GS-EntBase: Adjust QUAKED comments so they can be parsed by Doxygen.
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@ -13,7 +13,9 @@ ent_for_mod()
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echo "Scanning for definitions inside the game directory."
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find ./$1/src/ -type f \( -iname \*.qc \) | while read EDEF_N; do
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echo "... $EDEF_N"
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sed -n '/\/*QUAKED/,/*\//p' $EDEF_N >> "$ENT_OUTFILE"
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sed -n '/\/*!QUAKED/,/*\//p' $EDEF_N >> "$ENT_OUTFILE"
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# fix doxygen markup
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sed -i 's/*!QUAKED/*QUAKED/g' "$ENT_OUTFILE"
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done;
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cat ./platform/entities.def >> $ENT_OUTFILE
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@ -26,7 +28,9 @@ echo '' > "$BASE_ENT"
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echo "Scanning for definitions inside the general entity codebase."
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find ./src/gs-entbase/ -type f \( -iname \*.qc \) | while read EDEF_N; do
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echo "... $EDEF_N"
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sed -n '/\/*QUAKED/,/*\//p' $EDEF_N >> "$BASE_ENT"
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sed -n '/\/*!QUAKED/,/*\//p' $EDEF_N >> "$BASE_ENT"
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# fix doxygen markup
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sed -i 's/*!QUAKED/*QUAKED/g' "$BASE_ENT"
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done;
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# each game gets its own ents + general purpose ents appended at the end
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@ -14,17 +14,6 @@
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*QUAKED env_cubemap (0 0 1) (-8 -8 -8) (8 8 8)
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Specifies a location for which a cubemap will be generated when the
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buildcubemaps console command is executed.
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-------- KEYS --------
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"scale" : Texture dimension at which to render the cubemap. Default is "32".
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-------- TRIVIA --------
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This entity was introduced in Half-Life 2 (2004).
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*/
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int g_iCubeProcess;
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entity g_eCubeCycle;
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vector g_vecCubePos;
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@ -33,6 +22,17 @@ float g_dCubeSize;
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void CMap_Check(void);
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void CMap_Shoot(void);
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/*!QUAKED env_cubemap (0 0 1) (-8 -8 -8) (8 8 8)
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# OVERVIEW
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Specifies a location for which a cubemap will be generated when the
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buildcubemaps console command is executed.
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# KEYS
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- "scale" : Texture dimension at which to render the cubemap. Default is "32".
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# TRIVIA
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This entity was introduced in Half-Life 2 (2004).
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*/
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class
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env_cubemap:NSEntity
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{
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@ -14,24 +14,27 @@
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*QUAKED env_glow (0 0.5 1) (-8 -8 -8) (8 8 8) EVGLOW_ORIENT
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Client-side glare/glow orb effect like the flares in 1997's Unreal.
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-------- KEYS --------
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"shader" : Material to use for the glare/glow effect.
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"model" : Sprite model to use for the glare/glow (idTech 2 BSPs only)
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"scale" : Scale multiplier.
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"rendercolor" : Material color override in RGB8.
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"renderamt" : Material alpha override in A8.
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-------- TRIVIA --------
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This entity was introduced in Half-Life (1998).
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*/
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var int autocvar_r_skipGlows = 0;
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var int autocvar_r_skipLensFlares = 0;
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class env_glow:NSEntity /* change to renderablentity? */
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/*!QUAKED env_glow (0 0.5 1) (-8 -8 -8) (8 8 8) EVGLOW_ORIENT
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# OVERVIEW
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Client-side glare/glow orb effect like the flares in 1997's Unreal.
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# KEYS
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- "shader" : Material to use for the glare/glow effect.
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- "model" : Sprite model to use for the glare/glow (idTech 2 BSPs only)
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- "scale" : Scale multiplier.
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- "rendercolor" : Material color override in RGB8.
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- "renderamt" : Material alpha override in A8.
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# SPAWNFLAGS
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- EVGLOW_ORIENT (1) : TODO: Glow is an oriented sprite when set.
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# TRIVIA
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This entity was introduced in Half-Life (1998).
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*/
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class env_glow:NSEntity /* TODO: change to renderablentity? */
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{
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public:
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void env_glow(void);
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@ -14,21 +14,21 @@
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*QUAKED env_particle (1 0 0) (-8 -8 -8) (8 8 8)
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/*!QUAKED env_particle (1 0 0) (-8 -8 -8) (8 8 8)
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# OVERVIEW
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Client-side particle effect. Active at runtime, fully client-side.
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Cannot be triggered. Repeats automatically.
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-------- KEYS --------
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"message" : Particle material to use.
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"wait" : Delay between emits.
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"target" : Name of target, like an info_notnull (client-side)
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"velocity" : Speed in units.
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"count" : Number of particles to emit.
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# KEYS
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- "message" : Particle material to use.
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- "wait" : Delay between emits.
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- "target" : Name of target, like an info_notnull (client-side)
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- "velocity" : Speed in units.
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- "count" : Number of particles to emit.
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-------- TRIVIA --------
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# TRIVIA
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This entity was introduced in The Wastes (2018).
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*/
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class env_particle:NSEntity
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{
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public:
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@ -17,21 +17,6 @@
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/* this is causing crashes on OpenAL 1.19.1 when enabled */
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//#define DSP_LERP
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/*QUAKED env_sound (0 1 0.5) (-8 -8 -8) (8 8 8)
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Client-side environmental reverb modifier.
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-------- KEYS --------
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"radius" : Radius in units.
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"efx_file" : Name of the OpenAL EFX definiton to use.
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"roomtype" : Legacy enumeration for GoldSrc support. Please don't use this.
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-------- NOTES --------
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This works only with the OpenAL sound backend.
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-------- TRIVIA --------
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This entity was introduced in Half-Life (1998).
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*/
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static string g_hlefx[] = {
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"default",
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"gs_generic",
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@ -64,6 +49,21 @@ static string g_hlefx[] = {
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"gs_weirdo3"
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};
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/*!QUAKED env_sound (0 1 0.5) (-8 -8 -8) (8 8 8)
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# OVERVIEW
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Client-side environmental reverb modifier.
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# KEYS
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- "radius" : Radius in units.
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- "efx_file" : Name of the OpenAL EFX definiton to use.
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- "roomtype" : Legacy enumeration for GoldSrc support. Please don't use this.
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# NOTES
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This works only with the OpenAL sound backend.
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# TRIVIA
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This entity was introduced in Half-Life (1998).
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*/
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class env_sound:NSEntity
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{
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public:
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*QUAKED env_soundscape (0 1 0.3) (-8 -8 -8) (8 8 8)
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Client-side environmental soundscape modifier.
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-------- KEYS --------
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"radius" : Radius in units.
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"shader" : Sound shader to play.
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-------- TRIVIA --------
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This entity was introduced in Half-Life 2 (2004).
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*/
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var int autocvar_dsp_soundscapes = TRUE;
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int g_scapes;
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/*!QUAKED env_soundscape (0 1 0.3) (-8 -8 -8) (8 8 8)
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# OVERVIEW
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Client-side environmental soundscape modifier.
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# KEYS
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- "radius" : Radius in units.
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- "shader" : Sound shader to play.
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# TRIVIA
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This entity was introduced in Half-Life 2 (2004).
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*/
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class env_soundscape:NSEntity
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{
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public:
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@ -16,18 +16,6 @@
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int trace_surfaceflagsi;
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/*QUAKED env_sun (1 0 0) (-8 -8 -8) (8 8 8)
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"targetname" : Name
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"pitch" : Sun glow pitch.
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"angle" : Sun glow angle.
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"use_angles" : Use the 'angles' yaw value instead of the one from 'angle'.
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STUB!
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-------- TRIVIA --------
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This entity was introduced in Half-Life 2 (2004).
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*/
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#define FLARE_SIZE [128,128]
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int
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@ -44,6 +32,19 @@ Util_IsSky(vector pos)
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return (0);
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}
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/*!QUAKED env_sun (1 0 0) (-8 -8 -8) (8 8 8)
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# OVERVIEW
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Visual representation of where the sun is positioned in the sky.
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# KEYS
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- "targetname" : Name
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- "pitch" : Sun glow pitch.
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- "angle" : Sun glow angle.
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- "use_angles" : Use the 'angles' yaw value instead of the one from 'angle'.
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# TRIVIA
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This entity was introduced in Half-Life 2 (2004).
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*/
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class env_sun:NSEntity
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{
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public:
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*QUAKED func_dustcloud (0 .5 .8) ?
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/*!QUAKED func_dustcloud (0 .5 .8) ?
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# OVERVIEW
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Dust cloud emitting brush volume.
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-------- KEYS --------
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"count" : Number of cloud particles that will float around on average.
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"Alpha" : Transparency of the clouds. Value from 0 to 255.
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"SizeMin" : Minimum size of each cloud. In Quake units.
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"SizeMax" : Maximum size of each cloud. In Quake units.
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# KEYS
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- "count" : Number of cloud particles that will float around on average.
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- "Alpha" : Transparency of the clouds. Value from 0 to 255.
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- "SizeMin" : Minimum size of each cloud. In Quake units.
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- "SizeMax" : Maximum size of each cloud. In Quake units.
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-------- TRIVIA --------
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# TRIVIA
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This entity was introduced in Half-Life 2 (2004).
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*/
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class func_dustcloud:NSEntity
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{
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public:
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*QUAKED func_dustmotes (0 .5 .8) ?
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/*!QUAKED func_dustmotes (0 .5 .8) ?
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# OVERVIEW
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Dustmote emitting brush volume.
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-------- KEYS --------
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"count" : Number of dustmote particles that will float around on average.
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# KEYS
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- "count" : Number of dustmote particles that will float around on average.
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-------- TRIVIA --------
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# TRIVIA
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This entity was introduced in Half-Life 2 (2004).
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*/
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class func_dustmotes:NSEntity
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{
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public:
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*QUAKED func_lod (0 .5 .8) ?
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Level of Detail brush entity, disappears at a set distance.
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Useful for when VIS is impossible or not enough.
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-------- KEYS --------
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"targetname" : Name
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"DisappearDist" : Distance in units for of when the func_lod will pop out of view.
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"Solid" : Defines solidity. Is "0" when solid, "1" when not-solid.
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-------- TRIVIA --------
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This entity was introduced in Half-Life 2 (2004).
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*/
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#ifdef DEVELOPER
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var int autocvar_dev_loddistance = 0;
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#endif
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/*!QUAKED func_lod (0 .5 .8) ?
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# OVERVIEW
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Level of Detail brush entity, disappears at a set distance.
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Useful for when VIS is impossible or not enough.
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# KEYS
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- "targetname" : Name
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- "DisappearDist" : Distance in units for of when the func_lod will pop out of view.
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- "Solid" : Defines solidity. Is "0" when solid, "1" when not-solid.
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# TRIVIA
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This entity was introduced in Half-Life 2 (2004).
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*/
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class func_lod:NSRenderableEntity
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{
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public:
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*QUAKED func_smokevolume (0 .5 .8) ? FULLBRIGHT
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/*!QUAKED func_smokevolume (0 .5 .8) ? FULLBRIGHT
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# OVERVIEW
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Smoke cloud emitting brush volume.
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-------- KEYS --------
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"ParticleDrawWidth" : Size of the particles in Quake units.
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"SizeMax" : Maximum size of each cloud. In Quake units.
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"Color1" : Primary color
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"Color2" : Secondary color
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"MaxDrawDistance" : Maximum draw distance. Set to 0 if infinite.
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# KEYS
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- "ParticleDrawWidth" : Size of the particles in Quake units.
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- "SizeMax" : Maximum size of each cloud. In Quake units.
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- "Color1" : Primary color
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- "Color2" : Secondary color
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- "MaxDrawDistance" : Maximum draw distance. Set to 0 if infinite.
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-------- TRIVIA --------
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# TRIVIA
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This entity was introduced in Half-Life 2 (2004).
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*/
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class func_smokevolume:NSEntity
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{
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public:
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*QUAKED light_environment (1 0 0) (-8 -8 -8) (8 8 8) ?
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/*!QUAKED light_environment (1 0 0) (-8 -8 -8) (8 8 8) ?
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# OVERVIEW
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Defines the overall ambient skylight in the map.
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-------- KEYS --------
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"color" : Normalized RGB color value. Default is [1,1,1]
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"color255" : RGB255 color value. e.g. '255 255 255' for white
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"ambientcolor" : Shadow color. Normalized RGB color value. Default is [1,1,1]
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"ambientcolor255" : Shadow color. RGB255 color value. e.g. '255 255 255' for white
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"intensity" : Overall intensity of the sky light. '300' is probably okay for a day level.
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"sunangle" : The yaw position of the sun, basically the horizontal direction.
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"pitch" : The vertical position of the sun. '-90' means straight down, '-45' is diagonal etc.
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"samples" : The amount of passes onto the lightmap, this is required for spread.
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"sunspreadangle" : The offset of each sample pass in degrees, basically horizontal jitter.
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"filterradius" : Blur amount for each pass. This will make cloud scenes work well.
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# KEYS
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- "color" : Normalized RGB color value. Default is [1,1,1]
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- "color255" : RGB255 color value. e.g. '255 255 255' for white
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- "ambientcolor" : Shadow color. Normalized RGB color value. Default is [1,1,1]
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- "ambientcolor255" : Shadow color. RGB255 color value. e.g. '255 255 255' for white
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- "intensity" : Overall intensity of the sky light. '300' is probably okay for a day level.
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- "sunangle" : The yaw position of the sun, basically the horizontal direction.
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- "pitch" : The vertical position of the sun. '-90' means straight down, '-45' is diagonal etc.
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- "samples" : The amount of passes onto the lightmap, this is required for spread.
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- "sunspreadangle" : The offset of each sample pass in degrees, basically horizontal jitter.
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- "filterradius" : Blur amount for each pass. This will make cloud scenes work well.
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-------- NOTES --------
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# NOTES
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Only one is effective per map.
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Sun light generally is white, unless the atmosphere/horizon is coloring it.
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The ambientcolor should generally be set to that of the skybox for the most
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@ -45,7 +46,7 @@ For cloudly/overcast skies, I'd recommend setting the 'pitch' to '-45', then
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of at least '1'. This will ensure that the sunlight will be cast diagonally
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from 4 positions across the entire horizon - thus eliminating any harsh shadows.
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-------- TRIVIA --------
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# TRIVIA
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This entity was introduced in Half-Life (1998).
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*/
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@ -14,21 +14,21 @@
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*QUAKED point_message (0.2 1 0.2) (-8 -8 -8) (8 8 8)
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/*!QUAKED point_message (0.2 1 0.2) (-8 -8 -8) (8 8 8)
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# OVERVIEW
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Client-side overlay/message that is projected in relation to its position
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in 3D space.
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-------- KEYS --------
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"message" : The message to display.
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"radius" : The radius in which it will appear.
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# KEYS
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- "message" : The message to display.
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- "radius" : The radius in which it will appear.
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-------- NOTES --------
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# NOTES
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Used for zoo and test maps in which less interactive overlays are desired.
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-------- TRIVIA --------
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# TRIVIA
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This entity was introduced in Half-Life 2 (2004).
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*/
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class point_message:NSEntity
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{
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public:
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@ -14,25 +14,25 @@
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*QUAKED sky_camera (1 0.3 1) (-8 -8 -8) (8 8 8)
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Defines the position of a skyroom camera.
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-------- KEYS --------
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"scale" : Scale modifier. Default is "16".
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-------- NOTES --------
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You want to put this into a dedicated room that contains a 3D skybox.
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The scale modifier is more like a divider. You want to keep these
|
||||
divisable by 2 to avoid any precision funkyness.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life 2 (2004).
|
||||
*/
|
||||
|
||||
var int autocvar_dev_skyscale = 0;
|
||||
var vector g_skypos;
|
||||
var int g_skyscale;
|
||||
|
||||
/*!QUAKED sky_camera (1 0.3 1) (-8 -8 -8) (8 8 8)
|
||||
# OVERVIEW
|
||||
Defines the position of a skyroom camera.
|
||||
|
||||
# KEYS
|
||||
- "scale" : Scale modifier. Default is "16".
|
||||
|
||||
# NOTES
|
||||
You want to put this into a dedicated room that contains a 3D skybox.
|
||||
The scale modifier is more like a divider. You want to keep these
|
||||
divisable by 2 to avoid any precision funkyness.
|
||||
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life 2 (2004).
|
||||
*/
|
||||
class
|
||||
sky_camera:NSEntity
|
||||
{
|
||||
|
|
|
@ -14,22 +14,6 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED button_target (0 .5 .8) ? BUTTA_USE BUTTA_TEXON
|
||||
Non-moving button that can either be used by hand, or shot.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"delay" : Time until target is triggered.
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
BUTTA_USE : Button becomes 'use' only, clients have to interact with it manually instead of shooting it.
|
||||
BUTTA_TEXON : Texture choices will be inverted in case multiple frames exist.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Quake (1996).
|
||||
*/
|
||||
|
||||
/** Spawnflags that button_target supports. */
|
||||
typedef enumflags
|
||||
{
|
||||
|
@ -37,6 +21,22 @@ typedef enumflags
|
|||
BUTTA_TEXON /**< Button texture starts in the **ON** state. */
|
||||
} sf_button_target_t;
|
||||
|
||||
/*!QUAKED button_target (0 .5 .8) ? BUTTA_USE BUTTA_TEXON
|
||||
# OVERVIEW
|
||||
Non-moving button that can either be used by hand, or shot.
|
||||
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "target" : Target when triggered.
|
||||
- "delay" : Time in seconds until target is triggered.
|
||||
|
||||
# SPAWNFLAGS
|
||||
- BUTTA_USE (1) : Button becomes 'use' only, clients have to interact with it manually instead of shooting it.
|
||||
- BUTTA_TEXON (2) : Texture choices will be inverted in case multiple frames exist.
|
||||
|
||||
# TRIVIA
|
||||
This entity was introduced in Quake (1996).
|
||||
*/
|
||||
class
|
||||
button_target:NSSurfacePropEntity
|
||||
{
|
||||
|
@ -46,7 +46,6 @@ public:
|
|||
virtual void Respawn(void);
|
||||
virtual void Trigger(entity,int);
|
||||
virtual void Damage(void);
|
||||
|
||||
};
|
||||
|
||||
void
|
||||
|
|
|
@ -14,25 +14,25 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED cycler (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
/*!QUAKED cycler (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
# OVERVIEW
|
||||
Animation cycler entity. For development purposes mainly.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"angles" : Sets the pitch, yaw and roll angles of the model.
|
||||
"sequence" : Sets the animation the model should start in.
|
||||
"model" : Model file that will be displayed by the entity.
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "target" : Target when triggered.
|
||||
- "killtarget" : Target to kill when triggered.
|
||||
- "angles" : Sets the pitch, yaw and roll angles of the model.
|
||||
- "sequence" : Sets the animation the model should start in.
|
||||
- "model" : Model file that will be displayed by the entity.
|
||||
|
||||
-------- NOTES --------
|
||||
# NOTES
|
||||
Upon damage, the cycler will switch between all available animation
|
||||
sequences. This is really for test-maps and showroom entities.
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
class
|
||||
cycler:NSSurfacePropEntity
|
||||
{
|
||||
|
|
|
@ -14,20 +14,20 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED cycler_sprite (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
/*!QUAKED cycler_sprite (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
# OVERVIEW
|
||||
Decorative, does nothing yet.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"angles" : Sets the pitch, yaw and roll angles of the model.
|
||||
"model" : Model file that will be displayed by the entity.
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "target" : Target when triggered.
|
||||
- "killtarget" : Target to kill when triggered.
|
||||
- "angles" : Sets the pitch, yaw and roll angles of the model.
|
||||
- "model" : Model file that will be displayed by the entity.
