diff --git a/fgd/bases/BModelParticleSpawner.fgd b/fgd/bases/BModelParticleSpawner.fgd index cdffe129b..9585fdb68 100644 --- a/fgd/bases/BModelParticleSpawner.fgd +++ b/fgd/bases/BModelParticleSpawner.fgd @@ -3,6 +3,7 @@ = BModelParticleSpawner [ // These two values break dustmotes. + solid[engine](integer) : "Solid" : 0 solid(choices) readonly: "Solid" : 0 : "This needs to be zero to allow this to not collide." = [ 0: "Non-solid" diff --git a/fgd/bases/BaseLogicalNPC.fgd b/fgd/bases/BaseLogicalNPC.fgd index fee7463ae..d1e2ba645 100644 --- a/fgd/bases/BaseLogicalNPC.fgd +++ b/fgd/bases/BaseLogicalNPC.fgd @@ -46,7 +46,6 @@ 5: "Auto PVS after PVS" ] sleepstate[engine](integer) : "Sleep State" : 0 - wakeradius(float) : "Wake Radius" : 0 : "Auto-wake if player within this distance" wakesquad(boolean) : "Wake Squad" : 0 : "Wake all of the NPCs squadmates if the NPC is woken" enemyfilter(target_destination) : "Enemy Filter" : : "Filter by which to filter potential enemies" diff --git a/fgd/bases/BaseNPC.fgd b/fgd/bases/BaseNPC.fgd index dafc87b5a..71766d6b2 100644 --- a/fgd/bases/BaseNPC.fgd +++ b/fgd/bases/BaseNPC.fgd @@ -13,6 +13,7 @@ 0 : "No (Use speech semaphore)" 1 : "Yes (Don't use speech semaphore)" ] + visiblewhenasleep[ASW](boolean) : "Visible when asleep" : 0 : "If true, this alien will still get drawn even when asleep (useful for aliens you see far below you)." linedivider_npc(string) readonly : "----------------------------------------------------------------------------------------------------------" : "" diff --git a/fgd/bases/RenderFields.fgd b/fgd/bases/RenderFields.fgd index 472ea5c48..16f5dc6c0 100644 --- a/fgd/bases/RenderFields.fgd +++ b/fgd/bases/RenderFields.fgd @@ -99,6 +99,7 @@ disablereceiveshadows(boolean) : "Disable Receiving Shadows" : 0 + viewhideflags[enigne](integer) : "View Hide Flags" : 0 viewhideflags[MBase](choices) : "View ID nodraw" : 0 : "This keyvalue can control whether an entity should only draw on things like monitors or mirrors, " + "or the opposite. The code for this is { m_iViewHideFlags & (1 << CurrentViewID()) } and supports any combination of view IDs." = [ diff --git a/fgd/bases/RopeKeyFrame.fgd b/fgd/bases/RopeKeyFrame.fgd index 9fc6ba53f..20eee2433 100644 --- a/fgd/bases/RopeKeyFrame.fgd +++ b/fgd/bases/RopeKeyFrame.fgd @@ -23,13 +23,13 @@ texturescale(float) : "Texture Scale" : 1 : "This changes the texture resolution. The default resolution is 4 pixels per inch. Larger values stretch the texture and smaller values scrunch it up." collide(boolean) : "Collide with world" : 0 - dangling(boolean) : "Start Dangling" : 0 + dangling[engine](boolean) : "Start Dangling" : 0 dangling(choices) : "Start Dangling" : 0 : "When set to Yes, the rope starts out detached from its target endpoint." = [ 0 : "Start Attached" 1 : "Start Dangling" ] - breakable(boolean) : "Breakable" : 0 + breakable[engine](boolean) : "Breakable" : 0 breakable(choices) : "Breakable" : 0 : "When set to yes, the rope can be detached from either endpoint when shot." = [ 0 : "Indestructible" 1 : "Breakable" diff --git a/fgd/brush/comp/comp_trigger_p2_goo.fgd b/fgd/brush/comp/comp_trigger_p2_goo.fgd index 7ba86de5b..70dae847a 100644 --- a/fgd/brush/comp/comp_trigger_p2_goo.fgd +++ b/fgd/brush/comp/comp_trigger_p2_goo.fgd @@ -6,6 +6,8 @@ [ enablefade(boolean) : "Enable Fade" : 0 : "Use a player_loadsaved to fade out the view as