diff --git a/base.fgd b/base.fgd index 4f3bc1c..89368f5 100644 --- a/base.fgd +++ b/base.fgd @@ -1305,6 +1305,8 @@ 0 : "Advisor Stun" 1 : "Intro Blur" 2 : "Groggy Vision" + 100 : "Chromatic Blur (Mapbase)" + 101 : "Chromatic Aberration (Mapbase)" ] // Inputs @@ -1635,7 +1637,7 @@ _minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush." ] -@SolidClass base(Targetname, EnableDisable) = func_clip_vphysics : +@SolidClass base(Targetname, Parentname, EnableDisable) = func_clip_vphysics : "A brush entity that's considered solid to vphysics." [ filtername(filterclass) : "Filter Name" : : "Filter to use to see if activator collides with me. See filter_activator_name for more explanation. Allow means 'Allow to Block' for this entity." @@ -3032,6 +3034,12 @@ 2 : "[2] No Dynamic Light" : 1 ] + IgnoreSolid(choices) : "Ignore Solid" : 0 : "If set, this spotlight won't trace for solids." = + [ + 0 : "No" + 1 : "Yes" + ] + spotlightlength(integer) : "Spotlight Length" : 500 : "Length of the spotlight beam." spotlightwidth(integer) : "Spotlight Width" : 50 : "Width of the spotlight beam." rendercolor(color255) : "Color (R G B)" : "255 255 255" @@ -4495,7 +4503,7 @@ 32: "[32] Toggle" : 0 256:"[256] Use Opens" : 0 512: "[512] NPCs Can't" : 0 - 1024: "[1024] Touch Opens" : 1 + 1024: "[1024] Touch Opens" : 0 2048: "[2048] Starts locked" : 0 4096: "[4096] Door Silent" : 0 ] @@ -4682,6 +4690,12 @@ input DisallowPlayerUse(void) : "Prevents players from using the door. This just enables the 'Ignore player +USE' spawnflag." input SetDoorFilter(target_destination) : "Sets the entity to use as the NPC filter. Pass in an empty string to clear the NPC filter." + + input SetFullyOpenSound(string) : "Sets the sound to use when the door is fully open." + input SetFullyClosedSound(string) : "Sets the sound to use when the door is fully closed." + input SetMovingSound(string) : "Sets the sound to use when the door is moving." + input SetLockedSound(string) : "Sets the sound to use when the door is locked." + input SetUnlockedSound(string) : "Sets the sound to use when the door is unlocked." ] @@ -7401,6 +7415,7 @@ output OnMotionEnabled(void) : "Fired when motion is enabled due to damage/physcannon/force." output OnPhysGunPickup(void) : "Fired when a player picks this object up, either with the physgun or +USE." output OnPhysGunPunt(void) : "Fired when a player punts this object with the physgun." + output OnPhysGunPull(void) : "Fired when a player pulls this object with the physgun." output OnPhysGunOnlyPickup(void) : "Fired when a player picks this object up WITH THE PHYSGUN. +USE pickups do not fire this output." output OnPhysGunDrop(void) : "Fired when a player drops this object." output OnPlayerUse(void) : "Fired when the player tries to +USE the physbox. This output will fire only if the Generate output on +USE spawnflag is set." @@ -8126,6 +8141,8 @@ 32768 : "[32768] Allow stretch" : 0 65536 : "[65536] Start asleep" : 0 131072 : "[131072] Fixed constraints (make statue)" : 0 + 262144 : "[262144] Allow +USE" : 0 + 524288 : "[524288] Prevent pickup (if +USE is enabled)" : 0 ] angleOverride(string) : "Override Animation" : "" : "Filled in by the engine via wc_update_entity, do not edit by hand except to clear." @@ -8135,6 +8152,10 @@ input EnableMotion(void) : "Enable physics motion/collision response." input DisableMotion(void) : "Disable physics motion/collision response." input FadeAndRemove(float) : "Fade out then remove (kill) self. Parameter override = duration of fade" + input