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Version 2.1.5
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TeamSpen210 committed Apr 6, 2020
2 parents 58766d1 + c0d7b85 commit 08ee424
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Showing 22 changed files with 78 additions and 118 deletions.
3 changes: 2 additions & 1 deletion build.bat
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robocopy hammer build/hammer /S /PURGE
robocopy hammer build/hammer /S /PURGE
robocopy instances build/instances /XF *.vmx /S /PURGE
python unify_fgd.py exp p2 srctools -o "build/portal2.fgd"
python unify_fgd.py exp p1 srctools -o "build/portal.fgd"
python unify_fgd.py exp hl2 srctools -o "build/hl2.fgd"
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2 changes: 1 addition & 1 deletion fgd/bases/BaseEntityAnimating.fgd
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LightingOrigin(target_destination) : "Lighting Origin" : : "Select any entity (not info_lighting!) from which to sample lighting instead of the entity's origin."
LightingOriginHack(target_destination) : "Lighting Origin Offset" : : "The info_lighting_relative from which to sample lighting instead of the entity's origin."

damagefilter(target_destination) : "Damage Filter" : : "When this entity receives damage, it will filter by this entity."
damagefilter(filterclass) : "Damage Filter" : : "When this entity receives damage, it will filter by this entity."
fademindist(float) : "Start Fade Distance/Pixels" : : "Distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox."
fademaxdist(float) : "End Fade Distance/Pixels" : : "Distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox."
fadescale(float) : "Fade Scale" : : "If specified in the worldspawn, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether."
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2 changes: 1 addition & 1 deletion fgd/bases/TriggerOnce.fgd
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spawnflags(flags) =
[
1: "Clients/Players/Bots" : 1 [TF2, CSGO, CSS, MESA]
1: "Clients/Players" : 1 [!TF2, !CSGO, !CSS, MESA]
1: "Clients/Players" : 1 [!TF2, !CSGO, !CSS, !MESA]
2: "NPCs" : 0 [!ASW]
2: "Marines and Aliens" : 0 [ASW]
4: "func_pushable" : 0
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2 changes: 1 addition & 1 deletion fgd/point/ai/ai_goal_fightfromcover.fgd
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@PointClass base(BaseEntityPoint)
appliesto(P2)
autovis(AI, AI Goal, Fight From Cover Goal)
iconsprite("editor/ai_goal_follow.vmt")
iconsprite("editor/ficool2/ai_goal_fightfromcover.vmt")
= ai_goal_fightfromcover: "AI Fight from Cover"
[
actor(target_destination) : "Actor(s) to affect"
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2 changes: 1 addition & 1 deletion fgd/point/ai/ai_goal_injured_follow.fgd
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@PointClass base(FollowGoal)
appliesto(EP1, EP2, P1, ASW)
autovis(AI, AI Goal)
iconsprite("editor/ai_goal_follow.vmt") = ai_goal_injured_follow: "AI Goal Injured Follow"
iconsprite("editor/ficool2/ai_goal_injured_follow.vmt") = ai_goal_injured_follow: "AI Goal Injured Follow"
[
]
2 changes: 1 addition & 1 deletion fgd/point/ai/ai_goal_lead_weapon.fgd
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@PointClass base(LeadGoalBase)
appliesto(ASW, EP1, EP2, HL2, P1, P2, Mesa)
autovis(AI, AI Goal)
iconsprite("editor/ai_goal_lead.vmt")
iconsprite("editor/ficool2/ai_goal_lead_weapon.vmt")
= ai_goal_lead_weapon: "AI Goal Lead (Weapon). " +
"A version of the ai_goal_lead entity that requires the player to have the specified weapon before the Actor(s) will lead the player to their target."
[
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2 changes: 1 addition & 1 deletion fgd/point/ai/ai_speechfilter.fgd
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@PointClass base(BaseEntityPoint, ResponseContext, EnableDisable)
line(255 255 255, targetname, subject)
iconsprite("editor/ts2do/ai_speechfilter.vmt")
iconsprite("editor/ficool2/ai_speechfilter.vmt")
autovis(AI, AI Speech Filter)
= ai_speechfilter: "An entity that can be used to control the idle speech patterns of a set of NPCs."
[
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2 changes: 1 addition & 1 deletion fgd/point/commentary/commentary_auto.fgd
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@PointClass base(BaseEntityPoint)
iconsprite("editor/logic_auto.vmt")
iconsprite("editor/ficool2/commentary_auto.vmt")
color(0 100 250)
autovis(Commantary, Comm. Auto)
= commentary_auto: "Commentary-specific version of logic_auto."
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2 changes: 1 addition & 1 deletion fgd/point/comp/comp_vactube_end.fgd
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radius(float) : "Cube Radius" : 0 : "The radius to search for cubes in for droppers. If zero, this is a regular endpoint, and the rest of the options have no effect."
autorespawn(boolean) : "Auto Respawn" : 1 : "Automatically respawn cubes when destroyed."

filtername(target_destination) : "Filter" : : "The filter_activator_name to set to point at the cube."
filtername(target_destination) : "Filter + Reference" : : "The filter_activator_name to set to point at the cube. This is also used as the location to determine the distance to the cube."
template(target_destination) : "Template" : : "The point_template to set to spawn the cube."