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
class
|
||||
cycler_sprite:NSRenderableEntity
|
||||
{
|
||||
|
|
|
@ -14,34 +14,6 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED env_beverage (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
Upon triggered, the entity will spawn item_food in its place in
|
||||
the shape of a soda can.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"health" : Amount of soda-cans that can be dispensed at maximum
|
||||
"angles" : Sets the pitch, yaw and roll angles of the soda
|
||||
"skin" : Sets the beverage type. Values from 0-6 are valid. Check notes.
|
||||
|
||||
-------- NOTES --------
|
||||
Mainly used in vending machines. You can choose a few select types of beverage.
|
||||
|
||||
Beverage-list:
|
||||
0 : Coca Cola
|
||||
1 : Sprite
|
||||
2 : Diet Coke
|
||||
3 : Orange
|
||||
4 : Surge
|
||||
5 : Moxie
|
||||
6 : Random (will pack one of the above, picked at the start of the map)
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
/* dependency from item_food.cpp */
|
||||
void item_sodacan(void);
|
||||
|
||||
|
@ -56,6 +28,34 @@ typedef enum
|
|||
SKIN_RANDOM
|
||||
} sodaskin_t;
|
||||
|
||||
/*!QUAKED env_beverage (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
# OVERVIEW
|
||||
Upon triggered, the entity will spawn item_food in its place in
|
||||
the shape of a soda can.
|
||||
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "target" : Target when triggered.
|
||||
- "killtarget" : Target to kill when triggered.
|
||||
- "health" : Amount of soda-cans that can be dispensed at maximum
|
||||
- "angles" : Sets the pitch, yaw and roll angles of the soda
|
||||
- "skin" : Sets the beverage type. Values from 0-6 are valid. Check notes.
|
||||
|
||||
# NOTES
|
||||
Mainly used in vending machines. You can choose a few select types of beverage.
|
||||
|
||||
Beverage-list:
|
||||
- 0 : Coca Cola
|
||||
- 1 : Sprite
|
||||
- 2 : Diet Coke
|
||||
- 3 : Orange
|
||||
- 4 : Surge
|
||||
- 5 : Moxie
|
||||
- 6 : Random (will pack one of the above, picked at the start of the map)
|
||||
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
class
|
||||
env_beverage:NSRenderableEntity
|
||||
{
|
||||
|
|
|
@ -14,27 +14,6 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED env_explosion (1 0 0) (-8 -8 -8) (8 8 8) ENVEXPLO_NODAMAGE ENVEXPLO_REPEATABLE ENVEXPLO_NOBALL ENVEXPLO_NOSMOKE ENVEXPLO_NODECAL ENVEXPLO_NOSPARKS
|
||||
When triggered, creates an explosion at its location.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"iMagnitude" : Magnitude of the explosion.
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
ENVEXPLO_NODAMAGE : Make this explosion purely decorative, without radius damage.
|
||||
ENVEXPLO_REPEATABLE : Makes this explosion triggerable more than once.
|
||||
ENVEXPLO_NOBALL : Spawn no fireball.
|
||||
ENVEXPLO_NOSMOKE : Spawn no smoke.
|
||||
ENVEXPLO_NODECAL : Leave no decal upon explosion.
|
||||
ENVEXPLO_NOSPARKS : Don't spawn any sparks upon exploding.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
enumflags
|
||||
{
|
||||
ENVEXPLO_NODAMAGE,
|
||||
|
@ -45,6 +24,27 @@ enumflags
|
|||
ENVEXPLO_NOSPARKS
|
||||
};
|
||||
|
||||
/*!QUAKED env_explosion (1 0 0) (-8 -8 -8) (8 8 8) ENVEXPLO_NODAMAGE ENVEXPLO_REPEATABLE ENVEXPLO_NOBALL ENVEXPLO_NOSMOKE ENVEXPLO_NODECAL ENVEXPLO_NOSPARKS
|
||||
# OVERVIEW
|
||||
When triggered, creates an explosion at its location.
|
||||
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "target" : Target when triggered.
|
||||
- "killtarget" : Target to kill when triggered.
|
||||
- "iMagnitude" : Magnitude of the explosion.
|
||||
|
||||
# SPAWNFLAGS
|
||||
- ENVEXPLO_NODAMAGE (1) : Make this explosion purely decorative, without radius damage.
|
||||
- ENVEXPLO_REPEATABLE (2) : Makes this explosion triggerable more than once.
|
||||
- ENVEXPLO_NOBALL (4) : Spawn no fireball.
|
||||
- ENVEXPLO_NOSMOKE (8) : Spawn no smoke.
|
||||
- ENVEXPLO_NODECAL (16) : Leave no decal upon explosion.
|
||||
- ENVEXPLO_NOSPARKS (32) : Don't spawn any sparks upon exploding.
|
||||
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
class
|
||||
env_explosion:NSPointTrigger
|
||||
{
|
||||
|
|
|
@ -14,27 +14,6 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED env_fade (0 0 0) (-8 -8 -8) (8 8 8) EVF_FADEDROM EVF_MODULATE EVF_ONLYUSER
|
||||
Overlay that blinds/obscures players vision when triggered.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"rendercolor" : RGB8 Color of the fade effect.
|
||||
"renderamt" : A8 alpha value we'll hit at max.
|
||||
"duration" : Duration of the effect in seconds.
|
||||
"holdtime" : How long we'll hold on the max color/alpha.
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
EVF_FADEDROM : Inverts the fading animation.
|
||||
EVF_MODULATE : Modulate tints the image after "rendercolor" instead of obscuring it.
|
||||
EVF_ONLYUSER : Don't blind everyone, just the activator.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
enumflags
|
||||
{
|
||||
EVF_FADEDROM,
|
||||
|
@ -42,6 +21,27 @@ enumflags
|
|||
EVF_ONLYUSER
|
||||
};
|
||||
|
||||
/*!QUAKED env_fade (0 0 0) (-8 -8 -8) (8 8 8) EVF_FADEDROM EVF_MODULATE EVF_ONLYUSER
|
||||
# OVERVIEW
|
||||
Overlay that blinds/obscures players vision when triggered.
|
||||
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "target" : Target when triggered.
|
||||
- "killtarget" : Target to kill when triggered.
|
||||
- "rendercolor" : RGB8 Color of the fade effect.
|
||||
- "renderamt" : A8 alpha value we'll hit at max.
|
||||
- "duration" : Duration of the effect in seconds.
|
||||
- "holdtime" : How long we'll hold on the max color/alpha.
|
||||
|
||||
# SPAWNFLAGS
|
||||
- EVF_FADEDROM (1) : Inverts the fading animation.
|
||||
- EVF_MODULATE (2) : Modulate tints the image after "rendercolor" instead of obscuring it.
|
||||
- EVF_ONLYUSER (4) : Don't blind everyone, just the activator.
|
||||
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
class
|
||||
env_fade:NSRenderableEntity
|
||||
{
|
||||
|
|
|
@ -14,26 +14,26 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED env_global (1 0 0) (-8 -8 -8) (8 8 8) GLOBAL_SETSPAWN
|
||||
Persistent storage for variables that carry over level changes.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"globalstate" : The variable name in which we hold information in.
|
||||
"initialstate" : Initial mode: 0 = off, 1 = on, 2 = dead
|
||||
"triggermode" : Mode when triggered: 0 = off, 1 = on, 2 = dead
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
GLOBAL_SETSPAWN : Without this set, it'll only modify existing variables.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
#define GLOBAL_SETSPAWN 1
|
||||
|
||||
/*!QUAKED env_global (1 0 0) (-8 -8 -8) (8 8 8) GLOBAL_SETSPAWN
|
||||
# OVERVIEW
|
||||
Persistent storage for variables that carry over level changes.
|
||||
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "target" : Target when triggered.
|
||||
- "killtarget" : Target to kill when triggered.
|
||||
- "globalstate" : The variable name in which we hold information in.
|
||||
- "initialstate" : Initial mode: 0 = off, 1 = on, 2 = dead
|
||||
- "triggermode" : Mode when triggered: 0 = off, 1 = on, 2 = dead
|
||||
|
||||
# SPAWNFLAGS
|
||||
- GLOBAL_SETSPAWN (1) : Without this set, it'll only modify existing variables.
|
||||
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
class
|
||||
env_global:NSPointTrigger
|
||||
{
|
||||
|
|
|
@ -14,25 +14,6 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED env_hudhint (0 0 0) (-8 -8 -8) (8 8 8) EHH_ALLPLAYERS
|
||||
Will display a hint message to the client who activates it.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"rendercolor" : RGB8 Color of the fade effect.
|
||||
"renderamt" : A8 alpha value we'll hit at max.
|
||||
"duration" : Duration of the effect in seconds.
|
||||
"holdtime" : How long we'll hold on the max color/alpha.
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
EHH_ALLPLAYERS : Send the hint notifcation to all connected clients.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life 2 (2004).
|
||||
*/
|
||||
|
||||
void env_hudhint_send(entity eActivator, string strMessage, int iFlags);
|
||||
|
||||
enumflags
|
||||
|
@ -40,6 +21,25 @@ enumflags
|
|||
EHH_ALLPLAYERS
|
||||
};
|
||||
|
||||
/*!QUAKED env_hudhint (0 0 0) (-8 -8 -8) (8 8 8) EHH_ALLPLAYERS
|
||||
# OVERVIEW
|
||||
Will display a hint message to the client who activates it.
|
||||
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "target" : Target when triggered.
|
||||
- "killtarget" : Target to kill when triggered.
|
||||
- "rendercolor" : RGB8 Color of the fade effect.
|
||||
- "renderamt" : A8 alpha value we'll hit at max.
|
||||
- "duration" : Duration of the effect in seconds.
|
||||
- "holdtime" : How long we'll hold on the max color/alpha.
|
||||
|
||||
# SPAWNFLAGS
|
||||
- EHH_ALLPLAYERS (1) : Send the hint notifcation to all connected clients.
|
||||
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life 2 (2004).
|
||||
*/
|
||||
class
|
||||
env_hudhint:NSPointTrigger
|
||||
{
|
||||
|
|
|
@ -14,32 +14,32 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED env_message (1 0 0) (-8 -8 -8) (8 8 8) EMF_ONCE EMF_ALLPLAYERS
|
||||
Displays a basic message or titles.txt entry.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"message" : Message to send to players
|
||||
"messagesound" : PCM sample to play when triggered. Leave empty if desired.
|
||||
"messagevolume" : PCM sample volume. Only relevant when "messagesound" is set.
|
||||
"messageattenuation" : PCM sample attenuation. Ditto.
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
EMF_ONCE : Removes itself after being triggered once.
|
||||
EMF_ALLPLAYERS : Send the message to all clients instead of only the activator.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
enumflags
|
||||
{
|
||||
EMF_ONCE,
|
||||
EMF_ALLPLAYERS
|
||||
};
|
||||
|
||||
/*!QUAKED env_message (1 0 0) (-8 -8 -8) (8 8 8) EMF_ONCE EMF_ALLPLAYERS
|
||||
# OVERVIEW
|
||||
Displays a basic message or titles.txt entry.
|
||||
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "target" : Target when triggered.
|
||||
- "killtarget" : Target to kill when triggered.
|
||||
- "message" : Message to send to players
|
||||
- "messagesound" : PCM sample to play when triggered. Leave empty if desired.
|
||||
- "messagevolume" : PCM sample volume. Only relevant when "messagesound" is set.
|
||||
- "messageattenuation" : PCM sample attenuation. Ditto.
|
||||
|
||||
# SPAWNFLAGS
|
||||
- EMF_ONCE (1) : Removes itself after being triggered once.
|
||||
- EMF_ALLPLAYERS (2) : Send the message to all clients instead of only the activator.
|
||||
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
class
|
||||
env_message:NSPointTrigger
|
||||
{
|
||||
|
|
|
@ -14,59 +14,6 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED env_render (1 0 0) (-8 -8 -8) (8 8 8) SF_NORENDERFX SF_NORENDERAMT SF_NORENDERMODE SF_NORENDERCOLOR
|
||||
Changes the visual appearance of a target.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"rendermode" : Render-Mode the target changes to.
|
||||
"renderamt" : Render-Amount the target changes to.
|
||||
"rendercolor" : Render-Color the target changes to.
|
||||
"renderfx" : Render-FX the target changes to.
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
SF_NORENDERFX : Don't set the Render-FX attribute on the target.
|
||||
SF_NORENDERAMT : Don't set the Render-Amount attribute on the target.
|
||||
SF_NORENDERMODE : Don't set the Render-Mode attribute on the target.
|
||||
SF_NORENDERCOLOR : Don't set the Render-Color attribute on the target.
|
||||
|
||||
-------- NOTES --------
|
||||
The Render-FX values are currently unimplemented, except for the hologram setting.
|
||||
|
||||
Supported Render-Mode ("rendermode") values:
|
||||
0 : Normal; Default.
|
||||
1 : Color; Tints the entity after whatever "rendercolor" is set to.
|
||||
2 : Texture; ???
|
||||
3 : Glow; object scales against the camera depending on distance like a flare.
|
||||
4 : Solid; Make transparent by respecting transparent pixels (GoldSrc)
|
||||
5 : Additive; Blend the object additively against the world.
|
||||
6 : Fullbright; Render the object without lighting.
|
||||
|
||||
Supported Render-FX ("renderfx") values:
|
||||
0 : Normal
|
||||
1 : Slow pulse
|
||||
2 : Fast pulse
|
||||
3 : Slow, wide, pulse
|
||||
4 : Fast, wide, pulse
|
||||
5 : Slow fade away
|
||||
6 : Fast fade away
|
||||
7 : Slow become solid
|
||||
8 : Fast become solid
|
||||
9 : Slow strobe
|
||||
10 : Fast strobe
|
||||
11 : Faster strobe
|
||||
12 : Slow flicker
|
||||
13 : Fast flicker
|
||||
14 : Constant glow
|
||||
15 : Distort
|
||||
16 : Hologram
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
enumflags
|
||||
{
|
||||
SF_NORENDERFX,
|
||||
|
@ -75,6 +22,59 @@ enumflags
|
|||
SF_NORENDERCOLOR
|
||||
};
|
||||
|
||||
/*!QUAKED env_render (1 0 0) (-8 -8 -8) (8 8 8) SF_NORENDERFX SF_NORENDERAMT SF_NORENDERMODE SF_NORENDERCOLOR
|
||||
# OVERVIEW
|
||||
Changes the visual appearance of a target.
|
||||
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "target" : Target when triggered.
|
||||
- "killtarget" : Target to kill when triggered.
|
||||
- "rendermode" : Render-Mode the target changes to.
|
||||
- "renderamt" : Render-Amount the target changes to.
|
||||
- "rendercolor" : Render-Color the target changes to.
|
||||
- "renderfx" : Render-FX the target changes to.
|
||||
|
||||
# SPAWNFLAGS
|
||||
- SF_NORENDERFX (1) : Don't set the Render-FX attribute on the target.
|
||||
- SF_NORENDERAMT (2) : Don't set the Render-Amount attribute on the target.
|
||||
- SF_NORENDERMODE (4) : Don't set the Render-Mode attribute on the target.
|
||||
- SF_NORENDERCOLOR (8) : Don't set the Render-Color attribute on the target.
|
||||
|
||||
# NOTES
|
||||
The Render-FX values are currently unimplemented, except for the hologram setting.
|
||||
|
||||
Supported Render-Mode ("rendermode") values:
|
||||
- 0 : Normal; Default.
|
||||
- 1 : Color; Tints the entity after whatever "rendercolor" is set to.
|
||||
- 2 : Texture; ???
|
||||
- 3 : Glow; object scales against the camera depending on distance like a flare.
|
||||
- 4 : Solid; Make transparent by respecting transparent pixels (GoldSrc)
|
||||
- 5 : Additive; Blend the object additively against the world.
|
||||
- 6 : Fullbright; Render the object without lighting.
|
||||
|
||||
Supported Render-FX ("renderfx") values:
|
||||
- 0 : Normal
|
||||
- 1 : Slow pulse
|
||||
- 2 : Fast pulse
|
||||
- 3 : Slow, wide, pulse
|
||||
- 4 : Fast, wide, pulse
|
||||
- 5 : Slow fade away
|
||||
- 6 : Fast fade away
|
||||
- 7 : Slow become solid
|
||||
- 8 : Fast become solid
|
||||
- 9 : Slow strobe
|
||||
- 10 : Fast strobe
|
||||
- 11 : Faster strobe
|
||||
- 12 : Slow flicker
|
||||
- 13 : Fast flicker
|
||||
- 14 : Constant glow
|
||||
- 15 : Distort
|
||||
- 16 : Hologram
|
||||
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
class
|
||||
env_render:NSRenderableEntity
|
||||
{
|
||||
|
|
|
@ -14,27 +14,27 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED env_shake (1 0.5 0) (-8 -8 -8) (8 8 8) EVS_GLOBAL
|
||||
Causes an earthquake/shaking effect when triggered.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"radius" : Radius of the quake/shake effect.
|
||||
"amplitude" : Amplitude of the effect.
|
||||
"duration" : Duration of the effect in seconds.
|
||||
"frequency" : The frequency of the shake.
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
EVS_GLOBAL : Affect all clients, ignoring "radius" entirely.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
#define EVS_GLOBAL 1
|
||||
|
||||
/*!QUAKED env_shake (1 0.5 0) (-8 -8 -8) (8 8 8) EVS_GLOBAL
|
||||
# OVERVIEW
|
||||
Causes an earthquake/shaking effect when triggered.
|
||||
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "target" : Target when triggered.
|
||||
- "killtarget" : Target to kill when triggered.
|
||||
- "radius" : Radius of the quake/shake effect.
|
||||
- "amplitude" : Amplitude of the effect.
|
||||
- "duration" : Duration of the effect in seconds.
|
||||
- "frequency" : The frequency of the shake.
|
||||
|
||||
# SPAWNFLAGS
|
||||
- EVS_GLOBAL : Affect all clients, ignoring "radius" entirely.
|
||||
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
class
|
||||
env_shake:NSPointTrigger
|
||||
{
|
||||
|
|
|
@ -14,29 +14,29 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED env_shooter (1 0 0) (-8 -8 -8) (8 8 8) EVSHOOTER_REPEATABLE
|
||||
Shoots model entities from its location.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"angles" : Sets the pitch, yaw and roll direction of the shooter.
|
||||
"shootmodel" : Model file to shoot.
|
||||
"shootsounds" : PCM sample to play whenever a piece shoots out.
|
||||
"m_iGibs" : Amount of models shot in total.
|
||||
"m_flDelay" : Delay before being able to be fired again.
|
||||
"m_flVelocity" : Speed of the models in units per second.
|
||||
"m_flVariance" : Delay between shots.
|
||||
"m_flGibLife" : Life of the individual model piece.
|
||||
"scale" : Scale modifier of the model pieces.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
#define EVSHOOTER_REPEATABLE 1
|
||||
|
||||
/*!QUAKED env_shooter (1 0 0) (-8 -8 -8) (8 8 8) EVSHOOTER_REPEATABLE
|
||||
# OVERVIEW
|
||||
Shoots model entities from its location.
|
||||
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "target" : Target when triggered.
|
||||
- "killtarget" : Target to kill when triggered.
|
||||
- "angles" : Sets the pitch, yaw and roll direction of the shooter.
|
||||
- "shootmodel" : Model file to shoot.
|
||||
- "shootsounds" : PCM sample to play whenever a piece shoots out.
|
||||
- "m_iGibs" : Amount of models shot in total.
|
||||
- "m_flDelay" : Delay before being able to be fired again.
|
||||
- "m_flVelocity" : Speed of the models in units per second.
|
||||
- "m_flVariance" : Delay between shots.
|
||||
- "m_flGibLife" : Life of the individual model piece.
|
||||
- "scale" : Scale modifier of the model pieces.
|
||||
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
class
|
||||
env_shooter:NSPointTrigger
|
||||
{
|
||||
|
|
|
@ -14,28 +14,6 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED env_spark (1 0 0) (-8 -8 -8) (8 8 8) x x x x x EVSPARK_TOGGLE EVSPARK_STARTON
|
||||
Creates a series (or just one) spark effect with sound when triggered.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"angles" : Sets the pitch, yaw and roll angles of the spark.
|
||||
"MaxDelay" : Delay between sparks when start-on (or toggle) is set
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
EVSPARK_TOGGLE : When triggered, it'll spark continously with "MaxDelay" dictating the interval.
|
||||
EVSPARK_STARTON : Start sparking upon spawning, at least waiting til "MaxDelay" seconds has passed.
|
||||
|
||||
-------- NOTES --------
|
||||
The spawnflags EVSPARK_TOGGLE and EVSPARK_STARTON are often used together.
|
||||
Without them set, it'll of course only spark once whenever it's triggered.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
enumflags
|
||||
{
|
||||
EVSPARK_UNUSED1,
|
||||
|
@ -47,6 +25,28 @@ enumflags
|
|||
EVSPARK_STARTON
|
||||
};
|
||||
|
||||
/*!QUAKED env_spark (1 0 0) (-8 -8 -8) (8 8 8) x x x x x EVSPARK_TOGGLE EVSPARK_STARTON
|
||||
# OVERVIEW
|
||||
Creates a series (or just one) spark effect with sound when triggered.
|
||||
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "target" : Target when triggered.
|
||||
- "killtarget" : Target to kill when triggered.
|
||||
- "angles" : Sets the pitch, yaw and roll angles of the spark.
|
||||
- "MaxDelay" : Delay between sparks when start-on (or toggle) is set
|
||||
|
||||
# SPAWNFLAGS
|
||||
- EVSPARK_TOGGLE (32) : When triggered, it'll spark continously with "MaxDelay" dictating the interval.
|
||||
- EVSPARK_STARTON (64) : Start sparking upon spawning, at least waiting til "MaxDelay" seconds has passed.
|
||||
|
||||
# NOTES
|
||||
The spawnflags EVSPARK_TOGGLE and EVSPARK_STARTON are often used together.
|
||||
Without them set, it'll of course only spark once whenever it's triggered.
|
||||
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
class
|
||||
env_spark:NSPointTrigger
|
||||
{
|
||||
|
|
|
@ -14,23 +14,23 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED func_areaportal (0 .5 .8) ?
|
||||
/*!QUAKED func_areaportal (0 .5 .8) ?
|
||||
# OVERVIEW
|
||||
Manages a space between two areas.
|
||||
Requires to be positioned within an areaportal helper brush.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"StartOpen" : Sets the initial state. If 1 the portal will start open.
