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krassell talk
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@ -81,7 +81,7 @@ There is most likely some information missing or miscellaneous stuff left out, b
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| env_global | <!---Changed--> :twisted_rightwards_arrows: | "Counter" output replaced with "OutCounter" in an attempt to dodge the aliasing issue. New global states have also been added, but they're unrelated to env_global itself. |
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| env_global_light | <!---Ported--> :arrow_backward: | Ported from Insolence's implementation of Alien Swarm's projected textures. It's received a few changes in Mapbase, like zero default offset with keyvalues for mappers change it themselves. |
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| env_gunfire | <!---Changed--> :twisted_rightwards_arrows: | Ability to choose any sound in the sound browser, FireBurst for firing bursts manually, OnFire for each bullet |
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| env_headcrabcanister | <!---Changed--> :twisted_rightwards_arrows: | StopHissing to stop post-impact hissing, OnCrab for each crab that emerges from the cansiter |
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| env_headcrabcanister | <!---Changed--> :twisted_rightwards_arrows: | StopHissing to stop post-impact hissing, OnCrab for each crab that emerges from the canister |
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| env_hudhint | <!---Changed--> :twisted_rightwards_arrows: | Button combinations, raw strings, etc. as well as SetHudHint. |
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| env_laser | <!---Changed--> :twisted_rightwards_arrows: | OnTouchedByEntity added, based on the output from env_beam. It fires per frame though, so be careful. |
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| env_lightglow | <!---Stock--> :heavy_minus_sign: | |
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@ -122,7 +122,7 @@ There is most likely some information missing or miscellaneous stuff left out, b
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| env_viewpunch | <!---Stock--> :heavy_minus_sign: | |
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| env_wind | <!---Stock--> :heavy_minus_sign: | |
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| env_zoom | <!---Stock--> :heavy_minus_sign: | |
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| filter_activator_class | <!---Affected--> :record_button: | Uses all base filter changes, including SetField which sets the primary field of most filters (e.g. the classname on filter_activator_class) TestEntity to test the specified entity against the filter, and the option to pass the caller when tested with one of the "Test_" inputs. |
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| filter_activator_class | <!---Affected--> :record_button: | Uses all base filter changes, including SetField to change the primary "field" of most filters (e.g. the classname on filter_activator_class) and TestEntity to test a specific entity against the filter. |
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| filter_activator_classify | <!---New--> :eight_spoked_asterisk: | Filters an entity by its "Classify" class, e.g. CLASS_PLAYER_ALLY. Uses all base filter changes detailed in filter_activator_class. |
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| filter_activator_context | <!---New--> :eight_spoked_asterisk: | Filters an entity by its response contexts. There is a filter_activator_context available in Left 4 Dead and newer games, but this entity works differently and has new options/capabilities, so it's being marked as a "new" entity. Uses all base filter changes detailed in filter_activator_class. |
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| filter_activator_hintgroup | <!---New--> :eight_spoked_asterisk: | Filters an NPC by its hint group. Uses all base filter changes detailed in filter_activator_class. |
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@ -139,7 +139,7 @@ There is most likely some information missing or miscellaneous stuff left out, b
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| filter_blood_control | <!---New--> :eight_spoked_asterisk: | Controls the filter owner's ability to produce blood from damage. This exists to take advantage of weird workarounds originally used for filter_damage_transfer. Can use a secondary filter to filter blood and/or actual damage. Uses all base filter changes detailed in filter_activator_class. |
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| filter_combineball_type | <!---Affected--> :record_button: | Uses all base filter changes detailed in filter_activator_class. |
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| filter_damage_transfer | <!---New--> :eight_spoked_asterisk: | Transfers damage taken by the filter's owner to the specified entity. Can use a secondary filter for various purposes. Uses all base filter changes detailed in filter_activator_class. |
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| filter_damage_type | <!---Changed--> :twisted_rightwards_arrows: | New option for setting how to compare the damage type. (which bit operator, etc.) Also uses all base filter changes detailed in filter_activator_class. |
