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

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Latest revision as of 04:04, 15 May 2012

N/A1///====== Copyright 1996-2005, Valve Corporation, All rights reserved. =======
N/A2//
N/A3// Purpose: Portal game definition file (.fgd)
N/A4//
N/A5///=============================================================================
N/A6 
N/A7@include "halflife2.fgd"
N/A8 
N/A9///=============================================================================
N/A10//
N/A11// Logical Entities
N/A12//
N/A13///=============================================================================
N/A14 
N/A15@PointClass base(CombineBallSpawners, Parentname, Targetname) = point_energy_ball_launcher :
N/A16 "Launches energy balls."
N/A17[
N/A18 BallLifetime(float)  : "Ball Lifetime" : 12 : "The time in seconds the ball will live before self-destructing. A negative value will give infinite life."
N/A19 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/A20 
N/A21 // Inputs
N/A22 input LaunchBall(void)  : "Launch a ball from the spawner."
N/A23 input BallCaught(void)  : "Ball this launcher created was 'caught'."
N/A24 
N/A25 // Outputs
N/A26 output OnPostSpawnBall(void) : "Fired after the ball has spawned."
N/A27 output OnBallCaught(void) : "Fired when a ball this entity has launched has been 'caught'."
N/A28]
N/A29 
N/A30@PointClass base(Parentname, Targetname, Angles) studio( "models/props_bts/rocket_sentry.mdl" ) = npc_rocket_turret: "Aims a rocket at a target."
N/A31[
N/A32 spawnflags(Flags) =
N/A33 [
N/A34 1: "Disabled" : 0
N/A35 ]
N/A36 
N/A37 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/A38 [
N/A39 0 : "Disabled"
N/A40 1 : "Enabled"
N/A41 ]
N/A42 
N/A43 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/A44 RocketSpeed(float) : "Rocket Speed" : 450 : "Speed the rocket will travel at."
N/A45 RocketLifetime(float) : "Rocket Lifetime" : 20 : "The rocket will automatically detonate after this number of seconds."
N/A46 
N/A47 input Toggle(void) : "Toggles activity."
N/A48 input Enable(void) : "Enables activity."
N/A49 input Disable(void) : "Disables activity."
N/A50 input SetTarget(string) : "Sets the target for this turret to attack."
N/A51 input Destroy(void) : "Sets this turret to it's destroyed state."
N/A52 
N/A53 output OnFoundTarget(void)  : "Fired when the rocket turret finds an unobstructed target."
N/A54 output OnLostTarget(void)  : "Fired when turret's target is blocked."
N/A55 output OnDeath(void)  : "Fired after this turret finishes it's destroy think and begins it's death think."
N/A56]
N/A57 
N/A58@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/A59 "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/A60[
N/A61 spawnflags(Flags) =
N/A62 [
N/A63 1: "Disabled" : 0
N/A64 2: "Fire once" : 0
N/A65 4: "Branch Reverse" : 0
N/A66 8: "Disable train" : 0
N/A67 16: "Teleport to THIS path track" : 0
N/A68 ]
N/A69 
N/A70 Track_beam_scale(float):"Scale Track FX": 0 :"The amount to scale the track FX size"
N/A71 End_point_scale(float) : "Scale Endpoint FX" : 0 : "The amount to scale the endpoint FX size."
N/A72 End_point_fadeout(float):"Fade Out Endpoint": 0 :"Amount of time to fade out the endpoint FX"
N/A73 End_point_fadein(float):"Fade In Endpoint": 0 :"Amount of time to fade in the endpoint FX"
N/A74 target(target_destination) : "Next Stop Target" :  : "The next path_track in the path."
