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| FGD Changelog |
If you'd like to be informed as to future changes to this FGD, just tell me and I'll email you whenever I make a meritable update.
If you think a change should be made to an entity, feel free to contact me with your idea. I'll laud your name or write you forever into the FGD or buy you dinner or something.
Also, if you've found another FGD or have made changes to the FGDs yourself, don't forget to contact me with the changes so that I can properly implement them on my end. I don't want a thousand different FGDs by a thousand different authors floating around, and I assure you, I'm not out to steal anyone's work :P
Any questions, comments, requests, marriage proposals, hate mail, death threats, soliloquies on the meaning of life, etc. should be directed to Raeven0@editlife.net.
All 1.0.8b
* Quickly added a readonly MoveSpeed() to ropes so that Hammer will render them
HL2 1.0.8
* Removed the following nonfunctional entities: env_rotorwash; info_teleporter_countdown; prop_vehicle_driveable; script_tauremoval; vgui_screen
* Removed all triggers' Pushables flag (it only works for func_pushable, which is not in any FGD and is pointless anyway)
* Added available soundscape names to env_soundscape
* Added _minlight key to worldspawn
* Added Trigger base to trigger_autosave and trigger_changelevel (thanks, swiss_cheese9797)
* Added Parentname base to phys_thruster and phys_torque (thanks, AberantObscurity)
* Added HDR and other light keys, new areaportal keys, and the rest of Valve's new engine changes (the ones I could find)
* Added body(integer) and SetBodyGroup(integer) to Studiomodel base; removed these from all children of Studiomodel
* Added Parentname and Studiomodel bases to monster_generic, generic_actor, and cycler_actor
* Added func_physbox_multiplayer, spark_shower
* Added the Targetname base to npc_heli_nobomb and npc_heli_avoidbox, and rearranged their bases in logical order
* Added sequence(integer) to prop_ragdoll
* Added three new flags to env_blood
* Changed item_ammo_ar2 entities to use proper models
* Changed all studio() to studioprop() so that model bounding boxes follow the rotated model
* Implemented func_wall, func_illusionary, func_wall_toggle, info_teleport_destination, and trigger_once at the end of the FGD for people bent on using them
* Improved entity documentations
* Improved prop_door_rotating (thanks, Mr. Wisecarver)
CS:S 1.0.8
brought to you by Groundflyer (jaxon_groundflyer@hotmail.com)
* After much testing, commented out scripted_target, scripted_sentence, cycler_actor, and generic_actor -- this leaves monster_generic and scripted_sequence for all scripted behaviour
* Also removed vgui_screen
* Removed all triggers' Pushables flag (it only works for func_pushable, which is not in any FGD and is pointless anyway)
* Added avilable soundscapes to env_soundscape
* Added _minlight key to worldspawn
* Added Parentname base to phys_thruster and phys_torque (thanks, AberantObscurity)
* Added HDR and other light keys, new areaportal keys, and the rest of Valve's new engine changes (the ones I could find)
* Added ammo keys to weapons
* Added body(integer) and SetBodyGroup(integer) to Studiomodel base; removed these from all children of Studiomodel
* Added Parentname and Studiomodel bases to monster_generic, generic_actor, and cycler_actor
* Added three new flags to env_blood
* Changed spawn points to match Valve's new model names
* Changed all studio() to studioprop() so that model bounding boxes follow the rotated model
* Implemented func_wall, func_illusionary, func_wall_toggle, info_teleport_destination, and trigger_once at the end of the FGD for people bent on using them
* Improved entity documentations
* Improved prop_door_rotating (thanks, Mr. Wisecarver)
DOD:S 1.0.8
brought to you by Groundflyer (jaxon_groundflyer@hotmail.com)
* Removed the following nonfunctional entities: prop_vehicle_driveable; script_tauremoval; point_camera; func_monitor; info_camera_link; vgui_screen
* Removed the exclusively HL2SP/HL2DM entities that were here from the HL2 base
* Removed all triggers' Pushables flag (it only works for func_pushable, which is not in any FGD and is pointless anyway)
* Added spark_shower
* Added available soundscape names to env_soundscape
* Added _minlight key to worldspawn
* Added Trigger base to trigger_autosave and trigger_changelevel (thanks, swiss_cheese9797)
* Added Parentname base to phys_thruster and phys_torque (thanks, AberantObscurity)
* Added HDR and other light keys, new areaportal keys, and the rest of Valve's new engine changes (the ones I could find)
* Added body(integer) and SetBodyGroup(integer) to Studiomodel base; removed these from all children of Studiomodel
* Added Parentname and Studiomodel bases to monster_generic
