//------------------------------------------------------------------------- // // Game data for Jailbreak. // //------------------------------------------------------------------------- @include "hl2mp.fgd" @SolidClass base(Trigger) = jb_trigger_jail : "Flags players within the entity as being in Jail." [ teamJailed(choices) : "teamJailed" : 0 : "Team the jail containts" = [ 0 : "Default" 2 : "Combine" 3 : "Rebels" ] ] @SolidClass base(Trigger) = jb_trigger_player_location : "Sets the player's location for use when sending messages." [ locationname(string) : "locationname" : "" : "Name of the location" ] @PointClass base(PlayerClass, Angles) studio("models/editor/playerstart.mdl") = jb_info_player_combine_jail : "This entity indicates the position and facing direction at which the player will spawn during a jailbreak map whilst in jail. Any number of "+ "info_player_deathmatch entities may be placed in a map." [ ] @PointClass base(PlayerClass, Angles) studio("models/editor/playerstart.mdl") = jb_info_player_rebel_jail : "This entity indicates the position and facing direction at which the player will spawn during a jailbreak map whilst in jail. Any number of "+ "info_player_deathmatch entities may be placed in a map." [ ] @PointClass base(Targetname) = jb_execute_rebels : "Fired when a team is to be executed." [ duration(integer) : "Duration" : 1 : "Duration in seconds of the execution." output OnExecute(void) : "Execution!" ] @PointClass base(Targetname) = jb_execute_combine : "Fired when a team is to be executed." [ duration(integer) : "Duration" : 1 : "Duration in seconds of the execution." output OnExecute(void) : "Execution!" ] @PointClass base(Targetname,Angles,Parentname) studioprop("models/editor/camera.mdl") = jb_point_execute_combine_camera : "A camera entity that controls the player's view while the combine are being executed." [] @PointClass base(Targetname,Angles,Parentname) studioprop("models/editor/camera.mdl") = jb_point_execute_rebels_camera : "A camera entity that controls the player's view while the rebels are being executed." [] @PointClass base(Targetname) = jb_release_combine: "Handles jail releases." [ //duration(integer) : "Duration" : 4 : "Time before OnReleaseEnd is fired." buttonResetDelay(integer) : "Button Reset Delay" : 4 : "Time before OnButtonReset is fired." doorResetDelay(integer) : "Door Reset Delay" : 4 : "Time before OnDoorReset is fired." input FireRelease(void) : "Tries to start a release." output OnRelease(void) : "Release occured." // output OnReleaseEnd(void) : "Release should end." output OnButtonReset(void) : "Release Button should become active again." output OnDoorReset(void) : "Jail doors should close." ] @PointClass base(Targetname) = jb_release_rebels: "Handles jail releases." [ //duration(integer) : "Duration" : 4 : "Time before OnReleaseEnd is fired." buttonResetDelay(integer) : "Button Reset Delay" : 4 : "Time before OnButtonReset is fired." doorResetDelay(integer) : "Door Reset Delay" : 4 : "Time before OnDoorReset is fired." input FireRelease(void) : "Tries to start a release." output OnRelease(void) : "Release occured." // output OnReleaseEnd(void) : "Release should end." output OnButtonReset(void) : "Release Button should become active again." output OnDoorReset(void) : "Jail doors should close." ] @PointClass = jb_info_release_combine : "Marks a combine release point" [ ] @PointClass = jb_info_release_rebels : "Marks a rebel release point" [ ] //weapons and ammo @PointClass base(Item) studio("models/weapons/w_railgun_ammo.mdl")= jb_item_ammo_railgun : "Box of railgun ammo" [] @PointClass base(Weapon) studio("models/weapons/w_railgun.mdl") = jb_weapon_railgun : "Railgun" [] @PointClass base(Weapon) studio("models/weapons/w_combine_pistol.mdl") = jb_weapon_combine_pistol : "Combine Pistol" [] @PointClass base(Weapon) studio("models/weapons/w_rebel_pistol.mdl") = jb_weapon_rebel_pistol : "Rebel Pistol" [] @PointClass base(Weapon) studio("models/weapons/w_silenced_pistol.mdl") = jb_weapon_silenced_pistol : "Silenced Pistol" [] @PointClass base(Weapon) studio("models/weapons/w_combine_smg.mdl") = jb_weapon_combine_smg : "Combine SMG" [] @PointClass base(Weapon) studio("models/weapons/w_rebel_smg.mdl") = jb_weapon_rebel_smg : "Rebel SMG" [] @PointClass base(Weapon) studio("models/weapons/w_combine_rifle.mdl") = jb_weapon_combine_rifle : "Combine Rifle" [] @PointClass base(Weapon) studio("models/weapons/w_rebel_rifle.mdl") = jb_weapon_rebel_rifle : "Rebel Rifle" [] @PointClass base(Weapon) studio("models/weapons/w_chaingun.mdl") = jb_weapon_chaingun : "Chaingun" [] @PointClass base(Weapon) studio("models/weapons/w_medishot.mdl") = jb_weapon_medigun : "Medi-gun" [] @PointClass base(Item) studio("models/ammoboxes/ammoboxpistol.mdl")= jb_ammo_pistol : "Box of pistol ammo" [] @PointClass base(Item) studio("models/ammoboxes/ammoboxsmg.mdl")= jb_ammo_smg : "Box of SMG ammo" [] @PointClass base(Item) studio("models/ammoboxes/ammoboxrifle.mdl")= jb_ammo_rifle : "Box of rifle ammo" [] @PointClass base(Item) studio("models/ammoboxes/ammoboxslug.mdl")= jb_ammo_slug : "Box of slug ammo" [] @PointClass base(Item) studio("models/ammoboxes/ammoboxchaingun.mdl")= jb_ammo_chaingun : "Box of chaingun ammo" [] @PointClass base(Item) studio("models/ammoboxes/ammoboxshotgun.mdl")= jb_ammo_shotgun : "Box of shotgun ammo" [] @PointClass base(Item) studio("models/ammoboxes/ammoboxmedi.mdl")= jb_ammo_medigun : "Box of medi-gun ammo" [] @PointClass base(Targetname, Angles) studio( "models/combine_turrets/floor_turret.mdl" ) = jb_turret_floor : "Floor Turret" [ spawnflags(Flags) = [ 32 : "Autostart" : 0 64 : "Start Inactive" : 0 128 : "Fast Retire" : 0 256 : "Out of Ammo" : 0 ] startteam(choices) : "Start Team Number" : 2 : "The team number initially assigned to." = [ 0 : "None" 2 : "Combine" 3 : "Rebels" ] // Inputs input Toggle(void) : "Toggle - If open, close. If closed, open." input Enable(void) : "Enable the turret." input Disable(void) : "Disable the turret." // Outputs output OnDeploy(void) : "Turret is becoming active and dangerous." output OnRetire(void) : "Turret is becoming inactive and harmless." output OnTipped(void) : "Turret has been tipped over and is inactive." output OnPhysGunPickup(void) : "Picked up with physgun" output OnPhysGunDrop(void) : "Released by physgun" ]