DankParrot

HL2Beta.fgd

Aug 17th, 2016
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  1. //=============================================================================
  2. //
  3. // Purpose: Half-Life 2 BETA game definition file (.fgd)
  4. //
  5. //=============================================================================
  6.  
  7.  
  8. @include "halflife2.fgd"
  9.  
  10.  
  11. //=========================
  12. // Obsolete
  13. //=========================
  14.  
  15.  
  16. @PointClass iconsprite("editor/obsolete.vmt") base(light_spot) lightcone() size(-4 -4 -4, 4 4 4) = light_glspot : "(OBSOLETE) light_glspot"
  17. [
  18. ]
  19.  
  20. @PointClass iconsprite("editor/obsolete.vmt") sphere() base(scripted_sequence) = scripted_sequence : "(OBSOLETE) aiscripted_sequence"
  21. [
  22. ]
  23.  
  24. //=========================
  25. // Compatible
  26. //=========================
  27.  
  28. @PointClass base(prop_static) studioprop() = static_prop :
  29. "A prop that doesn't move and doesn't animate."
  30. [
  31. ]
  32.  
  33. @PointClass base(prop_physics) studioprop() = physics_prop :
  34. "A prop that physically simulates as a single rigid body. It can be constrained to other physics objects using hinges "+
  35. "or other constraints. It can also be configured to break when it takes enough damage. "+
  36. "Note that the health of the object will be overridden by the health inside the model, to ensure consistent health game-wide. "+
  37. "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 "+
  38. "used as a prop_physics. Upon level load it will display a warning in the console and remove itself. Use a prop_dynamic instead."
  39. [
  40. ]
  41.  
  42. @PointClass base(prop_static) studioprop() = model_studio :
  43. "A prop that doesn't move and doesn't animate."
  44. [
  45. ]
  46.  
  47. @PointClass base(prop_dynamic) studioprop() = dynamic_prop :
  48. "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"+
  49. "prop_dynamic_override is a prototyping entity only. It will allow the use of models designed to be used as prop_physics."
  50. [
  51. ]
  52.  
  53.  
  54. @SolidClass base(Targetname, Origin, RenderFields) = func_train
  55. [
  56. spawnflags(flags) =
  57. [
  58. 8 : "Non-solid" : 0
  59. ]
  60. texframeindex(integer) : "Initial Brush Frame Index" : : "Use this to set the initial frame of materials with multiple frames in the brush"
  61. target(target_destination) : "First path_corner"
  62. noise1(sound) : "Movement Sound" : : "The sound to play when the train moves."
  63. noise2(sound) : "Stop Sound" : : "The sound to play when the train stops moving."
  64. speed(float) : "Speed" : "50.000000" : "Speed at which the brush moves."
  65. volume(float) : "Sound volume [0.0, 10.0]" : "0.000000"
  66. dmg(float) : "Crush Damage" : "0.000000"
  67. input Toggle(void) : "Toggle movement"
  68. input Start(void) : "Start movement"
  69. input Stop(void) : "Stop movement"
  70. input Use(void) : "Toggle movement - has a different functionality than Toggle"
  71. ]
  72.  
  73. @PointClass base(Targetname, Angles) studio("models/Combine_Soldier.mdl") = proto_sniper
  74. [
  75. ]
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