* Added three new flags to env_blood
* Changed dod_capture_point's preview model to "models/mapmodels/flags.mdl"
* Changed spawn points to display player models
* Changed all studio() to studioprop() so that model bounding boxes follow the rotated model
* Ensured that this one has a game_score and prop_physics_multiplayer
* Implemented func_wall, func_illusionary, func_wall_toggle, info_teleport_destination, and trigger_once at the end of the FGD for people bent on using them
* Improved entity documentations
* Improved prop_door_rotating (thanks, Mr. Wisecarver)
HL2 1.0.7
* Removed the following nonfunctional entities: BaseSpeaker base; Inputfilter base; KeyFrame base; weapon_brickbat
* Removed a redundant func_healthcharger entry and a redundant phys_constraintsystem entry
* Removed func_wall_toggle; use func_brush instead
* Removed unused "Type" property and "Angles" base from env_alyxemp
* Removed "Credits" (option 1) from game_text's effects; 0 and 1 give the same effect, so I randomly chose to keep 0
* Removed unused radius from env_soundscape_proxy
* Removed unused duration from env_flare
* Removed note from func_precipitation that HL2 lacks rain/snow materials
* Commented out iffy npc_citizen citizentype "Unique" (4)
* Added item_sodacan for cans that need I/O
* Added note that env_beverage and item_sodacan need a models/can.mdl, and added a link to Groundflyer's custom can
* Added RenderFields inheritance to Studiomodel base as well as several other entities that needed it--
I'm pretty sure this is going to work without problems [since these are universal keys]
* Added a proper flag 4 to env_fade
* Added properties and inputs to light_environment to allow it to be dynamic
* Added ApplyScore(void) input to game_score
* Added _exponent key back to light_spot since it's used by RAD
* Added MoveLinear base for func_movelinear and func_water_analog
* Allowed "Default" tracer, as well as other gunfire sounds, to be used in env_gunfire
* Changed SetSpeed(void) to SetSpeed(integer) in func_conveyer
* Corrected Negated(choices) default value in BaseFilter
* Corrected spawnobject(choices) list in BreakableBrush base
* Correct default model and sound for physics_cannister
* Corrected redundancies in item_item_crate
* Corrected mistake of removing orientationtype(choices) from path_track
* Improved entity documentations in general
* Improved BaseTank's (and tank entities') properties and documentation
* Merged RenderFields and Shadow bases and moved _minlight key to new RenderFields base
* Organized entity ordering within the FGD: they're alphabetized, mostly, and groups of related entities (such as "Ladders") are all together
CS:S 1.0.7
brought to you by Groundflyer (jaxon_groundflyer@hotmail.com)
* Removed the following nonfunctional entities: InputFilter base, KeyFrame base, all node entities and bases, env_credits, path_corner_crash, player_loadsaved
* Commented out the following iffy or nonfunctional entities: ai_battle_line; ai_changehintgroup; ai_goal_assault; ai_goal_follow;
ai_goal_lead; ai_goal_lead_weapon; ai_goal_standoff; ai_script_conditions; ai_sound; ai_speechfilter; aiscripted_schedule;
assault_assaultpoint; assault_rallypoint; func_vehicleclip; logic_choreographed_scene; npc_vehicledriver; prop_vehicle; prop_vehicle_driveable
* Removed func_wall_toggle; use func_brush instead
* Removed a redundant info_player_start entry
* Removed unused radius from env_soundscape_proxy
* Removed several nonfunctional properties from the BaseNPC base
* Added game_score again (was removed when it didn't work and not reimplemented when it was fixed)
* Added item_sodacan for cans that need I/O
* Added the following entities: ammo_338mag; ammo_357sig; ammo_45acp; ammo_50ae; ammo_556mm_box; ammo_556mm; ammo_57mm;
ammo_762mm; ammo_9mm; ammo_buckshot; item_nvgs; point_devshot_camera; spark_shower
* Added the aforementioned ammo and item entities to game_player_equip
* Added material browsers for vgui_screen's "Overlay Material" and trigger_vphysics_motion's "Particle Trail Material"
* Added an Item base for item I/O
* Added note that env_beverage and item_sodacan need a models/can.mdl, and added a link to Groundflyer's custom can
* Added RenderFields inheritance to Studiomodel base as well as several other entities that needed it--
I'm pretty sure this is going to work without problems [since these are universal keys]
* Added a proper flag 4 to env_fade
* Added properties and inputs to light_environment to allow it to be dynamic
* Added _exponent key back to light_spot since it's used by RAD
* Added MoveLinear base for func_movelinear and func_water_analog
* Changed SetSpeed(void) to SetSpeed(integer) in func_conveyer
* REALLY changed spawn points to display player models (forgot it last time--oops!)
