Merge branch 'master-mp' into mapbase-mp

# Conflicts:
#	base.fgd
#	halflife2.fgd
This commit is contained in:
ALLEN-PC\acj30 2025-03-02 11:57:34 -06:00
commit d995009f04
4 changed files with 3208 additions and 88 deletions

216
base.fgd
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@ -35,6 +35,19 @@
// //
//------------------------------------------------------------------------- //-------------------------------------------------------------------------
@BaseClass = Script
[
vscripts(scriptlist) : "Entity Scripts" : : "Name(s) of script files that are executed after all entities have spawned."
thinkfunction(string) : "Script think function" : : "Name of a function in this entity's script scope which will be called automatically."
input RunScriptFile(string) : "Execute a game script file from disk."
input RunScriptCode(script) : "Execute a string of script source code. Backtick ( ` ) characters will be converted to quotes in-game for strings."
input CallScriptFunction(string) : "Execute the given function name."
input TerminateScriptScope(void) : "Terminates the script scope of the entity."
//input RunScriptCodeQuotable(string) : "Execute a string of script source code which converts double apostrophes ('') to quotation marks for strings" // Deprecated by RunScriptCode backticks
//input ClearScriptScope(void) : "Clears this entity's script scope" // Deprecated by TerminateScriptScope
]
@BaseClass = Angles @BaseClass = Angles
[ [
angles(angle) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" : "This entity's orientation in the world. Pitch is rotation around the Y axis, " + angles(angle) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" : "This entity's orientation in the world. Pitch is rotation around the Y axis, " +
@ -56,7 +69,7 @@
// Inputs // Inputs
input Skin(integer) : "Changes the model skin to the specified number." input Skin(integer) : "Changes the model skin to the specified number."
input SetModel(string) : "Sets this entity's model. Must include 'models/' as well as the extension." input SetModel(string) : "Changes the model to the specified path.\nForm of 'models/ammo/ammo_us.mdl'.\nIMPORTANT:\nAbsolutely NO quotes!\nMake sure you use this slash '/'.\nMerasmus says to heed this advice thou shalt corrupt the VMF."
input BecomeRagdoll(void) : "This entity will instantly become a ragdoll with ZERO force (just go limp). OnDeath, OnHalfHealth, etc. outputs will **NOT** BE FIRED." input BecomeRagdoll(void) : "This entity will instantly become a ragdoll with ZERO force (just go limp). OnDeath, OnHalfHealth, etc. outputs will **NOT** BE FIRED."
input CreateSeparateRagdoll(void) : "Creates a separate serverside ragdoll at this entity's origin." input CreateSeparateRagdoll(void) : "Creates a separate serverside ragdoll at this entity's origin."
input CreateSeparateRagdollClient(void) : "Creates a separate clientside ragdoll at this entity's origin." input CreateSeparateRagdollClient(void) : "Creates a separate clientside ragdoll at this entity's origin."
@ -95,6 +108,8 @@
input AlternativeSorting(bool) : "Used to attempt to fix sorting problems when rendering. True activates, false deactivates" input AlternativeSorting(bool) : "Used to attempt to fix sorting problems when rendering. True activates, false deactivates"
input SetModelScale(string) : "Takes two values separated by a space. The first is the target model scale. The second value is the number of seconds the change in scale will be spread over." input SetModelScale(string) : "Takes two values separated by a space. The first is the target model scale. The second value is the number of seconds the change in scale will be spread over."
input SetBodyGroup(integer) : "Sets this model's body group (from 0 - n). You'd better know what you are doing!" input SetBodyGroup(integer) : "Sets this model's body group (from 0 - n). You'd better know what you are doing!"
input SetCycle(float) : "Skip to a specific point in the current animation"
input SetPlaybackRate(float) : "Change the animation speed multiplier"
] ]
@BaseClass = BasePlat @BaseClass = BasePlat
@ -104,20 +119,10 @@
input GoDown(void) : "Tells the platform to go down." input GoDown(void) : "Tells the platform to go down."