the player falls/drowns." + "Otherwise, just kill the player with a trigger_hurt." + + fadepreset[engine](color255) : "Fade Color - Preset" : "0 0 0" fadepreset(choices) : "Fade Color - Preset" : "0 0 0" : "Use a preset color for the fade." = [ "-1 -1 -1": "Custom" @@ -24,6 +26,7 @@ fadecolor(color255) : "Fade Color - Custom" : "0 0 0" : "Specify your own fade color instead." fadetime(float) : "Fade Time" : 0.5 : "The number of seconds the fade takes to fully occur." + damagetype[engine](integer) : "Damage Type" : 1327104 damagetype(choices) : "Damage Type" : 1327104 : "The type of damage to do to the player." = [ "32" : "Bottomless Pit (FALL)" // FALL diff --git a/fgd/brush/trigger/trigger_asw_supplies_chatter.fgd b/fgd/brush/trigger/trigger_asw_supplies_chatter.fgd index b7630fb07..640a0577f 100644 --- a/fgd/brush/trigger/trigger_asw_supplies_chatter.fgd +++ b/fgd/brush/trigger/trigger_asw_supplies_chatter.fgd @@ -3,7 +3,8 @@ appliesto(ASW) = trigger_asw_supplies_chatter: "A trigger volume that will occasionally make a marine comment about a supply stash." [ wait(integer) : "Delay Before Reset" : -1 : "Amount of time, in seconds, after the trigger has triggered before it can be triggered again. If set to -1, it will never trigger again." - noammo(choices) : "Supply Type" : "0" : "The type of objects in the nearby supply stash." = + noammo[engine](integer) : "No ammo?" : 0 + noammo(choices) : "Supply Type" : 0 : "The type of objects in the nearby supply stash." = [ 0: "Mixed" 1: "No ammo pickups" diff --git a/fgd/brush/trigger/trigger_physics_trap.fgd b/fgd/brush/trigger/trigger_physics_trap.fgd index 71b5cacf5..4d760e2ce 100644 --- a/fgd/brush/trigger/trigger_physics_trap.fgd +++ b/fgd/brush/trigger/trigger_physics_trap.fgd @@ -2,11 +2,11 @@ appliesto(ASW, EP1, EP2, HL2, P1, P2) = trigger_physics_trap: "A volumetric trigger that disintegrates enemies" [ - dissolvetype(choices) : "Dissolve Type" : "Energy" = + dissolvetype[engine](integer) : "Dissolve Type": 0 + dissolvetype(choices) : "Dissolve Type" : "0" = [ 0: "Energy" 1: "Heavy electrical" 2: "Light electrical" ] - ] diff --git a/fgd/brush/trigger/trigger_stun.fgd b/fgd/brush/trigger/trigger_stun.fgd index 551f38794..d23e2c7fc 100644 --- a/fgd/brush/trigger/trigger_stun.fgd +++ b/fgd/brush/trigger/trigger_stun.fgd @@ -4,18 +4,16 @@ trigger_delay(float) : "Trigger Delay" : 0 : "Delay after an entity touches that we fire our first stun." stun_duration(float) : "Duration" : 0 : "Length of the stun effect." move_speed_reduction(float) : "Move Speed Reduction" : 0 : "0 to 1 - Amount to reduce the player's move speed. 1 is 100% immobile." - stun_type(choices) : "Stun Type" : "0" = + + stun_type[engine](integer) : "Stun Type" : 0 + stun_type(choices) : "Stun Type" : 0 = [ 0: "Movement" 1: "Controls + Movement" 2: "Loser State + Controls + Movement" ] - stun_effects(choices) : "Stun Effects" : "0" = - [ - 0: "No" - 1: "Yes" - ] + stun_effects(boolean) : "Stun Effects" : 0 // Outputs diff --git a/fgd/point/ai/ai_goal_lead.fgd b/fgd/point/ai/ai_goal_lead.fgd index 07dc428b5..46d8f7a29 100644 --- a/fgd/point/ai/ai_goal_lead.fgd +++ b/fgd/point/ai/ai_goal_lead.fgd @@ -5,10 +5,10 @@ iconsprite("editor/ai_goal_lead.vmt") = ai_goal_lead: "AI Goal Lead" [ - searchtype(choices) : "Search Type" : "0" : "How to search for the entities using the targetname." = + searchtype[engine](integer) : "Search