Template:FGD/Half-Life 2: Deathmatch.fgd

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Half-Life 2: Deathmatch.fgd
Icon-Important.pngImportant:This file should be left unmodified and kept as found in game folders. (exception is turning text into a link or if this is already custom made/modified fgd)
//-------------------------------------------------------------------------
//
// Game data for Half-Life 2 Multiplayer.
//
//-------------------------------------------------------------------------

@include "halflife2.fgd"


@PointClass base(PlayerClass, Angles) studio("models/editor/playerstart.mdl") = info_player_deathmatch :
	"This entity indicates the position and facing direction at which the player will spawn during a deathmatch map. Any number of "+
	"info_player_deathmatch entities may be placed in a map."
[
]


@PointClass base(PlayerClass, Angles) studio("models/editor/playerstart.mdl") = info_player_combine :
	"This entity indicates the position and facing direction at which the player will spawn during a deathmatch map. Any number of "+
	"info_player_deathmatch entities may be placed in a map."
[
]


@PointClass base(PlayerClass, Angles) studio("models/editor/playerstart.mdl") = info_player_rebel :
	"This entity indicates the position and facing direction at which the player will spawn during a deathmatch map. Any number of "+
	"info_player_deathmatch entities may be placed in a map."
[
]

@FilterClass base(BaseFilter) size(-8 -8 -8, 8 8 8) = filter_activator_team :
	"A filter that filters by the team of the activator."
[
	filterteam(choices) : "Filter Team Number" : 2 : 
		"The team number to filter by.  If the filter mode is Allow, only entities whose "+
		"team number matches the given team will pass the filter. If the filter mode is Disallow, "+
		"all entities EXCEPT those whose team number matches the given team will pass the filter." =
	[
		2 : "Combine"
		3 : "Rebels"
	]
]

@PointClass base(prop_physics) studioprop() sphere(fademindist) sphere(fademaxdist) = prop_physics_respawnable :
	"This class is the same as prop_physics, except it respawns after it breaks"
[
	RespawnTime(float) : "Respawn Time" : 60 : "Ammount in seconds this prop will respawn after it breaks."
]


@PointClass base(Weapon) studio("models/weapons/w_slam.mdl") = weapon_slam : "S.L.A.M. - Selectable Lightweight Attack Munition" []