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feat: Allow prop_testchamber_door to have it's model and skin chang…
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…able
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AWildErin committed Oct 30, 2022
1 parent 450f7b7 commit 228062a
Showing 1 changed file with 4 additions and 3 deletions.
7 changes: 4 additions & 3 deletions fgd/point/prop/prop_testchamber_door.fgd
Original file line number Diff line number Diff line change
@@ -1,8 +1,6 @@
@PointClass base(BaseEntityAnimating)
appliesto(P2CE)
// Non-animating model, which prevents it continually opening
// and fixes collision display.
studioprop("models/editor/prop_testchamber_door.mdl")
studioprop()
line(255 255 0, targetname, areaPortalWindow)
line(255 255 0, targetname, lightingorigin)
sphere(AreaPortalFadeStart)
Expand All @@ -17,6 +15,9 @@
open(boolean) : "Start Open" : 0 : "If set, the door starts in the open state."
locked(boolean) : "Start Locked" : 0 : "If set, the door starts locked and can no longer change open or closed state."

skin(integer) : "Skin" : 0 : "Skin to use in game"
model(studio) : "Model" : "models/props/portal_door_combined.mdl" : "Model to use in-game"

// Inputs
input Open(void) : "Open the door and cause the areaportal to return to fading."
input Close(void) : "Close the door and cause the areaportal to close."
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