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Fixed KillWhenNotVisible not accepting a parameter, fixed "Damaged Other Players" using the wrong name
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base.fgd
6
base.fgd
@ -103,8 +103,8 @@
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// Inputs
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// Inputs
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input Kill(void) : "Removes this entity from the world."
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input Kill(void) : "Removes this entity from the world."
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input KillHierarchy(void) : "Removes this entity and all its children from the world."
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input KillHierarchy(void) : "Removes this entity and all its children from the world."
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input KillIfNotVisible(void) : "Removes this entity if it is not in the player's viewcone."
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input KillIfNotVisible(void) : "Removes this entity if it is not in a player's viewcone."
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input KillWhenNotVisible(void) : "Removes this entity when it is not in the player's viewcone."
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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."
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input AddOutput(string) : "Adds an entity I/O connection or a keyvalue to this entity. Format: '<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>'. You could also use it on regular keyvalues: '<key name> <key value>'. Very dangerous, use with care."
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input AddOutput(string) : "Adds an entity I/O connection or a keyvalue to this entity. Format: '<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>'. You could also use it on regular keyvalues: '<key name> <key value>'. Very dangerous, use with care."
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input ChangeVariable(string) : "Similar to AddOutput, except it changes an internal variable similar to logic_datadesc_accessor instead. Very dangerous, use with care."
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input ChangeVariable(string) : "Similar to AddOutput, except it changes an internal variable similar to logic_datadesc_accessor instead. Very dangerous, use with care."
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input FireUser1(void) : "Causes this entity's OnUser1 output to be fired."
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input FireUser1(void) : "Causes this entity's OnUser1 output to be fired."
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@ -5945,7 +5945,7 @@
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AmmoType(integer) : "Ammo Type" : : "Uses a specific ammo type by order in the ammo def. (not to be confused with damage type)"
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AmmoType(integer) : "Ammo Type" : : "Uses a specific ammo type by order in the ammo def. (not to be confused with damage type)"
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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."
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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."
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DamagedOtherPlayers(integer) : "Player Penetration Count" : : "Function unknown, possibly unused"
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DamagedOtherPlayers(integer) : "Damaged Other Players" : : "Function unknown, possibly unused"
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DamageForce(vector) : "Damage Force" : "0 0 0" : "The force to apply when the damage is applied."
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DamageForce(vector) : "Damage Force" : "0 0 0" : "The force to apply when the damage is applied."
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DamagePosition(vector) : "Damage Position" : "0 0 0" : "What position the damage took place."
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DamagePosition(vector) : "Damage Position" : "0 0 0" : "What position the damage took place."
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