Template:PatchDiff/May 08, 2012 Patch/bin/portal.fgd

N/A 1 ///====== Copyright 1996-2005, Valve Corporation, All rights reserved. =======  N/A 2 //   N/A 3 // Purpose: Portal game definition file (.fgd)   N/A 4 //   N/A 5 ///=============================================================================   N/A 6    N/A 7 @include "halflife2.fgd"   N/A 8    N/A 9 ///=============================================================================   N/A 10 //   N/A 11 // Logical Entities   N/A 12 //   N/A 13 ///=============================================================================   N/A 14    N/A 15 @PointClass base(CombineBallSpawners, Parentname, Targetname) = point_energy_ball_launcher :   N/A 16        "Launches energy balls." N/A 17 [  N/A 18        BallLifetime(float)         : "Ball Lifetime" : 12 : "The time in seconds the ball will live before self-destructing. A negative value will give infinite life." N/A 19       MinLifeAfterPortal(float) : "Min life after portal transition" : 6 : "When energy balls created by this launcher pass through a portal and their life is refreshed to be this number at minimum." N/A 20   N/A 21        // Inputs   N/A 22        input LaunchBall(void)         : "Launch a ball from the spawner." N/A 23       input BallCaught(void)  : "Ball this launcher created was 'caught'." N/A 24   N/A 25        // Outputs   N/A 26        output OnPostSpawnBall(void) : "Fired after the ball has spawned." N/A 27       output OnBallCaught(void) : "Fired when a ball this entity has launched has been 'caught'." N/A 28 ]  N/A 29    N/A 30 @PointClass base(Parentname, Targetname, Angles) studio( "models/props_bts/rocket_sentry.mdl" ) = npc_rocket_turret: "Aims a rocket at a target." N/A 31 [  N/A 32        spawnflags(Flags) =   N/A 33        [   N/A 34                1:  "Disabled" : 0   N/A 35        ]   N/A 36    N/A 37        TripwireMode(choices) : "Tripwire Mode" : 0 : "Makes this sentry aim in a fixed direction and not follow the player. Still fires rockets when beam is crossed." =  N/A 38        [   N/A 39                0 : "Disabled"   N/A 40                1 : "Enabled"   N/A 41        ]   N/A 42    N/A 43        TripwireAimTarget(target_destination) : "Tripwire Aim Target" : : "(tripwire mode only) An info target this sentry will aim it's beam at. If not specified, will aim down world angles." N/A 44       RocketSpeed(float) : "Rocket Speed" : 450 : "Speed the rocket will travel at." N/A 45       RocketLifetime(float) : "Rocket Lifetime" : 20 : "The rocket will automatically detonate after this number of seconds." N/A 46   N/A 47        input Toggle(void) : "Toggles activity." N/A 48       input Enable(void) : "Enables activity." N/A 49       input Disable(void) : "Disables activity." N/A 50       input SetTarget(string) : "Sets the target for this turret to attack." N/A 51       input Destroy(void) : "Sets this turret to it's destroyed state." N/A 52   N/A 53        output OnFoundTarget(void)         :         "Fired when the rocket turret finds an unobstructed target." N/A 54       output OnLostTarget(void)         :         "Fired when turret's target is blocked." N/A 55       output OnDeath(void)                :        "Fired after this turret finishes it's destroy think and begins it's death think." N/A 56 ]  N/A 57    N/A 58 @PointClass base(Targetname, Parentname, Angles) cylinder(255 255 255, targetname, target, radius, targetname, targetname, radius) color(255 192 0) size(16 16 16) = env_portal_path_track :   N/A 59        "An entity used to build paths for other entities to follow. Each path_track is a node on the path, each holding the name of the next path_track in the path." N/A 60 [  N/A 61        spawnflags(Flags) =   N/A 62        [   N/A 63                1:  "Disabled" : 0   N/A 64                2:  "Fire once" : 0   N/A 65                4:  "Branch Reverse" : 0   N/A 66                8:  "Disable train" : 0   N/A 67                16: "Teleport to THIS path track" : 0   N/A 68        ]   N/A 69    N/A 70        Track_beam_scale(float):"Scale Track FX": 0 :"The amount to scale the track FX size"   N/A 71        End_point_scale(float) : "Scale Endpoint FX" : 0 : "The amount to scale the endpoint FX size." N/A 72       End_point_fadeout(float):"Fade Out Endpoint": 0 :"Amount of time to fade out the endpoint FX"   N/A 73        End_point_fadein(float):"Fade In Endpoint": 0 :"Amount of time to fade in the