] ]
@BaseClass = Targetname @BaseClass base(Script) = Targetname
[ [
targetname(target_source) : "Name" : : "The name that other entities refer to this entity by." targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
vscripts(string) : "Entity Scripts" : "" : "Name(s) of script files that are executed after all entities have spawned."
thinkfunction(string) : "Script think function" : "" : "Name of a function in this entity's script scope which will be called automatically."
input RunScriptFile(string) : "Execute a game script file from disk"
input RunScriptCode(string) : "Execute a string of script source code"
input RunScriptCodeQuotable(string) : "Execute a string of script source code which converts double apostrophes ('') to quotation marks for strings"
input CallScriptFunction(string) : "Call a named function from this entity's Activation Script"
input ClearScriptScope(void) : "Clears this entity's script scope"
// Inputs // Inputs
input Kill(void) : "Removes this entity from the world." input Kill(void) : "Removes this entity from the world."
input KillHierarchy(void) : "Removes this entity and all its children from the world." input KillHierarchy(void) : "Removes this entity and all its children from the world."
@ -1083,6 +1088,9 @@
output OnStartTouchAll(void) : "Fired when an entity starts touching this trigger, and no other entities are touching it. Only entities that passed this trigger's filters are considered." output OnStartTouchAll(void) : "Fired when an entity starts touching this trigger, and no other entities are touching it. Only entities that passed this trigger's filters are considered."
output OnEndTouch(void) : "Fired when an entity stops touching this trigger. Only entities that passed this trigger's filters will cause this output to fire." output OnEndTouch(void) : "Fired when an entity stops touching this trigger. Only entities that passed this trigger's filters will cause this output to fire."
output OnEndTouchAll(void) : "Fires when an entity stops touching this trigger, and no other entities are touching it. Only entities that passed this trigger's filters are considered." output OnEndTouchAll(void) : "Fires when an entity stops touching this trigger, and no other entities are touching it. Only entities that passed this trigger's filters are considered."
// Inputs
input DisableAndEndTouch(void) : "Disables this trigger and calls EndTouch on all currently-touching entities."
] ]
@BaseClass = worldbase @BaseClass = worldbase
@ -2235,6 +2243,8 @@
input SetEndDistLerpTo(float) : "Set the fog end distance." input SetEndDistLerpTo(float) : "Set the fog end distance."
input StartFogTransition(void) : "Start fog transition." input StartFogTransition(void) : "Start fog transition."
input SetRadial(bool) : "Set the frog to be radial or not."
// Starting fog parameters for the level. These are selectable per LOD. // Starting fog parameters for the level. These are selectable per LOD.
fogenable(choices) : "Fog Enable" : 1 : "Determines whether this controller should be enabled by default." = fogenable(choices) : "Fog Enable" : 1 : "Determines whether this controller should be enabled by default." =
[ [
@ -2258,6 +2268,12 @@
fogend(string) : "Fog End" : "2000.0" fogend(string) : "Fog End" : "2000.0"
fogmaxdensity(float) : "Fog Max Density [0..1]" : "1" fogmaxdensity(float) : "Fog Max Density [0..1]" : "1"
fogradial(choices) : "Use Radial Fog?" : 0 =
[
0 : "No"
1 : "Yes"
]
foglerptime(float) : "Interpolate time" : "0" foglerptime(float) : "Interpolate time" : "0"
farz(string) : "Far Z Clip Plane" : "-1" farz(string) : "Far Z Clip Plane" : "-1"
@ -2768,6 +2784,12 @@
farz(float) : "Far Z Clip Plane" : "0" : "Clips the sky." farz(float) : "Far Z Clip Plane" : "0" : "Clips the sky."
fogradial(choices) : "Use Radial Fog?" : 0 =
[
0 : "No"
1 : "Yes"
]
// Inputs // Inputs
input ForceUpdate(void) : "Forces the 3D skybox to update with this sky_camera's position." input ForceUpdate(void) : "Forces the 3D skybox to update with this sky_camera's position."
input StartUpdating(void) : "Begins per-tick skybox updating, which is needed if you want this sky_camera to move." input StartUpdating(void) : "Begins per-tick skybox updating, which is needed if you want this sky_camera to move."
@ -2987,14 +3009,12 @@
output OnTimeout(void) : "Fired when a player doesn't select an option in time." output OnTimeout(void) : "Fired when a player doesn't select an option in time."
] ]
// Hidden for now due to not functioning in Source 2013 @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = skybox_swapper :
//@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = skybox_swapper : "An entity that precaches skybox materials and swaps them on trigger."
