Counter-Strike: Global Offensive.fgd: Difference between revisions
		
		
		
		
		
		Jump to navigation
		Jump to search
		
				
		
Note:Last modified March 16, 2021.
		
	
 (Added the FGD)  | 
				SirYodaJedi (talk | contribs)  No edit summary  | 
				||
| (11 intermediate revisions by 7 users not shown) | |||
| Line 1: | Line 1: | ||
{{LanguageBar}}  | |||
//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======  | This is the {{hammer|1}} [[FGD]] from {{csgo|4}}. The FGD file can be located here: {{path|...\common\Counter-Strike Global Offensive\bin\csgo|fgd|icon=file}}  | ||
{{note|Last modified March 16, 2021.}}  | |||
{{codeblock|src=csgo.fgd|lang=fgd|<nowiki>//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======  | |||
//  | //  | ||
// Purpose: Counter-Strike: Source game definition file (.fgd)    | // Purpose: Counter-Strike: Source game definition file (.fgd)    | ||
| Line 7: | Line 11: | ||
//=============================================================================  | //=============================================================================  | ||
@include "base.fgd"  | @include "</nowiki>[[Base.fgd/Counter-Strike:_Global_Offensive|base.fgd]]<nowiki>"  | ||
//-------------------------------------------------------------------------  | //-------------------------------------------------------------------------  | ||
| Line 14: | Line 18: | ||
//  | //  | ||
//-------------------------------------------------------------------------  | //-------------------------------------------------------------------------  | ||
@BaseClass = Target    | @BaseClass = Target    | ||
| Line 43: | Line 46: | ||
	output OnPlayerUse(void) : "Fires when the player +uses this weapon"  | 	output OnPlayerUse(void) : "Fires when the player +uses this weapon"  | ||
	output OnPlayerPickup(void) : "Fires when the player picks up this weapon"  | 	output OnPlayerPickup(void) : "Fires when the player picks up this weapon"  | ||
	input SetReserveAmmoAmount(integer) : "Set the reserve ammo on this weapon"  | |||
	input SetAmmoAmount(integer) : "Set the ammo on this weapon"  | |||
	input ToggleCanBePickedUp(void) : "Toggle CanBePickedUp"  | |||
]  | ]  | ||
| Line 175: | Line 182: | ||
	is_agressive(boolean) : "Is agressive?" : 0 : "Is the bot agreesive for his difficulty level?"  | 	is_agressive(boolean) : "Is agressive?" : 0 : "Is the bot agreesive for his difficulty level?"  | ||
	hide_radius(float) : "Hide Radius": 1000 : "Range around the spawn spot the bot will try to hide. Set to 0 to hold position and never try to hide."  | 	hide_radius(float) : "Hide Radius": 1000 : "Range around the spawn spot the bot will try to hide. Set to 0 to hold position and never try to hide."  | ||
	behavior_tree_file(string) : "Behavior Tree File" : "" : "The behavior tree file to use for this bot ( empty = classic AI )."   | |||
]  | ]  | ||
| Line 489: | Line 497: | ||
@PointClass base(Weapon) studio("models/weapons/w_defuser.mdl") = item_defuser : "Defuse Kit" []  | @PointClass base(Weapon) studio("models/weapons/w_defuser.mdl") = item_defuser : "Defuse Kit" []  | ||
@PointClass base(Weapon) studio("models/weapons/w_c4.mdl") = weapon_c4 : "C4 Bomb" []  | @PointClass base(Weapon) studio("models/weapons/w_c4.mdl") = weapon_c4 : "C4 Bomb" []  | ||
@PointClass base(Weapon) studio("models/weapons/w_eq_healthshot_dropped.mdl") = weapon_healthshot : "Medi-Shot" []  | @PointClass base(Weapon) studio("models/weapons/w_eq_healthshot_dropped.mdl") = weapon_healthshot : "Medi-Shot" []  | ||
@PointClass base(Weapon) studio("models/weapons/w_snip_scar20_dropped.mdl") = weapon_scar20 : "Scar20" []  | @PointClass base(Weapon) studio("models/weapons/w_snip_scar20_dropped.mdl") = weapon_scar20 : "Scar20" []  | ||
@PointClass base(Weapon) studio("models/props_survival/repulsor/repulsor.mdl") = weapon_zone_repulsor : "Zone Repulsor Device" []  | |||