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "StartOpen" : Sets the initial state. If 1 the portal will start open.
|
||||
|
||||
-------- INPUTS --------
|
||||
"Open" : Open the areaportal.
|
||||
"Close" : Close the areaportal.
|
||||
"Toggle" : Toggle the areaportal.
|
||||
# INPUTS
|
||||
- "Open" : Open the areaportal.
|
||||
- "Close" : Close the areaportal.
|
||||
- "Toggle" : Toggle the areaportal.
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Quake II (1997).
|
||||
*/
|
||||
|
||||
class
|
||||
func_areaportal:NSEntity
|
||||
{
|
||||
|
|
|
@ -14,43 +14,6 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED func_breakable (0 .5 .8) ? SF_TRIGGER SF_TOUCH SF_PRESSURE
|
||||
Brush volume that can break into lots of little pieces.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"health" : Health of the entity.
|
||||
"material" : Material it's made of (See material-list below).
|
||||
"delay" : Delay in seconds of when it breaks under pressure.
|
||||
"explodemagnitude" : Strength of the explosion.
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
SF_TRIGGER : Breakable is invincible and has to be triggered in order to break.
|
||||
SF_TOUCH : Break when an entity collides into it at high speed (damage is speed in units * 0.01).
|
||||
SF_PRESSURE : Initiate break once someone is standing on top of it.
|
||||
|
||||
-------- NOTES --------
|
||||
The strength of the explosion decides the radius (magnitude * 2.5) and the
|
||||
maximum damage the explosion will do in the center. It has a linear fall-off.
|
||||
|
||||
Material-list:
|
||||
0 : Glass
|
||||
1 : Wood
|
||||
2 : Metal
|
||||
3 : Flesh
|
||||
4 : Cinder
|
||||
5 : Tile
|
||||
6 ; Computer
|
||||
7 : Glass (Unbreakable)
|
||||
8 : Rock
|
||||
9 : None
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
enumflags
|
||||
{
|
||||
SF_TRIGGER,
|
||||
|
@ -115,6 +78,43 @@ const string funcbreakable_surftable[] = {
|
|||
"gs_material_rocks"
|
||||
};
|
||||
|
||||
/*!QUAKED func_breakable (0 .5 .8) ? SF_TRIGGER SF_TOUCH SF_PRESSURE
|
||||
# OVERVIEW
|
||||
Brush volume that can break into lots of little pieces.
|
||||
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "target" : Target when triggered.
|
||||
- "killtarget" : Target to kill when triggered.
|
||||
- "health" : Health of the entity.
|
||||
- "material" : Material it's made of (See material-list below).
|
||||
- "delay" : Delay in seconds of when it breaks under pressure.
|
||||
- "explodemagnitude" : Strength of the explosion.
|
||||
|
||||
# SPAWNFLAGS
|
||||
- SF_TRIGGER (1) : Breakable is invincible and has to be triggered in order to break.
|
||||
- SF_TOUCH (2) : Break when an entity collides into it at high speed (damage is speed in units * 0.01).
|
||||
- SF_PRESSURE (4) : Initiate break once someone is standing on top of it.
|
||||
|
||||
# NOTES
|
||||
The strength of the explosion decides the radius (magnitude * 2.5) and the
|
||||
maximum damage the explosion will do in the center. It has a linear fall-off.
|
||||
|
||||
Material-list:
|
||||
- 0 : Glass
|
||||
- 1 : Wood
|
||||
- 2 : Metal
|
||||
- 3 : Flesh
|
||||
- 4 : Cinder
|
||||
- 5 : Tile
|
||||
- 6 ; Computer
|
||||
- 7 : Glass (Unbreakable)
|
||||
- 8 : Rock
|
||||
- 9 : None
|
||||
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
class
|
||||
func_breakable:NSSurfacePropEntity
|
||||
{
|
||||
|
|
|
@ -14,19 +14,20 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED func_brush (0 .5 .8) ?
|
||||
/*!QUAKED func_brush (0 .5 .8) ?
|
||||
# OVERVIEW
|
||||
Combination of func_illusionary, func_wall, func_wall_toggle.
|
||||
When triggered, it'll become invisible and lose its collision.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"Solidity" : Mode for choosing solidity. 0 : Toggle, 1 : Never, 2 : Always.
|
||||
"StartDisabled" : Will make it spawn invisible.
|
||||
"solidbsp" : Type of collision model to choose. 0 : Per-Poly, 1 : BSP file.
|
||||
"excludednpc" : Name of the NPC classname that will not collide with this entity
|
||||
"invert_exclusion" : Set to 1 if you want the 'excludednpc' key to act inverted
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "Solidity" : Mode for choosing solidity. 0 : Toggle, 1 : Never, 2 : Always.
|
||||
- "StartDisabled" : Will make it spawn invisible.
|
||||
- "solidbsp" : Type of collision model to choose. 0 : Per-Poly, 1 : BSP file.
|
||||
- "excludednpc" : Name of the NPC classname that will not collide with this entity
|
||||
- "invert_exclusion" : Set to 1 if you want the 'excludednpc' key to act inverted
|
||||
|
||||
-------- NOTES --------
|
||||
# NOTES
|
||||
The main thing func_brush is concerned with is appearance.
|
||||
When you trigger it on/off, it'll be made visible/invisible.
|
||||
Collision however depends on the setting of the "Solidity" key.
|
||||
|
@ -34,10 +35,9 @@ If "Solidity" is toggle, the collision will ne enabled/disabled depending
|
|||
on whether or not the entity is visible/invisible.
|
||||
By default it's visible and has collision.
|
||||
|
||||
-------- HISTORY --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life 2 (2004).
|
||||
*/
|
||||
|
||||
class
|
||||
func_brush:NSRenderableEntity
|
||||
{
|
||||
|
|
|
@ -14,43 +14,6 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED func_button (0 .5 .8) ? SF_BTT_NOMOVE x x x x SF_BTT_TOGGLE SF_BTT_SPARKS x SF_BTT_TOUCH_ONLY
|
||||
A brush entity which can be used either by touching, interaction (via a games'
|
||||
use-key/button or other targetting methods.
|
||||
It will then travel, similar to a door to a specified direction.
|
||||
Once it's fully pushed in, it'll trigger its targets, then return back to its
|
||||
original position.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"speed" : Movement speed of the door in game-units per second.
|
||||
"lip" : How many units remain visible when fully pushed in.
|
||||
"snd_pressed" : The sound shader name to play when pressed down.
|
||||
"snd_unpressed" : The sound shader name to play when the button becomes raised.
|
||||
"wait" : Time to wait in seconds before the button becomes raised.
|
||||
"delay" : Delay until the Target gets triggered.
|
||||
"sounds" : Obsolete legacy key for HL/Q1 style buttons to decide which sounds to play.
|
||||
"health" : Amount of damage this button takes before it triggers. Will reset.
|
||||
|
||||
-------- OUTPUTS --------
|
||||
"OnDamaged" : Fired when the button is damaged.
|
||||
"OnPressed" : Fired when the button is pressed.
|
||||
"OnUseLocked" : Fired when the button is used while locked.
|
||||
"OnIn" : Fired when the button reaches the in/pressed position.
|
||||
"OnOut" : Fired when the button reaches the out/released position.
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
SF_BTT_NOMOVE : Don't move when it's activated.
|
||||
SF_BTT_TOGGLE : Don't move back to the raised state automatically.
|
||||
SF_BTT_SPARKS : Spawn decorative sparks when used.
|
||||
SF_BTT_TOUCH_ONLY : Disable 'use' key/button. Only collision will activate it.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Quake (1996).
|
||||
*/
|
||||
|
||||
enumflags
|
||||
{
|
||||
SF_BTT_NOMOVE,
|
||||
|
@ -78,6 +41,43 @@ enum
|
|||
FRAME_ON
|
||||
};
|
||||
|
||||
/*!QUAKED func_button (0 .5 .8) ? SF_BTT_NOMOVE x x x x SF_BTT_TOGGLE SF_BTT_SPARKS x SF_BTT_TOUCH_ONLY
|
||||
# OVERVIEW
|
||||
A brush entity which can be used either by touching, interaction (via a games'
|
||||
use-key/button or other targetting methods.
|
||||
It will then travel, similar to a door to a specified direction.
|
||||
Once it's fully pushed in, it'll trigger its targets, then return back to its
|
||||
original position.
|
||||
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "target" : Target when triggered.
|
||||
- "killtarget" : Target to kill when triggered.
|
||||
- "speed" : Movement speed of the door in game-units per second.
|
||||
- "lip" : How many units remain visible when fully pushed in.
|
||||
- "snd_pressed" : The sound shader name to play when pressed down.
|
||||
- "snd_unpressed" : The sound shader name to play when the button becomes raised.
|
||||
- "wait" : Time to wait in seconds before the button becomes raised.
|
||||
- "delay" : Delay until the Target gets triggered.
|
||||
- "sounds" : Obsolete legacy key for HL/Q1 style buttons to decide which sounds to play.
|
||||
- "health" : Amount of damage this button takes before it triggers. Will reset.
|
||||
|
||||
-------- OUTPUTS --------
|
||||
- "OnDamaged" : Fired when the button is damaged.
|
||||
- "OnPressed" : Fired when the button is pressed.
|
||||
- "OnUseLocked" : Fired when the button is used while locked.
|
||||
- "OnIn" : Fired when the button reaches the in/pressed position.
|
||||
- "OnOut" : Fired when the button reaches the out/released position.
|
||||
|
||||
# SPAWNFLAGS
|
||||
- SF_BTT_NOMOVE (1) : Don't move when it's activated.
|
||||
- SF_BTT_TOGGLE (32) : Don't move back to the raised state automatically.
|
||||
- SF_BTT_SPARKS (64) : Spawn decorative sparks when used.
|
||||
- SF_BTT_TOUCH_ONLY (256) : Disable 'use' key/button. Only collision will activate it.
|
||||
|
||||
# TRIVIA
|
||||
This entity was introduced in Quake (1996).
|
||||
*/
|
||||
class
|
||||
func_button:NSSurfacePropEntity
|
||||
{
|
||||
|
|
|
@ -14,21 +14,25 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED func_conveyor (0 .5 .8) ?
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
|
||||
STUB!
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
#define SF_CONVEYOR_VISUAL 1
|
||||
#define SF_CONVEYOR_NOTSOLID 2
|
||||
|
||||
/*!QUAKED func_conveyor (0 .5 .8) ? SF_CONVEYOR_VISUAL SF_CONVEYOR_NOTSOLID
|
||||
# OVERVIEW
|
||||
A conveyor belt entity. Texture will move along in the direction and speed of the conveyor.
|
||||
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "target" : Target when triggered.
|
||||
- "killtarget" : Target to kill when triggered.
|
||||
|
||||
# SPAWNFLAGS
|
||||
- SF_CONVEYOR_VISUAL (1) : This conveyor does not affect entities physically.
|
||||
- SF_CONVEYOR_NOTSOLID (2) : This conveyor is non-solid.
|
||||
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
class
|
||||
func_conveyor:NSRenderableEntity
|
||||
{
|
||||
|
|
|
@ -14,18 +14,19 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED func_detail (0 .5 .8) ?
|
||||
/*!QUAKED func_detail (0 .5 .8) ?
|
||||
# OVERVIEW
|
||||
A "fake" entity for level editors.
|
||||
All geometry that's turned into a func_detail will be ignored during VIS.
|
||||
This will speed up compile time and reduce tesselation, in theory.
|
||||
|
||||
-------- KEYS --------
|
||||
"_rs" : Specifies if the geometry will recieve shadows (RAD lighting).
|
||||
"_cs" : Specifies if the geometry will cast shadows (RAD lighting).
|
||||
# KEYS
|
||||
- "_rs" : Specifies if the geometry will recieve shadows (RAD lighting).
|
||||
- "_cs" : Specifies if the geometry will cast shadows (RAD lighting).
|
||||
|
||||
-------- NOTES --------
|
||||
# NOTES
|
||||
If you don't want this entity to have collision, consider using func_detail_illusionary.
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Quake II (1997).
|
||||
*/
|
||||
|
|
|
@ -14,19 +14,20 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED func_detail_illusionary (0 .5 .8) ?
|
||||
/*!QUAKED func_detail_illusionary (0 .5 .8) ?
|
||||
# OVERVIEW
|
||||
A "fake" entity for level editors.
|
||||
It is almost identical to func_detail except that it has no collision.
|
||||
Think of it as an alternative to func_illusionary and nonsolid surfaceparms,
|
||||
except that it does not use an entity slot or require custom materials.
|
||||
|
||||
-------- KEYS --------
|
||||
"_rs" : Specifies if the geometry will recieve shadows (RAD lighting).
|
||||
"_cs" : Specifies if the geometry will cast shadows (RAD lighting).
|
||||
# KEYS
|
||||
- "_rs" : Specifies if the geometry will recieve shadows (RAD lighting).
|
||||
- "_cs" : Specifies if the geometry will cast shadows (RAD lighting).
|
||||
|
||||
-------- NOTES --------
|
||||
# NOTES
|
||||
If you want this entity to have collision, consider using func_detail.
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Quake II (1997).
|
||||
*/
|
||||
|
|
|
@ -14,43 +14,6 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED func_door (0 .5 .8) ? SF_MOV_OPEN x SF_MOV_UNLINK SF_MOV_PASSABLE x SF_MOV_TOGGLE x x SF_MOV_USE
|
||||
This sliding door entity has the ability to slide forth and back on any
|
||||
axis. It is often used for primitive elevators as well.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"speed" : Movement speed in game-units per second.
|
||||
"lip" : Sets how many units are still visible after a door moved.
|
||||
"delay" : Time until triggering target.
|
||||
"wait" : When to move back.
|
||||
"netname" : Target to trigger when door returns to its initial position.
|
||||
"dmg" : Damage to inflict upon anything blocking the way.
|
||||
"snd_open" : Sound shader to play for when the door opens.
|
||||
"snd_close" : Sound shader to play for when the door closes.
|
||||
"snd_stop" : Sound shader to play for when the door stops moving.
|
||||
"movesnd" : Legacy integer value pointing to a predefined move sound.
|
||||
"stopsnd" : Legacy integer value pointing to a predefined stop sound.
|
||||
"forceclosed": Will make sure the door will not bounce back when something is blocking it
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
SF_MOV_OPEN : Swaps the positions between raised and lowered state.
|
||||
SF_MOV_UNLINK : Currently unimplemented.
|
||||
SF_MOV_PASSABLE : Don't test against any collision with this door.
|
||||
SF_MOV_TOGGLE : Door cannot be opened by physical means, only by a trigger.
|
||||
SF_MOV_USE : Players can press the "use" button/key to activate this door.
|
||||
|
||||
-------- NOTES --------
|
||||
The keys "movesnd" and "stopsnd" are obsolete. Their values point towards
|
||||
the samples doors/doormoveX.wav and doors/doorstopX.wav respectively, where
|
||||
X is the integer value set in "movesnd" and "stopsnd".
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Quake (1996).
|
||||
*/
|
||||
|
||||
enumflags {
|
||||
SF_MOV_OPEN,
|
||||
SF_MOV_RESERVED1,
|
||||
|
@ -71,6 +34,43 @@ enum
|
|||
DOORSTATE_DOWN
|
||||
};
|
||||
|
||||
/*!QUAKED func_door (0 .5 .8) ? SF_MOV_OPEN x SF_MOV_UNLINK SF_MOV_PASSABLE x SF_MOV_TOGGLE x x SF_MOV_USE
|
||||
# OVERVIEW
|
||||
This sliding door entity has the ability to slide forth and back on any
|
||||
axis. It is often used for primitive elevators as well.
|
||||
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "target" : Target when triggered.
|
||||
- "killtarget" : Target to kill when triggered.
|
||||
- "speed" : Movement speed in game-units per second.
|
||||
- "lip" : Sets how many units are still visible after a door moved.
|
||||
- "delay" : Time until triggering target.
|
||||
- "wait" : When to move back.
|
||||
- "netname" : Target to trigger when door returns to its initial position.
|
||||
- "dmg" : Damage to inflict upon anything blocking the way.
|
||||
- "snd_open" : Sound shader to play for when the door opens.
|
||||
- "snd_close" : Sound shader to play for when the door closes.
|
||||
- "snd_stop" : Sound shader to play for when the door stops moving.
|
||||
- "movesnd" : Legacy integer value pointing to a predefined move sound.
|
||||
- "stopsnd" : Legacy integer value pointing to a predefined stop sound.
|
||||
- "forceclosed": Will make sure the door will not bounce back when something is blocking it
|
||||
|
||||
# SPAWNFLAGS
|
||||
- SF_MOV_OPEN : Swaps the positions between raised and lowered state.
|
||||
- SF_MOV_UNLINK : Currently unimplemented.
|
||||
- SF_MOV_PASSABLE : Don't test against any collision with this door.
|
||||
- SF_MOV_TOGGLE : Door cannot be opened by physical means, only by a trigger.
|
||||
- SF_MOV_USE : Players can press the "use" button/key to activate this door.
|
||||
|
||||
# NOTES
|
||||
The keys "movesnd" and "stopsnd" are obsolete. Their values point towards
|
||||
the samples doors/doormoveX.wav and doors/doorstopX.wav respectively, where
|
||||
X is the integer value set in "movesnd" and "stopsnd".
|
||||
|
||||
# TRIVIA
|
||||
This entity was introduced in Quake (1996).
|
||||
*/
|
||||
class
|
||||
func_door:NSRenderableEntity
|
||||
{
|
||||
|
|
|
@ -14,43 +14,6 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED func_door_rotating (0 .5 .8) ? SF_ROT_OPEN SF_ROT_BACKWARDS x SF_ROT_PASSABLE SF_ROT_ONEWAY SF_ROT_TOGGLE SF_ROT_ZAXIS SF_ROT_XAXIS SF_ROT_USE SF_ROT_NOMONSTERS
|
||||
Rotating brush door entity. It's basically the same as func_door, it just does
|
||||
not move on any axis, it tilts along a pivot point defined by an origin brush.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"speed" : Speed at which the door turns.
|
||||
"snd_open" : Sound shader to play for when the door opens.
|
||||
"snd_close" : Sound shader to play for when the door closes.
|
||||
"snd_stop" : Sound shader to play for when the door stops rotating.
|
||||
"movesnd" : Legacy integer value pointing to a predefined move sound.
|
||||
"stopsnd" : Legacy integer value pointing to a predefined stop sound.
|
||||
"distance" : The degrees which the door will turn.
|
||||
"dmg" : The damage inflicted upon objects blocking the way of the door.
|
||||
"wait" : Time that has to pass for the door to automatically close.
|
||||
"netname" : Target to trigger when the door closes back up.