endpoint FX"   N/A 74        target(target_destination) : "Next Stop Target" :  : "The next path_track in the path." N/A 75       altpath(target_destination) : "Branch Path" : : "An alternative path_track to be the next node in the path. Useful for making branching paths. Use the ToggleAlternatePath / EnableAlternatePath inputs to make the alternative path active." N/A 76       speed(float) : "New Train Speed" : 0 : "When the train reaches this path_track, it will set its speed to this speed. "+   N/A 77                "This speed must be a positive value that is less than the train's max speed. A value of 0 will cause no change in the train's speed." N/A 78       radius(float) : "Path radius" : 0 : "Used by NPCs who follow track paths (attack chopper/gunship). This tells them the maximum distance they're allowed to be from the path at this node." N/A 79   N/A 80        orientationtype(choices) : "Orientation Type" : 1 : "The way that the path follower faces as it moves through this path track." =  N/A 81        [   N/A 82                0 : "No change"   N/A 83                1 : "Face direction of motion"   N/A 84                2 : "Face this path_track's angles"   N/A 85        ]   N/A 86    N/A 87        // Inputs   N/A 88        input ToggleAlternatePath(void) : "Cause the track to toggle to/from its alternate path." N/A 89       input EnableAlternatePath(void) : "Enable the alternate path of the track." N/A 90       input DisableAlternatePath(void) : "Disable the alternate path of the track." N/A 91   N/A 92        input TogglePath(void) : "Cause the track to toggle on/off/"   N/A 93        input EnablePath(void) : "Enable the track." N/A 94       input DisablePath(void) : "Disable the track." N/A 95   N/A 96        input ActivateTrackFX(void) : "Turn on the track's fx beam"   N/A 97        input ActivateEndPointFX(void) : "Turn on the endpoint's fx"   N/A 98        input DeactivateTrackFX(void) : "Turn off the track's fx beam"   N/A 99        input DeactivateEndPointFX(void) : "Turn off the endpoint's fx"   N/A 100    N/A 101        // Outputs   N/A 102        output OnPass(void) : "Fired when any entity following this path passes this path_track node." N/A 103 ]  N/A 104    N/A 105 ///=============================================================================   N/A 106 //   N/A 107 // Brush Entities   N/A 108 //   N/A 109 ///=============================================================================   N/A 110    N/A 111 @SolidClass base(Reflection, Trigger, Targetname) = trigger_portal_cleanser :   N/A 112        "A trigger volume that disolves any entities that touch it and fizzles active portals when the player touches it." N/A 113 [  N/A 114        input FizzleTouchingPortals(void) : "Cause any portals in our volume to immediately fizzle." N/A 115   N/A 116        Visible(boolean) : "Visible" : "0" : "If the fizzler is visible." N/A 117       UseScanline(boolean) : "Use Scanline" : "1" : "If the field uses a scanline." N/A 118   N/A 119        // Outputs   N/A 120        output OnDissolve(void) : "Fired whenever an entity is dissolved." N/A 121       output OnFizzle(void) : "Fired whenever an portals are fizzled." N/A 122       output OnDissolveBox(void) : "This cleanser disolved an entity with targetname=Box." N/A 123 ]  N/A 124    N/A 125 @SolidClass base(Targetname, Parentname, EnableDisable ) = func_portal_orientation :   N/A 126        "Adjusts a portal's rotation to match a specified angle. The 'Bottom' of the portal points in the specified diretion." N/A 127 [  N/A 128        AnglesToFace(angle) : "Angles to face" : "0 0 0" : "The 'floor' of the portal pair linkage will be in this direction." N/A 129       MatchLinkedAngles(choices) : "Match linked angles." : 0 : "If set, portals placed in this volume will have their angles match their linked portals. This only works for floor or ceiling portals with a currently linked partner."