Type" : 0 + searchtype(choices) : "Search Type" : 0 : "How to search for the entities using the targetname." = [ 0: "Entity Name" 1: "Classname" ] - ] diff --git a/fgd/point/ai/ai_goal_operator.fgd b/fgd/point/ai/ai_goal_operator.fgd index 14101c23c..c16f377c8 100644 --- a/fgd/point/ai/ai_goal_operator.fgd +++ b/fgd/point/ai/ai_goal_operator.fgd @@ -7,13 +7,14 @@ actor(target_name_or_class) : "Actor to affect" : : "NPC that should perform this operation" target(target_destination) : "Position entity" : : "Name of the entity that the NPC should move to in order to perform the operation." contexttarget(target_destination) : "Context target" : : "(Optional) Name of an entity that the operator will use within context." - state(choices) : "Initial State" : "0" = + state[engine](integer) : "Initial State" : 0 + state(choices) : "Initial State" : 0 = [ 0: "Not ready (closed, locked, etc)" 1: "Ready (open and accessible)" ] - - moveto(choices) : "How should NPC approach?" : "1" = + moveto[engine](integer) : "How should NPC approach?" : 1 + moveto(choices) : "How should NPC approach?" : 1 = [ 0: "DO NOT USE THIS SETTING" 1: "Walk" diff --git a/fgd/point/ai/ai_goal_standoff.fgd b/fgd/point/ai/ai_goal_standoff.fgd index 142db4f63..f5f1b6277 100644 --- a/fgd/point/ai/ai_goal_standoff.fgd +++ b/fgd/point/ai/ai_goal_standoff.fgd @@ -40,6 +40,7 @@ abandonifenemyhides(boolean) : "Abandon if enemies hide" : 0 : "If no enemy detected recently, stop the standoff" // Custom aggression + CustomCoverOnReload[engine](boolean) : "Custom: Take cover to reload" : 1 CustomCoverOnReload[MBase](choices) : "Custom: Take cover to reload" : 1 = [ 0 : "No" diff --git a/fgd/point/ambient/ambient_generic.fgd b/fgd/point/ambient/ambient_generic.fgd index c802543e8..263a76dcd 100644 --- a/fgd/point/ambient/ambient_generic.fgd +++ b/fgd/point/ambient/ambient_generic.fgd @@ -21,7 +21,8 @@ sourceentityname(target_destination) : "Source Entity" : : "If an entity is specified, sound will come from this named entity instead of the location of ambient_generic." - soundflags[MBase](choices) :"Sound Flags" : 0 : "Additional options for your sound." = + soundflags[engine](integer) : "Sound Flasg" : 0 + soundflags[MBase](choices) : "Sound Flags" : 0 : "Additional options for your sound." = [ 0: "None" 128: "[128] Pause when game is paused" diff --git a/fgd/point/assault/assault_assaultpoint.fgd b/fgd/point/assault/assault_assaultpoint.fgd index 34569c967..cfd93a435 100644 --- a/fgd/point/assault/assault_assaultpoint.fgd +++ b/fgd/point/assault/assault_assaultpoint.fgd @@ -12,7 +12,8 @@ allowdiversion(boolean) : "Allow diversion" : 0 : "If you come in contact with enemies while approaching the assault point, divert to kill them. Resume the assault once contact is lost." allowdiversionradius(float) : "Diversion Proximity" : 0 : "If Allow Diversion is set, NPC will only divert from assault to attack an enemy that is within this distance of the assault point. 