halflife2.fgd b/halflife2.fgd index 87afc50..685f17d 100644 --- a/halflife2.fgd +++ b/halflife2.fgd @@ -5372,6 +5372,30 @@ 0 : "No" 1 : "Yes" ] + + UseEyePosition(choices) : "Use camera's eye position" : 0 : "Uses the camera view entity's eye position instead of its origin. Intended to be used with info_player_view_proxy." = + [ + 0 : "No" + 1 : "Yes" + ] +] + +@PointClass base(Targetname) iconsprite("editor/info_target.vmt") = info_player_view_proxy : "Copies a player's view as if they're at a different position. Intended to be used with script_intro." +[ + Enabled(choices) : "Start Activated" : 0 : "Starts with position offsetting enabled." = + [ + 0 : "No" + 1 : "Yes" + ] + + MeasureReference(target_destination) : "Measure Reference" : "" : "Used for logic_measure_movement-based offsetting. The movement of the player will be measured relative to this entity." + TargetReference(target_destination) : "Movement Reference" : "" : "Used for logic_measure_movement-based offsetting. The info_player_position_offset will move relative to this entity." + + TargetScale(float) : "Movement scale" : "1" : "Used for logic_measure_movement-based offsetting. This is a scale to *divide* the measured movements by before applying those movements to this entity." + + // Inputs + input Activate(void) : "Begin offsetting." + input Deactivate(void) : "Stop offsetting." ] //-------------------------------------------------------------------------