=  N/A 130        [   N/A 131                0 : "False"   N/A 132                1 : "True"   N/A 133        ]   N/A 134 ]   N/A 135    N/A 136 @SolidClass base(Targetname) = func_weight_button : "A button which activates after a specified amount of weight is applied"   N/A 137 [   N/A 138        WeightToActivate(float)         : "Amount of weight required before this button activates." N/A 139   N/A 140        //Outputs   N/A 141        output OnPressed(void)                : "Fired when the button is touching enough weight." N/A 142       output OnReleased(void)                : "Fired when the button was pressed, but weight was removed." N/A 143 ]  N/A 144    N/A 145 @SolidClass base(Targetname, Parentname) = func_noportal_volume : "A region in which no portal can be placed"   N/A 146 [          N/A 147        //Inputs   N/A 148        input Deactivate(void)                : "Turn off blocking functionality"   N/A 149        input Activate(void)                : "Turn on blocking functionality"   N/A 150        input Toggle(void)                : "Toggle blocking functionality"   N/A 151    N/A 152        spawnflags(Flags) =   N/A 153        [   N/A 154                1: "Start inactive" : 0   N/A 155        ]   N/A 156 ]   N/A 157    N/A 158 @SolidClass base(Targetname, Parentname) = func_portal_bumper : "A region that portals trace to fit outside of but can be place on"   N/A 159 [          N/A 160        //Inputs   N/A 161        input Deactivate(void)                : "Turn off bumping functionality"   N/A 162        input Activate(void)                : "Turn on bumping functionality"   N/A 163        input Toggle(void)                : "Toggle bumping functionality"   N/A 164    N/A 165        spawnflags(Flags) =   N/A 166        [   N/A 167                1: "Start inactive" : 0   N/A 168        ]   N/A 169 ]   N/A 170    N/A 171    N/A 172 @SolidClass base(Targetname, Parentname) = func_portal_detector : "A region that fires an output if a portal is placed in it"   N/A 173 [          N/A 174        //Inputs   N/A 175        input Disable(void)                : "Turn off detecting functionality"   N/A 176        input Enable(void)                : "Turn on detecting functionality"   N/A 177        input Toggle(void)                : "Toggle detecting functionality"   N/A 178    N/A 179        output OnStartTouchPortal(void)                         : "Fired when any portal touches the detector." N/A 180       output OnEndTouchPortal(void)                                 : "Fired when any portal leaves the detector bounds." N/A 181       output OnStartTouchPortal1(void)                        : "Fired when portal 1 is placed intersecting the portal detector." N/A 182       output OnStartTouchPortal2(void)                        : "Fired when portal 2 is placed intersecting the portal detector." N/A 183       output OnStartTouchLinkedPortal(void)                : "Fired when linked portal is placed intersecting the portal detector." N/A 184       output OnStartTouchBothLinkedPortals(void)        : "Fired when both of a pair of portals is placed intersecting the portal detector." N/A 185       output OnEndTouchPortal1(void)                                : "Fired when portal 1 has left the volume of the detector"   N/A 186        output OnEndTouchPortal2(void)                                : "Fired when portal 2 has left the volume of the detector"   N/A 187        output OnEndTouchLinkedPortal(void)                        : "Fired when a portal with a linked partner has left the volume of the detector"   N/A 188        output OnEndTouchBothLinkedPortals(void)        : "Fired when both portals have left the volume of the detector"   N/A 189    N/A 190        spawnflags(Flags) =   N/A 191        [   N/A 192                1: "Start inactive" : 0   N/A 193        ]   N/A 194        LinkageGroupID(integer) : "Portal pair ID that it detects" : 0   N/A 195        CheckAllIDs(boolean) : "Check all portals" : 0 : "Ignore the Group ID and check for all portals." N/A 196 ]  N/A 197    N/A 198    N/A 199 ///=============================================================================   N/A 200 //   N/A 201 // Model Entities   N/A 202 //   N/A 203 ///=============================================================================   N/A 204    N/A 205 @BaseClass = PortalBase   N/A 206 [   N/A 207        output OnPlacedSuccessfully(void)        : "When a portal is placed without failure, this output is fired." N/A 208       output OnEntityTeleportFromMe(void)                : "When any entity is teleported from this portal to the linked partner." N/A 209       output OnPlayerTeleportFromMe(void)                : "When the player is teleported from this portal to the linked partner." N/A 210       output OnEntityTeleportToMe(void)                : "When any entity is teleported from this linked partner to the portal." N/A 211       output