0 = No limit." nevertimeout(boolean) : "Never Timeout" : 0 : "If set, the assault never ends for NPCs assaulting this point. Useful for forcing NPCs back to a point." - strict(choices) : "Strict?" : "0" = + strict[engine](boolean) : "Strict?" : 0 + strict(choices) : "Strict?" : 0 = [ 0: "No, NPC may move from point to attack" 1: "Yes, NPC may not move to attack" @@ -25,7 +26,8 @@ forcecrouch(boolean) : "Force Crouch" : 0 : "NPCs using this assault point are forced into crouching while holding it." urgent(boolean) : "Urgent" : 0 : "If true, NPCs will consider movement to this assault point as Urgent Navigation." - assaulttolerance(choices) : "Attack Tolerance" : "36" : "How far this NPC may move from the assault point to try to attack an enemy." = + assaulttolerance[engine](integer) : "Attack Tolerance" : 36 + assaulttolerance(choices) : "Attack Tolerance" : 36 : "How far this NPC may move from the assault point to try to attack an enemy." = [ 36: "Tight (3ft)" 72: "Medium (6ft)" diff --git a/fgd/point/asw/asw_colonist.fgd b/fgd/point/asw/asw_colonist.fgd index d68865f0f..7d445f8ed 100644 --- a/fgd/point/asw/asw_colonist.fgd +++ b/fgd/point/asw/asw_colonist.fgd @@ -3,10 +3,5 @@ appliesto(ASW) studio("models/swarm/Colonist/Male/MaleColonist.mdl") = asw_colonist: "Colonist" [ - notifynavfailblocked(choices) : "Fire output when Nav is blocked?" : "0" = - [ - 0: "No" - 1: "Yes" - ] - + notifynavfailblocked(boolean) : "Fire output when Nav is blocked?" : 0 ] diff --git a/fgd/point/asw/asw_director_control.fgd b/fgd/point/asw/asw_director_control.fgd index 52f9d33bd..73b8a1a2d 100644 --- a/fgd/point/asw/asw_director_control.fgd +++ b/fgd/point/asw/asw_director_control.fgd @@ -4,23 +4,9 @@ iconsprite("editor/info_target.vmt") = asw_director_control: "Alien Swarm Director Control" [ targetname(target_source) : "Name" : "@director" : "The name that other entities refer to this entity by." - wanderers(choices) : "Wandering Aliens" : "0" : "Whether to spawn random drones around the players." = - [ - 0: "No" - 1: "Yes" - ] - - hordes(choices) : "Hordes" : "1" : "Whether to spawn large groups of drones periodically." = - [ - 0: "No" - 1: "Yes" - ] - - controlspawners(choices) : "Control Spawners" : "0" : "If enabled, asw_spawners will only work when the director is in an active spawning state." = - [ - 0: "No" - 1: "Yes" - ] + wanderers(boolean) : "Wandering Aliens" : "0" : "Whether to spawn random drones around the players." + hordes(boolean) : "Hordes" : "1" : "Whether to spawn large groups of drones periodically." + controlspawners(boolean) : "Control Spawners" : "0" : "If enabled, asw_spawners will only work when the director is in an active spawning state." // Inputs diff --git a/fgd/point/asw/asw_drone.fgd b/fgd/point/asw/asw_drone.fgd index b4c56b9cd..86c0e790d 100644 --- a/fgd/point/asw/asw_drone.fgd +++ b/fgd/point/asw/asw_drone.fgd @@ -5,19 +5,6 @@ sphere() = asw_drone: "A vicious killing machine with bladed limbs and sharp teeth, easily able to tear a man to pieces, even an armoured IAF marine." [ moveclone(target_destination) : "Move Clone" : : "If set to an entity name, this alien will match movement with that entity." - sleepstate(choices) : "Sleep State" : "1" : "Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'." = - [ - 0: "None" - 1: "Waiting for threat" - 2: "Waiting for PVS" - 3: "Waiting for input" - ] - - visiblewhenasleep(choices) : "Visible when asleep" : "0" : "If true, this alien will still get drawn even when asleep (useful for aliens you see far below you)." = - [ - 0: "No" - 1: "Yes" - ] spawnflags(flags) : "spawnflags" = [ diff --git a/fgd/point/asw/asw_drone_uber.fgd b/fgd/point/asw/asw_drone_uber.fgd index 432f5305c..3fb479271 100644 --- a/fgd/point/asw/asw_drone_uber.fgd +++ b/fgd/point/asw/asw_drone_uber.fgd @@ -4,20 +4,6 @@ studio("models/swarm/drone/uberdrone.mdl") sphere() = asw_drone_uber: "Larger, stronger version of the asw_drone" [ - sleepstate(choices) : "Sleep State" : "1" : "Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'." = - [ - 0: "None" - 1: "Waiting for threat" - 2: "Waiting for PVS" - 3: "Waiting for input" - ] - - visiblewhenasleep(choices) : "Visible when asleep" : "0" : "If true, this alien will still get drawn even when asleep (useful for aliens you see far below you)." = - [ - 0: "No" - 1: "Yes" - ] - spawnflags(flags) : "spawnflags" = [ 131072: "Use Ground Checks" : 0 diff --git a/fgd/point/asw/asw_env_spark.fgd b/fgd/point/asw/asw_env_spark.fgd index e13130f6a..32575cd1c 100644 --- a/fgd/point/asw/asw_env_spark.fgd +++ b/fgd/point/asw/asw_env_spark.fgd @@ -6,7 +6,8 @@ rendercolor(color255) : "Color (R G B)" : "231 194 149" mindelay(string) : "Min Delay" : "0.15" : "The shortest delay between sparks (in seconds)." maxdelay(string) : "Max Delay" : "1" : "The longest delay between sparks (in seconds). If the max delay is shorter than the min delay, the delay will equal the max." - magnitude(choices) : "Magnitude" : "50" : "The size of the sparks." = + magnitude[engine](integer) : "Magnitude" : 50 + magnitude(choices) : "Magnitude" : 50 : "The size of the sparks." = [ 25: "Tiny" 50: "Small" diff --git a/fgd/point/asw/asw_harvester.fgd b/fgd/point/asw/asw_harvester.fgd index 8911e02a3..60f58e1e6 100644 --- a/fgd/point/asw/asw_harvester.fgd +++ b/fgd/point/asw/asw_harvester.fgd @@ -3,21 +3,7 @@ appliesto(ASW) studio("models/aliens/harvester/harvester.mdl") sphere() = asw_harvester: "Swarm Harvester" - [ - sleepstate(choices) : "Sleep State" : "1" : "Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'." = - [ - 0: "None" - 1: "Waiting for threat" - 2: "Waiting for PVS" - 3: "Waiting for input" - ] - - visiblewhenasleep(choices) : "Visible when asleep" : "0" : "If true, this alien will still get drawn even when asleep (useful for aliens you see far below you)." = - [ - 0: "No" - 1: "Yes" - ] - + [ spawnflags(flags) : "spawnflags" = [ 131072: "Use Ground Checks" : 0 diff --git a/fgd/point/asw/asw_mortarbug.fgd b/fgd/point/asw/asw_mortarbug.fgd index b8b9e18b5..91915d1ac 100644 --- a/fgd/point/asw/asw_mortarbug.fgd +++ b/fgd/point/asw/asw_mortarbug.fgd @@ -4,20 +4,6 @@ studio("models/aliens/mortar/mortar.mdl") sphere() = asw_mortarbug: "Swarm Mortarbug" [ - sleepstate(choices) : "Sleep State" : "1" : "Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'." = - [ - 0: "None" - 1: "Waiting for threat" - 2: "Waiting for PVS" - 3: "Waiting for input" - ] - - visiblewhenasleep(choices) : "Visible when asleep" : "0" : "If true, this alien will still get drawn even when asleep (useful for aliens you see far below you)." = - [ - 0: "No" - 1: "Yes" - ] - spawnflags(flags) : "spawnflags" = [ 131072: "Use Ground Checks" : 0 diff --git a/fgd/point/asw/asw_objective_kill_aliens.fgd b/fgd/point/asw/asw_objective_kill_aliens.fgd index b3fb22e42..56e279c7f 100644 --- a/fgd/point/asw/asw_objective_kill_aliens.fgd +++ b/fgd/point/asw/asw_objective_kill_aliens.fgd @@ -4,7 +4,8 @@ iconsprite("editor/asw_objective_kill_aliens.vmt") = asw_objective_kill_aliens: "Alien Swarm Mission Objective" [ numkills(integer) : "Num Kills" : 1 : "How many aliens have to be killed for this objective to be complete." - alienclass(choices) : "Alien Class" : "0" : "Which