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| filter_damage_type | <!---Changed--> :twisted_rightwards_arrows: | New option for setting how to compare the damage type (should contain one, all, etc.). Also uses all base filter changes detailed in filter_activator_class. |
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| filter_enemy | <!---Affected--> :record_button: | Uses all base filter changes detailed in filter_activator_class. |
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| filter_multi | <!---Affected--> :record_button: | Uses all base filter changes detailed in filter_activator_class. |
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| filter_redirect_inflictor | <!---New--> :eight_spoked_asterisk: | Redirects to a target filter with the damage inflictor as the activator instead of the attacker. Uses all base filter changes detailed in filter_activator_class. |
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@ -148,7 +148,7 @@ There is most likely some information missing or miscellaneous stuff left out, b
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| func_areaportalwindow | <!---Stock--> :heavy_minus_sign: | |
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| func_breakable | <!---Changed--> :twisted_rightwards_arrows: | Material type "None" support in HL2 DLL, support for HL1 material types, "Spawn on break" could spawn any entity |
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| func_breakable_surf | <!---Affected--> :record_button: | Inherits all changes detailed in func_breakable. |
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| func_brush | <!---Changed--> :twisted_rightwards_arrows: | NPC collision exclusion given wildcard support with specific targetname ported to HL2 DLL |
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| func_brush | <!---Changed--> :twisted_rightwards_arrows: | NPC collision exclusion now has wildcard support. Excluding a specific targetname has been ported to HL2 DLL |
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| func_bulletshield | <!---Stock--> :heavy_minus_sign: | |
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| func_button | <!---Stock--> :heavy_minus_sign: | |
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| func_clip_client | <!---New--> :eight_spoked_asterisk: | A special brush that only has a physics shadow on the client, allowing clientside ragdolls to collide with it. |
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@ -169,7 +169,7 @@ There is most likely some information missing or miscellaneous stuff left out, b
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| func_instance_params | <!---Stock--> :heavy_minus_sign: | |
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| func_ladder | <!---Restored--> :arrow_double_up: | The original brush ladder from MP games like CS:S. Based off of the VDC fix. |
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| func_ladderendpoint | <!---Stock--> :heavy_minus_sign: | |
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| func_lod | <!---Changed--> :twisted_rightwards_arrows: | The ability to choose a maximum fade distance yourself has been added. |
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| func_lod | <!---Changed--> :twisted_rightwards_arrows: | Added the ability to manually choose a maximum fade distance. |
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| func_lookdoor | <!---Stock--> :heavy_minus_sign: | |
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| func_monitor | <!---Stock--> :heavy_minus_sign: | |
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| func_movelinear | <!---Changed--> :twisted_rightwards_arrows: | Added messy parenting fix from VDC. |
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@ -240,7 +240,7 @@ There is most likely some information missing or miscellaneous stuff left out, b
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| info_node_link_controller | <!---Stock--> :heavy_minus_sign: | Hasn't really changed, but there's an info_template_link_controller for link derivatives now. |
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| info_node_link_filtered | <!---New--> :eight_spoked_asterisk: | A derivative of info_node_link that only allows NPCs that pass its filter. |
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| info_node_link_logic | <!---New--> :eight_spoked_asterisk: | A derivative of info_node_link that passes outputs when a NPC tries to use it. Actual passage permission can still be toggled. |
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| info_node_link_oneway | <!---New--> :eight_spoked_asterisk: | A derivative of info_node_link that only works from one way. |
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| info_node_link_oneway | <!---New--> :eight_spoked_asterisk: | A derivative of info_node_link that only allows NPCs to use it in one direction. |
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| info_npc_spawn_destination | <!---Stock--> :heavy_minus_sign: | |
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| info_null | <!---Stock--> :heavy_minus_sign: | |
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| info_overlay | <!---Stock--> :heavy_minus_sign: | |
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