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12 changes: 6 additions & 6 deletions fgd/bases/BasePropPhysics.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -7,15 +7,15 @@
2: "Don't take physics damage" : 0
4: "Debris - Don't collide with the player or other debris" : 0
8: "Motion Disabled" : 0
64: "Enable motion on Physcannon grab" : 0 [+HL2_ENTITIES]
64: "Enable motion on grab" : 0 [+HL2_ENTITIES]
128: "Not affected by rotor wash" : 0
256: "Generate output on +USE " : 1
512: "Prevent pickup" : 0
1024: "Prevent motion enable on player bump" : 0
4096: "Debris with trigger interaction" : 0
8192: "Force server-side (Multiplayer only)" : 0 [+USE_MULTIPLAYER]
16384: "Radius pickup (easier to pickup)" : 0
1048576: "Physgun can ALWAYS pick up. No matter what." : 0 [+HL2_ENTITIES]
1048576: "Always allow the gravity gun/portal gun to pick this entity up" : 0 [+HL2_ENTITIES]
2097152: "No collisions" : 0
]

Expand Down Expand Up @@ -55,10 +55,10 @@
// Outputs
output OnMotionEnabled(void) : "Fired when motion is enabled on this prop, either via 'Health Level to Override Motion' or from the EnableMotion input."
output OnAwakened(void) : "Fired when this entity becomes awake (collision/force is applied to it while it's asleep)."
output OnPhysGunPickup(void) : "Fired when the player picks up the prop with the physcannon or +USE."
output OnPhysGunPunt(void) : "Fired when a player punts this object with the physgun."
output OnPhysGunOnlyPickup(void) : "Fired when a player picks this object up WITH THE PHYSGUN. +USE pickups do not fire this output."
output OnPhysGunDrop(void) : "Fired when the player drops the prop with the physcannon or USE."
output OnPhysGunPickup(void) : "Fired when the player picks up the prop with +USE or with the gravity/portal gun."
output OnPhysGunPunt(void) : "Fired when a player punts this object with the gravity gun."
output OnPhysGunOnlyPickup(void) : "Fired when a player picks this object up with the gravity/portal gun ONLY. +USE pickups do not fire this output."
output OnPhysGunDrop(void) : "Fired when the player drops the prop with +USE or with the gravity/portal gun."
output OnPlayerUse(void) : "Fired when the player tries to +USE the prop. This output will fire only if the Generate output on +USE spawnflag is set."
output OnPlayerPickup(void) : "Fired whenever the player picks up this prop (with the physcannon or with +USE)."
output OnOutOfWorld(void) : "Fired whenever the prop is out of the allowed world bounds."
Expand Down
14 changes: 7 additions & 7 deletions fgd/bases/Breakable.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -28,17 +28,17 @@
input SetHealth(integer) : "Sets a new value for the breakable's health. If the breakable's health reaches zero it will break."
input AddHealth(integer) : "Adds health to the breakable. If the breakable's health reaches zero it will break."
input RemoveHealth(integer) : "Removes health from the breakable. If the breakable's health reaches zero it will break."
input EnablePhyscannonPickup(void) : "Makes the breakable able to picked up by the physcannon."
input DisablePhyscannonPickup(void) : "Makes the breakable not able to picked up by the physcannon."
input EnablePhyscannonPickup(void) : "Makes the breakable able to picked up by the gravity/portal gun."
input DisablePhyscannonPickup(void) : "Makes the breakable not able to picked up by the gravity/portal gun."
input SetMass(float) : "Set mass of this object."