//-------------------------------------------------------------------------  | //-------------------------------------------------------------------------  | ||
| Line 525: | Line 533: | ||
	output OnBombDefuseAborted(void): "Fired when a player starts defusing and then stops"  | 	output OnBombDefuseAborted(void): "Fired when a player starts defusing and then stops"  | ||
]  | ]  | ||
@PointClass base(BaseNPC, Parentname, RenderFields, Shadow) studio() = generic_actor : "Generic Actor NPC"  | @PointClass base(BaseNPC, Parentname, RenderFields, Shadow) studio() = generic_actor : "Generic Actor NPC"  | ||
| Line 578: | Line 585: | ||
	"A single Buy Zone entity must be either terrorist or counter-terrorist, it cannot be both. Should have " +  | 	"A single Buy Zone entity must be either terrorist or counter-terrorist, it cannot be both. Should have " +  | ||
	"the toolstrigger material applied to all sides"  | 	"the toolstrigger material applied to all sides"  | ||
[  | [  | ||
	input SetEnabled(void) : "Sets this buyzone as enabled."  | |||
	input SetDisabled(void) : "Sets this buyzone as disabled."  | |||
	input SetTeam_TerroristOnly(void) : "Make it so only terrorist can buy from this buyzone."  | 	input SetTeam_TerroristOnly(void) : "Make it so only terrorist can buy from this buyzone."  | ||
	input SetTeam_CTOnly(void) : "Make it so only CT's can buy from this buyzone."  | 	input SetTeam_CTOnly(void) : "Make it so only CT's can buy from this buyzone."  | ||
| Line 624: | Line 635: | ||
	output On51Speakers(void)	: "Fired if player is using 5.1 speakers."  | 	output On51Speakers(void)	: "Fired if player is using 5.1 speakers."  | ||
]  | ]  | ||
@BaseClass base(Targetname, Angles) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = Territory    | @BaseClass base(Targetname, Angles) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = Territory    | ||
| Line 634: | Line 644: | ||
@PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_hospital : "Hospital Territory Control Point"  | @PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_hospital : "Hospital Territory Control Point"  | ||
[  | [  | ||
]  | ]  | ||
@PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_terrorist : "Terrorists' Base Territory Point (Non-Capturable)"  | @PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_terrorist : "Terrorists' Base Territory Point (Non-Capturable)"  | ||
[  | [  | ||
]  | ]  | ||
@PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_counterterrorist : "Counter-Terrorists' Base Territory Point (Non-Capturable)"  | @PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_counterterrorist : "Counter-Terrorists' Base Territory Point (Non-Capturable)"  | ||
[  | [  | ||
]  | ]  | ||
| Line 654: | Line 659: | ||
@PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_barracks : "Barracks Territory Control Point"  | @PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_barracks : "Barracks Territory Control Point"  | ||
[  | [  | ||
]  | ]  | ||
| Line 660: | Line 664: | ||
@PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_bank : "Bank Territory Control Point"  | @PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_bank : "Bank Territory Control Point"  | ||
[  | [  | ||
]  | ]  | ||
| Line 666: | Line 669: | ||
@PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_encryption : "Encryption Center Territory Control Point"  | @PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_encryption : "Encryption Center Territory Control Point"  | ||
[  | [  | ||
]  | ]  | ||
| Line 673: | Line 675: | ||
[  | [  | ||
]  | |||
@PointClass base(Targetname) iconsprite("editor/gibshooter.vmt") = info_gascanister_launchpoint :   | |||
	"The position a gas canister will launch from in Survival Mode."   | |||
[  | |||
]  | ]  | ||