N/A75 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/A76 speed(float) : "New Train Speed" : 0 : "When the train reaches this path_track, it will set its speed to this speed. "+
N/A77 "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/A78 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/A79 
N/A80 orientationtype(choices) : "Orientation Type" : 1 : "The way that the path follower faces as it moves through this path track." =
N/A81 [
N/A82 0 : "No change"
N/A83 1 : "Face direction of motion"
N/A84 2 : "Face this path_track's angles"
N/A85 ]
N/A86 
N/A87 // Inputs
N/A88 input ToggleAlternatePath(void) : "Cause the track to toggle to/from its alternate path."
N/A89 input EnableAlternatePath(void) : "Enable the alternate path of the track."
N/A90 input DisableAlternatePath(void) : "Disable the alternate path of the track."
N/A91 
N/A92 input TogglePath(void) : "Cause the track to toggle on/off/"
N/A93 input EnablePath(void) : "Enable the track."
N/A94 input DisablePath(void) : "Disable the track."
N/A95 
N/A96 input ActivateTrackFX(void) : "Turn on the track's fx beam"
N/A97 input ActivateEndPointFX(void) : "Turn on the endpoint's fx"
N/A98 input DeactivateTrackFX(void) : "Turn off the track's fx beam"
N/A99 input DeactivateEndPointFX(void) : "Turn off the endpoint's fx"
N/A100 
N/A101 // Outputs
N/A102 output OnPass(void) : "Fired when any entity following this path passes this path_track node."
N/A103]
N/A104 
N/A105///=============================================================================
N/A106//
N/A107// Brush Entities
N/A108//
N/A109///=============================================================================
N/A110 
N/A111@SolidClass base(Reflection, Trigger, Targetname) = trigger_portal_cleanser :
N/A112 "A trigger volume that disolves any entities that touch it and fizzles active portals when the player touches it."
N/A113[
N/A114 input FizzleTouchingPortals(void) : "Cause any portals in our volume to immediately fizzle."
N/A115 
N/A116 Visible(boolean) : "Visible" : "0" : "If the fizzler is visible."
N/A117 UseScanline(boolean) : "Use Scanline" : "1" : "If the field uses a scanline."
N/A118 
N/A119 // Outputs
N/A120 output OnDissolve(void) : "Fired whenever an entity is dissolved."
N/A121 output OnFizzle(void) : "Fired whenever an portals are fizzled."
N/A122 output OnDissolveBox(void) : "This cleanser disolved an entity with targetname=Box."
N/A123]
N/A124 
N/A125@SolidClass base(Targetname, Parentname, EnableDisable ) = func_portal_orientation :
N/A126 "Adjusts a portal's rotation to match a specified angle. The 'Bottom' of the portal points in the specified diretion."
N/A127[
N/A128 AnglesToFace(angle) : "Angles to face" : "0 0 0" : "The 'floor' of the portal pair linkage will be in this direction."
N/A129 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/A130 [
N/A131 0 : "False"
N/A132 1 : "True"
N/A133 ]
N/A134]
N/A135 
N/A136@SolidClass base(Targetname) = func_weight_button : "A button which activates after a specified amount of weight is applied"
N/A137[
N/A138 WeightToActivate(float)  : "Amount of weight required before this button activates."
N/A139 
N/A140 //Outputs
N/A141 output OnPressed(void)  : "Fired when the button is touching enough weight."
N/A142 output OnReleased(void)  : "Fired when the button was pressed, but weight was removed."