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
SF_ROT_OPEN : Door is in the open position by default.
|
||||
SF_ROT_BACKWARDS : Flip the direction of a one-way door.
|
||||
SF_ROT_PASSABLE : Door has no collision model to speak of.
|
||||
SF_ROT_ONEWAY : Door will only open one-way as opposed to both ways.
|
||||
SF_ROT_TOGGLE : Door will have to be triggered by something to open/close.
|
||||
SF_ROT_ZAXIS : Door will tilt along the Z axis.
|
||||
SF_ROT_XAXIS : Door will tilt on the X axis.
|
||||
SF_ROT_USE : Player has to press the 'use' key to interact with it.
|
||||
SF_ROT_NOMONSTERS : Monsters cannot open this door.
|
||||
|
||||
-------- NOTES --------
|
||||
Please include an origin brush so that a pivot point will be defined.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Quake II (1997).
|
||||
*/
|
||||
|
||||
enumflags
|
||||
{
|
||||
SF_ROT_OPEN,
|
||||
|
@ -67,6 +30,43 @@ enumflags
|
|||
|
||||
#define SF_DOOR_SILENT 0x80000000i
|
||||
|
||||
/*!QUAKED func_door_rotating (0 .5 .8) ? SF_ROT_OPEN SF_ROT_BACKWARDS x SF_ROT_PASSABLE SF_ROT_ONEWAY SF_ROT_TOGGLE SF_ROT_ZAXIS SF_ROT_XAXIS SF_ROT_USE SF_ROT_NOMONSTERS
|
||||
# OVERVIEW
|
||||
Rotating brush door entity. It's basically the same as func_door, it just does
|
||||
not move on any axis, it tilts along a pivot point defined by an origin brush.
|
||||
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "target" : Target when triggered.
|
||||
- "killtarget" : Target to kill when triggered.
|
||||
- "speed" : Speed at which the door turns.
|
||||
- "snd_open" : Sound shader to play for when the door opens.
|
||||
- "snd_close" : Sound shader to play for when the door closes.
|
||||
- "snd_stop" : Sound shader to play for when the door stops rotating.
|
||||
- "movesnd" : Legacy integer value pointing to a predefined move sound.
|
||||
- "stopsnd" : Legacy integer value pointing to a predefined stop sound.
|
||||
- "distance" : The degrees which the door will turn.
|
||||
- "dmg" : The damage inflicted upon objects blocking the way of the door.
|
||||
- "wait" : Time that has to pass for the door to automatically close.
|
||||
- "netname" : Target to trigger when the door closes back up.
|
||||
|
||||
# SPAWNFLAGS
|
||||
- SF_ROT_OPEN (1) : Door is in the open position by default.
|
||||
- SF_ROT_BACKWARDS (2) : Flip the direction of a one-way door.
|
||||
- SF_ROT_PASSABLE (8) : Door has no collision model to speak of.
|
||||
- SF_ROT_ONEWAY (16) : Door will only open one-way as opposed to both ways.
|
||||
- SF_ROT_TOGGLE (32) : Door will have to be triggered by something to open/close.
|
||||
- SF_ROT_ZAXIS (64) : Door will tilt along the Z axis.
|
||||
- SF_ROT_XAXIS (128) : Door will tilt on the X axis.
|
||||
- SF_ROT_USE (256) : Player has to press the 'use' key to interact with it.
|
||||
- SF_ROT_NOMONSTERS (512) : Monsters cannot open this door.
|
||||
|
||||
# NOTES
|
||||
Please include an origin brush so that a pivot point will be defined.
|
||||
|
||||
# TRIVIA
|
||||
This entity was introduced in Quake II (1997).
|
||||
*/
|
||||
class
|
||||
func_door_rotating:NSRenderableEntity
|
||||
{
|
||||
|
|
|
@ -14,15 +14,16 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED func_group (0 .5 .8) ?
|
||||
/*!QUAKED func_group (0 .5 .8) ?
|
||||
# OVERVIEW
|
||||
A "fake" entity for level editors, used to group together patches and
|
||||
brushes for easy moving. All geometry in the group will become
|
||||
worldspawn upon compile.
|
||||
|
||||
-------- KEYS --------
|
||||
# KEYS
|
||||
"_rs" : Specifies if the geometry will recieve shadows (RAD lighting).
|
||||
"_cs" : Specifies if the geometry will cast shadows (RAD lighting).
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Quake III Arena (1999).
|
||||
*/
|
||||
|
|
|
@ -14,22 +14,22 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED func_guntarget (0 .5 .8) ?
|
||||
Gun targets brushes that trigger a target once they 'die'.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"health" : Health until it stops and triggers its targets.
|
||||
"speed" : Speed in units per second at which it moves.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
#define SF_GUNTARGET_ON 1
|
||||
|
||||
/*!QUAKED func_guntarget (0 .5 .8) ?
|
||||
# OVERVIEW
|
||||
Gun targets brushes that trigger a target once they 'die'.
|
||||
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "target" : Target when triggered.
|
||||
- "killtarget" : Target to kill when triggered.
|
||||
- "health" : Health until it stops and triggers its targets.
|
||||
- "speed" : Speed in units per second at which it moves.
|
||||
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
class
|
||||
func_guntarget:NSSurfacePropEntity
|
||||
{
|
||||
|
|
|
@ -14,21 +14,21 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED func_healthcharger (0 .5 .8) ?
|
||||
/*!QUAKED func_healthcharger (0 .5 .8) ?
|
||||
# OVERVIEW
|
||||
Brush that fills up your health when used, to a maximum of 100 HP.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"snd_first" : Sound to play when first used.
|
||||
"snd_charging" : Sound to play when first charging.
|
||||
"snd_done" : Sound to play when first finished charging.
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "target" : Target when triggered.
|
||||
- "killtarget" : Target to kill when triggered.
|
||||
- "snd_first" : Sound to play when first used.
|
||||
- "snd_charging" : Sound to play when first charging.
|
||||
- "snd_done" : Sound to play when first finished charging.
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
class
|
||||
func_healthcharger:NSRenderableEntity
|
||||
{
|
||||
|
|
|
@ -14,20 +14,21 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED func_mortar_field (0 .5 .8) ?
|
||||
/*!QUAKED func_mortar_field (0 .5 .8) ?
|
||||
# OVERVIEW
|
||||
This brush volume acts as mortar drop area.
|
||||
When triggered, it'll drop mortar shells straight to the ground (with a bit
|
||||
of spread if specified).
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"m_flSpread" : Maximum spread in game-units
|
||||
"m_flCount" : Number of bombs dropped per strike
|
||||
"m_flControl" : Targeting type. 0 = random, 1 = activator, 2 = controlled
|
||||
"m_iszXController" : Name of the momentary_rot_button providing X-offset
|
||||
"m_iszYController" : Name of the momentary_rot_button providing Y-offset
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "m_flSpread" : Maximum spread in game-units
|
||||
- "m_flCount" : Number of bombs dropped per strike
|
||||
- "m_flControl" : Targeting type. 0 = random, 1 = activator, 2 = controlled
|
||||
- "m_iszXController" : Name of the momentary_rot_button providing X-offset
|
||||
- "m_iszYController" : Name of the momentary_rot_button providing Y-offset
|
||||
|
||||
-------- NOTES --------
|
||||
# NOTES
|
||||
It can be set to three different targeting modes, 0 will pick any
|
||||
random point in the volume as a drop position. 1 will target the person or
|
||||
entity activating it and 2 is a more complex mode which requires two
|
||||
|
@ -38,10 +39,9 @@ between mortar shell drops) that I haven't implemented yet.
|
|||
I'll turn those into map attribute keys so people can finally control
|
||||
sound, damage, delay and so on.
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
class
|
||||
func_mortar_field:NSBrushTrigger
|
||||
{
|
||||
|
|
|
@ -14,29 +14,6 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED func_pendulum (0 .5 .8) ? FUNCPEND_STARTON x x FUNCPEND_NONSOLID FUNCPEND_RETURNONTRIGGER x FUNCPEND_XAXIS FUNCPEND_YAXIS
|
||||
A brush that swings along a pivot point like a pendulum.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"damp" : Dampening factor.
|
||||
"distance" : Swinging distance in euler-angles.
|
||||
"speed" : Speed at which it swings in units-per-second.
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
FUNCPEND_STARTON : Start swinging immediately.
|
||||
FUNCPEND_NONSOLID : Don't do collision testing against this entity.
|
||||
FUNCPEND_RETURNONTRIGGER : Once it gets triggered it'll return to its starting position.
|
||||
FUNCPEND_XAXIS : Swing on the X-axis.
|
||||
FUNCPEND_YAXIS : Swing on the Y-axis.
|
||||
|
||||
-------- NOTES --------
|
||||
Please include an origin brush so that a pivot point will be defined.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
enumflags
|
||||
{
|
||||
FUNCPEND_STARTON,
|
||||
|
@ -49,6 +26,29 @@ enumflags
|
|||
FUNCPEND_YAXIS
|
||||
};
|
||||
|
||||
/*!QUAKED func_pendulum (0 .5 .8) ? FUNCPEND_STARTON x x FUNCPEND_NONSOLID FUNCPEND_RETURNONTRIGGER x FUNCPEND_XAXIS FUNCPEND_YAXIS
|
||||
# OVERVIEW
|
||||
A brush that swings along a pivot point like a pendulum.
|
||||
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "damp" : Dampening factor.
|
||||
- "distance" : Swinging distance in euler-angles.
|
||||
- "speed" : Speed at which it swings in units-per-second.
|
||||
|
||||
# SPAWNFLAGS
|
||||
- FUNCPEND_STARTON (1) : Start swinging immediately.
|
||||
- FUNCPEND_NONSOLID (8) : Don't do collision testing against this entity.
|
||||
- FUNCPEND_RETURNONTRIGGER (16) : Once it gets triggered it'll return to its starting position.
|
||||
- FUNCPEND_XAXIS (64) : Swing on the X-axis.
|
||||
- FUNCPEND_YAXIS (128) : Swing on the Y-axis.
|
||||
|
||||
# NOTES
|
||||
Please include an origin brush so that a pivot point will be defined.
|
||||
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
class
|
||||
func_pendulum:NSRenderableEntity
|
||||
{
|
||||
|
|
|
@ -14,19 +14,19 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED func_physbox (0 .5 .8) ? x x x x x x x x x x x x FNCPHYBX_ASLEEP
|
||||
Physics brush.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life 2 (2004).
|
||||
*/
|
||||
|
||||
#ifndef PHYSICS_STATIC
|
||||
#define FNCPHYBX_ASLEEP 4096
|
||||
|
||||
/*!QUAKED func_physbox (0 .5 .8) ? x x x x x x x x x x x x FNCPHYBX_ASLEEP
|
||||
# OVERVIEW
|
||||
Physics brush.
|
||||
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life 2 (2004).
|
||||
*/
|
||||
class
|
||||
func_physbox:NSPhysicsEntity
|
||||
{
|
||||
|
|
|
@ -14,18 +14,6 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED func_plat (0 .5 .8) ? FNCPLAT_TRIGGER
|
||||
It's a simple elevator. It goes down... and back up.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"speed" : Speed of the lift in units per second
|
||||
"height" : Number of units the lift is supposed to move down
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Quake (1996).
|
||||
*/
|
||||
|
||||
enumflags
|
||||
{
|
||||
FNCPLAT_TRIGGER,
|
||||
|
@ -39,6 +27,25 @@ enum
|
|||
PLATSTATE_DOWN
|
||||
};
|
||||
|
||||
/*!QUAKED func_plat (0 .5 .8) ? FNCPLAT_TRIGGER
|
||||
# OVERVIEW
|
||||
It's a simple elevator. It goes down... and back up.
|
||||
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "speed" : Speed of the lift in units per second
|
||||
- "height" : Number of units the lift is supposed to move down
|
||||
|
||||
# SPAWNFLAGS
|
||||
- FNCPLAT_TRIGGER (1) : Has to be triggered to move.
|
||||
|
||||
# NOTES
|
||||
By default, touching the platform near its end/start point results in the platform
|
||||
to be called up/down.
|
||||
|
||||
# TRIVIA
|
||||
This entity was introduced in Quake (1996).
|
||||
*/
|
||||
class
|
||||
func_plat:NSRenderableEntity
|
||||
{
|
||||
|
|
|
@ -14,23 +14,6 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED func_platrot (0 .5 .8) ?
|
||||
A vertically moving platform that rotates.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"noise1" : Sound when moving
|
||||
"noise2" : Sound when stopped
|
||||
"speed" : Speed of rotation in u/s
|
||||
"height" : Vertical travel distance
|
||||
"rotation" : Rotation amount, in degrees
|
||||
|
||||
-------- NOTES --------
|
||||
|
||||
-------- HISTORY --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
enumflags
|
||||
{
|
||||
FNCPLAT_TRIGGER,
|
||||
|
@ -44,6 +27,25 @@ enum
|
|||
PLATSTATE_DOWN
|
||||
};
|
||||
|
||||
|
||||
/*!QUAKED func_platrot (0 .5 .8) ?
|
||||
# OVERVIEW
|
||||
A vertically moving platform that rotates.
|
||||
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "noise1" : Sound when moving
|
||||
- "noise2" : Sound when stopped
|
||||
- "speed" : Speed of rotation in u/s
|
||||
- "height" : Vertical travel distance
|
||||
- "rotation" : Rotation amount, in degrees
|
||||
|
||||
# NOTES
|
||||
Spins.
|
||||
|
||||
-------- HISTORY --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
class
|
||||
func_platrot:NSRenderableEntity
|
||||
{
|
||||
|
|
|
@ -14,23 +14,28 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED func_pushable (0 .5 .8) ? SF_TRIGGER SF_TOUCH SF_PRESSURE
|
||||
/*!QUAKED func_pushable (0 .5 .8) ? SF_TRIGGER SF_TOUCH SF_PRESSURE
|
||||
# OVERVIEW
|
||||
This is essentially the same entity as a func_breakable, but
|
||||
a player can push and pull it around the level.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "target" : Target when triggered.
|
||||
- "killtarget" : Target to kill when triggered.
|
||||
|
||||
-------- NOTES --------
|
||||
# SPAWNFLAGS
|
||||
- SF_TRIGGER (1) : Break only when triggered.
|
||||
- SF_TOUCH (2) : Touch can break.
|
||||
- SF_PRESSURE (4) : Standing on top can break.
|
||||
|
||||
# NOTES
|
||||
It uses stepping player physics to move around.
|
||||
Please look at func_breakable for more entity keys, inputs and outputs.
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
class
|
||||
func_pushable:func_breakable
|
||||
{
|
||||
|
|
|
@ -14,21 +14,21 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED func_recharge (0 .5 .8) ?
|
||||
/*!QUAKED func_recharge (0 .5 .8) ?
|
||||
# OVERVIEW
|
||||
Brush that fills up your armor when used, to a maximum of 100 points.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"snd_first" : Sound to play when first used.
|
||||
"snd_charging" : Sound to play when first charging.
|
||||
"snd_done" : Sound to play when first finished charging.
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "target" : Target when triggered.
|
||||
- "killtarget" : Target to kill when triggered.
|
||||
- "snd_first" : Sound to play when first used.
|
||||
- "snd_charging" : Sound to play when first charging.
|
||||
- "snd_done" : Sound to play when first finished charging.
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
class
|
||||
func_recharge:NSRenderableEntity
|
||||
{
|
||||
|
|
|
@ -14,31 +14,6 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED func_rot_button (0 .5 .8) ? FNCROTBUT_NONSOLID FNCROTBUT_REVERSE x x x FNCROTBUT_TOGGLE FNCROTBUT_XAXIS FNCROTBUT_YAXIS FNCROTBUT_TOUCHABLE
|
||||
A button that rotates along a pivot point. Used for valves, spigots and alike.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"target" : Name of the entity to trigger when opened
|
||||
"speed" : How fast the button rotates when activated.
|
||||
"health" : If non-zero, the button must be damaged to turn.
|
||||
"wait" : Time to wait before button resets itself. -1 makes it stay set.
|
||||
"distance" : Distance in degrees the button will rotate.
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
FNCROTBUT_NONSOLID : Don't do collision testing against this entity.
|
||||
FNCROTBUT_REVERSE : Rotate the counter-clockwise.
|
||||
FNCROTBUT_TOGGLE : Can only be activated via trigger, not player interaction.
|
||||
FNCROTBUT_XAXIS : Rotate along the X-axis.
|
||||
FNCROTBUT_YAXIS : Rotate along the Y-axis.
|
||||
|
||||
-------- NOTES --------
|
||||
Please include an origin brush so that a pivot point will be defined.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
enumflags
|
||||
{
|
||||
FNCROTBUT_NONSOLID,
|
||||
|
@ -60,6 +35,31 @@ enum
|
|||
ROTBTNSTATE_CLOSING
|
||||
};
|
||||
|
||||
/*!QUAKED func_rot_button (0 .5 .8) ? FNCROTBUT_NONSOLID FNCROTBUT_REVERSE x x x FNCROTBUT_TOGGLE FNCROTBUT_XAXIS FNCROTBUT_YAXIS FNCROTBUT_TOUCHABLE
|
||||
# OVERVIEW
|
||||
A button that rotates along a pivot point. Used for valves, spigots and alike.
|
||||
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "target" : Name of the entity to trigger when opened
|
||||
- "speed" : How fast the button rotates when activated.
|
||||
- "health" : If non-zero, the button must be damaged to turn.
|
||||
- "wait" : Time to wait before button resets itself. -1 makes it stay set.
|
||||
- "distance" : Distance in degrees the button will rotate.
|
||||
|
||||
# SPAWNFLAGS
|
||||
- FNCROTBUT_NONSOLID (1) : Don't do collision testing against this entity.
|
||||
- FNCROTBUT_REVERSE (2) : Rotate the counter-clockwise.
|
||||
- FNCROTBUT_TOGGLE (32) : Can only be activated via trigger, not player interaction.
|
||||
- FNCROTBUT_XAXIS (64) : Rotate along the X-axis.
|
||||
- FNCROTBUT_YAXIS (128) : Rotate along the Y-axis.
|
||||
|
||||
# NOTES
|
||||
Please include an origin brush so that a pivot point will be defined.
|
||||
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
class
|
||||
func_rot_button:NSSurfacePropEntity
|
||||
{
|
||||
|
|
|
@ -14,36 +14,6 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED func_rotating (0 .5 .8) ? FR_STARTON FR_REVERSE FR_ZAXIS FR_XAXIS FR_ACCDCC FR_FANPAIN FR_NOTSOLID FR_SMALLRADIUS FR_MRADIUS FR_LRADIUS FR_TOGGLEDIR
|
||||
Rotating brush object. Useful for fans, etc.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"speed" : Speed in units per second.
|
||||
"dmg" : Damage applied to entity blocking its rotational path.
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
FR_STARTON : Start on.
|
||||
FR_REVERSE : Spin in reverse.
|
||||
FR_ZAXIS : Spin on the Z-axis.
|
||||
FR_XAXIS : Spin on the X-axis.
|
||||
FR_ACCDCC : Enable acceleration and de-acceleration.
|
||||
FR_FANPAIN : Will damage entities that collide when turned on.
|
||||
FR_NOTSOLID : Don't do collision testing against this entity.
|
||||
FR_SMALLRADIUS : Fan sound will have a small playback radius.
|
||||
FR_MRADIUS : Fan sound will have a medium playback radius.
|
||||
FR_LRADIUS : Fan sound will have a large playback radius.
|
||||
FR_TOGGLEDIR : Reverses direction when triggered.
|
||||
|
||||
-------- NOTES --------
|
||||
Please include an origin brush so that a pivot point will be defined.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
#ifdef GS_DEVELOPER
|
||||
var int autocvar_dev_rotspeed = 0;
|
||||
#endif
|
||||
|
@ -63,6 +33,36 @@ enumflags
|
|||
FR_TOGGLEDIR
|
||||
};
|
||||
|
||||
/*!QUAKED func_rotating (0 .5 .8) ? FR_STARTON FR_REVERSE FR_ZAXIS FR_XAXIS FR_ACCDCC FR_FANPAIN FR_NOTSOLID FR_SMALLRADIUS FR_MRADIUS FR_LRADIUS FR_TOGGLEDIR
|
||||
# OVERVIEW
|
||||
Rotating brush object. Useful for fans, etc.
|
||||
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "target" : Target when triggered.
|
||||
- "killtarget" : Target to kill when triggered.
|
||||
- "speed" : Speed in units per second.
|
||||
- "dmg" : Damage applied to entity blocking its rotational path.
|
||||
|
||||
# SPAWNFLAGS
|
||||
- FR_STARTON (1) : Start on.
|
||||
- FR_REVERSE (2) : Spin in reverse.
|
||||
- FR_ZAXIS (4) : Spin on the Z-axis.
|
||||
- FR_XAXIS (8) : Spin on the X-axis.
|
||||
- FR_ACCDCC (16) : Enable acceleration and de-acceleration.
|
||||
- FR_FANPAIN (32) : Will damage entities that collide when turned on.
|
||||
- FR_NOTSOLID (64) : Don't do collision testing against this entity.
|
||||
- FR_SMALLRADIUS (128) : Fan sound will have a small playback radius.
|
||||
- FR_MRADIUS (256) : Fan sound will have a medium playback radius.
|
||||
- FR_LRADIUS (512) : Fan sound will have a large playback radius.
|
||||
- FR_TOGGLEDIR (1024) : Reverses direction when triggered.
|
||||
|
||||
# NOTES
|
||||
Please include an origin brush so that a pivot point will be defined.
|
||||
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
class
|
||||
func_rotating:NSRenderableEntity
|
||||
{
|
||||
|
|
|
@ -14,47 +14,6 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED func_tank (0 .5 .8) ? FNCTANK_ACTIVE x x x FNCTANK_DIRECTONLY FNCTANK_CONTROLLABLE
|
||||
A mountable tank gun turret type entity. A player (or NPC) can interact with
|
||||
it and shoot it. It's in the same family as the func_tankmortar entity, the
|
||||
difference being that this shoots bullets and not mortar blasts.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"yawrate" : The speed of the left/right movement of the gun.
|
||||
"yawrange" : Range of left/right movement in degrees.
|
||||
"pitchrate" : The speed of the up/down movement of the gun.
|
||||
"pitchrange" : Range of up/down movement in degrees.
|
||||
"barrel" : Distance from origin to barrel tip in units.
|
||||
"barrely" : Horizontal distance origin to the center of the barrel tip.
|
||||
"barrelz" : Vertical distance origin to the center of the barrel tip.
|
||||
"firerate" : Number of bullets fired per second.
|
||||
"bullet_damage" : Damage each fired bullet does.
|
||||
"firespread" : Accuracy of the gun. 0 is best, 4 is worst.
|
||||
"persistance" : Time in seconds for how long an NPC might continue shooting.
|
||||
"minRange" : Minimum range the target can be at for an NPC to fire.
|
||||
"maxRange" : Maximum range the target can be at for an NPC to fire.
|
||||
"spritesmoke" : Sprite to spawn for 'smoke' when the entity is fired.
|
||||
"spriteflash" : Sprite to spawn for a 'muzzleflash' when the entity is fired.
|
||||
"spritescale" : Scale multiplier for both smoke and flash sprites.
|
||||
"rotatesound" : Sound file to play in a loop while barrel is rotating.