type of alien must be killed" = + alienclass[engine](integer) : "Alien Class" : 0 + alienclass(choices) : "Alien Class" : 0 : "Which type of alien must be killed" = [ 0: "asw_drone" 1: "asw_buzzer" diff --git a/fgd/point/asw/asw_order_nearby_aliens.fgd b/fgd/point/asw/asw_order_nearby_aliens.fgd index 6618bf186..9af70383d 100644 --- a/fgd/point/asw/asw_order_nearby_aliens.fgd +++ b/fgd/point/asw/asw_order_nearby_aliens.fgd @@ -6,7 +6,8 @@ color(0 0 255) = asw_order_nearby_aliens [ radius(float) : "Order Radius" : 400 : "All aliens within this radius of the specified class will receive orders." - alienclass(choices) : "Alien Class" : "0" : "Which type of alien to send orders to." = + alienclass[engine](integer) : "Alien Class" : 0 + alienclass(choices) : "Alien Class" : 0 : "Which type of alien to send orders to." = [ 0: "asw_drone" 1: "asw_buzzer" diff --git a/fgd/point/bot/bot_action_point.fgd b/fgd/point/bot/bot_action_point.fgd index 846215b93..67641991d 100644 --- a/fgd/point/bot/bot_action_point.fgd +++ b/fgd/point/bot/bot_action_point.fgd @@ -7,6 +7,7 @@ next_action_point(target_destination) : "Next Action Point" : : "The next Action Point to approach after performing this one." desired_distance(float) : "Desired Distance" : 5 : "The distance to get within when approaching this Action Point before the bot says it has reached it." stay_time(float) : "Stay Time" : 0 : "How long the bot should stay at this action point (while perform any commands if applicable)." + command[engine](string) : "Command" : "taunt" command(choices) : "Command" : : "Command to give to the bot when it gets within range of this Action Point." = [ "taunt": "Taunt" diff --git a/fgd/point/bot/bot_generator.fgd b/fgd/point/bot/bot_generator.fgd index 11770de40..8cebef63c 100644 --- a/fgd/point/bot/bot_generator.fgd +++ b/fgd/point/bot/bot_generator.fgd @@ -4,6 +4,7 @@ autovis(TF2, TFBots, Bot Generator) = bot_generator: "Entity spawns TFBots every seconds, with at most active at once" [ + team[engine](string) : "Team" : "auto" team(choices) : "Team" : "auto" : "Team" = [ "auto": "Any" @@ -31,7 +32,7 @@ interval(float) : "Interval" : 0 : "Time (in seconds) between spawns" action_point(target_destination) : "Action Point" : : "Put the name of a bot_action_point here to tell the spawned bot to move there." - initail_command[engine](string) : "Initial Command" : "goto action point" + initial_command[engine](string) : "Initial Command" : "goto action point" initial_command(choices) : "Initial Command" : "goto action point" : "Initial command to give this bot, if any." = [ "goto action point": "Go to specified Action Point" diff --git a/fgd/point/comp/comp_numeric_transition.fgd b/fgd/point/comp/comp_numeric_transition.fgd index 69a4e75d8..8c44f0bbd 100644 --- a/fgd/point/comp/comp_numeric_transition.fgd +++ b/fgd/point/comp/comp_numeric_transition.fgd @@ -19,6 +19,7 @@ "kv" : "KeyValue (AddOutput)" ] + transform[engine](string) : "Value Type" : "speed" transform(choices) : "Value Type" : "speed" : "The behaviour of the input, used to control what actual values are sent. Regardless of this value, the other options are 'position'-type values!" = [ "set" : "Instantly Set" "moveto" : "Move to value" @@ -36,6 +37,7 @@ line_trans3(string) readonly : "-------------------------------------------" + easing_start[engine](string) : "Easing Start" : "linear" easing_start(choices) : "Easing