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Copy file name to clipboardExpand all lines: fgd/bases/BaseEntityPhysics.fgd
+8-2Lines changed: 8 additions & 2 deletions
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disableshadows(boolean) : "Disable Shadows?" : 0 : "Prevent the entity from creating cheap render-to-texture/dynamic shadows."
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disablereceiveshadows(boolean) : "Disable Receiving Shadows?" : 0 : "Prevents dynamic shadows (e.g. player and prop shadows) from appearing on this entity."
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modelscale(float) : "Model Scale" : : "A multiplier for the size of the model."
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AllowSilentDissolve[+P2](boolean) : "Allow SilentDissolve input" : 1 : "Allow the SilentDissolve input to dissolve this object."
input fademaxdist(float) : "Sets distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox."
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input DisableShadow(void) : "Allows the entity to draw a render target (dynamic) shadow."
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input EnableShadow(void) : "Prevents the entity from drawing a render target (dynamic) shadow."
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input Dissolve[+P2](void) : "Fizzles the object, firing the OnFizzled output."
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input SilentDissolve[+P2](void) : "Kills the object immediately, firing the OnFizzled output."
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input AlternativeSorting(boolean) : "Used to attempt to fix sorting problems when rendering. True activates, false deactivates"
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input SetModelScale(vector) : "Sets the scale of the model. Secondary parameter (space delimited) sets the duration of time to scale the model."
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// Outputs
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output OnIgnite(void) : "Fired when this object catches fire."
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output OnFizzled[+P2](void) : "Fired when this object is fizzled."
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