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10 changes: 10 additions & 0 deletions fgd/point/info/info_portal_gamerules.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -13,6 +13,16 @@
3: "Dual Portal Device"
4: "Dual Portal Device (PotatOS attached)"
]

portalguntravelmode[engine](integer): "Travel Mode" : 0
portalguntravelmode(choices) : "Portal Gun Travel Mode" : 0 : "Determines whether shots take time to land like in Portal 1, or are instant like in Portal 2. \n" +
"If 'auto', this is determined automatically based on the BSP version." =
[
0 : "Auto"
1 : "Projectile"
2 : "Instant"
]

equippaintgun(choices) : "Equip Paint Gun" : 0 : "Automatically grants the player a paint gun if enabled.\n\nThe \"basic paint gun\" option will give the player a paint gun with no powers assigned by default - paint powers must be obtained by touching an item_paint_power_pickup entity. Selecting the \"Fully-upgraded paint gun\" option will give the player all applicable paint powers for the paint gun." =
[
0: "None"
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5 changes: 3 additions & 2 deletions fgd/point/logic/logic_playerproxy.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -25,6 +25,7 @@
input GivePortalGunPrimary[P2CE](void) : "Gives the player a portal gun with primary color. (Overrides if player is already holding one)"
input GivePortalGunSecondary[P2CE](void) : "Gives the player a portal gun with only secondary color. (Overrides if player is already holding one)"
input GivePortalGunNone[P2CE](void) : "Gives the player a portal gun with no activated colors. (Overrides if player is already holding one)"
input SetPortalGunTravelMode[P2CE](string) : "Set the player's portalgun travel mode. Valid parameters: auto, slow/projectile, fast/instant."
input GiveBoots[P2CE](void) : "Gives the player long fall boots."
input RemoveBoots[P2CE](void) : "Removes long fall boots from the player, if they have them."
input GivePaintGunFull[P2CE](void) : "Gives the player a fully upgraded paint gun."
Expand All @@ -34,15 +35,15 @@
input LowerWeapon[P2CE](void) : "Lowers the weapon, setting it to a disabled state."
input ReadyWeapon[P2CE](void) : "Raises the weapon, setting it to the default enabled state."
input SetFallDamageEnabled(boolean) : "Whether or not fall damage is enabled"

// Outputs
output PlayerHealth[+HL2_ENTITIES, -P2CE](integer) : "The player's current health value, fired in response to RequestPlayerHealth. (Episodic only)"
output PlayerHasAmmo[+HL2_ENTITIES, -P2CE](void) : "Fired by request if the player has any ammo. (Episodic only)"
output PlayerHasNoAmmo[+HL2_ENTITIES, -P2CE](void) : "Fired by request if the player doesn't have any ammo. (Episodic only)"
output OnFlashlightOn[+HL2_ENTITIES, -P2CE](float) : "Fired when the player turns on their flashlight. This output has the value of how much energy the player had when this happened [0..1]. (Episodic only)"
output OnFlashlightOff[+HL2_ENTITIES, -P2CE](float) : "Fired when the player turns off their flashlight. This output has the value of how much energy the player had when this happened [0..1]. (Episodic only)"
output PlayerMissedAR2AltFire[+HL2_ENTITIES, -P2CE](void) : "Player fired an AR2 combine ball that didn't kill any enemies. (Episodic only)"

output PlayerDied(void) : "Fires when the player dies."
output OnStartSlowingTime(void) : "Fired when a Portal player initiates slow time."
output OnStopSlowingTime(void) : "Fired when a Portal player stops slowing time."
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10 changes: 10 additions & 0 deletions fgd/point/weapon/weapon_portalgun.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -38,13 +38,23 @@
Portal1Color(color255) : "Primary Portal Color" : "64 160 255" : "Color to use for the primary (Left/Blue) portal."
Portal2Color(color255) : "Secondary Portal Color" : "255 160 32" : "Color to use for the primary (Right/Orange) portal."

TravelMode[engine](integer): "Travel Mode" : 0
TravelMode(choices) : "Travel Mode" : 0 : "Determines whether shots take time to land like in Portal 1, or are instant like in Portal 2. \n" +
"If 'auto', this is determined automatically based on the BSP version." =
[
0 : "Auto"
1 : "Projectile"
2 : "Instant"
]

// Inputs
input ChargePortal1(void) : "Does charge up effect for mounted portalgun. Missing particles and sounds."
input ChargePortal2(void) : "Does charge up effect for mounted portalgun. Missing particles and sounds."
input FirePortal1(void) : "Projects the 'blue' portal onto a wall in the facing direction of the gun."
input FirePortal2(void) : "Projects the 'orange' portal onto a wall in the facing direction of the gun."
input FirePortalDirection1(vector) : "Fires the 'blue' portal in the specified direction."
input FirePortalDirection2(vector) : "Fires the 'orange' portal in the specified direction."
input SetTravelMode(string) : "Set the portalgun's travel mode. Valid parameters: auto, slow/projectile, fast/instant."

// Outputs
output OnFiredPortal1(void) : "Fires when the 'blue' portal is fired."
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