N/A143]
N/A144 
N/A145@SolidClass base(Targetname, Parentname) = func_noportal_volume : "A region in which no portal can be placed"
N/A146[
N/A147 //Inputs
N/A148 input Deactivate(void)  : "Turn off blocking functionality"
N/A149 input Activate(void)  : "Turn on blocking functionality"
N/A150 input Toggle(void)  : "Toggle blocking functionality"
N/A151 
N/A152 spawnflags(Flags) =
N/A153 [
N/A154 1: "Start inactive" : 0
N/A155 ]
N/A156]
N/A157 
N/A158@SolidClass base(Targetname, Parentname) = func_portal_bumper : "A region that portals trace to fit outside of but can be place on"
N/A159[
N/A160 //Inputs
N/A161 input Deactivate(void)  : "Turn off bumping functionality"
N/A162 input Activate(void)  : "Turn on bumping functionality"
N/A163 input Toggle(void)  : "Toggle bumping functionality"
N/A164 
N/A165 spawnflags(Flags) =
N/A166 [
N/A167 1: "Start inactive" : 0
N/A168 ]
N/A169]
N/A170 
N/A171 
N/A172@SolidClass base(Targetname, Parentname) = func_portal_detector : "A region that fires an output if a portal is placed in it"
N/A173[
N/A174 //Inputs
N/A175 input Disable(void)  : "Turn off detecting functionality"
N/A176 input Enable(void)  : "Turn on detecting functionality"
N/A177 input Toggle(void)  : "Toggle detecting functionality"
N/A178 
N/A179 output OnStartTouchPortal(void)  : "Fired when any portal touches the detector."
N/A180 output OnEndTouchPortal(void)  : "Fired when any portal leaves the detector bounds."
N/A181 output OnStartTouchPortal1(void)  : "Fired when portal 1 is placed intersecting the portal detector."
N/A182 output OnStartTouchPortal2(void)  : "Fired when portal 2 is placed intersecting the portal detector."
N/A183 output OnStartTouchLinkedPortal(void)  : "Fired when linked portal is placed intersecting the portal detector."
N/A184 output OnStartTouchBothLinkedPortals(void)  : "Fired when both of a pair of portals is placed intersecting the portal detector."
N/A185 output OnEndTouchPortal1(void)  : "Fired when portal 1 has left the volume of the detector"
N/A186 output OnEndTouchPortal2(void)  : "Fired when portal 2 has left the volume of the detector"
N/A187 output OnEndTouchLinkedPortal(void)  : "Fired when a portal with a linked partner has left the volume of the detector"
N/A188 output OnEndTouchBothLinkedPortals(void)  : "Fired when both portals have left the volume of the detector"
N/A189 
N/A190 spawnflags(Flags) =
N/A191 [
N/A192 1: "Start inactive" : 0
N/A193 ]
N/A194 LinkageGroupID(integer) : "Portal pair ID that it detects" : 0
N/A195 CheckAllIDs(boolean) : "Check all portals" : 0 : "Ignore the Group ID and check for all portals."
N/A196]
N/A197 
N/A198 
N/A199///=============================================================================
N/A200//
N/A201// Model Entities
N/A202//
N/A203///=============================================================================
N/A204 
N/A205@BaseClass = PortalBase
N/A206[
N/A207 output OnPlacedSuccessfully(void)  : "When a portal is placed without failure, this output is fired."
N/A208 output OnEntityTeleportFromMe(void)  : "When any entity is teleported from this portal to the linked partner."
N/A209 output OnPlayerTeleportFromMe(void)  : "When the player is teleported from this portal to the linked partner."
N/A210 output OnEntityTeleportToMe(void)  : "When any entity is teleported from this linked partner to the portal."
N/A211 output OnPlayerTeleportToMe(void)  : "When the player is teleported from this linked partner to the portal."
N/A212 
N/A213 Activated(choices)  : "Start Activated" : 1 : "An inactive portal will not be drawn and will not teleport entites" =
N/A214 [
N/A215 0 : "Inactive"
N/A216 1 : "Active"
N/A217 ]
N/A218 PortalTwo(choices)  : "Portal Number" : 0 : "A portal has to logically be either portal 1 or portal 2" =
N/A219 [
N/A220 0 : "Portal 1"
N/A221 1 : "Portal 2"
N/A222 ]
N/A223 
N/A224 HalfWidth(float)  : "Half-Width of the Portal." : 0
N/A225 HalfHeight(float)  : "Half-Height of the Portal." : 0
N/A226]
N/A227 
N/A228 
N/A229@PointClass base(Targetname, Angles, PortalBase) studio("models/editor/axis_helper_thick.mdl") = prop_portal : "A portal"
N/A230[
N/A231 LinkageGroupID(integer)  : "Portal pair ID that it belongs to" : 0
N/A232 
N/A233 input SetName(string)  : "Naming your portals is fun"
N/A234 input SetActivatedState(bool)  : "An inactive portal will not be drawn and will not teleport entites"
N/A235 input Fizzle(void)  : "Makes a cool visual fizzle and properly shuts down the portal"
N/A236 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/A237 input Resize(string)  : "Resizes the portal. Format is 'halfwidth halfheight'"
N/A238 input SetLinkageGroupId(integer): "Sets the portal linkage ID. If portal is open it will close and reopen with new portal linked."