Start" : "linear" : "Controls how the animation begins." = [ "linear" : "None" @@ -45,6 +47,7 @@ // "exp" : "Exponential" "sine" : "Sinusoidal" ] + easing_end[engine](string) : "Easing End" : "linear" easing_end(choices) : "Easing End" : "linear" : "Controls how the animation ends." = [ "linear" : "None" diff --git a/fgd/point/comp/comp_vactube_junction.fgd b/fgd/point/comp/comp_vactube_junction.fgd index f9b4211fd..c0e0b77db 100644 --- a/fgd/point/comp/comp_vactube_junction.fgd +++ b/fgd/point/comp/comp_vactube_junction.fgd @@ -4,6 +4,8 @@ studioprop() = comp_vactube_junction : "Marks a junction in a vactube, where they're forced to change direction. Scanner models near straight nodes will be detected automatically." [ + // Not studio, we don't want to pack these. + model[engine](string) : "Type" : "models/editor/vactubes/straight.mdl" model(choices) : "Type" : "models/editor/vactubes/straight.mdl" : "The size and type of junction. Splitters split the tube into two paths." = [ "models/editor/vactubes/straight.mdl" : "Straight / Scanner" "models/editor/vactubes/curve_1.mdl" : "Curve: 1" @@ -16,6 +18,7 @@ "models/editor/vactubes/splitter_sides.mdl" : "Splitter: Left/Right" ] + skin[engine](boolean) : "Reverse Curve?" : 0 skin(choices) : "Curve Direction" : 0 : "Reverse the direction, to make placing easier. Does not apply to splitters." = [ 0 : "Forward" 1 : "Backward" diff --git a/fgd/point/env/env_airstrike_indoors.fgd b/fgd/point/env/env_airstrike_indoors.fgd index ce544ed16..1d12f312b 100644 --- a/fgd/point/env/env_airstrike_indoors.fgd +++ b/fgd/point/env/env_airstrike_indoors.fgd @@ -1,15 +1,16 @@ @PointClass appliesto(L4D2) base(BaseEntityPoint) = env_airstrike_indoors: "Airstrike effect for indoors (crumbling ceiling)" [ + height[engine](integer) : "Effect Height" : -1 height(choices) : "Effect Height" : -1 : "Specifies which animation sequence to use for this effect. (Distance from floor to ceiling)" = [ -1: "Automatic" - 0: "128 inches" - 1: "144 inches" - 2: "152 inches" - 3: "160 inches" - 4: "190 inches" - 5: "300 inches" - 6: "320 inches" + 0: "128 units" + 1: "144 units" + 2: "152 units" + 3: "160 units" + 4: "190 units" + 5: "300 units" + 6: "320 units" ] diff --git a/fgd/point/env/env_message.fgd b/fgd/point/env/env_message.fgd index 58263634e..745f0093e 100644 --- a/fgd/point/env/env_message.fgd +++ b/fgd/point/env/env_message.fgd @@ -11,7 +11,8 @@ messagesound(sound) : "Sound Effect" : : "When the message is shown, this sound effect will be played, originating from this entity." messagevolume(string) : "Volume 0-10" : "10" : "Volume of the sound effect." - messageattenuation(choices) : "Sound Radius" : "0" = + messageattenuation[engine](integer) : "Sound Radius" : 0 + messageattenuation(choices) : "Sound Radius" : 0 = [ 0: "Small Radius" 1: "Medium Radius" diff --git a/fgd/point/env/env_physics_blocker.fgd b/fgd/point/env/env_physics_blocker.fgd index fc4f9f0dc..f61cb6e75 100644 --- a/fgd/point/env/env_physics_blocker.fgd +++ b/fgd/point/env/env_physics_blocker.fgd @@ -5,12 +5,14 @@ [ boxmins(vector) : "Mins" : "-8 -8 -8" boxmaxs(vector) : "Maxs" : "8 8 8" + initialstate[engine](boolean) : "Starts Enabled" : 1 initialstate(choices) : "Initial State" : 1 = [ 0: "Disabled" 1: "Enabled" ] + blocktype[engine](integer) : "Blocks" : 0 blocktype(choices) : "Blocks" : 0 = [ 0: "Everyone" diff --git