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hl2mp.fgd
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//-------------------------------------------------------------------------
//
// Game data for Half-Life 2 Multiplayer.
//
//-------------------------------------------------------------------------
@include "halflife2.fgd"
@PointClass base(PlayerClass, Angles) studio("models/editor/playerstart.mdl") = info_player_deathmatch :
"This entity indicates the position and facing direction at which the player will spawn during a deathmatch map. Any number of "+
"info_player_deathmatch entities may be placed in a map."
[
]
@PointClass base(PlayerClass, Angles) studio("models/editor/playerstart.mdl") = info_player_combine :
"This entity indicates the position and facing direction at which the player will spawn during a deathmatch map. Any number of "+
"info_player_deathmatch entities may be placed in a map."
[
]
@PointClass base(PlayerClass, Angles) studio("models/editor/playerstart.mdl") = info_player_rebel :
"This entity indicates the position and facing direction at which the player will spawn during a deathmatch map. Any number of "+
"info_player_deathmatch entities may be placed in a map."
[
]
@FilterClass base(BaseFilter) size(-8 -8 -8, 8 8 8) = filter_activator_team :
"A filter that filters by the team of the activator."
[
filterteam(choices) : "Filter Team Number" : 2 :
"The team number to filter by. If the filter mode is Allow, only entities whose "+
"team number matches the given team will pass the filter. If the filter mode is Disallow, "+
"all entities EXCEPT those whose team number matches the given team will pass the filter." =
[
2 : "Combine"
3 : "Rebels"
]
]
@PointClass base(prop_physics) studioprop() sphere(fademindist) sphere(fademaxdist) = prop_physics_respawnable :
"This class is the same as prop_physics, except it respawns after it breaks"
[
RespawnTime(float) : "Respawn Time" : 60 : "Ammount in seconds this prop will respawn after it breaks."
]
@PointClass base(Weapon) studio("models/weapons/w_slam.mdl") = weapon_slam : "S.L.A.M. - Selectable Lightweight Attack Munition" []