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
FNCTANK_ACTIVE : Unimplemented.
|
||||
FNCTANK_DIRECTONLY : Unimplemented.
|
||||
FNCTANK_CONTROLLABLE : Unimplemented.
|
||||
|
||||
-------- NOTES --------
|
||||
I don't like the sprite stuff tacked on at all because of the extra networking
|
||||
involved and because it's so awfully GoldSrc specific.
|
||||
Eventually I need to design a more generic routine that allows people to just
|
||||
refer to materials with the appropriate blend-modes instead of hardcoding that
|
||||
some random sprites needs to be treated additive.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
/* TODO: Implement these */
|
||||
enumflags
|
||||
{
|
||||
|
@ -66,6 +25,47 @@ enumflags
|
|||
FNCTANK_CONTROLLABLE
|
||||
};
|
||||
|
||||
/*!QUAKED func_tank (0 .5 .8) ? FNCTANK_ACTIVE x x x FNCTANK_DIRECTONLY FNCTANK_CONTROLLABLE
|
||||
# OVERVIEW
|
||||
A mountable tank gun turret type entity. A player (or NPC) can interact with
|
||||
it and shoot it. It's in the same family as the func_tankmortar entity, the
|
||||
difference being that this shoots bullets and not mortar blasts.
|
||||
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "yawrate" : The speed of the left/right movement of the gun.
|
||||
- "yawrange" : Range of left/right movement in degrees.
|
||||
- "pitchrate" : The speed of the up/down movement of the gun.
|
||||
- "pitchrange" : Range of up/down movement in degrees.
|
||||
- "barrel" : Distance from origin to barrel tip in units.
|
||||
- "barrely" : Horizontal distance origin to the center of the barrel tip.
|
||||
- "barrelz" : Vertical distance origin to the center of the barrel tip.
|
||||
- "firerate" : Number of bullets fired per second.
|
||||
- "bullet_damage" : Damage each fired bullet does.
|
||||
- "firespread" : Accuracy of the gun. 0 is best, 4 is worst.
|
||||
- "persistance" : Time in seconds for how long an NPC might continue shooting.
|
||||
- "minRange" : Minimum range the target can be at for an NPC to fire.
|
||||
- "maxRange" : Maximum range the target can be at for an NPC to fire.
|
||||
- "spritesmoke" : Sprite to spawn for 'smoke' when the entity is fired.
|
||||
- "spriteflash" : Sprite to spawn for a 'muzzleflash' when the entity is fired.
|
||||
- "spritescale" : Scale multiplier for both smoke and flash sprites.
|
||||
- "rotatesound" : Sound file to play in a loop while barrel is rotating.
|
||||
|
||||
# SPAWNFLAGS
|
||||
- FNCTANK_ACTIVE (1) : TODO: Start active?
|
||||
- FNCTANK_DIRECTONLY (16) : TODO: ?
|
||||
- FNCTANK_CONTROLLABLE (32) : TODO: Can be interacted with similar to a tankmortar?
|
||||
|
||||
# NOTES
|
||||
I don't like the sprite stuff tacked on at all because of the extra networking
|
||||
involved and because it's so awfully GoldSrc specific.
|
||||
Eventually I need to design a more generic routine that allows people to just
|
||||
refer to materials with the appropriate blend-modes instead of hardcoding that
|
||||
some random sprites needs to be treated additive.
|
||||
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
class
|
||||
func_tank:NSVehicle
|
||||
{
|
||||
|
|
|
@ -14,17 +14,17 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED func_tankcontrols (0 .5 .8) ?
|
||||
/*!QUAKED func_tankcontrols (0 .5 .8) ?
|
||||
# OVERVIEW
|
||||
Brush that marks the usable region of a func_tankmortar, in order
|
||||
to gain control.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
class
|
||||
func_tankcontrols:NSBrushTrigger
|
||||
{
|
||||
|
|
|
@ -14,34 +14,6 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED func_tracktrain (0 .5 .8) ? TRAIN_WAIT TRAIN_NOPITCH x TRAIN_NOTSOLID
|
||||
Moving platform following along path_corner entities, aka nodes.
|
||||
Most of its behaviour is controlled by the path_corner entities it passes over.
|
||||
See the entity definition for path_corner to find out more.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"target" : First node.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"dmg" : Damage to inflict upon a person blocking the way.
|
||||
"snd_move" : Path to sound sample which plays when it's moving.
|
||||
"snd_stop" : Path to sound sample which plays when it stops moving.
|
||||
|
||||
-------- NOTES --------
|
||||
Upon level entry, the func_tracktrain will spawn right where its first path_corner
|
||||
node is. This is so you can light the func_tracktrain somewhere else - like a lonely
|
||||
box somewhere outside the playable area.
|
||||
|
||||
If no targetname is specified, the train will move on its own at map-launch.
|
||||
|
||||
Marking the func_tracktrain with the flag TRAIN_NOTSOLID will make entities not
|
||||
collide with the train. This is best used for things in the distance or for
|
||||
when lasers are following this train as a sort of guide.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Quake (1996).
|
||||
*/
|
||||
|
||||
enumflags
|
||||
{
|
||||
TRAIN_WAIT,
|
||||
|
@ -50,6 +22,33 @@ enumflags
|
|||
TRAIN_NOTSOLID
|
||||
};
|
||||
|
||||
/*!QUAKED func_tracktrain (0 .5 .8) ? TRAIN_WAIT TRAIN_NOPITCH x TRAIN_NOTSOLID
|
||||
# OVERVIEW
|
||||
An interactive train that moves along a path akin to func_train.
|
||||
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "target" : First node.
|
||||
- "killtarget" : Target to kill when triggered.
|
||||
- "dmg" : Damage to inflict upon a person blocking the way.
|
||||
- "snd_move" : Path to sound sample which plays when it's moving.
|
||||
- "snd_stop" : Path to sound sample which plays when it stops moving.
|
||||
|
||||
# SPAWNFLAGS
|
||||
- TRAIN_WAIT (1) : Stop at each path_corner until we're triggered again.
|
||||
- TRAIN_NOPITCH (2) : Train does not pivot up/down at all.
|
||||
- TRAIN_NOTSOLID (8) : Don't do collision testing against this entity.
|
||||
|
||||
# NOTES
|
||||
Upon level entry, the func_tracktrain will spawn right where its first path_corner
|
||||
node is. This is so you can light the func_tracktrain somewhere else - like a lonely
|
||||
box somewhere outside the playable area.
|
||||
|
||||
If no targetname is specified, the train will move on its own at map-launch.
|
||||
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
class
|
||||
func_tracktrain:NSRenderableEntity
|
||||
{
|
||||
|
|
|
@ -14,18 +14,18 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED func_traincontrols (0 .5 .8) ?
|
||||
/*!QUAKED func_traincontrols (0 .5 .8) ?
|
||||
# OVERVIEW
|
||||
Brush that marks the usable region of a func_tracktrain, in order
|
||||
to gain control.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"target" : Name of the func_vehicle to control
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "target" : Name of the func_vehicle to control
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
class
|
||||
func_traincontrols:NSBrushTrigger
|
||||
{
|
||||
|
|
|
@ -14,24 +14,33 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED func_train (0 .5 .8) ? TRAIN_WAIT x x TRAIN_NOTSOLID
|
||||
enumflags
|
||||
{
|
||||
TRAIN_WAIT,
|
||||
TRAIN_UNUSED1,
|
||||
TRAIN_UNUSED2,
|
||||
TRAIN_NOTSOLID
|
||||
};
|
||||
|
||||
/*!QUAKED func_train (0 .5 .8) ? TRAIN_WAIT x x TRAIN_NOTSOLID
|
||||
# OVERVIEW
|
||||
Moving platform following along path_corner entities, aka nodes.
|
||||
Most of its behaviour is controlled by the path_corner entities it passes over.
|
||||
See the entity definition for path_corner to find out more.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"target" : First node.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"dmg" : Damage to inflict upon a person blocking the way.
|
||||
"snd_move" : Path to sound sample which plays when it's moving.
|
||||
"snd_stop" : Path to sound sample which plays when it stops moving.
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "target" : First node.
|
||||
- "killtarget" : Target to kill when triggered.
|
||||
- "dmg" : Damage to inflict upon a person blocking the way.
|
||||
- "snd_move" : Path to sound sample which plays when it's moving.
|
||||
- "snd_stop" : Path to sound sample which plays when it stops moving.
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
TRAIN_WAIT : Stop at each path_corner until we're triggered again.
|
||||
TRAIN_NOTSOLID : Don't do collision testing against this entity.
|
||||
# SPAWNFLAGS
|
||||
- TRAIN_WAIT (1) : Stop at each path_corner until we're triggered again.
|
||||
- TRAIN_NOTSOLID (8) : Don't do collision testing against this entity.
|
||||
|
||||
-------- NOTES --------
|
||||
# NOTES
|
||||
Upon level entry, the func_train will spawn right where its first path_corner
|
||||
node is. This is so you can light the func_train somewhere else - like a lonely
|
||||
box somewhere outside the playable area.
|
||||
|
@ -42,18 +51,9 @@ Marking the func_train with the flag TRAIN_NOTSOLID will make entities not
|
|||
collide with the train. This is best used for things in the distance or for
|
||||
when lasers are following this train as a sort of guide.
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Quake (1996).
|
||||
*/
|
||||
|
||||
enumflags
|
||||
{
|
||||
TRAIN_WAIT,
|
||||
TRAIN_UNUSED1,
|
||||
TRAIN_UNUSED2,
|
||||
TRAIN_NOTSOLID
|
||||
};
|
||||
|
||||
class
|
||||
func_train:NSRenderableEntity
|
||||
{
|
||||
|
|
|
@ -14,25 +14,30 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED func_vehiclecontrols (0 .5 .8) ?
|
||||
/*!QUAKED func_vehiclecontrols (0 .5 .8) ?
|
||||
# OVERVIEW
|
||||
Brush that marks the usable region of a func_vehicle, in order
|
||||
to gain control.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"target" : Name of the func_vehicle to control
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "target" : Name of the func_vehicle to control
|
||||
|
||||
-------- NOTES --------
|
||||
# NOTES
|
||||
It's the same as func_tracktraincontrols, except that it's for
|
||||
func_vehicle instead of func_tracktrain.
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Counter-Strike (2000).
|
||||
*/
|
||||
class
|
||||
func_vehiclecontrols:func_traincontrols
|
||||
{
|
||||
void func_vehiclecontrols(void);
|
||||
};
|
||||
|
||||
void
|
||||
func_vehiclecontrols(void)
|
||||
func_vehiclecontrols::func_vehiclecontrols(void)
|
||||
{
|
||||
spawnfunc_func_traincontrols();
|
||||
self.classname = "func_vehiclecontrols";
|
||||
}
|
||||
|
||||
}
|
|
@ -14,24 +14,24 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED func_wall_toggle (0 .5 .8) ? FTW_STARTHIDDEN
|
||||
Brush that can be hidden and reappear when triggered.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
FTW_STARTHIDDEN : Start invisible upon spawning.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
enumflags
|
||||
{
|
||||
FTW_STARTHIDDEN
|
||||
};
|
||||
|
||||
/*!QUAKED func_wall_toggle (0 .5 .8) ? FTW_STARTHIDDEN
|
||||
# OVERVIEW
|
||||
Brush that can be hidden and reappear when triggered.
|
||||
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
|
||||
# SPAWNFLAGS
|
||||
- FTW_STARTHIDDEN (1) : Start invisible upon spawning.
|
||||
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
class
|
||||
func_wall_toggle:NSRenderableEntity
|
||||
{
|
||||
|
|
|
@ -14,32 +14,32 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED game_counter (0 .5 .8) (-8 -8 -8) (8 8 8) GMCNT_REMOVE GMCNT_RESET
|
||||
This entity counts the number of times it has been triggered and activates its
|
||||
target when it reaches a specified number.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"master" : Master entity (optional)
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"health" : Number of times the entity has to be triggered.
|
||||
"frags" : Starting value of this game_counter.
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
GMCNT_REMOVE : Remove permanently once it fired its target.
|
||||
GMCNT_RESET : Reset internal counter to starting value once it fired its target.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
enumflags
|
||||
{
|
||||
GMCNT_REMOVE,
|
||||
GMCNT_RESET
|
||||
};
|
||||
|
||||
/*!QUAKED game_counter (0 .5 .8) (-8 -8 -8) (8 8 8) GMCNT_REMOVE GMCNT_RESET
|
||||
# OVERVIEW
|
||||
This entity counts the number of times it has been triggered and activates its
|
||||
target when it reaches a specified number.
|
||||
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "target" : Target when triggered.
|
||||
- "master" : Master entity (optional)
|
||||
- "killtarget" : Target to kill when triggered.
|
||||
- "health" : Number of times the entity has to be triggered.
|
||||
- "frags" : Starting value of this game_counter.
|
||||
|
||||
# SPAWNFLAGS
|
||||
- GMCNT_REMOVE (1) : Remove permanently once it fired its target.
|
||||
- GMCNT_RESET (2) : Reset internal counter to starting value once it fired its target.
|
||||
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
class
|
||||
game_counter:NSPointTrigger
|
||||
{
|
||||
|
|
|
@ -14,23 +14,23 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED game_counter_set (0 .5 .8) (-8 -8 -8) (8 8 8) GMCNTS_REMOVE
|
||||
/*!QUAKED game_counter_set (0 .5 .8) (-8 -8 -8) (8 8 8) GMCNTS_REMOVE
|
||||
# OVERVIEW
|
||||
When triggered, it'll change the internal counter of its target (a game_counter)
|
||||
to the specified value within.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"master" : Master entity (optional)
|
||||
"frags" : New value of the target game_counter.
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "target" : Target when triggered.
|
||||
- "master" : Master entity (optional)
|
||||
- "frags" : New value of the target game_counter.
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
GMCNT_REMOVE : Remove permanently once it fired its target.
|
||||
# SPAWNFLAGS
|
||||
- GMCNT_REMOVE (1) : Remove permanently once it fired its target.
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
enumflags
|
||||
{
|
||||
GMCNTS_REMOVE,
|
||||
|
|
|
@ -14,14 +14,23 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED game_player_equip (1 0 0) (-8 -8 -8) (8 8 8) GPEFL_TRIGGERONLY
|
||||
enumflags
|
||||
{
|
||||
GPEFL_TRIGGERONLY
|
||||
};
|
||||
|
||||
/*!QUAKED game_player_equip (1 0 0) (-8 -8 -8) (8 8 8) GPEFL_TRIGGERONLY
|
||||
# OVERVIEW
|
||||
Entity that emits items when triggered, or upon player spawn (MP-only).
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"master" : Team Master
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "master" : Team Master
|
||||
|
||||
-------- NOTES --------
|
||||
# SPAWNFLAGS
|
||||
- GPEFL_TRIGGERONLY (1) : See notes.
|
||||
|
||||
# NOTES
|
||||
When the flag GPEFL_TRIGGERONLY is set, the entity has to be triggered
|
||||
in order to 'give' the activator the item. Otherwise it'll automatically
|
||||
'give' every client its noted items upon spawning.
|
||||
|
@ -34,15 +43,9 @@ expected behaviour. Some modifications might depend on that...
|
|||
|
||||
I still need to implement the Team Master functionality.
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
enumflags
|
||||
{
|
||||
GPEFL_TRIGGERONLY
|
||||
};
|
||||
|
||||
class
|
||||
game_player_equip:NSPointTrigger
|
||||
{
|
||||
|
|
|
@ -14,38 +14,38 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED game_text (1 0 0) (-8 -8 -8) (8 8 8) GTF_ALLPLAYERS
|
||||
This entity displays a message of your choice on-screen.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"message" : Text to display. Can be a titles.txt entry.
|
||||
"x" : Horizontal position of text. (0 - 1.0 = left to right, -1 = center)
|
||||
"y" : Vertical position of text. (0 - 1.0 = top to bottom, -1 = center)
|
||||
"effect" : Effect to apply to the text. 0 : Fade In/Out; 1 : Credits; 2 : Scan Out
|
||||
"color" : The main colour in RGB255.
|
||||
"color2" : The highlight colour in RGB255.
|
||||
"fadein" : Time taken to fade in each character.
|
||||
"fadeout" : Time taken to fade out message.
|
||||
"holdtime" : Length of time to hold message on screen after fading in.
|
||||
"fxtime" : Time the highlight lags behind the leading edge of the text in seconds.
|
||||
"channel" : Message channel to use. Meant for overriding messages.
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
GTF_ALLPLAYERS : Broadcast message to all players, not just the activator.
|
||||
|
||||
-------- NOTES --------
|
||||
Line breaks inside "message" can be added with a \n character.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
enumflags
|
||||
{
|
||||
GTF_ALLPLAYERS
|
||||
};
|
||||
|
||||
/*!QUAKED game_text (1 0 0) (-8 -8 -8) (8 8 8) GTF_ALLPLAYERS
|
||||
# OVERVIEW
|
||||
This entity displays a message of your choice on-screen.
|
||||
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "message" : Text to display. Can be a titles.txt entry.
|
||||
- "x" : Horizontal position of text. (0 - 1.0 = left to right, -1 = center)
|
||||
- "y" : Vertical position of text. (0 - 1.0 = top to bottom, -1 = center)
|
||||
- "effect" : Effect to apply to the text. 0 : Fade In/Out; 1 : Credits; 2 : Scan Out
|
||||
- "color" : The main colour in RGB255.
|
||||
- "color2" : The highlight colour in RGB255.
|
||||
- "fadein" : Time taken to fade in each character.
|
||||
- "fadeout" : Time taken to fade out message.
|
||||
- "holdtime" : Length of time to hold message on screen after fading in.
|
||||
- "fxtime" : Time the highlight lags behind the leading edge of the text in seconds.
|
||||
- "channel" : Message channel to use. Meant for overriding messages.
|
||||
|
||||
# SPAWNFLAGS
|
||||
- GTF_ALLPLAYERS (1) : Broadcast message to all players, not just the activator.
|
||||
|
||||
# NOTES
|
||||
Line breaks inside "message" can be added with a \n character.
|
||||
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
class
|
||||
game_text:NSPointTrigger
|
||||
{
|
||||
|
|
|
@ -14,27 +14,30 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED gibshooter (1 0 0) (-8 -8 -8) (8 8 8) GIBS_REPEATABLE
|
||||
/*!QUAKED gibshooter (1 0 0) (-8 -8 -8) (8 8 8) GIBS_REPEATABLE
|
||||
# OVERVIEW
|
||||
Shoots model bouncy entities from its location.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"angles" : Sets the pitch, yaw and roll direction of the shooter.
|
||||
"shootmodel" : Model file to shoot.
|
||||
"shootsounds" : PCM sample to play whenever a piece shoots out.
|
||||
"m_iGibs" : Amount of models shot in total.
|
||||
"m_flDelay" : Delay before being able to be fired again.
|
||||
"m_flVelocity" : Speed of the models in units per second.
|
||||
"m_flVariance" : Delay between shots.
|
||||
"m_flGibLife" : Life of the individual model piece.
|
||||
"scale" : Scale modifier of the model pieces.
