Sdk.fgd/Source 2009

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

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."
[
]