You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
input Kill(void) : "Removes this entity from the world."
6
5
input KillHierarchy(void) : "Removes this entity and all its children from the world."
7
6
@@ -17,23 +16,16 @@
17
16
input DispatchEffect[until_L4D](string) : "Dispatch an effect from the entity's origin. See https://developer.valvesoftware.com/wiki/List_of_Client_Effects"
18
17
19
18
input RunScriptFile[VSCRIPT](string) : "Execute a game script file from disk."
20
-
input RunScriptCode[+VSCRIPT, -srctools, -TF2](script) : "Execute a string of script source code."
21
-
input RunScriptCode[+VSCRIPT, +srctools, -TF2](script) : "Execute a string of script source code. Backtick ( ` ) characters will be converted to quotes in-game for strings."
19
+
input RunScriptCode[+VSCRIPT, -srctools, -TF2](script) : "Execute a string of script source code. Using double quote characters will corrupt the VMF, so strings cannot be passed in."
20
+
input RunScriptCode[+VSCRIPT, +srctools, -TF2](script) : "Execute a string of script source code. Using double quote characters will corrupt the VMF, use backticks ( ` ) instead if you need to pass in a string."
22
21
// TF2 does this in game code.
23
-
input RunScriptCode[+TF2, +VSCRIPT](script) : "Execute a string of script source code. Backtick ( ` ) characters will be converted to quotes in-game for strings."
22
+
input RunScriptCode[+TF2, +VSCRIPT](script) : "Execute a string of script source code. Using double quote characters will corrupt the VMF, use backticks ( ` ) instead if you need to pass in a string."
24
23
input RunScriptCodeQuotable[+MBase, +VSCRIPT](string) : "Execute a string of script source code which converts double apostrophes ('') to quotation marks for strings."
25
24
input CallScriptFunction[VSCRIPT](string) : "Execute the given function name."
26
25
input ClearScriptScope[+MBase, +VSCRIPT](void) : "Clears this entity's script scope"
27
26
input TerminateScriptScope[+TF2, +VSCRIPT](void) : "Terminates the script scope of the entity."
28
27
29
-
// Outputs
30
-
output OnUser1(void) : "Fired in response to FireUser1 input."
31
-
output OnUser2(void) : "Fired in response to FireUser2 input."
32
-
output OnUser3(void) : "Fired in response to FireUser3 input."
33
-
output OnUser4(void) : "Fired in response to FireUser4 input."
34
-
output OnKilled[MBase, L4D](void) : "Fired when the entity is killed and removed from the game."
35
-
36
-
// Mapbase BaseEntity changes:
28
+
// Mapbase Inputs:
37
29
input PassUser1[MBase](string) : "Causes this entity's OutUser1 output to be fired, passing along the parameter unchanged."
38
30
input PassUser2[MBase](string) : "Causes this entity's OutUser2 output to be fired, passing along the parameter unchanged."
39
31
input PassUser3[MBase](string) : "Causes this entity's OutUser3 output to be fired, passing along the parameter unchanged."
@@ -50,8 +42,8 @@
50
42
input AcceptInput[MBase](string) : "Fires the named input on this entity. Format: '<input name>:<parameter>:<activator>:<caller>:<output ID>' (SetTarget:cheese). Everything beyond the input name is optional. Mind the fact this is arranged differently from FireOutput, having the parameter right after the input name."
51
43
input CancelPending[MBase](void) : "Cancels any events fired by this entity that are currently pending in the I/O event queue."
52
44
53
-
input AddSpawnFlags[MBase](integer) : "Adds spawnflag(s) to this entity. Many spawnflags have their respective numbers suffixed in this FGD."
54
-
input RemoveSpawnFlags[MBase](integer) : "Removes spawnflag(s) to this entity. Many spawnflags have their respective numbers suffixed in this FGD."
45
+
input AddSpawnFlags[MBase](integer) : "Adds spawnflag(s) to this entity. Spawnflags have their respective numbers prefixed in this FGD."
46
+
input RemoveSpawnFlags[MBase](integer) : "Removes spawnflag(s) to this entity. Spawnflags have their respective numbers prefixed in this FGD."
55
47
56
48
input AddSolidFlags[MBase](integer) : "Adds solid flags to this entity."
57
49
input RemoveSolidFlags[MBase](integer) : "Removes solid flags from this entity."
@@ -62,12 +54,7 @@
62
54
input SetTarget[MBase](target_destination) : "Sets this entity's target. This is specific to certain entities, particularly logic entities that involve a target."
63
55
input SetOwnerEntity[MBase](target_destination) : "Sets this entity's owner entity. This has nothing to do with parenting and has more to do with collision and kill credits."
64
56
65
-
input SetThinkNull[MBase](void) : "Sets this entity's general think function to null. Behavior varies from entity to entity.."
57
+
input SetThinkNull[MBase](void) : "Sets this entity's general think function to null. Behavior varies from entity to entity."
66
58
67
59
input Use[MBase](void) : "More or less replicates the player interacting with an entity. (+USE)"
68
-
69
-
output OutUser1[MBase](string) : "Fires in response to PassUser1 input, with the parameter passed through unchanged."
70
-
output OutUser2[MBase](string) : "Fires in response to PassUser2 input, with the parameter passed through unchanged."
71
-
output OutUser3[MBase](string) : "Fires in response to PassUser3 input, with the parameter passed through unchanged."
72
-
output OutUser4[MBase](string) : "Fires in response to PassUser4 input, with the parameter passed through unchanged."
0 commit comments