N/A239]
N/A240 
N/A241@PointClass base(Weapon,Targetname, Parentname) studio("models/weapons/w_portalgun.mdl") = weapon_portalgun : "Portalgun"
N/A242[
N/A243 CanFirePortal1(boolean)  : "Can Fire Portal 1" : 1 : "Can this portalgun create blue portals?"
N/A244 CanFirePortal2(boolean)  : "Can Fire Portal 2" : 1 : "Can this portalgun create red portals?"
N/A245 ShowingPotatos(boolean)  : "Show Potatos" : 0 : "Show potatos."
N/A246 
N/A247 StartingTeamNum(choices) : "Starting Team" : 0 : "Which team this gun originally belongs to. Will decide which portals it fires before being picked up." =
N/A248 [
N/A249 0 : "Single Player"
N/A250 2 : "Orange"
N/A251 3 : "Blue"
N/A252 ]
N/A253 
N/A254 input ChargePortal1(void)  : "Does charge up effect for mounted portalgun."
N/A255 input ChargePortal2(void)  : "Does charge up effect for mounted portalgun."
N/A256 
N/A257 input FirePortal1(void)  : "Projects portal 1 onto a wall in the facing direction of the gun."
N/A258 input FirePortal2(void)  : "Projects portal 2 onto a wall in the facing direction of the gun."
N/A259 
N/A260 input FirePortalDirection1(vector)  : "Fires portal 1 in the specified direction."
N/A261 input FirePortalDirection2(vector)  : "Fires portal 1 in the specified direction."
N/A262 
N/A263 output OnFiredPortal1(void)  : "Fires when the first (blue) portal is fired."
N/A264 output OnFiredPortal2(void)  : "Fires when the second (red) portal is fired."
N/A265]
N/A266 
N/A267@PointClass base(npc_turret_ground) studio( "models/combine_turrets/ground_turret.mdl" ) = npc_portal_turret_ground : "Combine (Portal) ground turret"
N/A268[
N/A269 ConeOfFire(float)  : "Cone of Fire" : 60 : "Cone of fire in degrees."
N/A270]
N/A271 
N/A272// Cores of GlaDOS computer. Resemble little eyeballs with handles. These play lines and look around when near the player.
N/A273@PointClass base(BasePropPhysics) studioprop() studio( "models/npcs/personality_sphere/personality_sphere.mdl" ) = prop_glados_core : "Core of GlaDOS computer."
N/A274[
N/A275 CoreType(choices) : "Core Personality" : 1 : "Which personality VO set the core is set to." =
N/A276 [
N/A277 0 : "Curious"
N/A278 1 : "Aggressive"
N/A279 2 : "Crazy"
N/A280 3 : "None"
N/A281 ]
N/A282 
N/A283 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/A284 
N/A285 input Panic(void)  : "Core is near death, panic."
N/A286 input StartTalking(void)  : "Start playing lines, play looking animations."
N/A287 
N/A288 output OnPlayerPickup(void)  : "Player picked up core."
N/A289]
N/A290 
N/A291@PointClass base(npc_turret_floor) studio( "models/props/turret_01.mdl" ) = npc_portal_turret_floor : "Combine (Portal) Floor Turret"
N/A292[
N/A293 Gagged(boolean) : "Turret is Gagged" : 0 : "Turret will not speak any lines."