OnPlayerTeleportToMe(void)                : "When the player is teleported from this linked partner to the portal." N/A 212   N/A 213        Activated(choices)                        : "Start Activated" : 1 : "An inactive portal will not be drawn and will not teleport entites"        =   N/A 214        [   N/A 215                0 : "Inactive"   N/A 216                1 : "Active"   N/A 217        ]   N/A 218        PortalTwo(choices)                        : "Portal Number" : 0 : "A portal has to logically be either portal 1 or portal 2" =   N/A 219        [   N/A 220                0 : "Portal 1"   N/A 221                1 : "Portal 2"   N/A 222        ]   N/A 223    N/A 224        HalfWidth(float)                        : "Half-Width of the Portal." : 0  N/A 225        HalfHeight(float)                        : "Half-Height of the Portal." : 0  N/A 226 ]   N/A 227    N/A 228    N/A 229 @PointClass base(Targetname, Angles, PortalBase) studio("models/editor/axis_helper_thick.mdl") = prop_portal : "A portal"   N/A 230 [   N/A 231        LinkageGroupID(integer)                : "Portal pair ID that it belongs to" : 0   N/A 232    N/A 233        input SetName(string)                        : "Naming your portals is fun"   N/A 234        input SetActivatedState(bool)        : "An inactive portal will not be drawn and will not teleport entites"   N/A 235        input Fizzle(void)                                : "Makes a cool visual fizzle and properly shuts down the portal"   N/A 236        input NewLocation(string)                : "Sets this portals location and angles. This expects 6 floats with space delimiters, the format is 'x y z pitch yaw roll'"   N/A 237        input Resize(string)                        : "Resizes the portal. Format is 'halfwidth halfheight'"  N/A 238        input SetLinkageGroupId(integer): "Sets the portal linkage ID. If portal is open it will close and reopen with new portal linked."         N/A 239 ]   N/A 240    N/A 241 @PointClass base(Weapon,Targetname, Parentname) studio("models/weapons/w_portalgun.mdl") = weapon_portalgun : "Portalgun"   N/A 242 [   N/A 243        CanFirePortal1(boolean)                        : "Can Fire Portal 1" : 1 : "Can this portalgun create blue portals?"   N/A 244        CanFirePortal2(boolean)                        : "Can Fire Portal 2" : 1 : "Can this portalgun create red portals?"   N/A 245        ShowingPotatos(boolean)                        : "Show Potatos" : 0 : "Show potatos."   N/A 246    N/A 247        StartingTeamNum(choices) : "Starting Team" : 0 : "Which team this gun originally belongs to. Will decide which portals it fires before being picked up." =  N/A 248        [   N/A 249                0 : "Single Player"   N/A 250                2 : "Orange"   N/A 251                3 : "Blue"   N/A 252        ]   N/A 253    N/A 254        input ChargePortal1(void)                : "Does charge up effect for mounted portalgun."   N/A 255        input ChargePortal2(void)                : "Does charge up effect for mounted portalgun."   N/A 256    N/A 257        input FirePortal1(void)                        : "Projects portal 1 onto a wall in the facing direction of the gun."   N/A 258        input FirePortal2(void)                        : "Projects portal 2 onto a wall in the facing direction of the gun."   N/A 259    N/A 260        input FirePortalDirection1(vector)        : "Fires portal 1 in the specified direction."   N/A 261        input FirePortalDirection2(vector)        : "Fires portal 1 in the specified direction." N/A 262   N/A 263        output OnFiredPortal1(void)                : "Fires when the first (blue) portal is fired." N/A 264       output OnFiredPortal2(void)                : "Fires when the second (red) portal is fired." N/A 265 ]  N/A 266    N/A 267 @PointClass base(npc_turret_ground) studio( "models/combine_turrets/ground_turret.mdl" ) = npc_portal_turret_ground : "Combine (Portal) ground turret"   N/A 268 [   N/A 269        ConeOfFire(float)         : "Cone of Fire" : 60 : "Cone of fire in degrees." N/A 270 ]  N/A 271    N/A 272 // Cores of GlaDOS computer. Resemble little eyeballs with handles. These play lines and look around when near the player. N/A 273 @PointClass base(BasePropPhysics) studioprop studio( "models/npcs/personality_sphere/personality_sphere.mdl" ) = prop_glados_core : "Core of GlaDOS computer." N/A 274 [  N/A 275        CoreType(choices) : "Core Personality" : 