Added "OnSoundFinished" output for ambient_generic, "Play break sound" spawnflag for func_breakable_surf, "Use look entity as caller" for trigger_look

This commit is contained in:
Blixibon 2020-04-29 13:24:22 -05:00
parent a50cb801a7
commit 6749724245

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@ -1178,6 +1178,8 @@
input FadeIn(integer) : "Fades the sound up to full volume over a specified number of seconds, with a range from 0 to 100 seconds." input FadeIn(integer) : "Fades the sound up to full volume over a specified number of seconds, with a range from 0 to 100 seconds."
input FadeOut(integer) : "Fades the sound to silence over a specified number of seconds, with a range from 0 to 100 seconds." input FadeOut(integer) : "Fades the sound to silence over a specified number of seconds, with a range from 0 to 100 seconds."
input SetSound(string) : "Sets the sound this ambient_generic should play." input SetSound(string) : "Sets the sound this ambient_generic should play."
output OnSoundFinished(void) : "Fires when the sound finishes playing. NOTE: This sound should be set to pause when the game is paused."
] ]
@SolidClass base(Targetname, Parentname, RenderFields) sphere(DisappearDist) sphere(DisappearMaxDist) = func_lod : @SolidClass base(Targetname, Parentname, RenderFields) sphere(DisappearDist) sphere(DisappearMaxDist) = func_lod :
@ -7807,6 +7809,7 @@
[ [
1 : "[1] Physics damage decals" : 0 1 : "[1] Physics damage decals" : 0
2 : "[2] Take damage from held objects" : 0 2 : "[2] Take damage from held objects" : 0
4 : "[4] Play break sound" : 0
] ]
health(integer) : "Health" : 5 : "The amount of damage the surface takes before breaking." health(integer) : "Health" : 5 : "The amount of damage the surface takes before breaking."
fragility(integer) : "Fragility" : 100 : "If the 'Surface Type' is set to Glass, this value sets how fragile the glass pieces are after the surface has been broken." fragility(integer) : "Fragility" : 100 : "If the 'Surface Type' is set to Glass, this value sets how fragile the glass pieces are after the surface has been broken."
@ -8327,6 +8330,12 @@
1 : "Yes" 1 : "Yes"
] ]
LookEntityCaller(choices) : "Use look entity as caller" : 0 : "When firing OnTrigger, use the triggered look entity as the output's caller. Useful for when multiple look targets exist." =
[
0 : "No"
1 : "Yes"
]
// Output // Output
output OnTrigger(void) : "Fired when the trigger is activated." output OnTrigger(void) : "Fired when the trigger is activated."
output OnTimeout(void) : "Fired after the timeout interval expires if the player never looked at the target." output OnTimeout(void) : "Fired after the timeout interval expires if the player never looked at the target."