// "An entity that swaps skybox textures." [
//[ SkyboxName(string) : "Skybox Material Name" : "sky_halloween_night_01"
// SkyboxName(string) : "Sky Name" : "" : "The name of the sky texture to change to." input Trigger(void) : "Swap to this skybox."
// ]
// input Trigger(void) : "Causes the current sky texture to change to the one specified in this entity."
//]
@PointClass base(Parentname, Angles) size(-2 -2 -2, 2 2 2) = point_enable_motion_fixup : @PointClass base(Parentname, Angles) size(-2 -2 -2, 2 2 2) = point_enable_motion_fixup :
"An entity used to move a motion-disabled prop when it enables motion. Parent this entity to the prop, and when the prop has its motion enabled, it will immediately teleport to the origin of this entity." "An entity used to move a motion-disabled prop when it enables motion. Parent this entity to the prop, and when the prop has its motion enabled, it will immediately teleport to the origin of this entity."
@ -4742,6 +4762,77 @@
input SetUnlockedSound(string) : "Sets the sound to use when the door is unlocked." input SetUnlockedSound(string) : "Sets the sound to use when the door is unlocked."
] ]
//-------------------------------------------------------------------------
// VScript
//-------------------------------------------------------------------------
@PointClass base(Targetname) iconsprite("editor/logic_script.vmt") = logic_script :
"An entity that acts as a container for scripts"
[
Group00(target_destination) : "EntityGroup[0]" : : "Entity group 0"
Group01(target_destination) : "EntityGroup[1]" : : "Entity group 1"
Group02(target_destination) : "EntityGroup[2]" : : "Entity group 2"
Group03(target_destination) : "EntityGroup[3]" : : "Entity group 3"
Group04(target_destination) : "EntityGroup[4]" : : "Entity group 4"
Group05(target_destination) : "EntityGroup[5]" : : "Entity group 5"
Group06(target_destination) : "EntityGroup[6]" : : "Entity group 6"
Group07(target_destination) : "EntityGroup[7]" : : "Entity group 7"
Group08(target_destination) : "EntityGroup[8]" : : "Entity group 8"
Group09(target_destination) : "EntityGroup[9]" : : "Entity group 9"
Group10(target_destination) : "EntityGroup[10]" : : "Entity group 10"
Group11(target_destination) : "EntityGroup[11]" : : "Entity group 11"
Group12(target_destination) : "EntityGroup[12]" : : "Entity group 12"
Group13(target_destination) : "EntityGroup[13]" : : "Entity group 13"
Group14(target_destination) : "EntityGroup[14]" : : "Entity group 14"
Group15(target_destination) : "EntityGroup[15]" : : "Entity group 15"
]
@PointClass base(Targetname) iconsprite("editor/logic_script_client.vmt") = logic_script_client : "An entity capable of running client-side scripts"
[
ClientThink(choices) : "Client Think" : 0 : "Allows client-side VScript to run a think function in the form of a 'ClientThink' hook. (NOTE: The 'Script think function' keyvalue is not related to this!)" =
[
0 : "No"
1 : "Yes"
]
RunOnServer(choices) : "Run on Server" : 0 : "Runs the entity scripts on the server as well as the client. Use IsServer() or IsClient() to determine which side is running from within the scripts." =
[
0 : "No"
1 : "Yes"
]
input CallScriptFunctionClient(string) : "Call a named function on the entity's client-side script scope."
]
//-------------------------------------------------------------------------
// Used to listen to events called from code
//-------------------------------------------------------------------------
@PointClass base(Targetname) iconsprite("editor/logic_eventlistener.vmt") = logic_eventlistener :
"An entity that can listen to events fired from code and fire " +
"and output when it happens."
[
EventName(string) : "Event Name" : "" : "The name of the event that you want to listen for."
IsEnabled(choices) : "Start Enabled" : 1 =
[
0 : "No"
1 : "Yes"
]
TeamNum(choices) : "Team Number" : -1 : "If set, will only fire its output if the event is generated from someone of the specified team." =
[
-1 : "Don't care"
1 : "Team 1"
2 : "Team 2 (ORANGE)"
3 : "Team 3 (BLUE)"
]
// Inputs
input Enable(void) : "Enable the logic_measure_movement."
input Disable(void) : "Disable the logic_measure_movement."