// Outputs
output OnBreak(void) : "Fired when this breakable breaks."
output OnTakeDamage(void) : "Fired each time this breakable takes any damage."
output OnHealthChanged(float) : "Fired when the health of this breakable changes, passing the new value of health as a percentage of max health, from [0..1]."
output OnPhysCannonDetach(void) : "Fired when the physcannon has ripped this breakable off of the wall. Only fired if ACT_PHYSCANNON_DETACH is defined in the model this breakable is using."
output OnPhysCannonAnimatePreStarted(void) : "Fired when this prop starts playing the Pre physcannon-pull activity, caused by the player trying to grab this prop with the physcannon. Only fired if the ACT_PHYSCANNON_ANIMATE_PRE activity is defined in the model this breakable is using."
output OnPhysCannonAnimatePullStarted(void) : "Fired when this prop starts playing the physcannon-pull activity, caused by the player trying to grab this prop with the physcannon. Only fired if the ACT_PHYSCANNON_ANIMATE activity is defined in the model this breakable is using. If the prop has Pre pull anim, this will be fired after the Pre anim has finished playing."
output OnPhysCannonPullAnimFinished(void) : "Fired when this prop has finished playing the physcannon-pull activity, caused by the player trying to grab this prop with the physcannon. Only fired if the ACT_PHYSCANNON_ANIMATE activity is defined in the model this breakable is using. If the prop has Pre & Post pull anims, this will be fired after the Post anim has finished playing."
output OnPhysCannonAnimatePostStarted(void) : "Fired when this prop starts playing the Post physcannon-pull activity. Only fired if the ACT_PHYSCANNON_ANIMATE_POST activity is defined in the model this breakable is using."
output OnPhysCannonDetach(void) : "Fired when the gravity gun rips this breakable off of the wall. Only fired if ACT_PHYSCANNON_DETACH is defined in the model this breakable is using."
output OnPhysCannonAnimatePreStarted(void) : "Fired when this prop starts playing the pre-\"physcannon pull\" activity, caused by the player trying to grab this prop with the gravity gun. Only fired if the ACT_PHYSCANNON_ANIMATE_PRE activity is defined in the model this breakable is using."
output OnPhysCannonAnimatePullStarted(void) : "Fired when this prop starts playing the \"physcannon pull\" activity, caused by the player trying to grab this prop with the gravity gun. Only fired if the ACT_PHYSCANNON_ANIMATE activity is defined in the model this breakable is using. If the prop has Pre pull anim, this will be fired after the Pre anim has finished playing."
output OnPhysCannonPullAnimFinished(void) : "Fired when this prop has finished playing the \"physcannon pull\" activity, caused by the player trying to grab this prop with the gravity gun. Only fired if the ACT_PHYSCANNON_ANIMATE activity is defined in the model this breakable is using. If the prop has Pre & Post pull anims, this will be fired after the Post anim has finished playing."
output OnPhysCannonAnimatePostStarted(void) : "Fired when this prop starts playing the post-\"physcannon-pull\" activity. Only fired if the ACT_PHYSCANNON_ANIMATE_POST activity is defined in the model this breakable is using."
]
14 changes: 7 additions & 7 deletions fgd/bases/CombineBallSpawners.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -4,7 +4,7 @@
spawnflags(flags) : "spawnflags" =
[
4096: "Start inactive" : 1
8192: "Combine power supply" : 0
8192: "Combine Power Supply" : 0
]

ballcount(integer) : "Ball count" : 3 : "This is how many balls will be bouncing around inside the spawner"
Expand All @@ -27,10 +27,10 @@
input Disable(void) : "Disable spawning of combine balls"

// Outputs
output OnBallGrabbed(void) : "Fired when a combine ball is grabbed from the field by a mega physcannon"
output OnBallReinserted(void) : "Fired when a combine ball is reinserted into the field (only gets triggered when Combine Power supply is checked)"
output OnBallHitTopSide(void) : "Fired when a combine ball in hits the top side of the field (only gets triggered when Combine Power supply is checked)"
output OnBallHitBottomSide(void) : "Fired when a combine ball in hits the bottom side of the field (only gets triggered when Combine Power supply is checked)"
output OnLastBallGrabbed(void) : "Fired when the last combine ball is grabbed from the field by a mega physcannon"
output OnFirstBallReinserted(void) : "Fired when the first combine ball is reinserted into the field (only gets triggered when Combine Power supply is checked)"
output OnBallGrabbed(void) : "Fired when a Combine energy ball is grabbed from the field by a supercharged gravity gun."
output OnLastBallGrabbed(void) : "Fired when the last combine ball is grabbed from the field by a supercharged gravity gun."
output OnBallReinserted(void) : "Fired when a Combine energy ball is reinserted into the field. (Only gets triggered when the Combine Power Supply spawnflag is enabled.)"
output OnBallHitTopSide(void) : "Fired when a Combine energy ball in hits the top side of the field. (Only gets triggered when the Combine Power Supply spawnflag is enabled.)"
output OnBallHitBottomSide(void) : "Fired when a Combine energy ball in hits the bottom side of the field. (Only gets triggered when the Combine Power Supply spawnflag is enabled.)"
output OnFirstBallReinserted(void) : "Fired when the first Combine energy ball is reinserted into the field. (Only gets triggered when the Combine Power Supply spawnflag is enabled.)"
]
4 changes: 2 additions & 2 deletions fgd/bases/Weapon.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -14,7 +14,7 @@
output OnPlayerPickup(void) : "Fires when the player picks up this weapon."
output OnNPCPickup[+USE_AI](void) : "Fires when an NPC picks up this weapon."
output OnCacheInteraction[+HL2_ENTITIES](void) : "Fires when the player 'proves' they've found this weapon. " +
"Fires on: Player Touch, +USE pickup, Physcannon pickup, Physcannon punt."
"Fires on player touch, +USE pickup, gravity gun/portal gun pickup, gravity gun punt."
output OnCacheInteraction[-HL2_ENTITIES](void) : "Fires when the player 'proves' they've found this weapon. " +
"Fires on: Player Touch and +USE pickup."
"Fires on player touch and +USE pickup."
]
4 changes: 2 additions & 2 deletions fgd/brush/func/func_combine_ball_spawner.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -4,6 +4,6 @@
[

