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cs2.fgd
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//
// This is all of the Counter-Strike 2 shit.
//
// This allows the entities to show up in the Tool Properties section of hammer.
@EntityGroup "Counter-Strike 2"
@SolidClass base(Trigger) = func_buyzone :
"Buy Zone. Players can buy equipment while standing in this zone, if the zone matches their current team.\n\n" +
"A single Buy Zone entity must be either terrorist or counter-terrorist, it cannot be both. Should have " +
"the toolstrigger material applied to all sides"
[
input TouchTest(void) : "Tests if the trigger is being touched and fires an output based on whether the value is true or false."
input SetTeam_TerroristOnly(void) : "Make it so only terrorist can buy from this buyzone."
input SetTeam_CTOnly(void) : "Make it so only CT's can buy from this buyzone."
input SetTeam_AllTeams(void) : "Make it so all teams can buy from this buyzone."
input SetTeam_None(void) : "Make it so no teams can buy from this buyzone (this essentially disables the buyzone)."
output OnTouching(void) : "Fired when the TestTouch input is true (something is touching the trigger.)"
output OnNotTouching(void) : "Fired when the TestTouch input is not true (nothing is touching the trigger.)"
teamnum(choices) : "Who can buy from here?" : "0" =
[
"-1" : "No one"
"0" : "Everyone"
"1" : "Spectator"
"2" : "Terrorist"
"3" : "Counter-Terrorist"
]
]
@SolidClass base(Trigger) = func_bomb_target :
"Bomb Target. The terrorists can place C4 explosives while standing in this zone.\n\n" +
"When the bomb is planted and explodes inside this area, the BombExplode outputs are fired. The game handles " +
"all of the bomb planting and scoring logic – the BombExplode outputs are provided to add visual and damage effects."
[
input TouchTest(void) : "Tests if the trigger is being touched and fires an output based on whether the value is true or false."
input BombExplode(void): "Fires the BombExplode output"
input BombPlanted(void): "Fires the BombPlanted output and removes this entity's volume from the planting zones until next round"
input BombDefused(void): "Fires the BombDefused output"
output OnTouching(void) : "Fired when the TestTouch input is true (something is touching the trigger.)"
output OnNotTouching(void) : "Fired when the TestTouch input is not true (nothing is touching the trigger.)"
output BombExplode(void): "Fires when C4 explodes or if the BombExplode input is received"
output BombPlanted(void): "Fires when a C4 is planted or if the BombPlanted input is received"
output BombDefused(void): "Fires when a C4 is defused or if the BombDefused input is received; Bug: Is not fired by normal gameplay, only with the BombDefused input."
bomb_mount_target(target_destination) : "Bomb Mount Target"
]
@SolidClass model("models/player.vmdl")
metadata
{
entity_tool_name = "Terrorist Spawn"
entity_tool_group = "Counter-Strike 2"
entity_tool_tip = "Spawn for the Terrorist in CS2"
}
base(info_player_start) = info_player_terrorist :
"Spawn for the Terrorist in CS2"
[
]
@SolidClass model("models/props/choreo_office/gnome.vmdl")
metadata
{
entity_tool_name = "Chicken"
entity_tool_group = "Counter-Strike 2"
entity_tool_tip = "Chicken in CS2"
}
base(info_player_start) = chicken :
"Chicken in CS2"
[
]
@SolidClass model("models/characters/combine_grunt/combine_grunt.vmdl")
metadata
{
entity_tool_name = "Counter-Terrorist Spawn"
entity_tool_group = "Counter-Strike 2"
entity_tool_tip = "Spawn for the Counter-Terrorist in CS2"
}
base(info_player_start) = info_player_counterterrorist :
"Spawn for the Counter-Terrorist in CS2"
[
]