Added frustum displays to various entities which involve FOV

This commit is contained in:
Blixibon 2020-11-25 20:15:13 -06:00
parent a401a2c3db
commit da6d648dee

View File

@ -1232,7 +1232,7 @@
] ]
] ]
@PointClass base(Targetname) = env_zoom : @PointClass base(Targetname) frustum(FOV,4,250,250 250 250,-1) = env_zoom :
"An entity that can be used to control the player's FOV. Useful for scenes where the player's view is being controlled, or player-usable binoculars/telescopes, etc." "An entity that can be used to control the player's FOV. Useful for scenes where the player's view is being controlled, or player-usable binoculars/telescopes, etc."
[ [
Rate(float) : "Seconds to reach target" : "1.0" : "Amount of time it should take to reach the specified FOV." Rate(float) : "Seconds to reach target" : "1.0" : "Amount of time it should take to reach the specified FOV."
@ -4624,7 +4624,7 @@
output OnMultiNewRound(void) : "Fired only in multiplayer, when a new round is started. Only fired in multiplayer games that use round-based gameplay." output OnMultiNewRound(void) : "Fired only in multiplayer, when a new round is started. Only fired in multiplayer games that use round-based gameplay."
] ]
@PointClass base(Targetname,Angles,Parentname) studioprop("models/editor/camera.mdl") = point_viewcontrol : @PointClass base(Targetname,Angles,Parentname) studioprop("models/editor/camera.mdl") frustum(fov,4,250,250 250 250,-1) = point_viewcontrol :
"A camera entity that controls the player's view. While it's active, the player will see out of the camera." "A camera entity that controls the player's view. While it's active, the player will see out of the camera."
[ [
target(target_destination) : "Entity to Look At" : : "Name of the entity that the camera should point at and track while active." target(target_destination) : "Entity to Look At" : : "Name of the entity that the camera should point at and track while active."
@ -4654,7 +4654,7 @@
acceleration(string) : "Acceleration units/sec^2" : "500" : "The speed at which the camera accelerates to path corner's desired speeds." acceleration(string) : "Acceleration units/sec^2" : "500" : "The speed at which the camera accelerates to path corner's desired speeds."
deceleration(string) : "Stop Deceleration units/sec^2" : "500" : "The speed at which the camera decelerates to path corner's desired speeds." deceleration(string) : "Stop Deceleration units/sec^2" : "500" : "The speed at which the camera decelerates to path corner's desired speeds."
fov(float) : "FOV" : "90" : "The player's FOV when using this camera. Be sure to have the 'Set FOV' spawnflag enabled if you want to use this." fov(float) : "FOV" : "75" : "The player's FOV when using this camera. Be sure to have the 'Set FOV' spawnflag enabled if you want to use this."
fov_rate(float) : "FOV rate" : "0" : "How quickly the FOV should be set. Be sure to have the 'Set FOV' spawnflag enabled if you want to use this." fov_rate(float) : "FOV rate" : "0" : "How quickly the FOV should be set. Be sure to have the 'Set FOV' spawnflag enabled if you want to use this."
DontSetPlayerView(choices) : "Don't set player view" : 0 : "Prevents this point_viewcontrol from actually controlling the player's view. FOV, player-affecting spawnflags, etc. may still happen." = DontSetPlayerView(choices) : "Don't set player view" : 0 : "Prevents this point_viewcontrol from actually controlling the player's view. FOV, player-affecting spawnflags, etc. may still happen." =