* Corrected Negated(choices) default value in BaseFilter
* Corrected default model and sound in physics_cannister
* Corrected mistake of removing orientationtype(choices) property from path_track
* Removed keyframe_rope parenting warning and added a more informative warning to the documentations of all entities that aren't reset upon newround
HL2 1.0.6b
* Removed or commented out the following broken or redundant entities:
env_extinguisherjet, env_funnel, func_extinguishercharger, keyframe_track, move_keyframed
* Removed broken flag from move_rope/keyframe_rope
* Removed broken permission flags from info_node
* Removed broken MaximumState(choices) property from ai_goal_follow, and put its Formation choices in order
* Added new HL2DM entities: npc_tripmine, npc_satchel
* Added a new HL2 entity: npc_grenade_frag
* Added a new base Remap for the two remap entities
* Added a read-only error(integer) key to func_breakable_surf
* Added choices for vehicle script files
* Added sphere(_distance) helper to lights
* Added developer entity "player" (it was commented out prior to this)
* Added Alpha(integer) input in RenderFields base
* Made the following changes to env_beam: removed broken framrate(integer) property; renamed framestart(integer)'s
SmartEdit name; removed obsolete Toggle flag; renamed and rewrote flags and properties to be more accurate;
changed "Amplitude" input to "Noise" as this is the correct name
* Made the following changes to path_track: commented out the "Fire Once" flag; made it
draw a line to its alternate path; commented out the orientationtype(choices) property
* Changed func_areaportal's default state to Open as this is the more useful state
* Changed the Mover base to include a proper name for PositionInterpolator value 2
* Gave logic_collision_pair the Targetname base
* Made env_explosion's flags easier to understand and added flag 8192
* Re-implemented "World Space Glow" rendermode (thanks, Gobanzo_Mon)
* Implemented most of Valve's changes (http://www.valve-erc.com/srcsdk/fgd_changes.html) from 9 Mar
and prior after checking their validity--thanks, Valve authors
CS:S 1.0.6b
continued joint project with Groundflyer (jaxon_groundflyer@hotmail.com)
* Removed or commented out the following broken or redundant entities:
env_funnel, keyframe_track, move_keyframed
* Removed broken flag from move_rope/keyframe_rope
* Removed broken permission flags from info_node
* Removed broken MaximumState(choices) property from ai_goal_follow, and put its Formation choices in order
* Added a new base Remap for the two remap entities
* Added a read-only error(integer) key to func_breakable_surf
* Added choices for vehicle script files
* Added sphere(_distance) helper to lights
* Added func_fish_pool
* Added developer entity "player" (it was commented out prior to this)
* Added Alpha(integer) input in RenderFields base
* Made the following changes to env_beam: removed broken framrate(integer) property; renamed framestart(integer)'s
SmartEdit name; removed obsolete Toggle flag; renamed and rewrote flags and properties to be more accurate;
changed "Amplitude" input to "Noise"
* Made the following changes to path_track: commented out the "Fire Once" flag; made it
draw a line to its alternate path; commented out the orientationtype(choices) property
* Changed func_areaportal's default state to Open as this is the more useful state
* Changed the Mover base to include a proper name for 2
* Gave logic_collision_pair the Targetname base
* Made env_explosion's flags easier to understand and added flag 8192
* Re-implemented "World Space Glow" rendermode (thanks, Gobanzo_Mon)
* Implemented most of Valve's changes (http://www.valve-erc.com/srcsdk/fgd_changes.html) from 9 Mar
and prior after checking their validity--thanks, Valve authors
HL2 1.0.6
* Commented out more nonfunctional entities:
BaseBrush base, TriggerOnce base, move_track, weapon_extinguisher, trigger_once, info_lighting_relative
* Removed broken properties from cycler and added working inputs, outputs, and properties
I am leaving the cycler entity in, at least this time. It's the worst possible
way to place a model, but it could be useful for testing purposes with model animations,
because you can shoot it to advance the model a frame in its animation.