// Outputs
output OnEventFired(void) : "Fired when the event has been detected."
]
//------------------------------------------------------------------------- //-------------------------------------------------------------------------
// //
@ -5286,43 +5377,6 @@
output OnTriggerParameter(string) : "Fired when the relay is triggered with a parameter." output OnTriggerParameter(string) : "Fired when the relay is triggered with a parameter."
] ]
@PointClass base(Targetname) iconsprite("editor/logic_script.vmt") = logic_script : "An entity that acts as a container for scripts"
[
Group00(target_destination) : "EntityGroup[0]"
Group01(target_destination) : "EntityGroup[1]"
Group02(target_destination) : "EntityGroup[2]"
Group03(target_destination) : "EntityGroup[3]"
Group04(target_destination) : "EntityGroup[4]"
Group05(target_destination) : "EntityGroup[5]"
Group06(target_destination) : "EntityGroup[6]"
Group07(target_destination) : "EntityGroup[7]"
Group08(target_destination) : "EntityGroup[8]"
Group09(target_destination) : "EntityGroup[9]"
Group10(target_destination) : "EntityGroup[10]"
Group11(target_destination) : "EntityGroup[11]"
Group12(target_destination) : "EntityGroup[12]"
Group13(target_destination) : "EntityGroup[13]"
Group14(target_destination) : "EntityGroup[14]"
Group15(target_destination) : "EntityGroup[15]"
]
@PointClass base(Targetname) iconsprite("editor/logic_script_client.vmt") = logic_script_client : "An entity capable of running client-side scripts"
[
ClientThink(choices) : "Client Think" : 0 : "Allows client-side VScript to run a think function in the form of a 'ClientThink' hook. (NOTE: The 'Script think function' keyvalue is not related to this!)" =
[
0 : "No"
1 : "Yes"
]
RunOnServer(choices) : "Run on Server" : 0 : "Runs the entity scripts on the server as well as the client. Use IsServer() or IsClient() to determine which side is running from within the scripts." =
[
0 : "No"
1 : "Yes"
]
input CallScriptFunctionClient(string) : "Call a named function on the entity's client-side script scope."
]
@PointClass base(Targetname, EnableDisable) iconsprite("editor/logic_timer.vmt") = logic_timer : @PointClass base(Targetname, EnableDisable) iconsprite("editor/logic_timer.vmt") = logic_timer :
"An entity that fires a timer event at regular, or random, intervals. It can also be set to oscillate between" + "An entity that fires a timer event at regular, or random, intervals. It can also be set to oscillate between" +
"a high and low end, in which case it will fire alternating high/low outputs each time it fires." "a high and low end, in which case it will fire alternating high/low outputs each time it fires."
@ -7890,6 +7944,13 @@
0 : "No" 0 : "No"
1 : "Yes" 1 : "Yes"
] ]
generatelightmaps(choices) : "Generate (and use) lightmaps for this static prop" : 0 =
[
0 : "No"
1 : "Yes"
]
lightmapresolutionx(integer) : "Lightmap Resolution X" : 32 : "The resolution of the generated lightmap in the X (or U) direction (only used if Generate Lightmaps is Yes) "
lightmapresolutiony(integer) : "Lightmap Resolution Y" : 32 : "The resolution of the generated lightmap in the Y (or V) direction (only used if Generate Lightmaps is Yes) "
] ]
@BaseClass = BaseFadeProp @BaseClass = BaseFadeProp
@ -7951,7 +8012,6 @@
input SetAnimation(string) : "Forces the prop to play an animation. The parameter should be the name of the animation." input SetAnimation(string) : "Forces the prop to play an animation. The parameter should be the name of the animation."
input SetAnimationNoReset(string) : "Force the prop to play an animation unless the prop is already playing the animation. The parameter should be the name of the animation." input SetAnimationNoReset(string) : "Force the prop to play an animation unless the prop is already playing the animation. The parameter should be the name of the animation."
input SetDefaultAnimation(string) : "Sets the Default Animation to the one specified in the parameter." input SetDefaultAnimation(string) : "Sets the Default Animation to the one specified in the parameter."
input SetPlaybackRate(float) : "Sets the playback rate for the current animation."
input SetCycle(float) : "Sets the cycle the current animation." input SetCycle(float) : "Sets the cycle the current animation."
input SetBodyGroup(integer) : "Sets the visible bodygroup, by index." input SetBodyGroup(integer) : "Sets the visible bodygroup, by index."
input TurnOn(void) : "Makes the prop visible." input TurnOn(void) : "Makes the prop visible."