N/A294 UsedAsActor(boolean) : "Used As Actor" : 0 : "Turret will not run the standard floor turret code so it can be used as an actor."
N/A295 PickupEnabled(boolean) : "Turret can be picked up by player" : 1 : "Disables pickup by player."
N/A296 DisableMotion(boolean) : "Disable Motion" : 0 : "Set for turrets that can't move in the world."
N/A297 AllowShootThroughPortals(boolean) : "Allow Shooting through portals" : 0 : "Turrets will not try to shoot through portals unless this is set."
N/A298 TurretRange(float) : "Maximum Range" : 1024 : "How far the turret will be able to see targets."
N/A299 LoadAlternativeModels(boolean) : "Load Defective Models" : 0 : "Should this turret precache the defective models? Needed for late switching."
N/A300 UseSuperDamageScale(boolean) : "Use Super Damage" : 0 : "Setting this to true will scale the turret's damage by a very large amount."
N/A301 
N/A302 CollisionType(choices) : "Collision Type" : 0 : "Allow collision with the player to be turned off for very special cases." =
N/A303 [
N/A304 0 : "Normal"
N/A305 1 : "Debris"
N/A306 ]
N/A307 
N/A308 ModelIndex(choices) : "Model" : 0 : "Which model the turret uses. The skeleton turret is still functional." =
N/A309 [
N/A310 0 : "Normal"
N/A311 1 : "Unused"
N/A312 2 : "Box"
N/A313 3 : "Backwards"
N/A314 4 : "Skeleton"
N/A315 ]
N/A316 
N/A317 DamageForce(boolean) : "Damage pushes player" : 0 : "Being hit by this turret will push the player back."
N/A318 
N/A319 input FireBullet(string)  : "Causes the turret to instantly fire at the specified entity."
N/A320 
N/A321 input EnableGagging(string)  : "Prevents the turret from speaking any lines."
N/A322 input DisableGagging(string): "Allows the turret to speak again."
N/A323 input EnablePickup(string)  : "Enables player pickup of the turret."
N/A324 input DisablePickup(string): "Disables player pickup of the turret."
N/A325 input SelfDestructImmediately(void) : "Cause the turret to explode immediately."
N/A326 input SetAsBouncePainted(void) : "Force this turret to be painted with bounce paint."
N/A327 
N/A328 output OnPainted(void)  : "Fires when the turret is first painted or if repainted by a different type."
N/A329]
N/A330 
N/A331@PointClass base(Targetname, Angles, Studiomodel) studio( "models/props/security_camera.mdl" ) = npc_security_camera : "Security Camera"
N/A332[
N/A333 spawnflags(Flags) =
N/A334 [
N/A335 32 : "Autostart" : 1
N/A336 ]
N/A337 
N/A338 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/A339 TeamToLookAt(choices) : "Team Pings to Observe" : 2 : "Which team's pings to look at." =
N/A340 [
N/A341 1 : "Both"
N/A342 2 : "Orange"
N/A343 3 : "Blue"
N/A344 ]
N/A345 
N/A346 TeamPlayerToLookAt(choices) : "Which team to follow" : 0 : "Which team the camera should follow." =
N/A347 [
N/A348 0 : "Both"
N/A349 2 : "Orange"
N/A350 3 : "Blue"
N/A351 ]
N/A352 
N/A353 // Inputs
N/A354 input Enable(void) : "If closed, open."
N/A355 input Disable(void) : "If open, close."
N/A356 input Toggle(void) : "Toggle - If open, close. If closed, open."
N/A357 input Ragdoll(void) : "Disable and fall off the wall."
N/A358 
N/A359 input LookAtBlue(void) : "Make the camera only follow players on the blue team."
N/A360 input LookAtOrange(void) : "Make the camera only follow players on the orange team."