1 : "Which personality VO set the core is set to." =  N/A 276        [   N/A 277                0 : "Curious"   N/A 278                1 : "Aggressive"   N/A 279                2 : "Crazy"   N/A 280                3 : "None"   N/A 281        ]   N/A 282    N/A 283        DelayBetweenLines(float) : "Pause (in secs) between VO Lines." : "0.4" : "When the core is talking, this is the number of seconds delay between it's spoken lines." N/A 284   N/A 285        input Panic(void)        : "Core is near death, panic." N/A 286       input StartTalking(void)        : "Start playing lines, play looking animations." N/A 287   N/A 288        output OnPlayerPickup(void)                : "Player picked up core." N/A 289 ]  N/A 290    N/A 291 @PointClass base(npc_turret_floor) studio( "models/props/turret_01.mdl" ) = npc_portal_turret_floor : "Combine (Portal) Floor Turret"   N/A 292 [   N/A 293        Gagged(boolean) : "Turret is Gagged" : 0 : "Turret will not speak any lines." N/A 294       UsedAsActor(boolean) : "Used As Actor" : 0 : "Turret will not run the standard floor turret code so it can be used as an actor." N/A 295       PickupEnabled(boolean) : "Turret can be picked up by player" : 1 : "Disables pickup by player." N/A 296       DisableMotion(boolean) : "Disable Motion" : 0 : "Set for turrets that can't move in the world." N/A 297       AllowShootThroughPortals(boolean) : "Allow Shooting through portals" : 0 : "Turrets will not try to shoot through portals unless this is set." N/A 298       TurretRange(float) : "Maximum Range" : 1024 : "How far the turret will be able to see targets." N/A 299       LoadAlternativeModels(boolean) : "Load Defective Models" : 0 : "Should this turret precache the defective models? Needed for late switching." N/A 300       UseSuperDamageScale(boolean) : "Use Super Damage" : 0 : "Setting this to true will scale the turret's damage by a very large amount." N/A 301   N/A 302        CollisionType(choices) : "Collision Type" : 0 : "Allow collision with the player to be turned off for very special cases." =  N/A 303        [   N/A 304                0 : "Normal"   N/A 305                1 : "Debris"   N/A 306        ]   N/A 307    N/A 308        ModelIndex(choices) : "Model" : 0 : "Which model the turret uses. The skeleton turret is still functional." =  N/A 309        [   N/A 310                0 : "Normal"   N/A 311                1 : "Unused"   N/A 312                2 : "Box"   N/A 313                3 : "Backwards"   N/A 314                4 : "Skeleton"   N/A 315        ]   N/A 316    N/A 317        DamageForce(boolean) : "Damage pushes player" : 0 : "Being hit by this turret will push the player back." N/A 318   N/A 319        input FireBullet(string)        : "Causes the turret to instantly fire at the specified entity." N/A 320   N/A 321        input EnableGagging(string)        : "Prevents the turret from speaking any lines." N/A 322       input DisableGagging(string): "Allows the turret to speak again." N/A 323       input EnablePickup(string)        : "Enables player pickup of the turret." N/A 324       input DisablePickup(string): "Disables player pickup of the turret." N/A 325       input SelfDestructImmediately(void) : "Cause the turret to explode immediately." N/A 326       input SetAsBouncePainted(void) : "Force this turret to be painted with bounce paint." N/A 327   N/A 328        output OnPainted(void)                : "Fires when the turret is first painted or if repainted by a different type." N/A 329 ]  N/A 330    N/A 331 @PointClass base(Targetname, Angles, Studiomodel) studio( "models/props/security_camera.mdl" ) = npc_security_camera : "Security Camera"   N/A 332 [   N/A 333        spawnflags(Flags) =   N/A 334        [   N/A 335                32 : "Autostart" : 1   N/A 336        ]          N/A 337    N/A 338        LookAtPlayerPings(boolean) : "Look at co-op player's pings instead" : "0" : "Instead of tracking the player, looks at the location of where a playing in co-op mode has placed his look marker. (co-op mode only)"   N/A 339        TeamToLookAt(choices) : "Team Pings to Observe" : 2 : "Which team's pings to look at." =  N/A 340        [   N/A 341                1 : "Both"   N/A 342                2 : "Orange"   N/A 343                3 : "Blue"   N/A 344        ]   N/A 345    N/A 346        TeamPlayerToLookAt(choices) : "Which team to follow" : 0 : "Which team the camera should follow." =  N/A 