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feat: Rework cube/turret FGDs for new object painting system #198

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5 changes: 3 additions & 2 deletions fgd/point/npc/npc_portal_turret_floor.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -18,10 +18,11 @@
modelindex(choices) : "Model" : 0 : "Which model the turret uses. The skeleton turret is still functional." =
[
0: "Normal"
1: "Custom Model"
1: "Custom Model (old gel skins)"
2: "Box"
3: "Backwards"
4: "Skeleton"
5: "Custom Model (new gel skins)"
]

skinnumber[engine](integer) : "Skin" : 0
Expand All @@ -48,7 +49,7 @@
]

model[engine](studio) : "Custom Model" : "models/npcs/turret/turret.mdl"
model(choices) : "Custom Model" : "models/npcs/turret/turret.mdl" : "The model to show as in Hammer, or a custom model to use." =
model(choices) : "Custom Model" : "models/npcs/turret/turret.mdl" : "The model to show as in Hammer, or a custom model to use. You can type/paste in a model path here." =
[
"models/npcs/turret/turret.mdl": "Normal"
"models/npcs/turret/turret_boxed.mdl": "Box"
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75 changes: 48 additions & 27 deletions fgd/point/prop/prop_weighted_cube.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -5,50 +5,40 @@
[
line_cube[-engine](string) readonly : "----------------------------------------------------------------------------------------------------------" : ""

cubetype[engine](integer) : "Cube Type" : 0
cubetype(choices) : "Cube Type" : "0" : "What cube type is this? Use a prop_monster_box for FrankenTurrets. " +
"If set to Custom, use AddOutput to change it back OnMapSpawn so gel skins behave correctly." =
CubeBehavior[engine](integer) : "Cube Behavior" : 0
CubeBehavior(choices) : "Cube Behavior" : 0 : "How does this cube function? Use a prop_monster_box for Frankenturrets." =
[
0: "[0] Weighted Storage Cube"
1: "[1] Weighted Companion Cube"
2: "[2] Discouragement Redirection Cube"
3: "[3] Edgeless Safety Cube"
4: "[4] Antique Storage Cube"
5: "[5] Schrodinger's Cube"
6: "[6] Custom model"
]

skintype[engine](boolean) : "Skin Type" : 0
skintype(choices) : "Skin Type" : "0" : "Is the cube clean or rusty? Storage and Reflection cubes are the only types with a rusty version." =
[
0: "Clean"
1: "Rusted"
0: "Standard Cube"
1: "Reflection Cube"
2: "Sphere (presses sphere buttons)"
3: "Schrodinger's Cube"
]

model[engine](studio) : "Model" : ""
model(choices) : "Model" : "models/props/metal_box.mdl" : "The model to show in Hammer, or a custom model for cube type 6." =
model(choices) : "Cube Model" : "models/props/cubes/standard_cube.mdl" : "What model to use. You can also type/paste in a custom model path here." =
[
"models/props/metal_box.mdl": "Weighted Storage/Companion Cube"
"models/props/reflection_cube.mdl": "Discouragement Redirection"
"models/props_gameplay/mp_ball.mdl": "Edgeless Safety"
"models/props_underground/underground_weighted_cube.mdl": "Antique"
"models/props/schrodinger_cube.mdl": "Schrodinger"
"models/props/cubes/standard_cube.mdl": "Weighted Storage Cube"
"models/props/cubes/standard_cube_rusty.mdl": "Weighted Storage Cube (rusty)"
"models/props/cubes/companion_cube.mdl": "Weighted Companion Cube"
"models/props/cubes/reflection_cube.mdl": "Discouragement Redirection Cube"
"models/props/cubes/reflection_cube_rusty.mdl": "Discouragement Redirection Cube (rusty)"
"models/props/cubes/sphere.mdl": "Edgeless Safety Cube"
"models/props/cubes/antique_cube.mdl": "Antique Cube"
"models/props/cubes/schrodinger_cube.mdl": "Schrodinger's Cube"
]

skin(integer) : "Skin" : 0 : "The old skin property, mainly to show in Hammer. "

paintpower[engine](integer) : "Starting Paint" : 4
paintpower(choices) : "Starting paint" : "4" : "The cube starts painted with the set gel." =
[
0: "Repulsion Gel"
1: "Adhesion Gel"
1: "Reflection Gel"
2: "Propulsion Gel"
3: "Conversion Gel"
4: "None"
5: "Adhesion Gel"
]

allowfunnel(boolean) : "Allow Portal Funneling" : 1 : "Whether or not this object should auto-funnel into a floor portal."
newskins(integer) readonly : "Use new skins" : 1 : "Use the values in the Cube Type and Skin Type fields instead of the Skin(OLD) field. You shouldn't need to touch this."

uselasermodifier(boolean) : "Use Laser Modifier" : 0 : "If enabled, this cube will recolor incoming lasers to the modifier color."
reflectmodifycolor(choices) : "Laser Modifier Color" : "255 0 0 255" : "Set reflected lasers to this color. Only applicable to reflection and Schrodinger cubes. You can also specify a custom RGBA color here." =
Expand All @@ -73,6 +63,37 @@
"65 97 0 255" : "Dark Green"
]

line_cube_oldskins(string) readonly : "----------------------------------------------------------------------------------------------------------"

newskins[engine](integer) : "Configuration Mode" : 2
newskins(choices) : "Configuration Mode" : 2 : "How cube models and behaviors are selected. This determines which of the other keyvalues are used and is present for backwards compatibility." =
[
2: "New style (behavior/model)"
1: "Old style (cube type/skin type)"
0: "Oldest style (skin)"
]

cubetype[engine](integer) : "Cube Type (old)" : 0
cubetype(choices) : "Cube Type (old)" : 0 : "The old cube type keyvalue, which overrides the model and behavior." =
[
0: "[0] Weighted Storage Cube"
1: "[1] Weighted Companion Cube"
2: "[2] Discouragement Redirection Cube"
3: "[3] Edgeless Safety Cube"
4: "[4] Antique Storage Cube"
5: "[5] Schrodinger's Cube"
6: "Custom model (old)"
]

skintype[engine](boolean) : "Skin Type (old)" : 0
skintype(choices) : "Skin Type (old)" : 0 : "The old skin type keyvalue. Storage and Reflection cubes are the only types with a rusty version." =
[
0: "Clean"
1: "Rusted"
]

skin(integer) : "Skin" : 0 : "The old skin keyvalue, mainly to show in Hammer."

// Inputs
input EnablePortalFunnel(void) : "Enable portal funneling behavior."
input DisablePortalFunnel(void) : "Disable portal funneling behavior."
Expand Down