AddToLRU(void) : "Adds the ragdoll to the cleanup list (ragdoll will fade out when it's the least recently used)" + input RemoveFromLRU(void) : "Removes the ragdoll from the cleanup list, allowing it to exist indefinitely" + + output OnPlayerUse(void) : "Fires when the ragdoll is used, if +USE is enabled." ] @PointClass base(prop_dynamic_base) studioprop() = prop_dynamic_ornament : diff --git a/halflife2.fgd b/halflife2.fgd index 4053422..5df447e 100644 --- a/halflife2.fgd +++ b/halflife2.fgd @@ -237,6 +237,8 @@ [ output OnBallReinserted(void) : "Fired when a combine ball is reinserted into the field (only gets triggered when Combine Power supply is checked)" output OnLastBallGrabbed(void) : "Fired when the last combine ball is grabbed from the field by a mega physcannon" + + input Destroy(void) : "Releases all balls from the spawner as if they were punted out by the gravity gun." ] @PointClass base(CombineBallSpawners, Parentname) = point_combine_ball_launcher : @@ -393,6 +395,7 @@ output OnDeploy(void) : "Turret is becoming active and dangerous." output OnRetire(void) : "Turret is becoming inactive and harmless." output OnTipped(void) : "Turret has been tipped over and is inactive." + output OnStartTipped(void) : "Turret has just been tipped over." output OnPhysGunPickup(void) : "Picked up with physgun" output OnPhysGunDrop(void) : "Released by physgun" ] @@ -1410,6 +1413,7 @@ 0 : "Normal headcrabs" 1 : "Fast Headcrabs" 2 : "Poison Headcrabs" + -1 : "Random" ] HeadcrabCount(integer) : "Headcrab count" : 6 : "Number of headcrabs to spawn on impact" FlightSpeed(float) : "Flight Speed" : 3000 : "Speed to fly through the air" @@ -1868,8 +1872,12 @@ spawnflags(Flags) = [ 32768 : "[32768] Never turn into a torso" : 0 + 65536 : "[65536] Never release headcrab" : 0 ] + MaxDistToSwat(float) : "Max Distance to Swat Props" : : "Overrides the maximum distance in which this zombie should be able to swat props at enemies. Default is 1000" + MaxObjMassToSwat(float) : "Max Object Mass to Swat" : : "Overrides the maximum mass this zombie should consider when choosing props to swat. Default is 60" + output OnSwattedProp(ehandle) : "Fires when this NPC swats a prop, passing the prop as the activator and parameter." output OnCrab(ehandle) : "Fires when the zombie releases a headcrab, passing the headcrab as the activator and parameter." ] @@ -1886,10 +1894,12 @@ @NPCClass base(BaseZombie) studio("models/Zombie/Classic.mdl") = npc_zombie : "Zombie" [ + MeleeReach(float) : "Melee Reach" : : "Overrides the maximum distance in which this zombie should be able to swat at enemies. Default is 55" ] @NPCClass base(BaseZombie) studio("models/Zombie/Classic_torso.mdl") = npc_zombie_torso : "Zombie Torso" [ + MeleeReach(float) : "Melee Reach" : : "Overrides the maximum distance in which this zombie should be able to swat at enemies. Default is 55" ] // CUSTOM ZOMBIES @@ -2499,6 +2509,7 @@ input BeginSequence(void) : "Summons an NPC to act out the scripted sequence." input MoveToPosition(void) : "Summons an NPC to the script location. They will play their scripted idle (or ACT_IDLE if none is specified) until BeginSequence is triggered." input CancelSequence(void) : "Stops the scripted sequence. If fired after a sequence starts, this input will not take effect until the NPC finishes playing the scripted action animation." + input StopActionLoop(void) : "Stops looping the action animation if it is specified to loop." input SetTarget(target_destination) : "Sets the target NPC." // Outputs