N/A361 input LookAllTeams(void) : "Make the camera follow all players."
N/A362 
N/A363 // Outputs
N/A364 output OnDeploy(void) : "Camera is becoming active and dangerous."
N/A365 output OnRetire(void) : "Camera is becoming inactive and harmless."
N/A366 output OnTaunted(void) : "This output will fire when any co-op player STARTS taunting the camera."
N/A367 output OnTauntedBlue(void) : "This output will fire when a co-op player on the BLUE team STARTS taunting the camera."
N/A368 output OnTauntedOrange(void) : "This output will fire when a co-op player on the ORANGE team STARTS taunting the camera."
N/A369 output OnTauntedFinished(void) : "This output will fire when any co-op player FINISHES taunting the camera."
N/A370 output OnTauntedBlueFinished(void) : "This output will fire when a co-op player on the BLUE team FINISHES taunting the camera."
N/A371 output OnTauntedOrangeFinished(void) : "This output will fire when a co-op player on the ORANGE team FINISHES taunting the camera."
N/A372]
N/A373 
N/A374@PointClass base(Targetname, Angles, Studiomodel) studio( "models/props/telescopic_arm.mdl" ) = prop_telescopic_arm : "Telescopic Arm"
N/A375[
N/A376 input Enable(void) : "Enable Thumper"
N/A377 input Disable(void) : "Disable Thumper"
N/A378 
N/A379 input SetTarget(string) : "Set the entity to target."
N/A380 input TargetPlayer(void) : "Set the player as the entity to target."
N/A381 
N/A382 output OnFoundTarget(void)  : "Arm has direct LOS to target entity."
N/A383 output OnLostTarget(void)  : "Arm has lost direct LOS to target entity."
N/A384]
N/A385 
N/A386@PointClass base(Targetname, Angles, Parentname, Global) studio( "models/props/Round_elevator_body.mdl" ) = prop_portal_stats_display : "Portal Stats Display"
N/A387[
N/A388 input Enable(void) : "Turn on and display the current stats"
N/A389 input Disable(void) : "Turn off stats display"
N/A390 
N/A391 input UpdateStats(void) : "Updates the stats to the player's current level stats"
N/A392 input ResetPlayerStats(void) : "Resets the curret level stats of the player"
N/A393 
N/A394 output OnMetPortalObjective(void)  : "Fired when enabled and player met the number of portal placements."
N/A395 output OnMetStepsObjective(void)  : "Fired when enabled and player met the number of foot steps."
N/A396 output OnMetSecondsObjective(void)  : "Fired when enabled and player met the number of seconds."
N/A397 output OnFailedAllObjectives(void)  : "Fired when enabled and player met no objectives."
N/A398]
N/A399 
N/A400@PointClass base(Targetname, Angles, Parentname) studio("models/editor/axis_helper_thick.mdl") = vgui_neurotoxin_countdown : "Neurotoxin Countdown"
N/A401[
N/A402 width(integer) : "Panel width" : 256 : "Width of the panel in units."
N/A403 height(integer) : "Panel height" : 128 : "Height of the panel in units."
N/A404 countdown(integer) : "Countdown time" : 60 : "Countdown time in seconds."
N/A405 
N/A406 input Enable(void) : "Make slideshow visible."
N/A407 input Disable(void) : "Make slideshow invisible."
N/A408]
N/A409 
N/A410 
N/A411///=============================================================================
N/A412//
N/A413// Special Effects
N/A414//
N/A415///=============================================================================
N/A416 
N/A417@PointClass base(Angles,Targetname,Parentname) = env_lightrail_endpoint : "Special effects for the endpoints of the lightrail."
N/A418[
N/A419 spawnflags(Flags) =
N/A420 [
N/A421 1 : "Start On (w/ Small FX)" : 0
N/A422 //2 : "Start With Large FX" : 0
N/A423 ]
N/A424 
N/A425 small_fx_scale(float) : "Scale Small FX" : 1 : "Scale of the small effect. 1 is the default size, 2 is twice that, etc."
