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Merge pull request #22 from TeamSpen210/unified
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Hammer Addons, Version 2.0
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TeamSpen210 authored Dec 11, 2019
2 parents 36934c1 + c709012 commit 54a046c
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3 changes: 1 addition & 2 deletions CREDITS.md
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- [The TF2 Ultimate Mapping Resource Pack](http://forums.tf2maps.net/showthread.php?t=4674) (much of the icons)
- [ZPS: Supplemental Hammer Icons](http://www.necrotalesgames.com/tools/index.php) (some icons)
- [ts2do's HL2 FGDs](http://halflife2.filefront.com/file/HalfLife_2_Upgraded_Base_FGDs;48139) (some more icons)

- The IO_proxy icon and hammer_notes icon is mine, the others are from the above downloads.
- [Ficool2's FGD pack](https://tf2maps.net/downloads/ficool2s-overhauled-fgd-all-entities-documentated-icons.7209/) (several icons)
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1,026 changes: 0 additions & 1,026 deletions bin/portal2.fgd

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294 changes: 0 additions & 294 deletions bin/propper.fgd

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30 changes: 30 additions & 0 deletions fgd/bases/ASWObjective.fgd
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@BaseClass = ASWObjective
[
objectivedescription1(string) : "Objective Description Line 1" : : "First 255 characters of the detail description for this objective"
objectivedescription2(string) : "Objective Description Line 2" : : "Second 255 characters of the detail description for this objective"
objectivedescription3(string) : "Objective Description Line 3" : : "Third 255 characters of the detail description for this objective"
objectivedescription4(string) : "Objective Description Line 4" : : "Fourth 255 characters of the detail description for this objective"
objectiveimage(string) : "Objective Image" : : "Name a VGUI texture to show as a screenshot for this objective."
objectivemarkername(string) : "Marker Name" : : "Name of the target object that pinpoints this objective's location in the level."
objectiveinfoicon1(string) : "Icon 1" : : "Icon displayed next to the map on the briefing."
objectiveinfoicon2(string) : "Icon 2" : : "Icon displayed next to the map on the briefing."
objectiveinfoicon3(string) : "Icon 3" : : "Icon displayed next to the map on the briefing."
objectiveinfoicon4(string) : "Icon 4" : : "Icon displayed next to the map on the briefing."
objectiveinfoicon5(string) : "Icon 5" : : "Icon displayed next to the map on the briefing."
objectiveicon(string) : "HUD Icon" : : "Icon displayed next to the objective name on the HUD."
mapmarkings(string) : "Map Markings" : : "Used to mark areas on the map per objective. Follows this format: BRACKETS [x] [y] [w] [h]"

visible[engine](boolean) : "Visible" : 1
visible(choices) : "Visible" : "1" : "Whether this objective is visible or hidden" =
[
0: "Hidden"
1: "Visible"
]

// Inputs
input SetVisible(boolean) : "Hide or show the objective"

// Outputs
output OnObjectiveComplete(void) : "Fired when the objective is completed."
]
11 changes: 11 additions & 0 deletions fgd/bases/ASWPickup.fgd
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@BaseClass base(Item)
color(0 0 200) = ASWPickup
[
freezepickup[engine](boolean) : "Stay in air on startup" : 0
freezepickup(choices) : "Stay in air on startup" : 0 : "If set, this pickup won't fall to the ground when the map starts." =
[
0: "No"
1: "Yes"
]
]
14 changes: 14 additions & 0 deletions fgd/bases/AlyxInteractable.fgd
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@BaseClass = AlyxInteractable
[
Hacked[MBase](boolean) : "Start Hacked" : "No" : "Makes this NPC start as if Alyx had hacked it. This causes the NPC to switch sides and might give it a different color."

// Inputs
input InteractivePowerDown(void) : "Shutdown this target."
input Hack[MBase](void) : "Hacks this entity as if Alyx interacted with it."

