From fce1324e95427d7a4fc687c65b7fe115a5f8faad Mon Sep 17 00:00:00 2001 From: Blixibon Date: Sun, 26 Jan 2020 17:11:33 -0600 Subject: [PATCH] Fixed KillWhenNotVisible not accepting a parameter, fixed "Damaged Other Players" using the wrong name --- base.fgd | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/base.fgd b/base.fgd index d1f2934..33a1d5f 100644 --- a/base.fgd +++ b/base.fgd @@ -103,8 +103,8 @@ // Inputs input Kill(void) : "Removes this entity from the world." input KillHierarchy(void) : "Removes this entity and all its children from the world." - input KillIfNotVisible(void) : "Removes this entity if it is not in the player's viewcone." - input KillWhenNotVisible(void) : "Removes this entity when it is not in the player's viewcone." + input KillIfNotVisible(void) : "Removes this entity if it is not in a player's viewcone." + input KillWhenNotVisible(float) : "Removes this entity when it is not in a player's viewcone. You can pass a time for when this should start." input AddOutput(string) : "Adds an entity I/O connection or a keyvalue to this entity. Format: ' ::::'. You could also use it on regular keyvalues: ' '. Very dangerous, use with care." input ChangeVariable(string) : "Similar to AddOutput, except it changes an internal variable similar to logic_datadesc_accessor instead. Very dangerous, use with care." input FireUser1(void) : "Causes this entity's OnUser1 output to be fired." @@ -5945,7 +5945,7 @@ AmmoType(integer) : "Ammo Type" : : "Uses a specific ammo type by order in the ammo def. (not to be confused with damage type)" PlayerPenetrationCount(integer) : "Player Penetration Count" : : "Presumably how many players the inflictor has gone through before reaching the current victim. Appears to be unused in singleplayer games." - DamagedOtherPlayers(integer) : "Player Penetration Count" : : "Function unknown, possibly unused" + DamagedOtherPlayers(integer) : "Damaged Other Players" : : "Function unknown, possibly unused" DamageForce(vector) : "Damage Force" : "0 0 0" : "The force to apply when the damage is applied." DamagePosition(vector) : "Damage Position" : "0 0 0" : "What position the damage took place."