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = point_territory_control_rules  | @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = point_territory_control_rules  | ||
| Line 727: | Line 732: | ||
	input AddTeamMoneyCT(void) : "Add money to players on team COUNTER TERRORIST."  | 	input AddTeamMoneyCT(void) : "Add money to players on team COUNTER TERRORIST."  | ||
	input AddMoneyPlayer(void) : "Add money directly to the player activating this entity. (no chat description)"  | 	input AddMoneyPlayer(void) : "Add money directly to the player activating this entity. (no chat description)"  | ||
	input SpendMoneyFromPlayer(void) : "If the player has [money amount] or more, take [money amount] away."  | |||
	output OnMoneySpent(void) : "Fires when input SpendMoneyFromPlayer succeeded."  | |||
	output OnMoneySpentFail(void) : "Fires when input SpendMoneyFromPlayer failed. (Player didn't have enough money)"  | |||
]  | ]  | ||
| Line 748: | Line 757: | ||
	input Unlock(void) : "Re-allow the player to enter or exit the vehicle."  | 	input Unlock(void) : "Re-allow the player to enter or exit the vehicle."  | ||
]  | ]  | ||
@BaseClass base(BaseVehicle) = BaseDriveableVehicle  | @BaseClass base(BaseVehicle) = BaseDriveableVehicle  | ||
| Line 781: | Line 789: | ||
	]  | 	]  | ||
]  | ]  | ||
@PointClass base(BaseDriveableVehicle) studioprop() = prop_vehicle_driveable :  | @PointClass base(BaseDriveableVehicle) studioprop() = prop_vehicle_driveable :  | ||
| Line 794: | Line 801: | ||
]  | ]  | ||
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = game_survival_logic :   | |||
	"An entity that will fire outputs when events happen during Survival mode."   | |||
[  | |||
	// Outputs  | |||
	output OnZoneRocketWarning(void) : "Fired when the warning sound plays that announcing incoming rockets"  | |||
	output OnZoneRocketStartLaunch(void) : "Fired when the barrage of rockets start launching (after the announce)"  | |||
	output OnZoneEndGameStart(void) : "Fired when the end game starts and no more rockets will fire, but the zones start shrinking"  | |||
]  | |||
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = game_coopmission_manager :    | @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = game_coopmission_manager :    | ||
| Line 920: | Line 935: | ||
]  | ]  | ||
@SolidClass base(Targetname, Origin) = func_nav_blocker : "A brush entity that can block nav areas touching its AABB."    | |||
@SolidClass base(Targetname) = func_nav_blocker : "A brush entity that can block nav areas touching its AABB."    | |||
[  | [  | ||
	input BlockNav(string) : "Starts blocking nav areas."  | 	input BlockNav(string) : "Starts blocking nav areas."  | ||
| Line 954: | Line 968: | ||
]  | ]  | ||
@BaseClass base(Targetname) = point_dz_itemspawn :  | |||
	"Survival item spawn point.\n"  | |||
[  | |||
]  | |||
@PointClass base(Angles, point_dz_itemspawn) studio("models/props_survival/cases/case_heavy_weapon.mdl") = point_dz_weaponspawn :  | |||
	"Survival weapon spawn point.\n"  | |||
[  | |||
	groupID(integer) : "Group ID" : 0 : "When an item spawns in a spawn point, other nearby spawn points with the same ID will have less chance of spawning an item."  | |||
	default_weight(float) : "Default Weight" : 100 : "Weight used to distribute item"  | |||
	door_name(string) : "Door Name" : "" : "This point is behind a specific door"  | |||
]  | |||
@BaseClass base(Targetname) = point_dz_itemspawn_group :   | |||
	"Survival item spawn grouping.\n"  | |||
[  | |||
	radius(integer) : "Radius" : 512  | |||
]  | |||
@PointClass base(point_dz_itemspawn_group) sphere() = point_dz_weaponspawn_group :   | |||
	"Survival weapon spawn grouping.\n"  | |||
[  | |||
]  | |||
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = dangerzone_controller  | |||
	: "Danger Zone Controller entity for mission-driven bomb explosions"  | |||
[  | |||