HL2 thinks a cycler is some sort of NPC.
* Removed Angles base from keyframe_rope
* Removed broken models from npc_citizen
* Removed redundant kill(void) input from item_ammo_crate
* Added weapon_alyxgun, weapon_annabelle, weapon_stunstick, and weapon_slam to game_player_equip
* Added weapon_slam
* Added UseRandomTime(integer) input to logic_timer
* Added the Color(color255) input to the RenderFields base
I'm going to *try* putting this input in that base. I hope someone tells me if it doesn't work there.
* Moved Shadow base above Studiomodel base and had the latter call on the former (to save space)
* Added sphere(MaxRange) to env_microphone
* Added Parentname base to ai_relationship
* Added lowerleft, lowerright, upperleft, and upperright vectors to func_breakable_surf, to prevent Hammer calling foul on the entity
* Added key no_decomp (a very simple decompile prevention method) to worldspawn
* Modified env_screenoverlay's properties to allow for choosing materials from the texture browser
* Corrected more errors in spelling, punctuation, grammar, and usage
* Corrected my own mistake of not including an Ignite(void) input for prop_physics_respawnable
* Changed "Inverse Mass Scale" back to "Mass Scale" (I would have sworn it was inverse)
* Changed RenderFields base (tried to make it better reflect HL2 renderfields)
* Changed worldspawn's default sky (the old default was buggy), its help text, and removed all bases
* Changed lights a little; streamlined base calling, removed unneeded properties, such as that
* Changed "Start constrained" to "Start asleep" in weapons, and changed all instances of "Start asleep" to "Start asleep (don't fall to ground)"
CS:S 1.0.6
with much help from Groundflyer (jaxon_groundflyer@hotmail.com)
* Removed more nonfunctional or unneeded entities:
BaseSpeaker base, BaseBrush base, TriggerOnce base, game_text, move_track, env_microphone, env_zoom, info_lighting_relative, trigger_once
* Removed broken properties from cycler and added working inputs, outputs, and properties
I am leaving the cycler entity in, at least this time. It's the worst possible
way to place a model, but it could be useful for testing purposes with model animations,
because you can shoot it to advance the model a frame in its animation.
HL2 thinks a cycler is some sort of NPC.
* Removed Angles base from keyframe_rope
* Removed "Spawn on Break" list from breakable objects
* Removed choosing hostage type "A,B,C,D" since the game does it randomly anyway
* Added sphere(MaxRange) to env_microphone
* Added note that, in CS:S, setting a keyframe_rope's parent breaks the entity
* Added the Color(color255) input to the RenderFields base
I'm going to *try* putting this input in that base. I hope someone tells me if it doesn't work there.
* Added the following entities:
ai_battle_line; ai_changehintgroup; ai_changetarget; ai_goal_assault; ai_goal_follow; ai_goal_lead;
ai_goal_standoff; ai_script_conditions; ai_sound; aiscripted_schedule; assault_assaultpoint; assault_rallypoint;
cycler_actor; env_detail_controller; env_gunfire; env_muzzleflash; env_terrainmorph; func_vehicleclip;
generic_actor; logic_choreographed_scene; monster_generic; npc_vehicledriver; path_corner; path_corner_crash;
phys_constraintsystem; player_loadsaved; player_speedmod; prop_vehicle; prop_vehicle_driveable; scripted_sentence;
scripted_sequence; scripted_target; trigger_vphysics_motion
* Added lowerleft, lowerright, upperleft, and upperright vectors to func_breakable_surf, to prevent Hammer calling foul on the entity
* Added key no_decomp (a very simple decompile prevention method) to worldspawn
* Moved Shadow base above Studiomodel base and had the latter call on the former (to save space)
* Modified env_screenoverlay's properties to allow selection of materials with the texture browser
* Emptied "Spawn on Break" list for breakable entities as there were no valid options
* Changed lights a little; streamlined base calling, removed unneeded properties, such as that
* Changed "Start constrained" to "Start asleep" in weapons, and changed all instances of "Start asleep" to "Start asleep (don't fall to ground)"
* Changed all instances of "Inverse Mass Scale" back to "Mass Scale" (I would have sworn it was inverse...)
