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Fully merge Strata entities
1 parent 6e172c7 commit 710a7e0

27 files changed

+133
-55
lines changed

fgd/base_entity.fgd

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@@ -44,6 +44,7 @@
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responseContext(string) : "Response Context" : ""
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addon(string) : "AI Addon" : : "Broken ASW feature."
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teamnumber(integer): "Team Number"
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pendingteamnumber(integer) : "Pending Team Number" : : "Team numer this entity will be on at the beginning of the next round."
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health(integer) : "Health"
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max_health(integer) : "Max Health"
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disableshadowdepth(boolean) : "Disable Shadow Depth"
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shadowdepthnocache(integer) : "Cache in Shadow Depth"
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viewhideflags(integer) : "View ID nodraw" : 0 : "This keyvalue can control whether an entity should only draw on things like monitors or mirrors, " +
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"or the opposite. The code for this is { m_iViewHideFlags & (1 << CurrentViewID()) } and supports any combination of view IDs."
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fadescale(float) : "Fade Scale" : 1 : "If you specify a fade in the worldspawn, then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified." +
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"This scale factor gives you some control over the fade. " +
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"Using 0 here turns off the forcible fades. " +
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"Numbers smaller than 1 cause the prop to fade out at further distances, " +
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"and greater than 1 cause it to fade out at closer distances."
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movetype(integer) : "Movement Type" : 0
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collisiongroup(integer) : "Collision Group" : 0
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speed(float) : "Speed" : 0

fgd/brush/func/func_lookdoor.fgd

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@SolidClass base(func_movelinear)
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appliesto(until_L4D, -TF2)
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appliesto(until_L4D, -TF2, Strata)
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= func_lookdoor: "A door that moves either when looked by a targeted object or " +
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"when a target object comes near the door. " +
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"Behavior can be either based on viewing direction or proximity alone, or on a combination of both. "+

fgd/brush/func/func_nav_blocker.fgd

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@SolidClass base(BaseEntityBrush, NavBlocker)
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appliesto(TF2, L4D, L4D2, CSGO)
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appliesto(TF2, L4D, L4D2, since_CSGO)
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= func_nav_blocker: "A brush entity that can block nav areas touching its AABB."
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[
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StartDisabled(boolean) : "Start Disabled" : 0

fgd/brush/func/func_tank_combine_cannon.fgd

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@SolidClass base(BaseTank)
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appliesto(EP1, EP2, HL2, P1, P2, INFRA, -Strata) = func_tank_combine_cannon: "Combine sentry cannon"
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appliesto(EP1, EP2, HL2, P1, P2, INFRA) = func_tank_combine_cannon: "Combine sentry cannon"
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[
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shootsound[MBase](sound) : "Shoot Sound" : "" : "Plays a specific sound each time this tank fires."
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fgd/brush/func/func_touch.fgd

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@SolidClass base(BaseEntityVisBrush, trigger_multiple)
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appliesto(Strata)
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= func_touch: "A brush entity that triggers touch events."
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[
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]

fgd/brush/func/func_wall_toggle.fgd

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@SolidClass base(func_wall)
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= func_wall_toggle: "Legacy Support for Half-Life. Use func_brush instead. A general brush entity which can be toggled on/off When off, the brush will be non-solid and invisible. Does not cast lightmap shadows."
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= func_wall_toggle: "Legacy Support for Half-Life. Use func_brush instead. " +
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"A general brush entity which can be toggled on/off. When off, the brush will be non-solid and invisible. Does not cast lightmap shadows."
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[
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spawnflags(flags) =
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[

fgd/brush/trigger/trigger_gravity.fgd

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= trigger_gravity: "A trigger volume that changes the gravity on any entity that touches it."
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[
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gravity(float) : "Gravity (0-1)" : 1
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persist[Strata](boolean): "Persist" : 0 : "Whether the gravity change persists. A setting of 0 will reset gravity to default on exiting. 1 will persist and thus act like how it did in older games like TF2."
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@resources []
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]

fgd/point/ai/ai_goal_fightfromcover.fgd

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@PointClass base(BaseEntityPoint)
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appliesto(since_ASW, -Strata)
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appliesto(since_ASW)
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iconsprite("editor/ficool2/ai_goal_fightfromcover.vmt")
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= ai_goal_fightfromcover: "AI Fight from Cover"
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[

fgd/point/ai/ai_goal_standoff.fgd

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2: "Medium"
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3: "High"
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4: "Very High"
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// Custom agression disabled
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5 : "Custom" [MBase]
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// Custom agression disabled?
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5 : "Custom"
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]
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playerbattleline(boolean) : "Player battleline" : 1 : "Player defines a battle line, applies to allies only"
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// Inputs
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input Activate(void) : "Begin contesting position."
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input Deactivate(void) : "Cease contesting position."
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input UpdateActors[MBase](void) : "Forces an update on this goal's actors."
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input UpdateActors[MBase, Strata](void) : "Forces an update on this goal's actors."
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input SetAggressiveness(integer) : "Set aggressiveness."
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@resources []
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@PointClass base(BaseEntityAnimating)
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appliesto(P2, +engine)
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appliesto(P2CE)
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= ent_hover_turret_tether: "The ceiling tether for Hover Turrets. Generated automatically when the hover turret has an attachTarget set."
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[
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]
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]

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