Garrys Mod.fgd

From Valve Developer Community
Jump to: navigation, search
Dead End - Icon.png
This article has no links to other VDC articles. Please help improve this article by adding links that are relevant to the context within the existing text.
January 2024

From: \common\Garry's Mod\bin\garrysmod.fgd

@include "base.fgd"
@include "halflife2.fgd"

@SolidClass = func_ladder :
	"Ladder. Players will be able to move freely along this brush, as if it was a ladder." +
	"Apply the toolsinvisibleladder material to a func_ladder brush."
[
]

@SolidClass base(Targetname, Parentname) = func_detail_blocker : 
	"A brush entity that prevents detail sprites from being placed inside its volume."
[
]

@PointClass base(Targetname) iconsprite("editor/lua_run.vmt") = lua_run : "Runs Lua Code"
[
	Code(string) : "Code" : "" : "Lua code to run when triggered"

	spawnflags(flags) =
	[
		1  : "Run code on spawn": 0
	]

	input RunCode(void) : "Run Code that was defined in the entity"
	input RunPassedCode(string) : "Run code that was passed as a variable"
]

@PointClass base(Targetname, Parentname, Angles) studioprop( "models/editor/spot.mdl" ) frustum(lightfov,nearz,farz,lightcolor,-1) = env_projectedtexture : "Projected texture entity."
[
	spawnflags(flags) =
	[
		1  : "Enabled"			: 1
	]

	target(target_destination)	: "target" : : "target"
	lightfov(float)				: "FOV" : "90.0" : "FOV"
	nearz(float)				: "NearZ" : "4.0" : "Near Z for projected texture"
	farz(float)					: "FarZ" : "750.0" : "Far Z for projected texture"

	enableshadows(Choices) : "Enable Shadows" : 1 : "Enables/disables shadows from this projected texture." =
	[
		0 : "No"
		1 : "Yes"
	]
	lightonlytarget(Choices) : "Light Only Target" : 0 : "Limit flashlight effect to only effect target entity." =
	[
		0 : "No"
		1 : "Yes"
	]
	lightworld(Choices) : "Light World" : 1 : "Control whether flashlight effects static world geometry." =
	[
		0 : "No"
		1 : "Yes"
	]
	lightcolor(color255)		: "Light Color" : "255 255 255" : "Light Color RGB-Intensity"
	lightstrength(float)		: "Light Strength" : "1.0" : "How bright the light appears"
	cameraspace(integer)		: "Camera Space" : 0 : "Angles are interpreted as being relative to camera."

	texturename(string) 		: "Texture Name" : "effects/flashlight001" : "The name of the texture to use"
	textureframe(integer) 		: "Texture Frame" : 0 : "The frame of the texture"

	// Inputs
	input TurnOn(void)					: "Turn on the texture"
	input TurnOff(void)					: "Turn off the texture"
	input SetFOV(float)					: "Set FOV"
	input SpotlightTexture(string)		: "Set Spotlight Texture"
	input Ambient(float)				: "Set Spotlight Ambient"

]

@PointClass base(Targetname) iconsprite("editor/env_skypaint.vmt") = env_skypaint : "Control the sky colours"
[
	topcolor(color1)		: "Sky Top Color" : "0.2 0.5 1.0" : "The colour of the top of the sky"
	bottomcolor(color1)		: "Sky Bottom Color" : "0.8 1.0 1.0" : "The colour of the bottom of the sky"
	fadebias(float)			: "Sky Fade Bias" : "1.0" : "Controls the bias of the fade between top/bottom (1.0 is even)"

	sunsize(float)			: "Sun Size" : "2.0" : "Controls the size of the sun glow"
	sunnormal(vector )		: "Sun Normal" : "0.4 0.0 0.01" : "The position of the sun, expressed as a normal from the center of the world"
	sunposmethod(choices)	: "Sun Position Method" : 0 : "How should we determine the position of the sun?" =
	[
		0 : "Custom - Use the Sun Normal to position the sun"
		1 : "Automatic - Find a env_sun entity and use that"
	]
	suncolor(color1)		: "Sun Color" : "0.2 0.1 0.0" : "The color of the sun glow (this is additive)"

	duskscale(float)		: "Dusk Scale" : "1.0" : "The size of the dusk effect (colouring of the horizon)"
	duskintensity(float)	: "Dusk Intensity" : "1.0" : "How powerful the dusk effect is"
	duskcolor(color1)		: "Dusk Color" : "1.0 0.2 0.0" : "The color of the dusk effect"

	drawstars(choices)		: "Draw Stars" : 0 : "" =
	[
		0 : "No - Don't draw stars"
		1 : "Yes - Draw the stars please"
	]

	startexture(string) 	: "Star Texture" : "skybox/starfield" : "The star texture"
	starscale(float)		: "Star Scale" : "0.5" : "How big the star texture should be"
	starfade(float)			: "Star Fade" : "1.0" : "Fade the star texture towards the horizon"
	starspeed(float)		: "Star Speed" : "0.01" : "How fast the star texture should scroll across the sky"

	hdrscale(float)			: "HDR Scale" : "0.66" : "When rendering your skybox in HDR mode, output will be scaled by this amount."
]

@PointClass base(Targetname, Parentname, RenderFields, Angles, DXLevelChoice) studio("models/editor/cone_helper.mdl") = beam_spotlight : 
	"An entity to draw a spotlight. Will draw a beam when the player views it side on, and a halo when it's facing towards the player. "+
	"Unless the 'No Dynamic Light' spawnflag is checked, it will also create a dynamic light wherever the end of the spotlight rests." +
	"This spotlight is entirely client side, it is not sync'd across clients."
[
	spawnflags(Flags) = 
	[
		1 : "Start On" : 1
		2 : "No Dynamic Light" : 0
		4 : "Start rotation on" : 0
		8 : "Reverse Direction" : 0
		16 : "X Axis"  : 0
		32 : "Y Axis"  : 0
	]

	maxspeed(integer) : "Max Rotation Speed" : 100 : "The maximum rotation speed of the spotlight, in degrees per second."

	spotlightlength(integer) : "Spotlight Length" : 500 : "Length of the spotlight beam."
	spotlightwidth(integer) : "Spotlight Width" : 50 : "Width of the spotlight beam."
	rendercolor(color255) : "Color (R G B)" : "255 255 255"
	HDRColorScale(float) : "HDR color scale." : "0.7" : "float value to multiply sprite color by when running in HDR mode."
	
	// Inputs
	input LightOn(void) : "Turn the spotlight on."
	input LightOff(void) : "Turn the spotlight off"
	input Start(void) : "Start the rotator rotating."
	input Stop(void) : "Stop the rotator from rotating."
	input Reverse(void) : "Reverse the direction of rotation of the rotator."
	
	// outputs
	output OnLightOn(void) : "Fires when light turns on."
	output OnLightOff(void) : "Fires when light turns off."
]