@ -8952,13 +9012,13 @@
] ]
@SolidClass base(Trigger) = trigger_teleport_relative : @SolidClass base(Trigger) = trigger_teleport_relative :
"A trigger volume that teleports entities that touch it to their current position relative to the given offset. "+ "A trigger volume that teleports entities that touch it. Entities are teleported by Offset from their current position. Useful to get " +
"Their angles stay the same, but velocity is reset. "+ "objects out of situations where levels or entities suddenly appear interseting with them."
"Use trigger_teleport for more complicated teleporting operations."
[ [
teleportoffset(vector) : "Teleport Offset" : "0 0 0" : "The offset." teleportoffset(vector) : "Offset (X Y Z)" : "0 0 0" : "The offset (in World-Space Coordinates X Y Z) to teleport the entity when the trigger is touched."
] ]
@SolidClass base(Targetname) = trigger_transition : @SolidClass base(Targetname) = trigger_transition :
"A volume that's used to control which entities go through the level transition. Create one or more trigger_transitions and "+ "A volume that's used to control which entities go through the level transition. Create one or more trigger_transitions and "+
"give them the same name as the changelevel landmark. Any entities within the trigger_transition(s) will go to the next map."+ "give them the same name as the changelevel landmark. Any entities within the trigger_transition(s) will go to the next map."+
@ -9045,11 +9105,11 @@
// Used to listen to events called from code // Used to listen to events called from code
//------------------------------------------------------------------------- //-------------------------------------------------------------------------
@PointClass base(Targetname) = logic_eventlistener : @PointClass base(Targetname) = point_event :
"An entity that can listen to events fired from code and fire " + "An entity that can listen to events fired from code and fire " +
"an output when it happens." "an output when it happens."
[ [
EventName(string) : "Event Name" : "" : "The name of the event that you want to listen for." EventName(string) : "Event Name" : "" : "The names of the events that you want to listen for. Separated by colon. (e.g. player_hurt:game_init)"
StartDisabled(choices) : "Start Disabled" : 0 = StartDisabled(choices) : "Start Disabled" : 0 =
[ [
@ -9057,29 +9117,6 @@
1 : "Yes" 1 : "Yes"
] ]
//TeamNum(choices) : "Team Number" : -1 : "If set, will only fire its output if the event is generated from someone of the specified team." =
//[
// -1 : "Don't care"
// 1 : "Team 1"
// 2 : "Team 2 (ORANGE)"
// 3 : "Team 3 (BLUE)"
//]
// Inputs
input Enable(void) : "Enables this entity."
input Disable(void) : "Disables this entity."
input Toggle(void) : "Toggles this entity."
// Outputs
output OnEventFired(void) : "Fires when the event has been detected."
]
@PointClass base(logic_eventlistener) = point_event :
"An entity that can listen to events fired from code and fire " +
"an output when it happens."
[
EventName(string) : "Event Name" : "" : "The names of the events that you want to listen for. Separated by colon. (e.g. player_hurt:game_init)"
KeyName01(string) : "Key Name 01" : "" : "A keyvalue name to search for in detected events. If an event contains this key, then this entity will fire its respective OutValue output with the value." KeyName01(string) : "Key Name 01" : "" : "A keyvalue name to search for in detected events. If an event contains this key, then this entity will fire its respective OutValue output with the value."
KeyName02(string) : "Key Name 02" : "" : "A keyvalue name to search for in detected events. If an event contains this key, then this entity will fire its respective OutValue output with the value." KeyName02(string) : "Key Name 02" : "" : "A keyvalue name to search for in detected events. If an event contains this key, then this entity will fire its respective OutValue output with the value."
KeyName03(string) : "Key Name 03" : "" : "A keyvalue name to search for in detected events. If an event contains this key, then this entity will fire its respective OutValue output with the value." KeyName03(string) : "Key Name 03" : "" : "A keyvalue name to search for in detected events. If an event contains this key, then this entity will fire its respective OutValue output with the value."
