Sdk.fgd/Source 2009
< Sdk.fgd
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From: \common\SourceSDK\bin\source2009\bin\sdk.fgd
@SolidClass base(Targetname, RenderFields, Global, Shadow) = my_brush_entity : "Tutorial brush entity."
[
// Inputs
input Toggle(void) : "Toggles the entity visible and invisible."
]
@PointClass base(Targetname) = my_logical_entity : "Tutorial logical entity."
[
threshold(integer) : "Threshold" : 1 : "Number of ticks before the entity will fire its OnThreshold output."
// Inputs
input Tick(void) : "Adds one tick to the entity's count."
// Outputs
output OnThreshold(void) : "Fired when the number of recorded ticks reaches the specified threshold."
]
@PointClass base(Targetname, Angles) studio("models/gibs/airboat_broken_engine.mdl") = my_model_entity : "Tutorial model entity."
[
// Inputs
input Toggle(void) : "Starts and stops the entity moving."
]
@PointClass base(Angles,Targetname,Parentname) = env_sparkler : "Tutorial special effect."
[
scale(float) : "Scale" : 1 : "Scale of the effect in world units."
// Inputs
input Toggle(void) : "Toggles the state of the effect on and off."
input Scale(float) : "Scales the effect up and down via a float parameters."
]
@PointClass base(Targetname) = logic_game_message : "Tutorial entity to post message to player."
[
text(string) : "Text" : "" : "Text to be posted to the player."
// Inputs
input DisplayMessage(void) : "Causes the message stored in the text field to be displayed to the local player."
]
@PointClass base(Angles,Targetname,EnableDisable) studio("models/editor/playerstart.mdl") = info_player_deathmatch :
"This entity marks the start point for players in deathmatch."
[
]
@PointClass base(Angles,Targetname,EnableDisable) size(-16 -16 0, 16 16 72) = info_player_blue :
"This entity marks the start point for Blue team players, in teamplay."
[
]
@PointClass base(Angles,Targetname,EnableDisable) size(-16 -16 0, 16 16 72) = info_player_red :
"This entity marks the start point for Red team players, in teamplay."
[
]
//-------------------------------------------------------------------------
//
// Vehicles.
//
//-------------------------------------------------------------------------
@BaseClass base(Targetname, Origin, Global, prop_static_base) = BaseVehicle
[
vehiclescript(string) : "Vehicle Script File" : "scripts/vehicles/jeep_test.txt"
actionScale(float) : "Scale of action input / framerate" : "1"
// Inputs
input Action(float) : "Set the speed of the action animation"
input TurnOn(void) : "Turn on: Start engine & enable throttle"
input TurnOff(void) : "Turn off: Stop engine, disable throttle, engage brakes."
input Lock(void) : "Prevent the player from entering or exiting the vehicle."
input Unlock(void) : "Re-allow the player to enter or exit the vehicle."
]
@BaseClass base(BaseVehicle) = BaseDriveableVehicle
[
VehicleLocked(choices) : "Start locked" : 0 =
[
0 : "No"
1 : "Yes"
]
// Outputs
output PlayerOn(void) : "Player entered the vehicle"
output PlayerOff(void) : "Player exited the vehicle"
output PressedAttack(void) : "Player Pressed attack key"
output PressedAttack2(void) : "Player Pressed attack2 key"
output AttackAxis(string) : "State of attack button [0,1]"
output Attack2Axis(string) : "State of attack2 button [0,1]"
// Inputs
input HandBrakeOn(void) : "Turns the handbrake on"
input HandBrakeOff(void): "Releases the handbrake"
]
@PointClass base(BaseVehicle) studioprop() = prop_vehicle :
"Studiomodel vehicle that can be driven via inputs."
[
// Inputs
input Steer(float) : "Steer the vehicle +/-1"
input Throttle(float) : "Throttle +/-1"
spawnflags(flags) =
[
1 : "Always Think (Run physics every frame)" : 0
]
]
@PointClass base(BaseDriveableVehicle) studioprop() = prop_vehicle_driveable :
"Generic driveable studiomodel vehicle."
[
]
@PointClass base(BaseDriveableVehicle) studioprop() = prop_vehicle_jeep : "Driveable studiomodel jeep."
[
]