// Outputs
output OnAlyxStartedInteraction(void) : "Fired when Alyx begins to interact with this entity."
output OnAlyxFinishedInteraction(void) : "Fired when Alyx has finished interacting with this entity."
output OnHacked[MBase](void) : "Fires when this entity is hacked, either by Alyx or through the 'Hack' input."
]
5 changes: 5 additions & 0 deletions fgd/bases/Angles.fgd
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@BaseClass = Angles
[
angles(angle) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" : "This entity's orientation in the world. " +
"Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis."
]
18 changes: 18 additions & 0 deletions fgd/bases/BModelParticleSpawner.fgd
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@BaseClass
sphere(distmax)
= BModelParticleSpawner
[
startdisabled(boolean) : "Start Disabled" : 0
color(color255) : "Particle Color (R G B)" : "255 255 255"
spawnrate(integer) : "Particle Per Second" : 40 : "Number of particles to spawn, per second."
speedmax(integer) : "Maximum Particle Speed" : 13 : "Maximum speed that the particles can move after spawning."
lifetimemin(integer) : "Minimum Particle Lifetime" : 3 : "Minimum number of seconds until each particle dies. Particles live for a random duration between this and 'Maximum Particle Lifetime'."
lifetimemax(integer) : "Maximum Particle Lifetime" : 5 : "Maximum number of seconds until each particle dies. Particles live for a random duration between 'Minimum Particle Lifetime' and this. Will be clamped to a max of 15."
distmax(integer) : "Maximum Visible Distance" : 1024 : "Maximum distance at which particles are visible. They fade to translucent at this distance."
frozen(boolean) : "Frozen" : 0 : "When set, this entity spawns the number of particles in SpawnRate immediately, and then goes inactive."
nowind(boolean) : "Unaffected by Wind" : 0 : "When set, wind doesn't affect the particles of this entity."

// Inputs
input TurnOn(void) : "Turn on."
input TurnOff(void) : "Turn off."
]
61 changes: 61 additions & 0 deletions fgd/bases/BaseASWSpawner.fgd
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@BaseClass
line(255 255 255, targetname, alienordertargetname) = BaseASWSpawner
[
spawnifmarinesarenear(boolean) : "Allow spawn if marines are near" : 0

startburrowed(boolean) : "Start Burrowed" : 0

unburrowidleactivity(string) : "Unburrow Idle Activity" : : "If alien starts burrowed, he'll play this activity while waiting for the burrow point to be clear."
unburrowactivity(string) : "Unburrow Activity" : : "If alien starts burrowed, he'll play this activity while unburrowing."
neardistance(float) : "Prevent spawn if marines are this close" : 740 : "If 'Allow spawn if marines are near' option is set to 'No' this distance is used for the nearby marine check."

longrange[engine](boolean) : "Long sight range" : 0
longrange(choices) : "Long sight range" : 0 : "If set to 'yes', aliens from this spawner will be able to see and sense enemies twice as far away as normal." =
[
0: "No"
1: "Yes"
]

alienorders[engine](integer) : "Alien Orders" : 0
alienorders(choices) : "Alien Orders" : 0 : "Orders given to each alien spawned." =
[
0: "Spread Then Hibernate"
1: "Move To"
2: "Move To Ignoring Marines"
3: "Move To Nearest Marine"
]

alienordertargetname(target_destination) : "Alien Orders Target Name" : : "Name of the target object for our orders (used by move to and move to ignoring marines orders)."
aliennametag(target_source) : "Name to give spawned aliens" : : "All aliens spawned by this spawner will be given this Name."
clearcheck(boolean) : "Check Spawn Point Is Clear" : 1

minskilllevel[engine](integer) : "Min Skill Level" : 0
minskilllevel(choices) : "Min Skill Level" : 0 : "The minimum skill level for this spawner to function." =
[
0: "0: None"
1: "1: Easy"
2: "2: Normal"
3: "3: Hard"
4: "4: Imsane"
5: "5: IMBA"
]

maxskilllevel[engine](integer) : "Max Skill Level" : 0
maxskilllevel(choices) : "Max Skill Level" : 0 : "The maximum skill level for this spawner to function." =
[
0: "0: None"
1: "1: Easy"
2: "2: Normal"
3: "3: Hard"
4: "4: Imsane"
5: "5: IMBA"
]

// Inputs
input ToggleEnabled(void) : "Toggles the spawner between enabled and disabled."
input Enable(void) : "Allows aliens to spawn from this spawner."
input Disable(void) : "Stops aliens spawning from this spawner."

