From 228062adeb46d6b9599651fbbe1245df83fda380 Mon Sep 17 00:00:00 2001 From: AWildErin Date: Fri, 28 Oct 2022 04:08:19 +0100 Subject: [PATCH] feat: Allow `prop_testchamber_door` to have it's model and skin changable --- fgd/point/prop/prop_testchamber_door.fgd | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/fgd/point/prop/prop_testchamber_door.fgd b/fgd/point/prop/prop_testchamber_door.fgd index 48d7e3b92..7a0d00da7 100644 --- a/fgd/point/prop/prop_testchamber_door.fgd +++ b/fgd/point/prop/prop_testchamber_door.fgd @@ -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) @@ -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."