diff --git a/fgd/bases/BaseEntityAnimating.fgd b/fgd/bases/BaseEntityAnimating.fgd index 157d77dc..43816bf9 100644 --- a/fgd/bases/BaseEntityAnimating.fgd +++ b/fgd/bases/BaseEntityAnimating.fgd @@ -1,5 +1,5 @@ // All model entities have this. -@BaseClass base(BaseEntityPoint, RenderFields, Reflection, ToggleDraw, DamageFilter) +@BaseClass base(BaseEntityPoint, RenderFields, Glow, Reflection, ToggleDraw, DamageFilter) sphere(fademindist) sphere(fademaxdist) = BaseEntityAnimating [ diff --git a/fgd/bases/BaseEntityPhysics.fgd b/fgd/bases/BaseEntityPhysics.fgd index 90e3bcf4..0835ae69 100644 --- a/fgd/bases/BaseEntityPhysics.fgd +++ b/fgd/bases/BaseEntityPhysics.fgd @@ -1,6 +1,6 @@ // Stripped down version of BaseAnimating for physically-simulated objects, which do not have some keyvalues -@BaseClass base(BaseEntityPoint, RenderFields, Reflection, DamageFilter) +@BaseClass base(BaseEntityPoint, RenderFields, Glow, Reflection, DamageFilter) sphere(fademindist) sphere(fademaxdist) = BaseEntityPhysics [ diff --git a/fgd/bases/Glow.fgd b/fgd/bases/Glow.fgd new file mode 100644 index 00000000..e85b15ad --- /dev/null +++ b/fgd/bases/Glow.fgd @@ -0,0 +1,22 @@ +@BaseClass = Glow + [ + glowenabled(boolean) : "Enable Glow" : 0 : "Enable a glow effect around this prop. This effect allows the player to see important props more easily." + glowcolor(color255) : "Glow Color (R G B)" : "255 255 255" : "The color of the glow (if enabled)." + glowdist(integer) : "Glow Distance" : 1024 : "The max distance before the glow fades out." + glowstyle[engine](integer) : "Glow Style" : 0 + glowstyle(choices) : "Glow Style" : 0 : "What style of glow should be used." = + [ + 0: "Outline (glows through walls)" + 1: "Full Glow (doesn't glow through walls)" + 2: "Wireframe (doesn't glow through walls)" + 3: "Wireframe Pulse (doesn't glow through walls)" + ] + + // Inputs + input SetGlowEnabled(void) : "Enable a glow effect around this model." + input SetGlowDisabled(void) : "Disable the glow effect." + input SetGlowColor(color255) : "Sets the RGB color of the glow outline, if enabled." + input GlowColorRedValue(float) : "Sets the glow red color channel's value (0 - 255)." + input GlowColorGreenValue(float) : "Sets the glow green color channel's value (0 - 255)." + input GlowColorBlueValue(float) : "Sets the glow blue color channel's value (0 - 255)." + ] diff --git a/fgd/point/prop/prop_door_rotating.fgd b/fgd/point/prop/prop_door_rotating.fgd index 63c91d46..f6583ea8 100644 --- a/fgd/point/prop/prop_door_rotating.fgd +++ b/fgd/point/prop/prop_door_rotating.fgd @@ -68,10 +68,6 @@ 2: "Open Counter-Clockwise Only" ] - glowdist(integer) : "Glow Distance" : 1024 - glowenabled(boolean) : "Does the prop glow by default?" : 0 - glowcolor(color255) : "Glow Color (R G B)" : "255 255 255" : "The color of the glow (if enabled)." - // Inputs input Open(void) : "Open the door, if it is not fully open." input OpenAwayFrom(string) : "Open the door away from the specified entity." @@ -83,8 +79,6 @@ input SetSpeed(float) : "Set the speed at which the door rotates. 100 is default." input MoveToRotationDistance(float) : "Sets the open distance (in degrees) and moves there." - input SetGlowEnabled(void) : "Starts the glow." - input SetGlowDisabled(void) : "Stops the glow." input SetUnbreakable(void) : "The door can't be broken." input SetBreakable(void) : "The door can be broken." diff --git a/fgd/point/prop/prop_dynamic_glow.fgd b/fgd/point/prop/prop_dynamic_glow.fgd index 9f600994..b53828d4 100644 --- a/fgd/point/prop/prop_dynamic_glow.fgd +++ b/fgd/point/prop/prop_dynamic_glow.fgd @@ -1,25 +1,5 @@ @PointClass base(prop_dynamic) = prop_dynamic_glow: "A prop that can be placed in hierarchy and can play animations. It can also be configured to break when it takes enough damage.\nWorks exactly like a prop_dynamic, but it can optionally have a custom glow around it." [ - glowdist(integer) : "Glow Distance" : 1024 glowenabled(boolean) : "Does the prop glow by default?" : 1 - glowcolor(color255) : "Glow Color (R G B)" : "255 255 255" : "The color of the glow (if enabled)." - - glowstyle[engine](integer) : "Glow Style" : 0 - glowstyle(choices) : "Glow Style" : 0 : "What style of glow should be used." = - [ - 0: "Default (through walls)" - 1: "Shimmer (doesn't glow through walls)" - 2: "Outline (doesn't glow through walls)" - 3: "Outline Pulse (doesn't glow through walls)" - ] - - - // Inputs - input SetGlowEnabled(void) : "Starts the glow." - input SetGlowDisabled(void) : "Stops the glow." - input SetGlowColor(color255) : "Change the glow's color. Format: " - input GlowColorRedValue(float) : "Sets the glow red color channel's value (0 - 255)." - input GlowColorGreenValue(float) : "Sets the glow green color channel's value (0 - 255)." - input GlowColorBlueValue(float) : "Sets the glow blue color channel's value (0 - 255)." ] diff --git a/fgd/point/prop/prop_portal.fgd b/fgd/point/prop/prop_portal.fgd index e2445322..104488e0 100644 --- a/fgd/point/prop/prop_portal.fgd +++ b/fgd/point/prop/prop_portal.fgd @@ -1,7 +1,6 @@ @PointClass base(BaseEntityPoint, PortalBase) appliesto(P2CE) studioprop("models/editor/prop_portal.mdl") - size(-32 -16 -64, 32 16 64) = prop_portal: "A portal." [ activated[engine](boolean) : "Start Activated" : 0