// Outputs
output OnBallReinserted(void) : "Fired when a combine ball is reinserted into the field (only gets triggered when Combine Power supply is checked)"
output OnLastBallGrabbed(void) : "Fired when the last combine ball is grabbed from the field by a mega physcannon"
output OnBallReinserted(void) : "Fired when a Combine energy ball is reinserted into the field. (Only gets triggered when Combine Power Supply spawnflag is enabled.)"
output OnLastBallGrabbed(void) : "Fired when the last Combine energy ball is grabbed from the field by a mega physcannon"
]
36 changes: 13 additions & 23 deletions fgd/brush/func/func_physbox.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -3,17 +3,17 @@
[
spawnflags(flags) : "spawnflags" =
[
4096: "Start Asleep" : 0
8192: "Ignore +USE for Pickup" : 0
4096: "Start asleep" : 0
8192: "Ignore +USE for pickup" : 0
16384: "Debris - Don't collide with the player or other debris" : 0
32768: "Motion Disabled" : 0
65536: "Use Preferred Carry Angles" : 0
131072: "Enable motion on Physcannon grab" : 0
131072: "Enable motion on grab" : 0
262144: "Not affected by rotor wash" : 0
524288: "Generate output on +USE " : 1
1048576: "Physgun can ALWAYS pick up. No matter what." : 0
2097152: "Physgun is NOT allowed to pick this up." : 0
4194304: "Physgun is NOT allowed to punt this object." : 0
524288: "Generate output on +USE" : 1
1048576: "Always allow the gravity gun/portal gun to pick this entity up" : 0
2097152: "Disallow pickup from gravity gun/portal gun" : 0
4194304: "Disallow punting from gravity gun" : 0
8388608: "Prevent motion enable on player bump" : 0
]

Expand All @@ -38,20 +38,10 @@
1: "Passes through World"
]

exploitablebyplayer[engine](boolean) : "Exploitable by Player"
exploitablebyplayer(choices) : "Exploitable by Player" : 0 =
[
0: "Default"
1: "Explosive"
]


// Inputs
input Wake(void) : "Wake up this physics object, if it is sleeping."
input Sleep(void) : "Put this physics object to sleep. It will wake if given the Wake input, " +
"or if force is applied to it. " +
"Note that physics objects go to sleep automatically after coming to rest for a while, " +
"so you don't really need to use this."
input Sleep(void) : "Put this physics object to sleep. It will wake if given the Wake input, or if force is applied to it.\n\n" +
"Note that physics objects go to sleep automatically after coming to rest for a while, so you don't really need to use this."
input EnableMotion(void) : "Enable physics motion/collision response."
input DisableMotion(void) : "Disable physics motion/collision response."
input ForceDrop(void) : "If this object is being carried by a player, with the physgun or +USE, force it to be dropped."
Expand All @@ -64,10 +54,10 @@
output OnAwakened(void) : "Fired when this entity becomes awake (collision/force is applied)."
output OnMotionEnabled(void) : "Fired when motion is enabled due to damage/physcannon/force."
output OnPhysGunPickup(void) : "Fired when a player picks this object up, either with the physgun or +USE."
output OnPhysGunPunt(void) : "Fired when a player punts this object with the physgun."
output OnPhysGunOnlyPickup(void) : "Fired when a player picks this object up WITH THE PHYSGUN. " +
output OnPhysGunPunt(void) : "Fired when a player punts this object with the gravity gun."
output OnPhysGunOnlyPickup(void) : "Fired when a player picks this object up with the gravity gun or portal gun ONLY. " +
"+USE pickups do not fire this output."
output OnPhysGunDrop(void) : "Fired when a player drops this object."
output OnPlayerUse(void) : "Fired when the player tries to +USE the physbox. " +
"This output will fire only if the Generate output on +USE spawnflag is set."
output OnPlayerUse(void) : "Fired when the player tries to +USE this physbox." +
"This output will fire only if the \"Generate output on +USE\" spawnflag is set."
]
2 changes: 1 addition & 1 deletion fgd/point/item/item_item_crate.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -30,5 +30,5 @@
// Outputs
output OnBreak(void) : "Fires when broken."
output OnHealthChanged(float) : "Fires when the health of this breakable changes, passing the new value of health as a percentage of max health, from [0..1]."
output OnCacheInteraction(void) : "This output fires when the player proves they have 'found' this crate. Fires on: Picked up by +USE, Picked up by Physcannon, Punted by Physcannon, Broken."
output OnCacheInteraction(void) : "This output fires when the player proves they have 'found' this crate. Fires on player touch, +USE pickup, gravity gun/portal gun pickup, gravity gun punt."
]
2 changes: 1 addition & 1 deletion fgd/point/weapon/weapon_physcannon.fgd
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
@PointClass base(Weapon)
appliesto(+HL2_ENTITIES)
studioprop("models/weapons/w_physics.mdl")
= weapon_physcannon: "The Zero-Point Energy Field Manipulator, AKA Gravity Gun."
= weapon_physcannon: "The Zero-Point Energy Field Manipulator, aka the \"Gravity Gun\"."
[
]
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