fang.fgd (1666B)
1 //spawnflags not yet implemented. Get on that! 2 3 @SolidClass = worldspawn : "World entity" 4 [ 5 message(string) : "Text (broadcast to all players) on entering the world" 6 strack(string) : "Preface the filename with 'sounds/' for now." 7 ] 8 9 @baseclass = Angle [ angle(integer) : "Direction" ] 10 @baseclass = Targetname [ 11 targetname(target_source) : "Name" 12 ] 13 @baseclass = Target [ 14 target(target_destination) : "Target" 15 ] 16 17 @baseclass base(Appearflags) size(-16 -16 -24, 16 16 32) 18 color(0 255 0) model({ "path": "models/pmodel.iqm" }) = PlayerClass [] 19 20 @PointClass base(PlayerClass) = info_player_start : "Player start" [] 21 22 @baseclass color(255 255 40) = Light 23 [ 24 light(integer) : "Brightness" : 300 25 ] 26 27 @PointClass size(-8 -8 -8, 8 8 8) base(Light) = 28 light : "Invisible light source" 29 [ 30 // spawnflags(Flags) = [ 1 : "Start off" : 0 ] 31 ] 32 33 @baseclass base(Angle) color(220 0 0) = Monster [] 34 35 @PointClass base(Monster) size(-16 -16 -24, 16 16 40) model({ "path": "models/spitter.iqm" }) = monster_scrambler : "Scrambler" [] 36 37 @SolidClass base(Angle, Target, Targetname) = func_button : "Button" 38 [ 39 target(target_source) : "Target" 40 ] 41 42 @baseclass = Trigger 43 [ 44 45 ] 46 47 @solidclass base(Trigger) = trigger_mapend : "Level End Trigger" 48 [ 49 map(string) : "Next Map" 50 message(string) : "Text displayed when there's a player not in the exit" 51 ] 52 53 @solidclass base(Angle, Targetname) = func_door : "Door" [] 54 55 @baseclass = Mesh 56 [ 57 58 ] 59 60 @PointClass base(Mesh) = mesh_bigcandle : "Large Candle" [] 61 @PointClass base(Mesh) = mesh_chandelier1 : "Chandelier" [] 62 63 @Pointclass base(Mesh) = mesh_sconce1 : "flame particle test" []