@ -9104,10 +9141,15 @@
//] //]
// Inputs // Inputs
input Enable(void) : "Enables this entity."
input Disable(void) : "Disables this entity."
input Toggle(void) : "Toggles this entity."
input SetAllEvents(string) : "Sets all events using the keyvalue's : format. Pass nothing to clear all events." input SetAllEvents(string) : "Sets all events using the keyvalue's : format. Pass nothing to clear all events."
input AddEvent(string) : "Adds an event to this entity." input AddEvent(string) : "Adds an event to this entity."
// Outputs // Outputs
output OnEventFired(void) : "Fires when the event has been detected."
output OutEventName(string) : "Outputs the detected event's name in case this entity is listening for multiple events." output OutEventName(string) : "Outputs the detected event's name in case this entity is listening for multiple events."
output OutValue01(string) : "Passes the value found in its respective keyname when an event is fired." output OutValue01(string) : "Passes the value found in its respective keyname when an event is fired."
output OutValue02(string) : "Passes the value found in its respective keyname when an event is fired." output OutValue02(string) : "Passes the value found in its respective keyname when an event is fired."

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@ -1,4 +1,4 @@
//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======= //====== Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. =======
// //
// Purpose: Half-Life 2 game definition file (.fgd) // Purpose: Half-Life 2 game definition file (.fgd)
// //
@ -5207,6 +5207,11 @@
fogStart(float) : "Fog Start" : 2048 : "The near fog plane." fogStart(float) : "Fog Start" : 2048 : "The near fog plane."
fogEnd(float) : "Fog End" : 4096 : "The far fog/clipping plane." fogEnd(float) : "Fog End" : 4096 : "The far fog/clipping plane."
fogMaxDensity(float) : "Fog Max Density [0..1]" : 1 : "The maximum fog density. 0=no fog, 1=full fog." fogMaxDensity(float) : "Fog Max Density [0..1]" : 1 : "The maximum fog density. 0=no fog, 1=full fog."
fogRadial(choices) : "Use Radial Fog?" : 0 =
[
0 : "No"
1 : "Yes"
]
SkyMode(choices) : "Sky Mode" : 2 : "How to draw the sky through this point_camera." = SkyMode(choices) : "Sky Mode" : 2 : "How to draw the sky through this point_camera." =
[ [

51
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@ -0,0 +1,51 @@
//-------------------------------------------------------------------------
//
// Game data for Half-Life 2 Multiplayer.
//
//-------------------------------------------------------------------------
@include "halflife2.fgd"
@PointClass base(PlayerClass, Angles) studio("models/editor/playerstart.mdl") = info_player_deathmatch :
"This entity indicates the position and facing direction at which the player will spawn during a deathmatch map. Any number of "+
"info_player_deathmatch entities may be placed in a map."
[
]
@PointClass base(PlayerClass, Angles) studio("models/editor/playerstart.mdl") = info_player_combine :
"This entity indicates the position and facing direction at which the player will spawn during a deathmatch map. Any number of "+
"info_player_deathmatch entities may be placed in a map."
[
]
@PointClass base(PlayerClass, Angles) studio("models/editor/playerstart.mdl") = info_player_rebel :
"This entity indicates the position and facing direction at which the player will spawn during a deathmatch map. Any number of "+
"info_player_deathmatch entities may be placed in a map."
[
]
@FilterClass base(BaseFilter) size(-8 -8 -8, 8 8 8) = filter_activator_team :
"A filter that filters by the team of the activator."
[
filterteam(choices) : "Filter Team Number" : 2 :
"The team number to filter by. If the filter mode is Allow, only entities whose "+
"team number matches the given team will pass the filter. If the filter mode is Disallow, "+
"all entities EXCEPT those whose team number matches the given team will pass the filter." =
[
2 : "Combine"
3 : "Rebels"
]
]
@PointClass base(prop_physics) studioprop() sphere(fademindist) sphere(fademaxdist) = prop_physics_respawnable :
"This class is the same as prop_physics, except it respawns after it breaks"
[
RespawnTime(float) : "Respawn Time" : 60 : "Ammount in seconds this prop will respawn after it breaks."
]
@PointClass base(Weapon) studio("models/weapons/w_slam.mdl") = weapon_slam : "S.L.A.M. - Selectable Lightweight Attack Munition" []

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