347        [   N/A 348                0 : "Both"   N/A 349                2 : "Orange"   N/A 350                3 : "Blue"   N/A 351        ]   N/A 352    N/A 353        // Inputs   N/A 354        input Enable(void) : "If closed, open." N/A 355       input Disable(void) : "If open, close." N/A 356       input Toggle(void) : "Toggle - If open, close. If closed, open." N/A 357       input Ragdoll(void) : "Disable and fall off the wall." N/A 358   N/A 359        input LookAtBlue(void) : "Make the camera only follow players on the blue team." N/A 360       input LookAtOrange(void) : "Make the camera only follow players on the orange team." N/A 361       input LookAllTeams(void) : "Make the camera follow all players." N/A 362   N/A 363        // Outputs   N/A 364        output OnDeploy(void) : "Camera is becoming active and dangerous." N/A 365       output OnRetire(void) : "Camera is becoming inactive and harmless." N/A 366       output OnTaunted(void) : "This output will fire when any co-op player STARTS taunting the camera." N/A 367       output OnTauntedBlue(void) : "This output will fire when a co-op player on the BLUE team STARTS taunting the camera." N/A 368       output OnTauntedOrange(void) : "This output will fire when a co-op player on the ORANGE team STARTS taunting the camera." N/A 369       output OnTauntedFinished(void) : "This output will fire when any co-op player FINISHES taunting the camera." N/A 370       output OnTauntedBlueFinished(void) : "This output will fire when a co-op player on the BLUE team FINISHES taunting the camera." N/A 371       output OnTauntedOrangeFinished(void) : "This output will fire when a co-op player on the ORANGE team FINISHES taunting the camera." N/A 372 ]  N/A 373    N/A 374 @PointClass base(Targetname, Angles, Studiomodel) studio( "models/props/telescopic_arm.mdl" ) = prop_telescopic_arm : "Telescopic Arm"   N/A 375 [   N/A 376        input Enable(void) : "Enable Thumper"   N/A 377        input Disable(void) : "Disable Thumper"   N/A 378    N/A 379        input SetTarget(string) : "Set the entity to target." N/A 380       input TargetPlayer(void) : "Set the player as the entity to target." N/A 381   N/A 382        output OnFoundTarget(void)  : "Arm has direct LOS to target entity." N/A 383       output OnLostTarget(void)   : "Arm has lost direct LOS to target entity." N/A 384 ]  N/A 385    N/A 386 @PointClass base(Targetname, Angles, Parentname, Global) studio( "models/props/Round_elevator_body.mdl" ) = prop_portal_stats_display : "Portal Stats Display"   N/A 387 [   N/A 388        input Enable(void) : "Turn on and display the current stats"   N/A 389        input Disable(void) : "Turn off stats display"   N/A 390    N/A 391        input UpdateStats(void) : "Updates the stats to the player's current level stats"   N/A 392        input ResetPlayerStats(void) : "Resets the curret level stats of the player"   N/A 393    N/A 394        output OnMetPortalObjective(void)  : "Fired when enabled and player met the number of portal placements." N/A 395       output OnMetStepsObjective(void)  : "Fired when enabled and player met the number of foot steps." N/A 396       output OnMetSecondsObjective(void)  : "Fired when enabled and player met the number of seconds." N/A 397       output OnFailedAllObjectives(void)  : "Fired when enabled and player met no objectives." N/A 398 ]  N/A 399    N/A 400 @PointClass base(Targetname, Angles, Parentname) studio("models/editor/axis_helper_thick.mdl") = vgui_neurotoxin_countdown : "Neurotoxin Countdown"   N/A 401 [   N/A 402        width(integer) : "Panel width" : 256 : "Width of the panel in units." N/A 403       height(integer) : "Panel height" : 128 : "Height of the panel in units." N/A 404       countdown(integer) : "Countdown time" : 60 : "Countdown time in seconds." N/A 405   N/A 406        input Enable(void) : "Make slideshow visible." N/A 407       input Disable(void) : "Make slideshow invisible." N/A 408 ]  N/A 409    N/A 410    N/A 411 ///=============================================================================   N/A 412 //   N/A 413 // Special Effects   N/A 414 //   N/A 415 ///=============================================================================   N/A 416    N/A 417 @PointClass base(Angles,Targetname,Parentname) = env_lightrail_endpoint : "Special effects for the endpoints of the lightrail." N/A 418 [  N/A 419        spawnflags(Flags) =   N/A 420        [   N/A 421                1 : "Start On (w/ Small FX)" : 0   N/A 422                //2 : "Start With Large FX" : 0   N/A 423        ]   N/A 424    N/A 425        small_fx_scale(float) : "Scale Small FX" : 1 : "Scale of the small effect.  