N/A426 
N/A427 large_fx_scale(float) : "Scale Large FX" : 1 : "Scale of the large effect. 1 is the default size, 2 is twice that, etc."
N/A428 
N/A429 // Inputs
N/A430 input StartCharge(float) : "Start charging the endpoint from the small to large state over a specified amount of seconds."
N/A431 input StartSmallFX(void) : "Start discharging particles at the small effects state over specified number of seconds."
N/A432 input StartLargeFX(void) : "Start discharging particles at the large effects state over specified number of seconds."
N/A433 input Stop(float) : "Stops the effect at any point."
N/A434]
N/A435 
N/A436 
N/A437///=============================================================================
N/A438//
N/A439// Credits
N/A440//
N/A441///=============================================================================
N/A442 
N/A443@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = env_portal_credits :
N/A444 "An entity to control the rolling credits for portal."
N/A445[
N/A446 // Inputs
N/A447 input RollCredits(void) : "Start the intro credits rolling."
N/A448 input RollOutroCredits(void) : "Start the outro credits rolling."
N/A449 input ShowLogo(void) : "Show the HL2 logo."
N/A450 input RollPortalOutroCredits(void) : "Start the Portal greenscreen outro credits."
N/A451 
N/A452 // Outputs
N/A453 output OnCreditsDone(void)  : "Fired when the credits having finished rolling."
N/A454]
N/A455 
N/A456 
N/A457 
N/A458///=============================================================================
N/A459//
N/A460// Normally Obsolete..
N/A461//
N/A462///=============================================================================
N/A463 
N/A464@PointClass base(Targetname, Parentname) iconsprite("editor/info_lighting.vmt") = info_lighting_relative
N/A465[
N/A466 LightingLandmark(target_destination) : "Lighting Landmark" :  : "Entity at which the reference origin is contained. " +
N/A467 " If empty, the info_lighting_relative's origin will" +
N/A468 " be used."
N/A469]
N/A470 
N/A471 
N/A472 
N/A473@PointClass base(Targetname, Parentname, Studiomodel, Angles) studioprop() = prop_mirror : "A basic mirror model"
N/A474[
N/A475 Width(float) : "Width" : "64.0" : "The width of the mirror when there's no model"
N/A476 Height(float) : "Height" : "108.0" : "The height of the mirror when there's no model"
N/A477 PhysicsEnabled(boolean) : "Physics" : 0 : "Move physically"
N/A478]
N/A479 
N/A480@NPCClass base(Parentname, BaseNPC) iconsprite("editor/bullseye.vmt") color(255 0 0) = npc_bullseye : "Bullseye"
N/A481[
N/A482 // Unlike other NPCs level designers are allowed to set the health on bullseyes
N/A483 health(Integer) : "Health" : 35
N/A484 
N/A485 minangle(string) : "Minimum Angle" : "360" : "Angle from the bullseye required for bullseye to be a valid enemy"
N/A486 mindist(string) : "Minimum Distance" : "0" : "Distance from the bullseye required for bullseye to be a valid enemy"
N/A487 
N/A488 autoaimradius(float) : "Autoaim Radius" : "0" : "Radius of autoaim influence. Use ent_autoaim <picker> to visualize."
N/A489 
N/A490 spawnflags(Flags) =
N/A491 [
N/A492 65536  : "Not Solid" : 0
N/A493 131072  : "Take No Damage" : 0
N/A494 262144  : "Enemy Damage Only" : 0
N/A495 524288  : "Bleed" : 0
N/A496 1048576 : "Perfect Accuracy" : 0
N/A497 2097152 : "Collide against physics objects (Creates VPhysics Shadow)" : 0
N/A498 ]
N/A499 output OnTargeted(void) : "Fires when targeted"
N/A500 output OnReleased(void) : "Fires when no longer targeted"
N/A501]
N/A502 
N/A503