* Corrected more errors in spelling, punctuation, grammar, and usage
* Changed RenderFields base (tried to make it better reflect HL2 renderfields)
* Changed worldspawn's default sky (the old default was buggy), its help text, and removed all bases
HL2 1.0.5
* Removed base FGD entirely (it's better to have one FGD per mod)
* Removed or commented out the following nonfunctional or redundant entities:
func_ladder, func_wall, func_water, func_illusionary, game_score, game_player_team, game_player_hurt, info_teleport_destination, test_*
* Removed all inputs and outputs from info_null and info_lighting (they didn't need them)
* Removed obsolete flag from trigger_playermovement
* Removed pitch/yaw/roll from env_splash
* Removed redundant Pitch(integer) from env_sun
* Removed the following unneeded BaseClasses:
prop_detail_base, vgui_screen_base, WorldBase
* Removed redundant kill(void) input from func_vehicleclip
* Removed nonfunctional EnablePhyscannonPickup and DisablePhyscannonPickup from func_physbox
* Commented out all master(string) properties from all entities. If anyone can find an entity that can actually function as a master, I'd be glad to uncomment them.
* Added an entity called "player." Any inputs sent to "player" will actually be passed to all the clients; however, having a player entity in the map crashes HL2.
I've contacted amckern, who works with CST (Source's map compiler), to see if he can have the player entity removed automatically, to avoid HL2 crashing; until then,
the entity will either be commented out or marked "Developer Only."
* Added info_lighting_relative with the Parentname base
* Merged HL2 and HL2DM FGDs into one file, because HL2DM adds only two entities
* Merged Weapon and Item bases; had them call on the Parentname base; added Ignite(void) input to WeaponItemBase
* Moved all HL2DM-specific entities to the bottom of the FGD
* Added note to func_precipitation that HL2 does not have snow or rain materials
* Added note to point_message that the entity will not work in HL2DM
* Added Toggle(void) input to func_brush
* Added Targetname and Angles BaseClasses to PlayerClass BaseClass, allowing spawn points to have inputs and such
* Added physdamagescale(float) property and physdamagescale(float) input to func_physbox
* Added fademindist(float) and fademaxdist(float) inputs to BasePropPhysics base
* Added Mover base to move_rope, replacing its own Position Interpolator property
* Added option 2 to PositionInterpolator(choices) property in Mover base, and improved the help of that property
* Created new base BaseDecal to save space in decal entities
* Corrected problem with env_tonemap_controller SetTonemapScale input
* Corrected a few errors in spelling, punctuation, grammar, and usage
* Corrected filter_activator_team team-numbering
* Changed scale(string) and framerate(string) to scale(float) and framerate(float) in env_sprite; also, added a default value of 1 to env_sprite's scale(float)
* Universally changed "Mass Scale" and its help to read "Inverse Mass Scale" to be more descriptive
* Gave info_ladder_dismount the Targetname BaseClass
* Gave env_steam the Targetname BaseClass
* Gave func_useableladder the Origin BaseClass
* Gave env_sun the Targetname BaseClass
* Plugged a few radii properties into a sphere() helper
* Modified game_player_equip to include a list of everything it can give, gave it a proper Use input, and corrected a problem where choosing No would give the weapon anyway
* Changed m_SoundName(string) to m_SoundName(sound) in point_tesla
* Fixed redundant BaseClass calling in the Trigger, prop_dynamic_base, and BaseNPCMaker bases as well as the following entities:
env_gunfire; env_smokestack; func_monitor; func_physbox; item_item_crate; logic_timer; trigger_hurt; trigger_remove; trigger_vphysics_motion
* Improved the entity help of:
prop_detail, item_item_crate, env_fog_controller, ambient_generic, sky_camera
* Corrected BaseClass ordering in:
info_projecteddecal; func_physbox; env_headcrabcanister; script_tauremoval; env_citadel_energy_core; env_alyxemp; prop_ragdoll; info_node_air_hint; material_modify_control; func_vehicleclip; prop_physics; point_camera; prop_dynamic
The BaseClasses will ideally be arranged such that the Name property is always at the top,
followed by any classes special to the entity. I am open to suggestions as to the best way
to arrange the BaseClasses following Targetname (such as Origin, Parentname, and Angles).
* In order to keep the Name universally at the top, I had to create another BaseClass solely for the targetname(target_source) property. It's called NameBase and can safely be listed as the first base in all circumstances.