input RequestSpawn(void) : "Request a cube to be spawned and routed here."
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2 changes: 1 addition & 1 deletion fgd/point/env/env_detail_controller.fgd
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appliesto(since_L4D2, Mesa)
sphere(fademindist)
sphere(fademaxdist)
iconsprite("editor/env_particles.vmt")
iconsprite("editor/ficool2/env_detail_controller.vmt")
autovis(Point Entities, Globals, Detail Controller)
= env_detail_controller: "An entity that lets you control override the min and max fade distances for details sprites in the map."
[
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2 changes: 1 addition & 1 deletion fgd/point/env/env_funnel.fgd
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@PointClass base(BaseEntityPoint)
size(-16 -16 -16, 16 16 16)
iconsprite("editor/ficool2/env_funnel")
color(200 200 0)
= env_funnel: "The suck-in effect from the HL1 Resonance Cascade sequence."
[
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2 changes: 1 addition & 1 deletion fgd/point/env/env_global_light.fgd
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autovis(Point Entities, Globals, Global Light)
= env_global_light: "An entity to control the sunlight that casts shadows in the map."
[
angles(string) : "Pitch Yaw Roll (Y Z X)" : "50 40 0" : "This is the light cast direction. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, and roll is the rotation around the X axis."
angles(angle) : "Pitch Yaw Roll (Y Z X)" : "50 40 0" : "This is the light cast direction. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, and roll is the rotation around the X axis."
distance(float) : "Distance" : 10000 : "This is the distance of the sun, greater distances produce more orthogonal shadows."
fov(float) : "FOV" : 5 : "This is the field of view that the sunlight casts in. Use lower values for more distant sun and sharper shadows."
nearz(float) : "NearZ Distance" : 512 : "This controls the near clipping plane's distance from the player."
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2 changes: 1 addition & 1 deletion fgd/point/env/env_particlelight.fgd
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@PointClass base(BaseEntityPoint)
color(200 200 0)
line(200 200 200, targetname, psname)
iconsprite("editor/light.vmt") = env_particlelight: "An entity that can be used to light the smoke particles emitted by env_smokestack entities. Does not light any other particle types."
iconsprite("editor/ficool2/env_particlelight.vmt") = env_particlelight: "An entity that can be used to light the smoke particles emitted by env_smokestack entities. Does not light any other particle types."
[
color(color255) : "Color" : "255 0 0" : "Color emitted by this light."
intensity(integer) : "Intensity" : 5000
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2 changes: 1 addition & 1 deletion fgd/point/info/info_lighting_relative.fgd
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@PointClass base(BaseEntityPoint)
iconsprite("editor/info_lighting.vmt")
iconsprite("editor/ficool2/info_lighting_relative.vmt")
halfgridsnap
= info_lighting_relative
[
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2 changes: 1 addition & 1 deletion fgd/point/info/info_node_link.fgd
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16: "Crawl" [ASW, L4D2]
]

allowuse(string) : "Allow Pass When Off" : : "Entity or class to allow passage even when node is off"
allowuse(target_name_or_class) : "Allow Pass When Off" : : "Entity or class to allow passage even when node is off"
invertallow[ASW](boolean) : "Invert exclusion rules" : 0 : "Allowed entity is the only entity NOT allowed when this is set to 'yes'"

spawnflags(flags) =
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2 changes: 1 addition & 1 deletion fgd/point/info/info_npc_spawn_destination.fgd
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@PointClass base(BaseEntityPoint)
iconsprite("editor/info_target.vmt")
iconsprite("editor/ficool2/info_npc_spawn_destination.vmt")
= info_npc_spawn_destination: "NPC Spawn Destination. (Consult npc_template_maker help for more info)"
[
reusedelay(float) : "Reuse Delay" : 1 : "After an NPC is spawned at this destination, the delay before this destination is eligible for selection again."
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2 changes: 1 addition & 1 deletion fgd/point/npc/npc_template_maker.fgd
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@PointClass base(BaseNPCMaker)
iconsprite("editor/npc_maker.vmt")
iconsprite("editor/ficool2/npc_template_maker.vmt")
line(255 255 0, targetname, templatename)
sphere(radius)
line(255 255 0, targetname, destinationgroup)
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2 changes: 1 addition & 1 deletion fgd/point/point/point_gamestats_counter.fgd
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@PointClass base(BaseEntityPoint, EnableDisable)
size(-2 -2 -2, 2 2 2)
iconsprite("editor/ficool2/point_gamestats_counter")
color(0 255 0)
= point_gamestats_counter: "Generic game statistics counter."
[
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2 changes: 1 addition & 1 deletion fgd/point/point/point_message.fgd
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@PointClass base(BaseEntityPoint)
studio("models/editor/axis_helper.mdl")
color(200 200 0)
iconsprite("editor/ts2do/env_message.vmt")
iconsprite("editor/ficool2/point_message.vmt")
sphere(radius) = point_message: "An entity that displays a text message in the world, at its origin."
[
spawnflags(flags) : "spawnflags" =
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2 changes: 1 addition & 1 deletion fgd/point/point/point_posecontroller.fgd
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@PointClass base(BaseEntityPoint)
size(-8 -8 -8, 8 8 8)
iconsprite("editor/ficool2/point_posecontroller")
line(255 255 0, targetname, propname)
= point_posecontroller: "An entity that controls a pose parameter of a prop and cycles the pose clientside."
[
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2 changes: 1 addition & 1 deletion fgd/point/scripted/scripted_target.fgd
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@PointClass base(BaseEntityPoint)
appliesto(ASW, EP1, EP2, HL2, P1, P2, Mesa)
iconsprite("editor/info_target.vmt") = scripted_target: "Scripted Target"
iconsprite("editor/ficool2/scripted_target.vmt") = scripted_target: "Scripted Target"
[
startdisabled(boolean) : "Start Disabled" : 1
m_iszentity(npcclass) : "Target NPC"
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