1 is the default size, 2 is twice that, etc." N/A 426   N/A 427        large_fx_scale(float) : "Scale Large FX" : 1 : "Scale of the large effect.  1 is the default size, 2 is twice that, etc." N/A 428   N/A 429        // Inputs   N/A 430        input StartCharge(float) : "Start charging the endpoint from the small to large state over a specified amount of seconds." N/A 431       input StartSmallFX(void) : "Start discharging particles at the small effects state over specified number of seconds." N/A 432       input StartLargeFX(void) : "Start discharging particles at the large effects state over specified number of seconds." N/A 433       input Stop(float) : "Stops the effect at any point." N/A 434 ]  N/A 435    N/A 436    N/A 437 ///=============================================================================   N/A 438 //   N/A 439 // Credits   N/A 440 //   N/A 441 ///=============================================================================   N/A 442    N/A 443 @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = env_portal_credits :   N/A 444        "An entity to control the rolling credits for portal." N/A 445 [  N/A 446        // Inputs   N/A 447        input RollCredits(void) : "Start the intro credits rolling." N/A 448       input RollOutroCredits(void) : "Start the outro credits rolling." N/A 449       input ShowLogo(void) : "Show the HL2 logo." N/A 450       input RollPortalOutroCredits(void) : "Start the Portal greenscreen outro credits." N/A 451   N/A 452        // Outputs   N/A 453        output OnCreditsDone(void)  : "Fired when the credits having finished rolling." N/A 454 ]  N/A 455    N/A 456    N/A 457    N/A 458 ///=============================================================================   N/A 459 //   N/A 460 // Normally Obsolete.. N/A 461 //  N/A 462 ///=============================================================================   N/A 463    N/A 464 @PointClass base(Targetname, Parentname) iconsprite("editor/info_lighting.vmt") = info_lighting_relative   N/A 465 [   N/A 466        LightingLandmark(target_destination) : "Lighting Landmark" :  : "Entity at which the reference origin is contained. " +   N/A 467                                                                        " If empty, the info_lighting_relative's origin will" +   N/A 468                                                                        " be used." N/A 469 ]  N/A 470    N/A 471    N/A 472    N/A 473 @PointClass base(Targetname, Parentname, Studiomodel, Angles) studioprop = prop_mirror : "A basic mirror model"   N/A 474 [   N/A 475        Width(float) : "Width" : "64.0" : "The width of the mirror when there's no model"   N/A 476        Height(float) : "Height" : "108.0" : "The height of the mirror when there's no model"   N/A 477        PhysicsEnabled(boolean) : "Physics" : 0 : "Move physically"   N/A 478 ]   N/A 479    N/A 480 @NPCClass base(Parentname, BaseNPC) iconsprite("editor/bullseye.vmt") color(255 0 0) = npc_bullseye : "Bullseye"   N/A 481 [   N/A 482        // Unlike other NPCs level designers are allowed to set the health on bullseyes   N/A 483        health(Integer) : "Health" : 35   N/A 484    N/A 485        minangle(string) : "Minimum Angle" : "360" : "Angle from the bullseye required for bullseye to be a valid enemy"   N/A 486        mindist(string) : "Minimum Distance" : "0" : "Distance from the bullseye required for bullseye to be a valid enemy"   N/A 487    N/A 488        autoaimradius(float) : "Autoaim Radius" : "0" : "Radius of autoaim influence. Use ent_autoaim to visualize."  N/A 489    N/A 490        spawnflags(Flags) =   N/A 491        [   N/A 492                65536   : "Not Solid" : 0   N/A 493                131072  : "Take No Damage" : 0   N/A 494                262144  : "Enemy Damage Only" : 0   N/A 495                524288  : "Bleed" : 0   N/A 496                1048576 : "Perfect Accuracy" : 0   N/A 497                2097152 : "Collide against physics objects (Creates VPhysics Shadow)" : 0   N/A 498        ]   N/A 499        output OnTargeted(void) : "Fires when targeted"   N/A 500        output OnReleased(void) : "Fires when no longer targeted"   N/A 501 ]   N/A 502    N/A 503