// Outputs
output OnSpawned(string) : "Fires when an alien is spawned. The activator is the alien, and the string is the name of the alien."
]
34 changes: 34 additions & 0 deletions fgd/bases/BaseActBusy.fgd
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@BaseClass
line(255 255 255, targetname, actor) = BaseActBusy
[
nextbusy[MBase](integer) : "Next Busy Time" : 0 : "Something."

actor(target_name_or_class) : "Actor(s) to affect" : : "NPC's that should act busy"
startactive(boolean) : "Start Active" : 0
searchtype[engine](integer) : "Search Type" : 0
searchtype(choices) : "Search Type" : 0 : "How to search for the entities using the targetname." =
[
0: "Entity Name"
1: "Classname"
]

busysearchrange(float) : "Search Range for Busy Hints" : 2048
visibleonly(boolean) : "Visible Busy Hints Only" : 0

// Inputs
input Activate(void) : "Begin acting busy"
input Deactivate(void) : "Cease acting busy"
input SetBusySearchRange(float) : "Update the busy search range for all actors."
input ForceThisNPCToStopBusy[MBase](string) : "Forces a specific NPC to stop acting busy."
input ForceNPCToActBusy(string) : "Force an NPC to act busy. Takes parameters, separated by spaces: <Targetname> <hint node targetname> <optional:teleport> <optional:$customactivityorsequence> <maximum time to actbusy>. If no hint node targetname is specified, it'll search for a random one. If no max time is specified, it'll use the default. Specifying 0 as the max time will make the NPC act busy until disturbed. If the optional teleport parameter is specified, the NPC will teleport to the act busy point. A custom move animation can be specified by prepending $ to the name of it. i.e. $ACT_RUN will make the NPC Run. Sequence names can be used instead of activities."
input ForceThisNPCToActBusy(string) : "Force an NPC outputted from another entity to act busy. (only usable from an output that specifies an entity)"
input ForceThisNPCToLeave(string) : "Force an NPC outputted from another entity to find a HINT_NPC_EXIT_POINT hintnode and vanish."

// Outputs
output OnNPCStartedBusy(ehandle) : "Fired when an NPC targeted by this goal starts an ActBusy animation."
output OnNPCFinishedBusy(ehandle) : "Fired when an NPC targeted by this goal finishes an ActBusy."
output OnNPCLeft(ehandle) : "Fired when an NPC target by this goal finishes a forced Leave."
output OnNPCStartedLeavingBusy[MBase](ehandle) : "Fired right when an NPC targeted by this goal begins to stop acting busy, which would be right as they play their exit animation."
output OnNPCMovingToBusy[MBase](ehandle) : "Fired when the NPC begins moving to the actbusy location."
output OnNPCAbortedMoveTo[MBase](ehandle) : "Fired if the NPC is forced to abort moving to the actbusy location."
]
7 changes: 7 additions & 0 deletions fgd/bases/BaseBrush.fgd
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@BaseClass = BaseBrush
[

// Inputs
input SetTextureIndex(integer) : "Used by HL1Port. Sets the brush texture index. Use a material_modify_control entity instead."
input IncrementTextureIndex(void) : "Used by HL1Port. Increments the brush texture index. Use a material_modify_control entity instead."
]
21 changes: 21 additions & 0 deletions fgd/bases/BaseDriveableVehicle.fgd
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@BaseClass base(BaseVehicle) = BaseDriveableVehicle
[
vehiclelocked(boolean) : "Start locked" : 0

// Inputs
input HandBrakeOn(void) : "Turns the handbrake on"
input HandBrakeOff(void) : "Releases the handbrake"

input EnterVehicle[MBase](void) : "Forces the activator (or player) into the vehicle."
input EnterVehicleImmediate[MBase](void) : "Forces the activator (or player) into the vehicle without enter/exit animations."
input ExitVehicle[MBase](void) : "Boots the driver out of the vehicle."
input ExitVehicleImmediate[MBase](void) : "Immediately boots the driver out of the vehicle with no animations."

// 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]"
]
73 changes: 73 additions & 0 deletions fgd/bases/BaseEntity.fgd
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// Special case - entities that aren't quite brushes or point ents.
@BaseClass = BaseEntity
[
targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
globalname(string) : "Global Entity Name" : : "Name by which this entity is linked to another entity in a different map. " +
"When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map " +
"will have the previous map's state copied over their state."

vscripts[VSCRIPT](scriptlist) : "Entity Scripts" : : "Name(s) of script files that are executed after all entities have spawned."
thinkfunction[VSCRIPT](string) : "Script think function" : : "Name of a function in this entity's script scope which will be called automatically."

vscript_init_code[+VSCRIPT, +srctools](string) : "Init Code" : : "This code will be executed after the Entity Scripts option."
vscript_init_code2[+VSCRIPT, +srctools](string) : "Init Code 2" : : "This code will be the second line executed after the Entity Scripts option."
// etc

linedivider_base(string) readonly : "----------------------------------------------------------------------------------------------------------" : ""