	dz_enabled(boolean) : "Enabled" : 1 : "Must be enabled when placed in the map"  | |||
	dz_suppressbombalert(boolean) : "Suppress Bomb Alert" : 1 : "Disable if you need to generate alerts for players to activate their tablets"  | |||
	dz_missioncontrolled(boolean) : "Mission Controls Explosions" : 1 : "Must be enabled for mission scripting flow to control explosions"  | |||
]  | |||
@SolidClass base(Trigger) = trigger_survival_playarea :   | |||
	"A trigger volume that defines the bounds of the survival play area."  | |||
[  | |||
]  | |||
@SolidClass base(Trigger) = trigger_survival_maproom :   | |||
	"A trigger volume that encompasses the survival map room."  | |||
[  | |||
]  | |||
@SolidClass base(Trigger) = trigger_survival_maproom_table :   | |||
	"A trigger volume that defines the top of the survival map room minimap table."  | |||
[  | |||
]  | |||
@PointClass base(Targetname, Angles) studio("models/props_survival/dronegun/dronegun.mdl") = point_dz_dronegun :  | |||
	"DroneGun Emplacement\n"  | |||
[  | |||
	spawnAutomatically(choices) : "Spawn Automatically?" : 1 : "Dronegun always spawns on game start, no input required." =  | |||
	[  | |||
		0 : "No"  | |||
		1 : "Yes"  | |||
	]  | |||
	input spawn(void) : "Input to spawn the dronegun."  | |||
]  | |||
@PointClass base(Targetname, Angles) studio("models/props_survival/upgrades/parachutepack.mdl") = point_dz_parachute :  | |||
	"Parachute Backpack\n"  | |||
[  | |||
]  | |||
@PointClass base(PropDoorRotating, DamageFilter) studioprop() = dz_door : "Survival Door"  | |||
[  | |||
	is_security_door(boolean) : "Security door" : 0 : "This is a security door"  | |||
]  | |||
@PointClass base(Targetname, Parentname, Angles) studio("models/props_survival/counter/counter_a.mdl") = prop_counter :  | |||
	"Numerical Display Counter\n"  | |||
[  | |||
	initialValue(integer) : "Initial Value" : 0  | |||
]  | |||
@PointClass base(Targetname, Angles, Parentname) studio("models/editor/axis_helper_thick.mdl") = vgui_world_text_panel :    | @PointClass base(Targetname, Angles, Parentname) studio("models/editor/axis_helper_thick.mdl") = vgui_world_text_panel :    | ||
| Line 975: | Line 1,062: | ||
	input SetDisplayText(string) : "Sets the display text."  | 	input SetDisplayText(string) : "Sets the display text."  | ||
]  | ]  | ||
[[Category:  | @PointClass base(Targetname, Angles) studio("models/props_survival/safe/safe.mdl") sphere(radius) = func_survival_c4_target :   | ||
	"A brush entity that can be broken by c4 within specific radius in survival mode."   | |||
[  | |||
	radius(float) : "Radius" : 350 : "C4 must be planted within this radius to destroy this entity"  | |||
]  | |||
@SolidClass base(Targetname, Parentname ) = func_tablet_blocker:    | |||
	"Disable the tablet for players within this region."  | |||
[  | |||
]  | |||
@PointClass sphere(radius) = info_map_region:   | |||
	"Point entity for setting the name of a map region for display."   | |||
[  | |||
	radius(float) : "Radius" : 1200 : "The area of the map witin this sphere will be named according to this entity."  | |||
	token(string) : "Name Token" : "" : "Localization token for this region's name."  | |||
]  | |||
@PointClass sphere(radius) = info_paradrop_denial:   | |||
	"Danger Zone paradrops will avoid this volume."   | |||
[  | |||
	radius(float) : "Radius" : 128 : "Area of denial radius"  | |||
]  | |||
@PointClass base(Targetname, Parentname) = game_dz_coop_manager :  | |||
	"Manager for DZ coop missions."  | |||
[  | |||
	configFile(string) : "Config File" : "" : "Path to the KV3 configuration file."  | |||
	input OnHostageFirstPickedUp(void) : "OnHostageFirstPickedUp"  | |||
	input OnHostageRescued(void) : "OnHostageRescued"  | |||
]  | |||
@PointClass base(Targetname, Parentname) studio("models/props_survival/crates/crate_ammobox.mdl") = prop_ammo_box_generic :  | |||
	"Sharable ammo box."  | |||
[  | |||