* Tried to apply some sort of good organization to my comments; failed miserably
CS:S 1.0.5
* Removed base FGD entirely (it's better to have one FGD per mod)
* Removed or commented out the following nonfunctional or redundant entities:
func_wall; func_water; func_illusionary; point_message; func_useableladder; func_ladderendpoint; game_score; game_player_team; info_ladder_dismount; info_teleport_destination
* Removed all inputs and outputs from info_null and info_lighting (they didn't need them)
* Removed prop_detail_base BaseClass because it wasn't needed
* Removed obsolete flag from trigger_playermovement
* Removed WorldBase BaseClass because it was a waste; the world's properties are now in the world itself
* Removed a few exclusively single-player entities
* Removed pitch/yaw/roll from env_splash
* Removed redundant Pitch(integer) from env_sun
* Removed the func_monitor materials from the FGD package because CS:S supports the HL2 materials
* Commented out all physcannon properties, inputs, and outputs (there's no physcannon in CS:S!)
* Commented out all master(string) properties of all entities. If anyone can find an entity that can actually function as a master, I'd be glad to uncomment them.
* Commented out redundant skins in hostage_entity
* Commented out game_weapon_manager, since it seems to crash multiplayer games...
* Commented out func_grenade_eater because CS:S doesn't recognize it
* Added an entity called "player." Any inputs sent to "player" will actually be passed to all the clients; however, having a player entity in the map crashes HL2.
I've contacted amckern, who works with CST (Source's map compiler), to see if he can have the player entity removed automatically, to avoid HL2 crashing; until then,
the entity will either be commented out or marked "Developer Only."
* Added info_lighting_relative
* Added player_weaponstrip
* Added Targetname and Angles BaseClasses to PlayerClass base, and changed the CS spawn entities to use the new PlayerClass
* Modified func_bomb_target, func_hostage_rescue, and func_buyzone to use the Trigger base
* Added Parentname base to all weapons
* Added Targetname base as well as inputs and outputs to hostage_entity
* Added bombExplode(void) input to func_bomb_target
* Added inputs and outputs (except OnPlayerPickup) to weapons
* Added (and commented out) prop_physics_respawnable
* Moved prop_physics_respawnable and prop_physics_multiplayer to be closer to prop_physics
* Moved ignite(void) input to BasePropPhysics base instead of declaring it in the entities
* Added Mover base to move_rope, replacing its own broken Position Interpolator property
* Added option 2 to PositionInterpolator(choices) in the Mover base, and improved the help of that property
* Gave func_brush a Toggle(void) input
* Created a new base BaseDecal to save space in decals
* Corrected filter_activator_team team numbering and added Spectator
* Corrected problem with env_tonemap_controller SetTonemapScale input
* Changed m_SoundName(string) to m_SoundName(sound) in point_tesla
* Changed scale(string) and framerate(string) to scale(float) and framerate(float) in env_sprite; also, added a default value of 1 to env_sprite's scale(float)
* Universally changed "Mass Scale" and its help to read "Inverse Mass Scale," to be more accurate
* Gave env_sun the Targetname BaseClass
* Gave env_steam the Targetname BaseClass
* Plugged a few radii properties into a sphere() helper
* Corrected BaseClass ordering in:
info_projecteddecal; func_physbox; prop_ragdoll; info_node_air_hint; material_modify_control; prop_physics; prop_dynamic; func_physbox
The BaseClasses will ideally be arranged such that the Name property is always at the top,
followed by any classes special to the entity. I am open to suggestions as to the best way
to arrange the BaseClasses following Targetname (such as Origin, Parentname, and Angles).
* In order to keep the Name universally at the top, I had to create another BaseClass solely for the targetname(target_source) property. It's called NameBase and can safely be listed as the first base in all circumstances.
* Corrected redundant BaseClass calling in the following:
Trigger base; prop_dynamic_base base; BaseNPCMaker base; env_smokestack; func_monitor; func_physbox; logic_timer; trigger_hurt; trigger_remove
* Improved the entity descriptions of: ambient_generic, env_fog_controller, prop_detail, sky_camera
* Made a few corrections in spelling, punctuation, grammar, and usage
* Modified game_player_equip weapon ordering, added the weapons' "real" names, added the Use(void) input, and corrected a problem where choosing "No" gave the weapon anyway
* Left weapons (weapon_knife, etc.) in the FGD; even though CS tries to remove them, they can be spawned with a point_template
* Tried to apply some sort of good organization to my comments; failed miserably |
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