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2 changes: 1 addition & 1 deletion fgd/bases/BaseEntityAnimating.fgd
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
// All model entities have this.
@BaseClass base(BaseEntityPoint, RenderFields, Reflection, ToggleDraw, DamageFilter)
@BaseClass base(BaseEntityPoint, RenderFields, Glow, Reflection, ToggleDraw, DamageFilter)
sphere(fademindist) sphere(fademaxdist)
= BaseEntityAnimating
[
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2 changes: 1 addition & 1 deletion fgd/bases/BaseEntityPhysics.fgd
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
// Stripped down version of BaseAnimating for physically-simulated objects, which do not have some keyvalues

@BaseClass base(BaseEntityPoint, RenderFields, Reflection, DamageFilter)
@BaseClass base(BaseEntityPoint, RenderFields, Glow, Reflection, DamageFilter)
sphere(fademindist) sphere(fademaxdist)
= BaseEntityPhysics
[
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22 changes: 22 additions & 0 deletions fgd/bases/Glow.fgd
Original file line number Diff line number Diff line change
@@ -0,0 +1,22 @@
@BaseClass = Glow
[
glowenabled(boolean) : "Enable Glow" : 0 : "Enable a glow effect around this prop. This effect allows the player to see important props more easily."
glowcolor(color255) : "Glow Color (R G B)" : "255 255 255" : "The color of the glow (if enabled)."
glowdist(integer) : "Glow Distance" : 1024 : "The max distance before the glow fades out."
glowstyle[engine](integer) : "Glow Style" : 0
glowstyle(choices) : "Glow Style" : 0 : "What style of glow should be used." =
[
0: "Outline (glows through walls)"
1: "Full Glow (doesn't glow through walls)"
2: "Wireframe (doesn't glow through walls)"
3: "Wireframe Pulse (doesn't glow through walls)"
]

// Inputs
input SetGlowEnabled(void) : "Enable a glow effect around this model."
input SetGlowDisabled(void) : "Disable the glow effect."
input SetGlowColor(color255) : "Sets the RGB color of the glow outline, if enabled."
input GlowColorRedValue(float) : "Sets the glow red color channel's value (0 - 255)."
input GlowColorGreenValue(float) : "Sets the glow green color channel's value (0 - 255)."
input GlowColorBlueValue(float) : "Sets the glow blue color channel's value (0 - 255)."
]
6 changes: 0 additions & 6 deletions fgd/point/prop/prop_door_rotating.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -68,10 +68,6 @@
2: "Open Counter-Clockwise Only"
]

glowdist(integer) : "Glow Distance" : 1024
glowenabled(boolean) : "Does the prop glow by default?" : 0
glowcolor(color255) : "Glow Color (R G B)" : "255 255 255" : "The color of the glow (if enabled)."

// Inputs
input Open(void) : "Open the door, if it is not fully open."
input OpenAwayFrom(string) : "Open the door away from the specified entity."
Expand All @@ -83,8 +79,6 @@
input SetSpeed(float) : "Set the speed at which the door rotates. 100 is default."

input MoveToRotationDistance(float) : "Sets the open distance (in degrees) and moves there."
input SetGlowEnabled(void) : "Starts the glow."
input SetGlowDisabled(void) : "Stops the glow."
input SetUnbreakable(void) : "The door can't be broken."
input SetBreakable(void) : "The door can be broken."

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20 changes: 0 additions & 20 deletions fgd/point/prop/prop_dynamic_glow.fgd
Original file line number Diff line number Diff line change
@@ -1,25 +1,5 @@
@PointClass base(prop_dynamic)
= prop_dynamic_glow: "A prop that can be placed in hierarchy and can play animations. It can also be configured to break when it takes enough damage.\nWorks exactly like a prop_dynamic, but it can optionally have a custom glow around it."
[
glowdist(integer) : "Glow Distance" : 1024
glowenabled(boolean) : "Does the prop glow by default?" : 1
glowcolor(color255) : "Glow Color (R G B)" : "255 255 255" : "The color of the glow (if enabled)."

glowstyle[engine](integer) : "Glow Style" : 0
glowstyle(choices) : "Glow Style" : 0 : "What style of glow should be used." =
[
0: "Default (through walls)"
1: "Shimmer (doesn't glow through walls)"
2: "Outline (doesn't glow through walls)"
3: "Outline Pulse (doesn't glow through walls)"
]


// Inputs
input SetGlowEnabled(void) : "Starts the glow."
input SetGlowDisabled(void) : "Stops the glow."
input SetGlowColor(color255) : "Change the glow's color. Format: <Red 0-255> <Green 0-255> <Blue 0-255>"
input GlowColorRedValue(float) : "Sets the glow red color channel's value (0 - 255)."
input GlowColorGreenValue(float) : "Sets the glow green color channel's value (0 - 255)."
input GlowColorBlueValue(float) : "Sets the glow blue color channel's value (0 - 255)."
]
1 change: 0 additions & 1 deletion fgd/point/prop/prop_portal.fgd
Original file line number Diff line number Diff line change
@@ -1,7 +1,6 @@
@PointClass base(BaseEntityPoint, PortalBase)
appliesto(P2CE)
studioprop("models/editor/prop_portal.mdl")
size(-32 -16 -64, 32 16 64)
= prop_portal: "A portal."
[
activated[engine](boolean) : "Start Activated" : 0
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