	spawnflags(Flags) =  | |||
	[  | |||
		1 : "Start constrained" : 0  | |||
	]  | |||
]  | |||
@PointClass base(Targetname, Parentname) studio("models/props_survival/upgrades/upgrade_dz_armor.mdl") = prop_weapon_upgrade_armor:  | |||
	"One time use armor activating on touch."  | |||
[  | |||
]  | |||
@PointClass base(Targetname, Parentname) studio("models/props_survival/upgrades/upgrade_heavy_armor.mdl") = prop_weapon_refill_heavyarmor:  | |||
	"One time heavy armor refill activating with long use."  | |||
[  | |||
	skin(integer) : "Skin" : 0 : "Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin instead of the default."  | |||
	body(integer) : "Body" : 0 : "Some models have multiple bodygroups. Set this to a number other than 0 to use that bodygroup instead of the default."  | |||
]  | |||
@PointClass base(Targetname, Parentname, Angles) studio() = prop_mapplaced_long_use_entity:  | |||
	"A map placed entity which activates with long use."  | |||
[  | |||
	model(studio) report : "World Model"  | |||
	skin(integer) : "Skin" : 0 : "Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin instead of the default."  | |||
	body(integer) : "Body" : 0 : "Some models have multiple bodygroups. Set this to a number other than 0 to use that bodygroup instead of the default."  | |||
	sequence(integer) : "Sequence" : 0 : "Default animation sequence for the model to be playing after spawning."  | |||
	// Long Use Configuration  | |||
	pingtype(choices) : "Ping Type (int)" : 0 =  | |||
	[  | |||
		0 : "Default"  | |||
		3 : "Item"  | |||
		4 : "Danger"  | |||
		5 : "Helmet"  | |||
		6 : "Armor"  | |||
		7 : "Armor and Helmet"  | |||
		8 : "Ammunition"  | |||
		9 : "Radar Jammer"  | |||
		10 : "ExoJump"  | |||
		11 : "Parachute"  | |||
		12 : "Contract"  | |||
		13 : "Tablet Upgrade"  | |||
		14 : "Money"  | |||
	]  | |||
	longuseactiontype(choices) : "Use Type (int)" : 0 =  | |||
	[  | |||
		0 : "Disabled"  | |||
		1 : "Defusing"  | |||
		2 : "Defusing with Kit"  | |||
		3 : "Hostage Pickup"  | |||
		4 : "Hostage Drop-off"  | |||
		5 : "Opening Safe"  | |||
		6 : "Equipping Parachute"  | |||
		7 : "Equipping Heavy Armor"  | |||
		8 : "Equipping Contract"  | |||
		9 : "Equipping Tablet Upgrade"  | |||
		10 : "Taking off Heavy Armor"  | |||
		11 : "Paying to Open Door"  | |||
		12 : "Letting go of rope"  | |||
		13 : "Equipping ExoJump"  | |||
		14 : "Picking up Bump Mine"  | |||
		15 : "Picking up Item"  | |||
		16 : "Placing Item"  | |||
	]  | |||
	longuseduration(float) : "Use Duration (float)" : 0 : "How long the player must use this item until pickup, must be positive"  | |||
	soundstartuse(string) : "Sound name" : "" : "Name of sound script empty to play when use begins, e.g. Player.PickupWeapon"  | |||
	// Outputs  | |||
	output OnUseCompleted(void) : "Fired when a player finishes the long use."  | |||
]  | |||
@PointClass base(Weapon) studio("models/weapons/w_smg_mp5sd.mdl") = weapon_mp5sd : "MP5-SD"   | |||
[  | |||
]  | |||
@PointClass base(Targetname, Parentname, Global, Angles, BreakableProp, SystemLevelChoice, BaseFadeProp, RenderFields, Shadow) studio("models/chicken/chicken.mdl") = chicken :  | |||
    "Chicken AI entity."  | |||
[  | |||
    Health(integer) : "Health" : 1 : "Set higher with damage to hurt to make chicken invincible."  | |||
    minhealthdmg(integer) : "Damage to hurt" : 1 : "Set higher with health to make chicken invincible."  | |||
    glowdist(integer)       : "Glow Distance" : 1024  | |||
    glowenabled(boolean) : "Glow by default?" : 0  | |||
    glowcolor(color255) : "Glow Color (R G B)" : "255 255 255" : "The color of the glow (if enabled)."  | |||
    glowstyle(choices) : "Glow Style" : 0 : "What style of glow should be used." =  | |||
    [  | |||
        0 : "Default (through walls)"  | |||
        1 : "Shimmer (doesn't glow through walls)"  | |||