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "target" : Target when triggered.
|
||||
- "killtarget" : Target to kill when triggered.
|
||||
- "angles" : Sets the pitch, yaw and roll direction of the shooter.
|
||||
- "shootmodel" : Model file to shoot.
|
||||
- "shootsounds" : PCM sample to play whenever a piece shoots out.
|
||||
- "m_iGibs" : Amount of models shot in total.
|
||||
- "m_flDelay" : Delay before being able to be fired again.
|
||||
- "m_flVelocity" : Speed of the models in units per second.
|
||||
- "m_flVariance" : Delay between shots.
|
||||
- "m_flGibLife" : Life of the individual model piece.
|
||||
- "scale" : Scale modifier of the model pieces.
|
||||
|
||||
-------- TRIVIA --------
|
||||
# SPAWNFLAGS
|
||||
- GIBS_REPEATABLE (1) : Can be triggered repeatedly.
|
||||
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
class
|
||||
gibshooter:env_shooter
|
||||
{
|
||||
|
|
|
@ -14,77 +14,6 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED info_hint (0 0 0) (-8 -8 -8) (8 8 8) x x x x x x x x x x x x x x x x HINTSF_ALLOWJUMPUP
|
||||
Helper entity for the AI routines. Defines where to go for
|
||||
sensible defense/offensive or other hints.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"hinttype" : Hint type, this controls this hints' purpose. See notes
|
||||
"hintactivity" : Associated animation activity. Once an NPC goes to this node they'll play it
|
||||
"nodeFOV" : Field of view of the node. You'll probably want to set a sensible angle too.
|
||||
"StartHintDisabled" : Whether or not to 'hide' the hint on start, requiring activation to work.
|
||||
"Group" : Hint group definition. Some NPCs are set up to only look for their specific group.
|
||||
"IgnoreFacing" : Whether or not we need to ignore the angle (?), see notes.
|
||||
"MinimumState" : The minimum AI state required to use this hint, see notes.
|
||||
"MaximumState" : The maximum AI state allowed to use this hint, see notes.
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
HINTSF_ALLOWJUMPUP : Allow the AI to 'jump' up this node.
|
||||
|
||||
-------- NOTES --------
|
||||
The 'hinttype' field can be one of these integer values:
|
||||
|
||||
HINT_NONE = 0
|
||||
HINT_WORLD_WINDOW = 2
|
||||
HINT_WORLD_WORK_POSITION = 12
|
||||
HINT_WORLD_VISUALLY_INTERESTING = 13
|
||||
HINT_WORLD_VISUALLY_INTERESTING_DONT_AIM = 14
|
||||
HINT_WORLD_INHIBIT_COMBINE_MINES = 15
|
||||
HINT_WORLD_VISUALLY_INTERESTING_STEALTH = 16
|
||||
HINT_TACTICAL_COVER_MED = 100
|
||||
HINT_TACTICAL_COVER_LOW = 101
|
||||
HINT_TACTICAL_WASTESCANNER = 102
|
||||
HINT_TACTICAL_PINCH = 103
|
||||
HINT_TACTICAL_GUARD_POINT = 104
|
||||
HINT_TACTICAL_ENEMY_DISADVANTAGED = 105
|
||||
HINT_HEALTH_KIT = 106
|
||||
HINT_ANTLION_BURROW_POINT = 400
|
||||
HINT_ANTLION_THUMPER_FLEE_POINT = 401
|
||||
HINT_HEADCRAB_BURROW_POINT = 450
|
||||
HINT_CROW_FLYTO_POINT = 700
|
||||
HINT_CROW_PERCH_POINT = 701
|
||||
HINT_FOLLOW_WAIT_POINT = 900
|
||||
HINT_JUMP_OVERRIDE = 901
|
||||
HINT_PLAYER_SQUAD_TRANSITON_POINT = 902
|
||||
HINT_NPC_EXIT_POINT = 903
|
||||
HINT_STRIDER_NODE = 904
|
||||
HINT_PLAYER_ALLY_MOVE_AWAY_DEST = 950
|
||||
HINT_PLAYER_ALLY_FEAR_DEST = 951
|
||||
HINT_WORLD_MACHINERY = 1000
|
||||
HINT_WORLD_BLINKING_LIGHT = 1001
|
||||
HINT_WORLD_HUMAN_BLOOD = 1002
|
||||
HINT_WORLD_ALIEN_BLOOD = 1003
|
||||
|
||||
The 'IgnoreFacing' field can be one of 3 values:
|
||||
|
||||
IGNORE_NO = 0
|
||||
IGNORE_YES = 1
|
||||
IGNORE_DEFAULT = 2
|
||||
|
||||
The 'MinimumState' and 'MaximumState' field can be one of 3 values:
|
||||
|
||||
AISTATE_IDLE = 0
|
||||
AISTATE_ALERT = 1
|
||||
AISTATE_COMBAT = 2
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life 2 (2004).
|
||||
|
||||
Some functionality of this entity was meant to be part of `info_node` in the original Half-Life (1998).
|
||||
However, that was never completed.
|
||||
*/
|
||||
|
||||
/* hint types taken from https://developer.valvesoftware.com/wiki/Hint_nodes#Hint */
|
||||
typedef enum
|
||||
{
|
||||
|
@ -137,6 +66,77 @@ typedef enum
|
|||
|
||||
#define HINTSF_ALLOWJUMPUP 65536
|
||||
|
||||
/*!QUAKED info_hint (0 0 0) (-8 -8 -8) (8 8 8) x x x x x x x x x x x x x x x x HINTSF_ALLOWJUMPUP
|
||||
# OVERVIEW
|
||||
Helper entity for the AI routines. Defines where to go for
|
||||
sensible defense/offensive or other hints.
|
||||
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "hinttype" : Hint type, this controls this hints' purpose. See notes
|
||||
- "hintactivity" : Associated animation activity. Once an NPC goes to this node they'll play it
|
||||
- "nodeFOV" : Field of view of the node. You'll probably want to set a sensible angle too.
|
||||
- "StartHintDisabled" : Whether or not to 'hide' the hint on start, requiring activation to work.
|
||||
- "Group" : Hint group definition. Some NPCs are set up to only look for their specific group.
|
||||
- "IgnoreFacing" : Whether or not we need to ignore the angle (?), see notes.
|
||||
- "MinimumState" : The minimum AI state required to use this hint, see notes.
|
||||
- "MaximumState" : The maximum AI state allowed to use this hint, see notes.
|
||||
|
||||
# SPAWNFLAGS
|
||||
- HINTSF_ALLOWJUMPUP (65536) : Allow the AI to 'jump' up this node.
|
||||
|
||||
# NOTES
|
||||
The 'hinttype' field can be one of these integer values:
|
||||
|
||||
- HINT_NONE = 0
|
||||
- HINT_WORLD_WINDOW = 2
|
||||
- HINT_WORLD_WORK_POSITION = 12
|
||||
- HINT_WORLD_VISUALLY_INTERESTING = 13
|
||||
- HINT_WORLD_VISUALLY_INTERESTING_DONT_AIM = 14
|
||||
- HINT_WORLD_INHIBIT_COMBINE_MINES = 15
|
||||
- HINT_WORLD_VISUALLY_INTERESTING_STEALTH = 16
|
||||
- HINT_TACTICAL_COVER_MED = 100
|
||||
- HINT_TACTICAL_COVER_LOW = 101
|
||||
- HINT_TACTICAL_WASTESCANNER = 102
|
||||
- HINT_TACTICAL_PINCH = 103
|
||||
- HINT_TACTICAL_GUARD_POINT = 104
|
||||
- HINT_TACTICAL_ENEMY_DISADVANTAGED = 105
|
||||
- HINT_HEALTH_KIT = 106
|
||||
- HINT_ANTLION_BURROW_POINT = 400
|
||||
- HINT_ANTLION_THUMPER_FLEE_POINT = 401
|
||||
- HINT_HEADCRAB_BURROW_POINT = 450
|
||||
- HINT_CROW_FLYTO_POINT = 700
|
||||
- HINT_CROW_PERCH_POINT = 701
|
||||
- HINT_FOLLOW_WAIT_POINT = 900
|
||||
- HINT_JUMP_OVERRIDE = 901
|
||||
- HINT_PLAYER_SQUAD_TRANSITON_POINT = 902
|
||||
- HINT_NPC_EXIT_POINT = 903
|
||||
- HINT_STRIDER_NODE = 904
|
||||
- HINT_PLAYER_ALLY_MOVE_AWAY_DEST = 950
|
||||
- HINT_PLAYER_ALLY_FEAR_DEST = 951
|
||||
- HINT_WORLD_MACHINERY = 1000
|
||||
- HINT_WORLD_BLINKING_LIGHT = 1001
|
||||
- HINT_WORLD_HUMAN_BLOOD = 1002
|
||||
- HINT_WORLD_ALIEN_BLOOD = 1003
|
||||
|
||||
The 'IgnoreFacing' field can be one of 3 values:
|
||||
|
||||
- IGNORE_NO = 0
|
||||
- IGNORE_YES = 1
|
||||
- IGNORE_DEFAULT = 2
|
||||
|
||||
The 'MinimumState' and 'MaximumState' field can be one of 3 values:
|
||||
|
||||
- AISTATE_IDLE = 0
|
||||
- AISTATE_ALERT = 1
|
||||
- AISTATE_COMBAT = 2
|
||||
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life 2 (2004).
|
||||
|
||||
Some functionality of this entity was meant to be part of `info_node` in the original Half-Life (1998).
|
||||
However, that was never completed.
|
||||
*/
|
||||
class
|
||||
info_hint:NSPointTrigger
|
||||
{
|
||||
|
|
|
@ -14,23 +14,23 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED info_intermission (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
/*!QUAKED info_intermission (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
# OVERVIEW
|
||||
An entity that's used to create an 'Intermission' camera.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
|
||||
-------- NOTES --------
|
||||
# NOTES
|
||||
Some mods use this while displaying the final scores, once a timelimit
|
||||
is hit etc.
|
||||
|
||||
When Intermission is active, the players camera will be teleported here
|
||||
and angles towards the aim target.
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Quake (1996).
|
||||
*/
|
||||
|
||||
class
|
||||
info_intermission:NSPointTrigger
|
||||
{
|
||||
|
|
|
@ -14,16 +14,16 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED info_node (0 0 0) (-8 -8 -8) (8 8 8)
|
||||
/*!QUAKED info_node (0 0 0) (-8 -8 -8) (8 8 8)
|
||||
# OVERVIEW
|
||||
It's a node, helping monsters navigate on the ground.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
class
|
||||
info_node:NSPointTrigger
|
||||
{
|
||||
|
|
|
@ -14,16 +14,16 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED info_node_air (0 0 0) (-8 -8 -8) (8 8 8)
|
||||
/*!QUAKED info_node_air (0 0 0) (-8 -8 -8) (8 8 8)
|
||||
# OVERVIEW
|
||||
It's a node, helping monsters navigate in the air as well as underwater.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
class
|
||||
info_node_air:NSPointTrigger
|
||||
{
|
||||
|
|
|
@ -14,24 +14,23 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED info_notnull (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
/*!QUAKED info_notnull (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
# OVERVIEW
|
||||
Helper entity for the game-logic its vast array of entities.
|
||||
It is most commonly used to aim active in-game entities towards a specific
|
||||
location.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
|
||||
-------- NOTES --------
|
||||
# NOTES
|
||||
For tasks such as aiming static/lightmapped light sources during the compiling
|
||||
process, please use info_null instead as it'll get removed after it has served
|
||||
its purpose.
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Quake (1996).
|
||||
*/
|
||||
|
||||
|
||||
class
|
||||
info_notnull:NSPointTrigger
|
||||
{
|
||||
|
|
|
@ -14,21 +14,21 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED info_null (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
/*!QUAKED info_null (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
# OVERVIEW
|
||||
Helper entity for the map creation process only.
|
||||
It is supposed to be removed after compilation of a .bsp file.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
|
||||
-------- NOTES --------
|
||||
# NOTES
|
||||
If you're pointing any active game-logic entities to this entity,
|
||||
prepare to crash.
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Quake (1996).
|
||||
*/
|
||||
|
||||
class
|
||||
info_null:NSPointTrigger
|
||||
{
|
||||
|
|
|
@ -14,16 +14,17 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED infodecal (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
/*!QUAKED infodecal (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
# OVERVIEW
|
||||
Projects a decals.wad texture onto the nearest surface.
|
||||
It'll automatically figure out the surface based on distance.
|
||||
The texture will be aligned along the surface texture normals.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"texture" : Name of the texture inside decals.wad it projects onto a surface.
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "texture" : Name of the texture inside decals.wad it projects onto a surface.
|
||||
|
||||
-------- NOTES --------
|
||||
# NOTES
|
||||
This entity currently only works on BSP version 30 levels.
|
||||
|
||||
If a targetname is supplied, it will have to be triggered by an entity in order
|
||||
|
@ -32,10 +33,9 @@ to appear. Afterwards it cannot be triggered again.
|
|||
It will pick the nearest wall (currently checking a distance of 128 units,
|
||||
which is probably overkill). No angle has to be supplied.
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
class
|
||||
infodecal:NSPointTrigger
|
||||
{
|
||||
|
|
|
@ -14,18 +14,18 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED item_food (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
/*!QUAKED item_food (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
# OVERVIEW
|
||||
This is a food item that will give the user 1 health when touched.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"angles" : Sets the pitch, yaw and roll angles of the model.
|
||||
"model" : Model file that will be displayed by the entity.
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "angles" : Sets the pitch, yaw and roll angles of the model.
|
||||
- "model" : Model file that will be displayed by the entity.
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
class
|
||||
item_food:NSEntity
|
||||
{
|
||||
|
|
|
@ -14,24 +14,25 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED light (1 0 0) (-8 -8 -8) (8 8 8) LFL_LINEAR x LFL_DARK LFL_NOGRID x x
|
||||
/*!QUAKED light (1 0 0) (-8 -8 -8) (8 8 8) LFL_LINEAR x LFL_DARK LFL_NOGRID x x
|
||||
# OVERVIEW
|
||||
Infinitely small point of light illuminating the scene.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"target" : When set, targets an enity instead, becoming a spotlight
|
||||
"light" : Light intensity value. Default is '300'
|
||||
"color" : Normalized RGB color value. Default is [1,1,1]
|
||||
"color255" : RGB255 color value. e.g. '255 255 255' for white
|
||||
"extradist" : The additional distance it should attempt to travel.
|
||||
"radius" : Sets the light cone radius for spotlights. Default is '64'
|
||||
"fade" : Sets the fade-distance of a light when LFL_LINEAR is set
|
||||
"anglescale" : Sets the light angle scale of non-linear lights
|
||||
"deviance" : Sets the deviance, jitter effect for each light sample.
|
||||
"samples" : Number of light samples. This also needs to be set > 0.0 for deviance to work.
|
||||
"filter" : Setting to blur the light/shadows resulting from this light.
|
||||
"start_active" : Set to either 0 or 1 to tell the light in what mode to start in.
|
||||
"style" : Light style ID. 0-11 are defined, 12-32 are reserved for switched
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "target" : When set, targets an enity instead, becoming a spotlight
|
||||
- "light" : Light intensity value. Default is '300'
|
||||
- "color" : Normalized RGB color value. Default is [1,1,1]
|
||||
- "color255" : RGB255 color value. e.g. '255 255 255' for white
|
||||
- "extradist" : The additional distance it should attempt to travel.
|
||||
- "radius" : Sets the light cone radius for spotlights. Default is '64'
|
||||
- "fade" : Sets the fade-distance of a light when LFL_LINEAR is set
|
||||
- "anglescale" : Sets the light angle scale of non-linear lights
|
||||
- "deviance" : Sets the deviance, jitter effect for each light sample.
|
||||
- "samples" : Number of light samples. This also needs to be set > 0.0 for deviance to work.
|
||||
- "filter" : Setting to blur the light/shadows resulting from this light.
|
||||
- "start_active" : Set to either 0 or 1 to tell the light in what mode to start in.
|
||||
- "style" : Light style ID. 0-11 are defined, 12-32 are reserved for switched
|
||||
lights. List of pre-defined styles:
|
||||
0 = Normal
|
||||
1 = Flicker A
|
||||
|
@ -50,53 +51,20 @@ Infinitely small point of light illuminating the scene.
|
|||
'a' being dark. 'z' being fully lit. Can be a string of characters
|
||||
that'll interpolate between at 10 FPS ingame.
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
LFL_LINEAR : Use linear falloff instead of inverse-square falloff.
|
||||
LFL_DARK : Darken, instead of lighting the lightmap.
|
||||
LFL_NOGRID : This light does not affect the lightgrid.
|
||||
# SPAWNFLAGS
|
||||
- LFL_LINEAR (1) : Use linear falloff instead of inverse-square falloff.
|
||||
- LFL_DARK (4) : Darken, instead of lighting the lightmap.
|
||||
- LFL_NOGRID (8) : This light does not affect the lightgrid.
|
||||
|
||||
-------- NOTES --------
|
||||
# NOTES
|
||||
In idTech 2/GoldSrc etc. spawnflag 1 means a light starts off.
|
||||
This doesn't exist in idTech3 because lightstyles were not a thing.
|
||||
To avoid huge amounts of lightmap abuse, please consider using light_dynamic
|
||||
or env_projectedtexture for toggled or flickering lights.
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Quake (1996).
|
||||
*/
|
||||
|
||||
/*QUAKED light_surface (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
Material property modifier related to lighting.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"surfacename" : Material to make a light emitting surface.
|
||||
"light" : Light intensity value.
|
||||
"color" : Normalized RGB color value. E.g. '1.0 1.0 1.0'
|
||||
"color255" : RGB255 color value. E.g. '255 255 255'
|
||||
"subdivisions" : Defines how many surfacelights are spawned for this surface.
|
||||
"bouncescale" : How strong photons will bounce for radiosity operations. Default is 1.0.
|
||||
"backsplash_fraction" : When > 0, creates a backsplash light that illuminates our material. Default is 5 (percent).
|
||||
"backsplash_distance" : How many units away from the surface the backsplash light will be placed. Default is 23 (units).
|
||||
"style" : What lightstyle group the emitted light will belong to.
|
||||
|
||||
-------- NOTES --------
|
||||
Instead of having hundreds of off-shoot materials for your level, you can use
|
||||
this to quickly make sure an existing material is adjusted for your level.
|
||||
|
||||
The backsplash_fraction key can be set to 100 (percent) to ensure it's mostly
|
||||
illuminated, however since the lights are round you might have some slightly
|
||||
darker parts in the corners of a perfectly square surface. Keep this in mind.
|
||||
|
||||
If you have round surfaces, especially patches, you should definitely adjust the
|
||||
backsplash_distance key to make sure the light is spawning out far enough.
|
||||
One giant, half circle patch surface might see issues otherwise. Not tested
|
||||
though.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Nuclide (2021).
|
||||
*/
|
||||
|
||||
class
|
||||
light:NSPointTrigger
|
||||
{
|
||||
|
@ -265,4 +233,39 @@ light::Trigger(entity act, int state)
|
|||
|
||||
CLASSEXPORT(light_spot, light)
|
||||
CLASSEXPORT(light_environment, light)
|
||||
CLASSEXPORT(light_surface, light)
|
||||
|
||||
/*!QUAKED light_surface (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
Material property modifier related to lighting.
|
||||
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "surfacename" : Material to make a light emitting surface.
|
||||
- "light" : Light intensity value.
|
||||
- "color" : Normalized RGB color value. E.g. '1.0 1.0 1.0'
|
||||
- "color255" : RGB255 color value. E.g. '255 255 255'
|
||||
- "subdivisions" : Defines how many surfacelights are spawned for this surface.
|
||||
- "bouncescale" : How strong photons will bounce for radiosity operations. Default is 1.0.
|
||||
- "backsplash_fraction" : When > 0, creates a backsplash light that illuminates our material. Default is 5 (percent).
|
||||
- "backsplash_distance" : How many units away from the surface the backsplash light will be placed. Default is 23 (units).
|
||||
- "style" : What lightstyle group the emitted light will belong to.
|
||||
|
||||
# NOTES
|
||||
Instead of having hundreds of off-shoot materials for your level, you can use
|
||||
this to quickly make sure an existing material is adjusted for your level.
|
||||
|
||||
The backsplash_fraction key can be set to 100 (percent) to ensure it's mostly
|
||||
illuminated, however since the lights are round you might have some slightly
|
||||
darker parts in the corners of a perfectly square surface. Keep this in mind.
|
||||
|
||||
If you have round surfaces, especially patches, you should definitely adjust the
|
||||
backsplash_distance key to make sure the light is spawning out far enough.
|
||||
One giant, half circle patch surface might see issues otherwise. Not tested
|
||||
though.
|
||||
|
||||
# TRIVIA
|
||||
This entity was introduced in Nuclide (2021).
|
||||
*/
|
||||
class light_surface:light
|
||||
{
|
||||
|
||||
};
|
||||
|
|
|
@ -14,28 +14,29 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED logic_auto (1 0 0) (-8 -8 -8) (8 8 8) TA_USEONCE
|
||||
/*!QUAKED logic_auto (1 0 0) (-8 -8 -8) (8 8 8) TA_USEONCE
|
||||
# OVERVIEW
|
||||
Will automatically trigger its outputs when the level has spawned.
|
||||
This is Source's variant of trigger_auto. If you want to talk to old-styled
|
||||
targets instead, use that instead.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"globalstate" : The env_global state to read before firing.