// Inputs
input Kill(void) : "Removes this entity from the world."
input KillHierarchy(void) : "Removes this entity and all its children from the world."
input AddOutput(string) : "Adds an entity I/O connection to this entity or changes keyvalues dynamically. Format:" +
"\n'<output name> <targetname>:<inputname>:" +
"<parameter>:<delay>:<max times to fire (-1 == infinite, 1 = only once)>'\n" +
"or 'keyvalue newval'. Very dangerous, use with care."
input FireUser1(void) : "Causes this entity's OnUser1 output to be fired."
input FireUser2(void) : "Causes this entity's OnUser2 output to be fired."
input FireUser3(void) : "Causes this entity's OnUser3 output to be fired."
input FireUser4(void) : "Causes this entity's OnUser4 output to be fired."
input Use(void) : "Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input."

input RunScriptFile[VSCRIPT](string) : "Execute a game script file from disk."
input RunScriptCode[VSCRIPT](string) : "Execute a string of script source code."
input CallScriptFunction[VSCRIPT](string) : "Execute the given function name."

// Outputs
output OnUser1(void) : "Fired in response to FireUser1 input."
output OnUser2(void) : "Fired in response to FireUser2 input."
output OnUser3(void) : "Fired in response to FireUser3 input."
output OnUser4(void) : "Fired in response to FireUser4 input."
output OnKilled[MBase, L4D](void) : "Fired when the entity is killed and removed from the game."

// Mapbase BaseEntity changes:
input PassUser1[MBase](string) : "Causes this entity's OutUser1 output to be fired, passing along the parameter unchanged."
input PassUser2[MBase](string) : "Causes this entity's OutUser2 output to be fired, passing along the parameter unchanged."
input PassUser3[MBase](string) : "Causes this entity's OutUser3 output to be fired, passing along the parameter unchanged."
input PassUser4[MBase](string) : "Causes this entity's OutUser4 output to be fired, passing along the parameter unchanged."

input FireRandomUser[MBase](void) : "Fires OnUser1, OnUser2, OnUser3, or OnUser4 with a 25% chance of each."
input PassRandomUser[MBase](string) : "Fires OutUser1, OutUser2, OutUser3, or OutUser4 with a 25% chance of each. The parameter is passed along unchanged."

input KillIfNotVisible[MBase](void) : "Removes this entity if it is not in the player's viewcone."
input KillWhenNotVisible[MBase](void) : "Removes this entity when it is not in the player's viewcone."

input FireOutput[MBase](string) : "Fires the named output on this entity. Format: '<output name>:<activator>:<caller>:<parameter>:<delay>' (OnDeath:hl3cardgame:gaben). Everything beyond the output name is optional."
input RemoveOutput[MBase](string) : "Removes all instances of the named output on this entity. Wildcards are supported, meaning you could just pass '*' to wipe all outputs from this entity."
input AcceptInput[MBase](string) : "Fires the named input on this entity. Format: '<input name>:<parameter>:<activator>:<caller>:<output ID>' (SetTarget:cheese). Everything beyond the input name is optional. Mind the fact this is arranged differently from FireOutput, having the parameter right after the input name."
input CancelPending[MBase](void) : "Cancels any events fired by this entity that are currently pending in the I/O event queue."

input AddSpawnFlags[MBase](integer) : "Adds spawnflag(s) to this entity. Many spawnflags have their respective numbers suffixed in this FGD."
input RemoveSpawnFlags[MBase](integer) : "Removes spawnflag(s) to this entity. Many spawnflags have their respective numbers suffixed in this FGD."
input ChangeVariable[MBase](string) : "Similar to AddOutput, except it changes an internal variable similar to logic_datadesc_accessor instead. Very dangerous, use with care."

input SetOwnerEntity[MBase](target_destination) : "Sets this entity's owner entity. This has nothing to do with parenting and has more to do with collision and kill credits."

input SetThinkNull[MBase](void) : "Sets this entity's general think function to null. Behavior varies from entity to entity.."

input Use[MBase](void) : "More or less replicates the player interacting with an entity. (+USE)"

output OutUser1[MBase](string) : "Fires in response to PassUser1 input, with the parameter passed through unchanged."
output OutUser2[MBase](string) : "Fires in response to PassUser2 input, with the parameter passed through unchanged."
output OutUser3[MBase](string) : "Fires in response to PassUser3 input, with the parameter passed through unchanged."
output OutUser4[MBase](string) : "Fires in response to PassUser4 input, with the parameter passed through unchanged."
]
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