a/fgd/point/info/info_coop_spawn.fgd b/fgd/point/info/info_coop_spawn.fgd index d670981fa..ae055c2f7 100644 --- a/fgd/point/info/info_coop_spawn.fgd +++ b/fgd/point/info/info_coop_spawn.fgd @@ -18,7 +18,8 @@ 3: "ATLAS" ] - + // Don't use studio, we don't want to pack this. + model[engine](string) : "Hammer Model" : "models/editor/playerstart.mdl" model(choices) : "[H] Player" : "models/editor/playerstart.mdl" : "The player model to show in Hammer." = [ "models/editor/playerstart.mdl" : "Default" diff --git a/fgd/point/info/info_enemy_terrorist_spawn.fgd b/fgd/point/info/info_enemy_terrorist_spawn.fgd index 52c2114e1..d3cb67315 100644 --- a/fgd/point/info/info_enemy_terrorist_spawn.fgd +++ b/fgd/point/info/info_enemy_terrorist_spawn.fgd @@ -19,7 +19,7 @@ start_asleep(boolean) : "Spawn alseep?" : 1 : "Do the bots that spawn here start alseep? If so, they will wait until they see or hear the player to move." - default_behaviour[engine](int) : "Default Behaviour" : 0 + default_behavior[engine](int) : "Default Behaviour" : 0 default_behavior(choices) : "Default Behavior" : 0 : "What behavior the bot should have when idle." = [ 0: "Defend Camp" diff --git a/fgd/point/infra/infra_camera_target.fgd b/fgd/point/infra/infra_camera_target.fgd index 7ed3da6b0..5fd8fe945 100644 --- a/fgd/point/infra/infra_camera_target.fgd +++ b/fgd/point/infra/infra_camera_target.fgd @@ -7,6 +7,8 @@ [ range(float) : "Maximum Range" : 0 : "A picture of this target is only considered successful if the player is within this range of the entity. Set to zero or less for" + " infinite range." includedintotalcount(boolean) : "Included in Total Count" : 1 : "Is this camera target included in the total camera target count? Awards a point regardless. This can be useful when a single cam" + "era target spans multiple maps, such as the dam in infra_c2_m1_reserve1 and infra_c2_m2_reserve2. We can set the camera target i" + "n infra_c2_m2_reserve2 not to be included in the total." + + type[engine](string) : "Type" : "generic" type(choices) : "Type" : "generic" : "Unless this camera target has a custom line for it, this will affect what Mark has to say about this camera target." = [ "generic": "Generic" diff --git a/fgd/point/infra/infra_crow.fgd b/fgd/point/infra/infra_crow.fgd index 2c4e22d1f..bf1547fbd 100644 --- a/fgd/point/infra/infra_crow.fgd +++ b/fgd/point/infra/infra_crow.fgd @@ -2,6 +2,7 @@ studio("models/props_nature/varis.mdl") = infra_crow: "Crow" [ + deaf[engine](boolean) : "Deaf?" : 0 deaf(choices) : "Deaf?" : 0 = [ 0: "No." diff --git a/fgd/point/infra/infra_person.fgd b/fgd/point/infra/infra_person.fgd index 594d76c64..d1342acba 100644 --- a/fgd/point/infra/infra_person.fgd +++ b/fgd/point/infra/infra_person.fgd @@ -3,6 +3,7 @@ studio() = infra_person [ + model[engine](studio) : "Model" : "models/characters/male_formal_office_01.mdl" model(choices) : "Model" : "models/characters/male_formal_office_01.mdl" : "Instead of choosing from the presets, you can also type in a model manually to this field." = [ "models/characters/male_formal_office_01.mdl": "Male Formal Office" @@ -13,6 +14,7 @@ "models/characters/amit.mdl": "Amit" ] + customization[engine](string) : "Customization" : "no_suits" customization(choices) : "Customization" : : "Affects the randomization of this NPC's appearance. These can be specified in the appearance scripts." = [ "no_suits": "No Suits"