
@include "base.fgd"
@include "halflife2.fgd"
@include "hl2mp.fgd"


@PointClass base(Targetname, Parentname, Angles) size(-2 -2 -2, 2 2 2) frustum(lightfov,nearz,farz,lightcolor,-1) = env_projectedtexture :
	"Projected texture entity."
[
	spawnflags(flags) =
	[
		1  : "Enabled"				: 1
	]

	target(target_destination)	: "target" : : "target"
	lightfov(float)				: "FOV" : "90.0" : "FOV"
	nearz(float)				: "NearZ" : "4.0" : "Near Z for projected texture"
	farz(float)					: "FarZ" : "750.0" : "Far Z for projected texture"

	enableshadows(Choices) : "Enable Shadows" : 0 : "Enables/disables shadows from this projected texture." =
	[
		0 : "No"
		1 : "Yes"
	]
	shadowquality(Choices) : "Shadow Quality" : 1 : "Quality of shadows." =
	[
		0 : "Low"
		1 : "High"
	]
	lightonlytarget(Choices) : "Light Only Target" : 0 : "Limit flashlight effect to only effect target entity." =
	[
		0 : "No"
		1 : "Yes"
	]
	lightworld(Choices) : "Light World" : 1 : "Control whether flashlight effects static world geometry." =
	[
		0 : "No"
		1 : "Yes"
	]
	lightcolor(color255)		: "Light Color" : "255 255 255 200" : "Light Color RGB-Intensity"
	cameraspace(integer)		: "Camera Space" : 0 : "Angles are interpreted as being relative to camera."

	// Inputs
	input TurnOn(void)		: "Turn on the texture"
	input TurnOff(void)		: "Turn off the texture"
	input SetFOV(float)		: "Set FOV"
	texturename(material)	: "Texture" : : "path/texture to be projected. Relative to main/materials/"
]

@SolidClass base(Targetname, Parentname, Origin, Trigger) = trigger_giveweapon : "Gives a player a weapon when they touch the trigger"
[
    WeaponName(string) : "Weapon to Give" : "weapon_ar2" : "The weapon classname to give."
    RemoveOnUse(boolean) : "Remove After Use" : 0 : "If set, the trigger removes itself after one use."

    spawnflags(flags) =
    [
        1 : "Clients Only" : 1
        2 : "NPCs Only" : 0
        4 : "Pushables Only" : 0
    ]
]

@PointClass base(Weapon) studio("models/weapons/w_357.mdl") = weapon_fire_revolver : "WeaponFireRevolver" []
@PointClass base(Weapon) studio("models/propper/untitled/parachuteGlider.mdl") = weapon_parachute : "WeaponParachute" []
@PointClass base(Weapon) studio("models/weapons/c_models/c_sniperrifle/c_sniperrifle.mdl") = weapon_sniper : "WeaponSniper" []

@PointClass base(Weapon) = weapon_knockbackgrenade : "Knockback Grenade" []
@PointClass base(Item) studio("models/items/boxsrounds.mdl") = item_ammo_knockbackgrenade : "Knockback Grenade Ammo" []

@SolidClass base(Trigger) = trigger_koth_zone : "King of the Hill Zone"
[
    score_interval(float) : "Time interval (default 5)"
    score_points(integer) : "Points awarded each interval (default 1)"
]
