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- //=============================================================================
- //
- // Purpose: Half-Life 2 BETA game definition file (.fgd)
- //
- //=============================================================================
- @include "halflife2.fgd"
- //=========================
- // Obsolete
- //=========================
- @PointClass iconsprite("editor/obsolete.vmt") base(light_spot) lightcone() size(-4 -4 -4, 4 4 4) = light_glspot : "(OBSOLETE) light_glspot"
- [
- ]
- @PointClass iconsprite("editor/obsolete.vmt") sphere() base(scripted_sequence) = scripted_sequence : "(OBSOLETE) aiscripted_sequence"
- [
- ]
- //=========================
- // Compatible
- //=========================
- @PointClass base(prop_static) studioprop() = static_prop :
- "A prop that doesn't move and doesn't animate."
- [
- ]
- @PointClass base(prop_physics) studioprop() = physics_prop :
- "A prop that physically simulates as a single rigid body. It can be constrained to other physics objects using hinges "+
- "or other constraints. It can also be configured to break when it takes enough damage. "+
- "Note that the health of the object will be overridden by the health inside the model, to ensure consistent health game-wide. "+
- "If the model used by the prop is configured to be used as a prop_dynamic (i.e. it should not be physically simulated) then it CANNOT be "+
- "used as a prop_physics. Upon level load it will display a warning in the console and remove itself. Use a prop_dynamic instead."
- [
- ]
- @PointClass base(prop_static) studioprop() = model_studio :
- "A prop that doesn't move and doesn't animate."
- [
- ]
- @PointClass base(prop_dynamic) studioprop() = dynamic_prop :
- "A prop that can be placed in hierarchy and can play animations. It can also be configured to break when it takes enough damage.\n"+
- "prop_dynamic_override is a prototyping entity only. It will allow the use of models designed to be used as prop_physics."
- [
- ]
- @SolidClass base(Targetname, Origin, RenderFields) = func_train
- [
- spawnflags(flags) =
- [
- 8 : "Non-solid" : 0
- ]
- texframeindex(integer) : "Initial Brush Frame Index" : : "Use this to set the initial frame of materials with multiple frames in the brush"
- target(target_destination) : "First path_corner"
- noise1(sound) : "Movement Sound" : : "The sound to play when the train moves."
- noise2(sound) : "Stop Sound" : : "The sound to play when the train stops moving."
- speed(float) : "Speed" : "50.000000" : "Speed at which the brush moves."
- volume(float) : "Sound volume [0.0, 10.0]" : "0.000000"
- dmg(float) : "Crush Damage" : "0.000000"
- input Toggle(void) : "Toggle movement"
- input Start(void) : "Start movement"
- input Stop(void) : "Stop movement"
- input Use(void) : "Toggle movement - has a different functionality than Toggle"
- ]
- @PointClass base(Targetname, Angles) studio("models/Combine_Soldier.mdl") = proto_sniper
- [
- ]
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