        2 : "Outline (doesn't glow through walls)"  | |||
        3 : "Outline Pulse (doesn't glow through walls)"  | |||
    ]  | |||
 	skin(integer) : "Skin" : 0 : "Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin instead of the default."  | |||
    SetBodyGroup(choices) : "Chicken model": 0 : "Holiday submodels of chicken" =  | |||
    [  | |||
        0 : "Default"  | |||
        1 : "Party Hat"  | |||
        2 : "Ghost"  | |||
        3 : "Sweater"  | |||
        4 : "Bunny ears"  | |||
	5 : "Pumpkin head"  | |||
    ]  | |||
    input SetGlowEnabled(void) : "Starts the glow."  | |||
    input SetGlowDisabled(void) : "Stops the glow."  | |||
    input SetGlowColor(color255) : "Change the glow's color. Format: <Red 0-255> <Green 0-255> <Blue 0-255>"  | |||
    input GlowColorRedValue(float) : "Sets the glow red color channel's value (0 - 255)."  | |||
    input GlowColorGreenValue(float) : "Sets the glow green color channel's value (0 - 255)."  | |||
    input GlowColorBlueValue(float) : "Sets the glow blue color channel's value (0 - 255)."  | |||
    output OnHealthChanged(void) : "Fires output when health changes."  | |||
]  | |||
@PointClass base(Parentname, Angles) studioprop("models/editor/camera.mdl") = point_camera : "Camera"  | |||
[  | |||
    spawnflags(Flags) =  | |||
    [  | |||
        1 : "Start Off" : 0   | |||
    ]  | |||
    targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."  | |||
    FOV(float) : "FOV" : 90 : "Field of view in degrees"  | |||
    UseScreenAspectRatio(choices) : "Screen Aspect Ratio" : 0 =  | |||
    [  | |||
        0 : "No"  | |||
        1 : "Yes"  | |||
    ]     | |||
    fogEnable(choices) : "Fog Enable" : 0 =  | |||
    [  | |||
        0 : "No"  | |||
        1 : "Yes"  | |||
    ]     | |||
    fogColor(color255) : "Fog Color" : "0 0 0"  | |||
    fogStart(float) : "Fog Start" : 2048 : "The near fog plane."  | |||
    fogEnd(float) : "Fog End" : 4096 : "The far fog/clipping plane."  | |||
    fogMaxDensity(float) : "Fog Max Density [0..1]" : 1 : "The maximum fog density. 0=no fog, 1=full fog."  | |||
    // Inputs  | |||
    input ChangeFOV(string) : "Changes camera's FOV over time"  | |||
    input SetOnAndTurnOthersOff(void) : "Turn the camera on, and turn all other cameras off."  | |||
    input SetOn(void) : "Turn the camera on."  | |||
    input SetOff(void) : "Turn the camera off."  | |||
]  | |||
@SolidClass base(func_brush) = func_monitor :  | |||
    "A monitor that renders the view from a given point_camera entity."  | |||
[  | |||
    target(target_destination) : "Camera name"  | |||
    // Inputs  | |||
    input Toggle(void) : "Toggle - If on, turn off, if off, turn on."  | |||
    input Enable(void) : "Enable."  | |||
    input Disable(void) : "Disable."  | |||
    input SetCamera(string) : "Sets the camera to use for this monitor. Takes the name of a point_camera entity in the map."  | |||
]  | |||
@PointClass base(Angles) = mapvetopick_controller :  | |||
	"Map veto controller."  | |||
[  | |||
	// Outputs  | |||
	output OnMapVetoed(string) : "Triggered when a map is vetoed (multiple times at once)"  | |||
	output OnMapPicked(string) : "Triggered when a map is picked to be played (usually one)"  | |||
	output OnSidesPicked(integer) : "Triggered when sides are decided (0 = stay, 1 = switch)"  | |||
	output OnNewPhaseStarted(integer) : "Triggered when new veto pick phase starts ( n = phase )"  | |||
	output OnLevelTransition(integer) : "Triggered when level transition begins ( n = phase )"  | |||
]  | |||
</nowiki>}}  | |||
[[Category:Valve FGDs]]  | |||
[[Category:Source 1 FGDs]]  | |||
[[Category:Counter-Strike: Global Offensive]]  | |||
Latest revision as of 17:39, 20 March 2025
This is the Hammer FGD from 
 Counter-Strike: Global Offensive. The FGD file can be located here: ![]()
...\common\Counter-Strike Global Offensive\bin\csgo.fgd