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Add description to physics prop "impact damage type"
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TeamSpen210 committed Dec 4, 2024
1 parent d492b21 commit 6a02dea
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Showing 3 changed files with 12 additions and 12 deletions.
9 changes: 3 additions & 6 deletions fgd/bases/BasePropPhysics.fgd
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Expand Up @@ -28,14 +28,11 @@
minhealthdmg(integer) : "Min Damage to Hurt" : 0 : "The prop will ignore any damage events if the damage is less than this amount."
shadowcastdist(integer) : "Shadow Cast Distance" : 0 : "Use this to override how far this object casts shadows. 0 = default distance."
physdamagescale(float) : "Physics Impact Damage Scale" : 0.1 : "Scales damage energy when this object is hit by a physics object. NOTE: 0 means this feature is disabled for backwards compatibility.\nSet to 1.0 for materials as strong as flesh, smaller numbers indicate stronger materials."
damagetype(choices) : "Impact damage type" : "0" =
[
0: "Blunt"
1: "Sharp"
]

damagetype[engine](int): "Impact damage type": 0
#snippet keyvalue ImpactDamageType

nodamageforces(boolean) : "Damaging it Doesn't Push It" : 0 : "Used to determine whether or not damage should cause the brush to move."
nodamageforces(boolean) : "Damaging it Doesn't Push It" : 0 : "Used to determine whether or not damage should cause the prop to move."
inertiascale[complete](float) : "Scale Factor For Inertia" : 1.0 : "Scales the angular mass of an object. Used to hack angular damage and collision response."
massscale(float) : "Mass Scale" : 0 : "A scale multiplier for the object's mass."
overridescript(string) : "Override Parameters" : : "A list of physics key/value pairs that are usually in a physics prop .qc file. Format is 'key,value,key,value,etc'."
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8 changes: 2 additions & 6 deletions fgd/brush/func/func_physbox.fgd
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Expand Up @@ -19,12 +19,8 @@
16777216: "Radius pickup (easier to pickup)" : 0 [MBase]
]

damagetype[engine](integer) : "Impact Damage Type" : 0
damagetype(choices) : "Impact Damage Type" : 0 =
[
0: "Blunt"
1: "Sharp"
]
damagetype[engine](int): "Impact damage type": 0
#snippet keyvalue ImpactDamageType

massscale(float) : "Mass Scale" : 0 : "A scale multiplier for the object's mass."
ha_override_mass[srctools](float) : "[HA] Mass Override" : : "If set, the postcompiler will modify the brush data to directly set it to this mass value."
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7 changes: 7 additions & 0 deletions fgd/snippets/physics.fgd
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@@ -0,0 +1,7 @@

@snippet Keyvalue ImpactDamageType = damagetype(choices) : "Impact Damage Type" : 0 : "If sharp, this will damage other objects/players " +
"with SLASH damage when rotating more than 360 degrees/second." =
[
0: "Blunt"
1: "Sharp"
]

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