diff --git a/base.fgd b/base.fgd index 8e94ada..570a3e5 100644 --- a/base.fgd +++ b/base.fgd @@ -5815,21 +5815,24 @@ target(target_destination) : "Boogie target(s)" : : "The one(s) that must boogie. prop_ragdolls have no hassle, but NPCs will have to break them elbows and become prop_ragdolls themselves (a.k.a. die) in order to boogie." StartTime(float) : "Start time" : "0" : "How long after we've received the 'Activate' input should ragdolls boogie?" - BoogieLength(float) : "Boogie length" : "5.0" : "How long should the boogie last?" + BoogieLength(float) : "Boogie length" : "5.0" : "How long should the boogie last? Can be a range with a lower bound and a higher bound, e.g. ''2.5,4.0'' (no quotes)" Magnitude(float) : "Magnitude" : "150" : "How intense is the boogie?" + + ZapColor(color255) : "Zap Color" : "255 255 255" : "The color of each tesla beam on an electrical boogie." // Inputs input Activate(void) : "Makes the targets dance." input Deactivate(void) : "Makes the targets stop dancing, if they're still dancing." input SetTarget(target_destination) : "Sets the ragdoll(s) to target." input BoogieTarget(target_destination) : "Boogies specific target(s) without using or modifying our target field." + input SetZapColor(color255) : "Sets the zap color." ] @BaseClass = DamageTypes [ damagetype(choices) : "Damage Type" : 0 : "The type(s) of damage associated with this entity." = [ - 0 : "[0] GENERIC/None" + 0 : "[0] GENERIC" 1 : "[1] CRUSH" 2 : "[2] BULLET" 4 : "[4] SLASH" diff --git a/halflife2.fgd b/halflife2.fgd index 7251748..b7260ef 100644 --- a/halflife2.fgd +++ b/halflife2.fgd @@ -3591,6 +3591,11 @@ "A trigger volume that spawns leeches around entities inside it, and does damage to them until they die. "+ "Used to prevent players entering deep water." [ + BiteInterval(float) : "Bite Interval" : "0.3" : "The amount of time that should pass in between leech bites." + PainStep(float) : "Pain Step" : "2.0" : "Damage will increase by this number for each leech bite." + MaxPain(float) : "Max Pain" : "15.0" : "This is the maximum damage that could be attained after multiple pain steps." + + output OnDamage(integer) : "Fires each time an entity takes damage." ] //-------------------------------------------------------------------------