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "globalstate" : The env_global state to read before firing.
|
||||
|
||||
-------- INPUTS --------
|
||||
"OnMapSpawn" : Triggered when the map is loaded for any reason.
|
||||
"OnNewGame" : Triggered only when a new game starts on this level.
|
||||
"OnLoadGame : Triggered when the map is loaded via save game.
|
||||
"OnMapTransition" : Triggered when we load this map via level transition.
|
||||
"OnBackgroundMap" : Triggered if this map is used as a menu background.
|
||||
"OnMultiNewMap" : Same as 'OnMapSpawn' but only valid in multiplayer.
|
||||
"OnMultiNewRound" : Triggered only during round restarts in multiplayer.
|
||||
# INPUTS
|
||||
- "OnMapSpawn" : Triggered when the map is loaded for any reason.
|
||||
- "OnNewGame" : Triggered only when a new game starts on this level.
|
||||
- "OnLoadGame : Triggered when the map is loaded via save game.
|
||||
- "OnMapTransition" : Triggered when we load this map via level transition.
|
||||
- "OnBackgroundMap" : Triggered if this map is used as a menu background.
|
||||
- "OnMultiNewMap" : Same as 'OnMapSpawn' but only valid in multiplayer.
|
||||
- "OnMultiNewRound" : Triggered only during round restarts in multiplayer.
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
TA_USEONCE : Remove itself from the level permanently when activated.
|
||||
# SPAWNFLAGS
|
||||
- TA_USEONCE (1) : Remove itself from the level permanently when activated.
|
||||
|
||||
-------- NOTES --------
|
||||
# NOTES
|
||||
When a logic_auto is removed via TA_USEONCE it won't survive match respawns.
|
||||
|
||||
Source Engine behaviour (do not fix):
|
||||
|
@ -43,7 +44,7 @@ The output 'OnMultiNewMap' is also triggered during round restarts.
|
|||
This would make 'OnMultiNewRound' redundant, however 'OnMultiNewRound' does
|
||||
not get called upon map start.
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life 2 (2004).
|
||||
*/
|
||||
|
||||
|
|
|
@ -14,13 +14,14 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED momentary_door (0 .5 .8) ?
|
||||
/*!QUAKED momentary_door (0 .5 .8) ?
|
||||
# OVERVIEW
|
||||
Dynamic door that will move back down if it's not being used.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -14,27 +14,6 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED momentary_rot_button (0 .5 .8) ? MRBFL_DOORHACK MRBFL_NOTUSE x x MRBFL_AUTORETURN x MRBFL_XAXIS MRBFL_YAXIS
|
||||
Dyanmic button/wheel/lever that moves back into its original position when not
|
||||
in use. It affects momentary_door.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"distance" : Maximum distance it'll turn until it stops.
|
||||
"speed" : Speed at which it rotates/turns.
|
||||
"returnspeed" : Speed at which it returns to its original position.
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
MRBFL_DOORHACK : This entity will move along with another momentary_rot_button of the same name.
|
||||
MRBFL_NOTUSE : Don't allow interaction via "use" key/button.
|
||||
MRBFL_AUTORETURN : Rotate back to its original state when not being used.
|
||||
MRBFL_XAXIS : Rotate along the X-axis.
|
||||
MRBFL_YAXIS : Rotate along the Y-axis.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
enumflags
|
||||
{
|
||||
MRBFL_DOORHACK,
|
||||
|
@ -47,6 +26,27 @@ enumflags
|
|||
MRBFL_YAXIS
|
||||
};
|
||||
|
||||
/*!QUAKED momentary_rot_button (0 .5 .8) ? MRBFL_DOORHACK MRBFL_NOTUSE x x MRBFL_AUTORETURN x MRBFL_XAXIS MRBFL_YAXIS
|
||||
# OVERVIEW
|
||||
Dyanmic button/wheel/lever that moves back into its original position when not
|
||||
in use. It affects momentary_door.
|
||||
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "distance" : Maximum distance it'll turn until it stops.
|
||||
- "speed" : Speed at which it rotates/turns.
|
||||
- "returnspeed" : Speed at which it returns to its original position.
|
||||
|
||||
# SPAWNFLAGS
|
||||
- MRBFL_DOORHACK (1) : This entity will move along with another momentary_rot_button of the same name.
|
||||
- MRBFL_NOTUSE (2) : Don't allow interaction via "use" key/button.
|
||||
- MRBFL_AUTORETURN (16) : Rotate back to its original state when not being used.
|
||||
- MRBFL_XAXIS (64) : Rotate along the X-axis.
|
||||
- MRBFL_YAXIS (128) : Rotate along the Y-axis.
|
||||
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
class
|
||||
momentary_rot_button:NSMomentary
|
||||
{
|
||||
|
|
|
@ -14,18 +14,6 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED monster_furniture (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
Decorative, does nothing yet.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"angles" : Sets the pitch, yaw and roll angles of the model.
|
||||
"model" : Model file that will be displayed by the entity.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
enumflags
|
||||
{
|
||||
MF_WAITTILSEEN,
|
||||
|
@ -38,6 +26,18 @@ enumflags
|
|||
MF_FADECORPSE
|
||||
};
|
||||
|
||||
/*!QUAKED monster_furniture (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
# OVERVIEW
|
||||
Decorative, does nothing yet.
|
||||
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "angles" : Sets the pitch, yaw and roll angles of the model.
|
||||
- "model" : Model file that will be displayed by the entity.
|
||||
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
class
|
||||
monster_furniture:NSMonster
|
||||
{
|
||||
|
|
|
@ -14,18 +14,19 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED monster_generic (1 0 0) (-8 -8 -8) (8 8 8) x x MGF_NONSOLID
|
||||
/*!QUAKED monster_generic (1 0 0) (-8 -8 -8) (8 8 8) x x MGF_NONSOLID
|
||||
# OVERVIEW
|
||||
Decorative, does nothing yet.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"angles" : Sets the pitch, yaw and roll angles of the model.
|
||||
"model" : Model file that will be displayed by the entity.
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "angles" : Sets the pitch, yaw and roll angles of the model.
|
||||
- "model" : Model file that will be displayed by the entity.
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
MGF_NONSOLID : Don't test collision against this entity.
|
||||
# SPAWNFLAGS
|
||||
- MGF_NONSOLID (4) : Don't test collision against this entity.
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -14,26 +14,27 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED monstermaker (1 0 0) (-8 -8 -8) (8 8 8) MMF_STARTON x MMF_NONTOGGLE MMF_MONSTERCLIP
|
||||
/*!QUAKED monstermaker (1 0 0) (-8 -8 -8) (8 8 8) MMF_STARTON x MMF_NONTOGGLE MMF_MONSTERCLIP
|
||||
# OVERVIEW
|
||||
The monster maker is the end-all solution to timed/controlled spawning of
|
||||
monster entities.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"monstertype" : Type of monster to spawn, represents their entity classname.
|
||||
"monstercount" : Maximum amount of monsters you want spawned in total.
|
||||
"delay" : Delay between spawns in seconds.
|
||||
"child_name" : Applies this as a 'targetname' to spawned monsters.
|
||||
"child_alivemax" : Maximum amount of spawned monsters that are alive at a time.
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "target" : Target when triggered.
|
||||
- "killtarget" : Target to kill when triggered.
|
||||
- "monstertype" : Type of monster to spawn, represents their entity classname.
|
||||
- "monstercount" : Maximum amount of monsters you want spawned in total.
|
||||
- "delay" : Delay between spawns in seconds.
|
||||
- "child_name" : Applies this as a 'targetname' to spawned monsters.
|
||||
- "child_alivemax" : Maximum amount of spawned monsters that are alive at a time.
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
MMF_STARTON : Start on automatically.
|
||||
MMF_NONTOGGLE : Spawn only one monster with each trigger.
|
||||
MMF_MONSTERCLIP : Spawned monsters will be blocked by func_monsterclip entities.
|
||||
# SPAWNFLAGS
|
||||
- MMF_STARTON (1) : Start on automatically.
|
||||
- MMF_NONTOGGLE (2) : Spawn only one monster with each trigger.
|
||||
- MMF_MONSTERCLIP (4) : Spawned monsters will be blocked by func_monsterclip entities.
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -14,24 +14,24 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED multi_manager (1 0 0) (-8 -8 -8) (8 8 8) MM_MULTITHREADED
|
||||
#define MM_MULTITHREADED 1
|
||||
|
||||
/*!QUAKED multi_manager (1 0 0) (-8 -8 -8) (8 8 8) MM_MULTITHREADED
|
||||
# OVERVIEW
|
||||
Triggers a maximum of 16 user defined entities with additonal timers.
|
||||
Add a target's name as an entity key, with the value set to the time in seconds
|
||||
that'll pass before the entity will be triggered.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
MM_MULTITHREADED : Allow the multi_manager to be triggered again before it has
|
||||
# SPAWNFLAGS
|
||||
- MM_MULTITHREADED (1) : Allow the multi_manager to be triggered again before it has
|
||||
finished triggering it's previous list of entities.
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
#define MM_MULTITHREADED 1
|
||||
|
||||
class
|
||||
multi_manager_sub:NSPointTrigger
|
||||
{
|
||||
|
|
|
@ -14,21 +14,21 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED multisource (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
/*!QUAKED multisource (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
# OVERVIEW
|
||||
An AND-gate of sorts. Every entity that targets this must return a positive
|
||||
state for it to trigger its target.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"globalstate" : env_global variable to track.
|
||||
"delay" : Delay until we trigger our target.
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "target" : Target when triggered.
|
||||
- "killtarget" : Target to kill when triggered.
|
||||
- "globalstate" : env_global variable to track.
|
||||
- "delay" : Delay until we trigger our target.
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
class
|
||||
multisource:NSPointTrigger
|
||||
{
|
||||
|
|
|
@ -14,23 +14,24 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED path_corner (1 0 0) (-8 -8 -8) (8 8 8) PC_WAIT PC_TELEPORT PC_FIREONCE
|
||||
/*!QUAKED path_corner (1 0 0) (-8 -8 -8) (8 8 8) PC_WAIT PC_TELEPORT PC_FIREONCE
|
||||
# OVERVIEW
|
||||
Node entities used for func_trains and func_guntargets.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"target" : Next node.
|
||||
"message" : Target to trigger when a train passes this node.
|
||||
"speed" : New speed for passing train.
|
||||
"yaw_speed" : New yaw rotation for passing train. Currently unused.
|
||||
"wait" : Waiting time until we go to the next node.
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "target" : Next node.
|
||||
- "message" : Target to trigger when a train passes this node.
|
||||
- "speed" : New speed for passing train.
|
||||
- "yaw_speed" : New yaw rotation for passing train. Currently unused.
|
||||
- "wait" : Waiting time until we go to the next node.
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
PC_WAIT : Train will stop moving once passed. Needs retrigger to progress.
|
||||
PC_TELEPORT : Train passing will immediately teleport to "target".
|
||||
PC_FIREONCE : Only fire its target (message) once.
|
||||
# SPAWNFLAGS
|
||||
- PC_WAIT (1) : Train will stop moving once passed. Needs retrigger to progress.
|
||||
- PC_TELEPORT (2) : Train passing will immediately teleport to "target".
|
||||
- PC_FIREONCE (4) : Only fire its target (message) once.
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Quake (1996).
|
||||
*/
|
||||
|
||||
|
|
|
@ -14,16 +14,17 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED path_track (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
/*!QUAKED path_track (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
# OVERVIEW
|
||||
Node entities used for func_tracktrains.
|
||||
It's like a path_corner, but for tracktrains.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "target" : Target when triggered.
|
||||
- "killtarget" : Target to kill when triggered.
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -14,24 +14,24 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED player_loadsaved (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
/*!QUAKED player_loadsaved (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
# OVERVIEW
|
||||
This trigger reloads the last autosaved game with a custom message.
|
||||
This is commonly used when a mission objective has failed.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"message" : Message to display
|
||||
"messagetime" : Message lifetime (not implemented)
|
||||
"loadtime" : Time until we load the last autosave
|
||||
"duration" : Fade effect total duration
|
||||
"holdtime" : Fade effect hold time
|
||||
"rendercolor" : Fade effect color vector (RGB255)
|
||||
"renderamt" : Fade effect alpha value
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "message" : Message to display
|
||||
- "messagetime" : Message lifetime (not implemented)
|
||||
- "loadtime" : Time until we load the last autosave
|
||||
- "duration" : Fade effect total duration
|
||||
- "holdtime" : Fade effect hold time
|
||||
- "rendercolor" : Fade effect color vector (RGB255)
|
||||
- "renderamt" : Fade effect alpha value
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
class
|
||||
player_loadsaved:NSRenderableEntity /* for the rendercolor values */
|
||||
{
|
||||
|
|
|
@ -14,16 +14,16 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED player_weaponstrip (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
/*!QUAKED player_weaponstrip (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
# OVERVIEW
|
||||
Strips the activator of all of its weapons.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
class
|
||||
player_weaponstrip:NSPointTrigger
|
||||
{
|
||||
|
|
|
@ -14,32 +14,32 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED point_camera (1 0 0) (-8 -8 -8) (8 8 8) PCAMFL_STARTOFF
|
||||
/*!QUAKED point_camera (1 0 0) (-8 -8 -8) (8 8 8) PCAMFL_STARTOFF
|
||||
# OVERVIEW
|
||||
A virtual camera of which its output can be displayed on a rendertarget.
|
||||
This plays well with the func_monitor entity.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"FOV" : Field of view in degrees
|
||||
"UseScreenAspectRatio" : Forces the aspect ratio to be the same as the game's.
|
||||
"fogEnable" : Enable fog in the camera's view.
|
||||
"fogColor" : Color of the fog in RGB255.
|
||||
"fogStart" : Near fog plane.
|
||||
"fogEnd" : Far fog plane.
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "FOV" : Field of view in degrees
|
||||
- "UseScreenAspectRatio" : Forces the aspect ratio to be the same as the game's.
|
||||
- "fogEnable" : Enable fog in the camera's view.
|
||||
- "fogColor" : Color of the fog in RGB255.
|
||||
- "fogStart" : Near fog plane.
|
||||
- "fogEnd" : Far fog plane.
|
||||
|
||||
-------- INPUTS --------
|
||||
"ChangeFOV" : Change the camera's field of view.
|
||||
"SetOnAndTurnOthersOff" : Turn this camera on while deactivating all others.
|
||||
"SetOn" : Turn this camera on.
|
||||
"SetOff" : Turn this camera off.
|
||||
# INPUTS
|
||||
- "ChangeFOV" : Change the camera's field of view.
|
||||
- "SetOnAndTurnOthersOff" : Turn this camera on while deactivating all others.
|
||||
- "SetOn" : Turn this camera on.
|
||||
- "SetOff" : Turn this camera off.
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
PCAMFL_STARTOFF : Start with the camera turned off, outputting no signal.
|
||||
# SPAWNFLAGS
|
||||
- PCAMFL_STARTOFF (1) : Start with the camera turned off, outputting no signal.
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life 2 (2004).
|
||||
*/
|
||||
|
||||
class
|
||||
point_camera:NSPointTrigger
|
||||
{
|
||||
|
|
|
@ -14,22 +14,26 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED prop_dynamic (0 0.2 1) (-8 -8 -8) (8 8 8) x x x x x x x x PRPDYN_NONSOLID
|
||||
Client-side decorative model entity.
|
||||
|
||||
-------- KEYS --------
|
||||
"model" : Model file that will be displayed by the entity.
|
||||
"modelscale" : Scale modifier of the model. Default is "1".
|
||||
"angles" : Sets the pitch, yaw and roll angles of the model.
|
||||
"_cs" : Toggles if the prop casts a shadow or not.
|
||||
"solid" : Specifies which collision model to use (0: Nonsolid; 2: BBox; 6: Per-poly)
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life 2 (2004).
|
||||
*/
|
||||
|
||||
#define PRPDYN_NONSOLID 256
|
||||
|
||||
/*!QUAKED prop_dynamic (0 0.2 1) (-8 -8 -8) (8 8 8) x x x x x x x x PRPDYN_NONSOLID
|
||||
# OVERVIEW
|
||||
Client-side decorative model entity.
|
||||
|
||||
# KEYS
|
||||
- "model" : Model file that will be displayed by the entity.
|
||||
- "modelscale" : Scale modifier of the model. Default is "1".
|
||||
- "angles" : Sets the pitch, yaw and roll angles of the model.
|
||||
- "_cs" : Toggles if the prop casts a shadow or not.
|
||||
- "solid" : Specifies which collision model to use (0: Nonsolid; 2: BBox; 6: Per-poly)
|
||||
|
||||
# SPAWNFLAGS
|
||||
- PRPDYN_NONSOLID (256) : Prop is non-solid.
|
||||
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life 2 (2004).
|
||||
There are two ways of making a prop_dynamic non-solid.
|
||||
*/
|
||||
class
|
||||
prop_dynamic:NSSurfacePropEntity
|
||||
{
|
||||
|
|
|
@ -14,19 +14,22 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED prop_physics (0 0 0.8) (-16 -16 -16) (16 16 16) PRPPHYS_ASLEEP
|
||||
Physics model
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life 2 (2004).
|
||||
*/
|
||||
|
||||
#ifndef PHYSICS_STATIC
|
||||
#define PRPPHYS_ASLEEP 1
|
||||
|
||||
/*!QUAKED prop_physics (0 0 0.8) (-16 -16 -16) (16 16 16) PRPPHYS_ASLEEP
|
||||
# OVERVIEW
|
||||
Physics model
|
||||
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
|
||||
# SPAWNFLAGS
|
||||
- PRPPHYS_ASLEEP (1) : Prop starts without physics and stays until it is impacted.
|
||||
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life 2 (2004).
|
||||
*/
|
||||
class
|
||||
prop_physics:NSPhysicsEntity
|
||||
{
|
||||
|
|
|
@ -14,30 +14,30 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED prop_static (0 0.2 1) (-8 -8 -8) (8 8 8) SF_BASIC_COL
|
||||
/*!QUAKED prop_static (0 0.2 1) (-8 -8 -8) (8 8 8) SF_BASIC_COL
|
||||
# OVERVIEW
|
||||
Decorative model entity that gets baked into the level file.
|
||||
|
||||
-------- KEYS --------
|
||||
"model" : Model file that will be displayed by the entity.
|
||||
"modelscale" : Scale modifier of the model. Default is "1".
|
||||
"modelscale_vec" : Scale modifier, but in vector format
|
||||
"angles" : Sets the pitch, yaw and roll angles of the model.
|
||||
"_cs" : Toggles if the prop casts a shadow or not.
|
||||
"_ls" : Lightmap scale multiplier for the resulting surfaces.
|
||||
"_sn" : Shading angle related to lightmap phong shading.
|
||||
"_remap" : Force the model surfaces to use a specified material.
|
||||
# KEYS
|
||||
- "model" : Model file that will be displayed by the entity.
|
||||
- "modelscale" : Scale modifier of the model. Default is "1".
|
||||
- "modelscale_vec" : Scale modifier, but in vector format
|
||||
- "angles" : Sets the pitch, yaw and roll angles of the model.
|
||||
- "_cs" : Toggles if the prop casts a shadow or not.
|
||||
- "_ls" : Lightmap scale multiplier for the resulting surfaces.
|
||||
- "_sn" : Shading angle related to lightmap phong shading.
|
||||
- "_remap" : Force the model surfaces to use a specified material.
|
||||
|
||||
-------- NOTES --------
|
||||
# NOTES
|
||||
After compilation, the source model is no longer required and the
|
||||
resulting entity is removed. This ensures that models are rendered in the
|
||||
same batch as the world. This makes sense for one giant unique model in
|
||||
the map, but for multiple repetitive uses of the same model you'll actually
|
||||
waste disk space and memory. Use wisely.
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life 2 (2004).
|
||||
*/
|
||||
|
||||
class
|
||||
prop_static:NSRenderableEntity
|
||||
{
|
||||
|
|
|
@ -14,19 +14,20 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED random_speaker (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
/*!QUAKED random_speaker (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
# OVERVIEW
|
||||
This entity plays a .wav file at random intervals.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered
|
||||
"killtarget" : Target to kill when triggered
|
||||
"rsnoise" : Path to the sound file.
|
||||
"volume" : Volume to play the sound as (normalized, 0.0 - 1.0).
|
||||
"wait" : Minimum time for sound repetition in %.
|
||||
"random" : Random % of this added to wait.
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "target" : Target when triggered
|
||||
- "killtarget" : Target to kill when triggered
|
||||
- "rsnoise" : Path to the sound file.
|
||||
- "volume" : Volume to play the sound as (normalized, 0.0 - 1.0).
|
||||
- "wait" : Minimum time for sound repetition in %.
|
||||
- "random" : Random % of this added to wait.
|
||||
|
||||
-------- NOTES --------
|
||||
# NOTES
|
||||
To explain the math behind it:
|
||||
The 'wait' key specifies the minimum time it waits to play itself again,
|
||||
however we always add a bit of a random interval on top.
|
||||
|
@ -34,10 +35,9 @@ The random interval is a set percentage of the specified 'wait' time.
|
|||
For example, if 'wait' is 10 and 'random' is 50, then it'll always be
|
||||
a random interval between 10 and 15 seconds in total.
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
It was introduced in Gunman Chronicles (2000).
|
||||
*/
|
||||
|
||||
class
|
||||
random_speaker:NSPointTrigger
|
||||
{
|
||||
|
|
|
@ -14,23 +14,23 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED random_trigger (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
/*!QUAKED random_trigger (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
# OVERVIEW
|
||||
When triggered, it'll calculate some random interval until it triggers
|
||||
its targets, based on some limits given.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered
|
||||
"killtarget" : Target to kill when triggered
|
||||
"start_state" : Start state (either 0 or 1)
|
||||
"wait" : Minimum time
|
||||
"random_min" : Minimum added random time
|
||||
"random_max" : Maximum added random time
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "target" : Target when triggered
|
||||
- "killtarget" : Target to kill when triggered
|
||||
- "start_state" : Start state (either 0 or 1)
|
||||
- "wait" : Minimum time
|
||||
- "random_min" : Minimum added random time
|
||||
- "random_max" : Maximum added random time
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
It was introduced in Gunman Chronicles (2000).
|
||||
*/
|
||||
|
||||
class
|
||||
random_trigger:NSPointTrigger
|
||||
{
|
||||
|
|
|
@ -14,24 +14,24 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED scripted_sentence (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
/*!QUAKED scripted_sentence (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
# OVERVIEW
|
||||
Triggers a sound event on the client side associated with an entity in the
|
||||
world. It'll enable mouth flapping and all sorts of other cool effects.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"entity" : Name of the entity that'll speak the sentence.
|
||||
"sentence" : Name of sentence from titles.txt.
|
||||
"pitch" : Desired sound pitch. May be overridden in the titles.txt entry.
|
||||
"delay" : Delay before it'll be triggered? UNUSED RIGHT NOW.
|
||||
"wait" : Delay before it can be triggered again? UNUSED RIGHT NOW.
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "target" : Target when triggered.
|
||||
- "killtarget" : Target to kill when triggered.
|
||||
- "entity" : Name of the entity that'll speak the sentence.
|
||||
- "sentence" : Name of sentence from titles.txt.
|
||||
- "pitch" : Desired sound pitch. May be overridden in the titles.txt entry.
|
||||
- "delay" : Delay before it'll be triggered? UNUSED RIGHT NOW.
|
||||
- "wait" : Delay before it can be triggered again? UNUSED RIGHT NOW.
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
class
|
||||
scripted_sentence:NSPointTrigger
|
||||
{
|
||||
|
|
|
@ -14,48 +14,8 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED scripted_sequence (1 0 0) (-8 -8 -8) (8 8 8) x x SSFL_REPEATABLE SSFL_LEAVECORPSE x SSFL_NOINTERRUPT SSFL_OVERRIDEAI SSFL_NOSCRIPTMOVE
|
||||
Allow an actor to be selected and given an action to perform.
|
||||
This is done in the form of playing an animation.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"m_iszEntity" : Entity targetname OR classname description to target
|
||||
"m_iszPlay" : After the monster has moved to the action point, play this animation
|
||||
"m_iszIdle" : Animation to play until the scripted_sequence is triggered
|
||||
"m_flRadius" : Search radius for m_targetMonster if a classname is specified
|
||||
"m_flRepeat" : Loop? Unused.
|
||||
"m_fMoveTo" : How we move to perform m_iActionAnim
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
SSFL_REPEATABLE : Can trigger the sequence more than once.
|
||||
SSFL_LEAVECORPSE : When the actor is done, they'll be frozen.
|
||||
SSFL_NOINTERRUPT : Don't allow any interruption of the actor when in-sequence.
|
||||
SSFL_OVERRIDEAI : Don't allow the actor to call think/sound functions while playing.
|
||||
|
||||
-------- NOTES --------
|
||||
f_fMoveTo values:
|
||||
0 = Don't move or turn
|
||||
1 = Walk to the scripted_sequence
|
||||
2 = Run to the scripted_sequence
|
||||
3 = Unused/Not defined. Do not use this.
|
||||
4 = Warp to the location of the scripted_sequence and perform the animation.
|
||||
5 = Turn to the scripted_sequence's angle before performing the animation.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
float(float modidx, string framename) frameforname = #276;
|
||||
float(float modidx, float framenum) frameduration = #277;
|
||||
/*
|
||||
* Scripted Sequences
|
||||
* ==================
|
||||
* Allow a monster to be selected and given an action to perform.
|
||||
* This is done in the form of an animation.
|
||||
*/
|
||||
|
||||
/* If enabled, the sequence can be triggered more than once.
|
||||
* Otherwise the entity will be removed once the sequence is complete. */
|
||||
|
@ -87,6 +47,40 @@ enum
|
|||
SS_TURNTOFACE /* Turn to the scripted_sequence's angle before performing the animation. */
|
||||
};
|
||||
|
||||
/*!QUAKED scripted_sequence (1 0 0) (-8 -8 -8) (8 8 8) x x SSFL_REPEATABLE SSFL_LEAVECORPSE x SSFL_NOINTERRUPT SSFL_OVERRIDEAI SSFL_NOSCRIPTMOVE
|
||||
# OVERVIEW
|
||||
Allow an actor to be selected and given an action to perform.
|
||||
This is done in the form of playing an animation.
|
||||
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "target" : Target when triggered.
|
||||
- "killtarget" : Target to kill when triggered.
|
||||
- "m_iszEntity" : Entity targetname OR classname description to target
|
||||
- "m_iszPlay" : After the monster has moved to the action point, play this animation
|
||||
- "m_iszIdle" : Animation to play until the scripted_sequence is triggered
|
||||
- "m_flRadius" : Search radius for m_targetMonster if a classname is specified
|
||||
- "m_flRepeat" : Loop? Unused.
|
||||
- "m_fMoveTo" : How we move to perform m_iActionAnim
|
||||
|
||||
# SPAWNFLAGS
|
||||
- SSFL_REPEATABLE (4) : Can trigger the sequence more than once.
|
||||
- SSFL_LEAVECORPSE (8) : When the actor is done, they'll be frozen.
|
||||
- SSFL_NOINTERRUPT (32) : Don't allow any interruption of the actor when in-sequence.
|
||||
- SSFL_OVERRIDEAI (64) : Don't allow the actor to call think/sound functions while playing.
|
||||
|
||||
# NOTES
|
||||
f_fMoveTo values:
|
||||
- 0 = Don't move or turn
|
||||
- 1 = Walk to the scripted_sequence
|
||||
- 2 = Run to the scripted_sequence
|
||||
- 3 = Unused/Not defined. Do not use this.
|
||||
- 4 = Warp to the location of the scripted_sequence and perform the animation.
|
||||
- 5 = Turn to the scripted_sequence's angle before performing the animation.
|
||||
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
class
|
||||
scripted_sequence:NSPointTrigger
|
||||
{
|
||||
|
|
|
@ -14,36 +14,6 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED speaker (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
Creates a public announcement system that randomly plays announcements from
|
||||
the sentences.txt file.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"preset" : Preset sentence group.
|
||||
"message" : Sentence group name (used when preset is 0)
|
||||
"health" : Message volume (value from 0-10)
|
||||
|
||||
-------- NOTES --------
|
||||
Valid values for 'preset":
|
||||
0 = Use Sentence group name
|
||||
1 = C1A0_
|
||||
2 = C1A1_
|
||||
3 = C1A2_
|
||||
4 = C1A3_
|
||||
5 = C1A4_
|
||||
6 = C2A1_
|
||||
7 = C2A2_
|
||||
8 = C2A3_
|
||||
9 = C2A4_
|
||||
10 = C2A5_
|
||||
11 = C3A1_
|
||||
12 = C3A2_
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
enumflags
|
||||
{
|
||||
SPEAKFL_SILENT
|
||||
|
@ -64,6 +34,36 @@ string g_speaker_hlpresets[] = {
|
|||
"!C3A2_"
|
||||
};
|
||||
|
||||
/*!QUAKED speaker (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
# OVERVIEW
|
||||
Creates a public announcement system that randomly plays announcements from
|
||||
the sentences.txt file.
|
||||
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "preset" : Preset sentence group.
|
||||
- "message" : Sentence group name (used when preset is 0)
|
||||
- "health" : Message volume (value from 0-10)
|
||||
|
||||
# NOTES
|
||||
Valid values for 'preset":
|
||||
- 0 = Use Sentence group name
|
||||
- 1 = C1A0_
|
||||
- 2 = C1A1_
|
||||
- 3 = C1A2_
|
||||
- 4 = C1A3_
|
||||
- 5 = C1A4_
|
||||
- 6 = C2A1_
|
||||
- 7 = C2A2_
|
||||
- 8 = C2A3_
|
||||
- 9 = C2A4_
|
||||
- 10 = C2A5_
|
||||
- 11 = C3A1_
|
||||
- 12 = C3A2_
|
||||
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
class
|
||||
speaker:NSTalkMonster
|
||||
{
|
||||
|
|
|
@ -14,13 +14,14 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED info_player_start (1 1 1) (-16 -16 -36) (16 16 36)
|
||||
/*!QUAKED info_player_start (1 1 1) (-16 -16 -36) (16 16 36)
|
||||
# OVERVIEW
|
||||
Player spawn position for single-player games.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
|
||||
-------- NOTES --------
|
||||
# NOTES
|
||||
This entity is also used in Counter-Strike (2000) and its beta versions to mark
|
||||
spawn-positions for the Counter-Terrorist team.
|
||||
|
||||
|
@ -30,17 +31,18 @@ or multiplayer coop (if info_player_coop spawn points don't exist).
|
|||
Mods may choose to have additional fields that are not documented here as part
|
||||
of the entity, keep that in mind.
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Quake (1996).
|
||||
*/
|
||||
|
||||
/*QUAKED info_player_deathmatch (1 1 1) (-16 -16 -36) (16 16 36)
|
||||
/*!QUAKED info_player_deathmatch (1 1 1) (-16 -16 -36) (16 16 36)
|
||||
# OVERVIEW
|
||||
Player spawn position for deathmatch games.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
|
||||
-------- NOTES --------
|
||||
# NOTES
|
||||
This entity is also used in Counter-Strike (2000) and its beta versions to mark
|
||||
spawn-positions for the Terrorist team.
|
||||
|
||||
|
@ -51,17 +53,18 @@ based modes.
|
|||
Mods may choose to have additional fields that are not documented here as part
|
||||
of the entity, keep that in mind.
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Quake (1996).
|
||||
*/
|
||||
|
||||
/*QUAKED info_player_coop (1 1 1) (-16 -16 -36) (16 16 36)
|
||||
/*!QUAKED info_player_coop (1 1 1) (-16 -16 -36) (16 16 36)
|
||||
# OVERVIEW
|
||||
Player spawn position for cooperative games.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
|
||||
-------- NOTES --------
|
||||
# NOTES
|
||||
In order for a player to spawn here, the game needs to take place on a map
|
||||
for singleplayer with cooperative multiplayer enabled.
|
||||
If this entity isn't present on such a mode, info_player_start will be the
|
||||
|
@ -70,7 +73,7 @@ fallback spawn-point.
|
|||
Mods may choose to have additional fields that are not documented here as part
|
||||
of the entity, keep that in mind.
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Quake (1996).
|
||||
*/
|
||||
|
||||
|
|
|
@ -14,24 +14,25 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED targ_speaker (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
/*!QUAKED targ_speaker (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
# OVERVIEW
|
||||
This entity plays a sample upon triggering at a specified volume.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered
|
||||
"killtarget" : Target to kill when triggered
|
||||
"tsnoise" : Path to the sound file
|
||||
"volume" : Volume to play the sound as (normalized, 0.0 - 1.0)
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "target" : Target when triggered
|
||||
- "killtarget" : Target to kill when triggered
|
||||
- "tsnoise" : Path to the sound file
|
||||
- "volume" : Volume to play the sound as (normalized, 0.0 - 1.0)
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
It was introduced in Gunman Chronicles (2000).
|
||||
|
||||
It's not any more useful than an ambient_generic.
|
||||
I suspect it's a carry-over from when Gunman was a Quake II mod, as
|
||||
Quake/Quake II did not have an entity that allowed custom sound samples
|
||||
to be played.
|
||||
*/
|
||||
|
||||
class
|
||||
targ_speaker:NSPointTrigger
|
||||
{
|
||||
|
|
|
@ -14,23 +14,23 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED target_cdaudio (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
/*!QUAKED target_cdaudio (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
# OVERVIEW
|
||||
A radius based trigger_cdaudio.
|
||||
Disables itself upon activation.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"health" : Music track to play (1-30). -1 to stop.
|
||||
"radius" : Radius in which the entity will be triggered in.
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "health" : Music track to play (1-30). -1 to stop.
|
||||
- "radius" : Radius in which the entity will be triggered in.
|
||||
|
||||
-------- NOTES --------
|
||||
# NOTES
|
||||
I honestly don't know what the point is, as trigger_cdaudio should
|
||||
act the same in practice.
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
class
|
||||
target_cdaudio:NSPointTrigger
|
||||
{
|
||||
|
|
|
@ -14,22 +14,23 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED trigger_auto (1 0 0) (-8 -8 -8) (8 8 8) TA_USEONCE
|
||||
/*!QUAKED trigger_auto (1 0 0) (-8 -8 -8) (8 8 8) TA_USEONCE
|
||||
# OVERVIEW
|
||||
Will automatically trigger its target when the level has spawned.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"delay" : Time in seconds until it triggers its target.
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "target" : Target when triggered.
|
||||
- "killtarget" : Target to kill when triggered.
|
||||
- "delay" : Time in seconds until it triggers its target.
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
TA_USEONCE : Remove itself from the level permanently when activated.
|
||||
# SPAWNFLAGS
|
||||
- TA_USEONCE (1) : Remove itself from the level permanently when activated.
|
||||
|
||||
-------- NOTES --------
|
||||
# NOTES
|
||||
When a trigger_auto is removed via TA_USEONCE it won't survive match respawns.
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -14,17 +14,17 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED trigger_autosave (0 .5 .8) ?
|
||||
/*!QUAKED trigger_autosave (0 .5 .8) ?
|
||||
# OVERVIEW
|
||||
Volume that'll save the current game when a client enters its bounds.
|
||||
This entity does not work in multiplayer.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
class
|
||||
trigger_autosave:NSBrushTrigger
|
||||
{
|
||||
|
|
|
@ -14,14 +14,15 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED trigger_cdaudio (0 .5 .8) ?
|
||||
/*!QUAKED trigger_cdaudio (0 .5 .8) ?
|
||||
# OVERVIEW
|
||||
Switches the background music track when triggered.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"health" : Music track to play.
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "health" : Music track to play.
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -14,22 +14,23 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED trigger_changelevel (0 .5 .8) ? LC_NOINTERMISSION LC_USEONLY
|
||||
/*!QUAKED trigger_changelevel (0 .5 .8) ? LC_NOINTERMISSION LC_USEONLY
|
||||
# OVERVIEW
|
||||
When a Landmark is specified, you will have to position two info_landmark
|
||||
entities across your two levels with the same name. They'll mark a translation
|
||||
point for the coordinates in your levels.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"map" : Next .bsp file name to transition to.
|
||||
"landmark" : Landmark name to target.
|
||||
"changedelay" : Time in seconds until the transition happens.
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "map" : Next .bsp file name to transition to.
|
||||
- "landmark" : Landmark name to target.
|
||||
- "changedelay" : Time in seconds until the transition happens.
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
LC_NOINTERMISSION : Don't show intermission cam (unimplemented).
|
||||
LC_USEONLY : Can't activate through touching, only via triggers.
|
||||
# SPAWNFLAGS
|
||||
- LC_NOINTERMISSION (1) : Don't show intermission cam (unimplemented).
|
||||
- LC_USEONLY (2) : Can't activate through touching, only via triggers.
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Quake (1996).
|
||||
*/
|
||||
|
||||
|
|
|
@ -14,19 +14,19 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED trigger_changetarget (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
/*!QUAKED trigger_changetarget (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
# OVERVIEW
|
||||
When triggered, trigger_changetarget changes the 'target' value of any entity
|
||||
to something else.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered
|
||||
"m_iszNewTarget" : Name of the new 'target' value for the targeted entity
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "target" : Target when triggered
|
||||
- "m_iszNewTarget" : Name of the new 'target' value for the targeted entity
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
class
|
||||
trigger_changetarget:NSPointTrigger
|
||||
{
|
||||
|
|
|
@ -14,21 +14,6 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED trigger_counter (0 .5 .8) ? TRCNT_SILENT TRCNT_NOCLIENTS TRCNT_PUSHABLES
|
||||
This entity counts the number of times it has been triggered and activates its
|
||||
target when it reaches a specified number.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"count" : Number of times the entity has to be triggered.
|
||||
"delay" : Delay in seconds until target is triggered.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Quake (1996).
|
||||
*/
|
||||
|
||||
enumflags
|
||||
{
|
||||
TRCNT_SILENT,
|
||||
|
@ -36,6 +21,21 @@ enumflags
|
|||
TRCNT_PUSHABLES
|
||||
};
|
||||
|
||||
/*!QUAKED trigger_counter (0 .5 .8) ? TRCNT_SILENT TRCNT_NOCLIENTS TRCNT_PUSHABLES
|
||||
# OVERVIEW
|
||||
This entity counts the number of times it has been triggered and activates its
|
||||
target when it reaches a specified number.
|
||||
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "target" : Target when triggered.
|
||||
- "killtarget" : Target to kill when triggered.
|
||||
- "count" : Number of times the entity has to be triggered.
|
||||
- "delay" : Delay in seconds until target is triggered.
|
||||
|
||||
# TRIVIA
|
||||
This entity was introduced in Quake (1996).
|
||||
*/
|
||||
class
|
||||
trigger_counter:NSBrushTrigger
|
||||
{
|
||||
|
|
|
@ -14,17 +14,17 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED trigger_endsection (0 .5 .8) ?
|
||||
/*!QUAKED trigger_endsection (0 .5 .8) ?
|
||||
# OVERVIEW
|
||||
This trigger shuts down the server.
|
||||
Useful for when a singleplayer game ends, as it takes you to the main menu.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" : Name
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
|
||||
-------- TRIVIA --------
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
class
|
||||
trigger_endsection:NSBrushTrigger
|
||||
{
|
||||
|
|
Some files were not shown because too many files have changed in this diff Show More
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Reference in New Issue