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1 change: 1 addition & 0 deletions db/factories/momentum.txt
Original file line number Diff line number Diff line change
Expand Up @@ -338,6 +338,7 @@ trigger_hierarchy
trigger_impact
trigger_jumppad
trigger_look
trigger_momentum_bhop
trigger_momentum_limitmovement
trigger_momentum_progress
trigger_momentum_promptinput
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24 changes: 1 addition & 23 deletions fgd/brush/func/func_bhop.fgd
Original file line number Diff line number Diff line change
@@ -1,28 +1,6 @@
@SolidClass base(func_brush)
@SolidClass base(trigger_momentum_bhop)
appliesto(MOMENTUM)
line(255 255 0, targetname, target)
= func_bhop: "A brush entity that teleports the player if they stand on it for too long or land too many times."
[
linedivider_bhop(string) readonly : "----------------------------------------------------------------------------------------------------------"

ProgressTeleport(boolean) : "Teleport to Progress Trigger" : 1 : "When activated, the player will be teleported to their last touched trigger_momentum_progress."
target(target_destination) : "Remote Destination" : : "The entity specifying the point to which the player should be teleported (overrides progress teleport setting)."
UseDestinationAngles(boolean) : "Use Destination Angles" : 1 : "Snap the player's angles and velocity direction to the angles of the destination entity."
ResetVelocityOnTeleport(boolean) : "Reset Velocity on Teleport" : 0 : "Reset the player's velocity when teleported."
LandingLimit(integer) : "Landing Limit" : 0 : "The maximum amount of times the player is allowed to land on this. A limit of 0 allows unlimited landings/bhops. A limit of -1 uses gamemode-specific behavior emulating func_door blocks from the appropriate game. Only full groundings count toward this, not just touching from above."

spawnflags(flags) =
[
1: "Reset landing counter when this is activated" : 1
2: "Reset landing counter when the player lands on something that isn't a func_bhop" : 1
4: "Reset landing counter when the player lands on anything else" : 0
]

// Inputs
input ResetLandingCount(void) : "Reset the landing counter"

// Outputs
output OnLandingLimitReached(void) : "Fired when the player leaves the ground after the landing limit is reached. The player will be teleported when they next land."
output OnActivate(void) : "Fired when the player would be teleported. Can be used for custom behavior instead of teleporting the player."
]

27 changes: 27 additions & 0 deletions fgd/brush/trigger/trigger_momentum_bhop.fgd
Original file line number Diff line number Diff line change
@@ -0,0 +1,27 @@
@SolidClass base(Trigger)
appliesto(MOMENTUM)
= trigger_momentum_bhop : "Trigger that teleports the player if they stand inside of it for too long or land inside of it too many times."
[
linedivider_bhop(string) readonly : "----------------------------------------------------------------------------------------------------------"

ProgressTeleport(boolean) : "Teleport to Progress Trigger" : 1 : "When activated, the player will be teleported to their last touched trigger_momentum_progress."
target(target_destination) : "Remote Destination" : : "The entity specifying the point to which the player should be teleported (overrides progress teleport setting)."
UseDestinationAngles(boolean) : "Use Destination Angles" : 1 : "Snap the player's angles and velocity direction to the angles of the destination entity."
ResetVelocityOnTeleport(boolean) : "Reset Velocity on Teleport" : 0 : "Reset the player's velocity when teleported."
LandingLimit(integer) : "Landing Limit" : 0 : "The maximum amount of times the player is allowed to land on this. A limit of 0 allows unlimited landings/bhops. A limit of -1 uses gamemode-specific behavior emulating func_door blocks from the appropriate game. Only full groundings count toward this, not just touching from above."
TimeLimit(float) : "Time Limit" : 0.1 : "How long the player can stay on the bhop platform before they get teleported. If this is 0, then use sv_bhop_time_limit."

spawnflags(flags) =
[
1: "Reset landing counter when this is activated" : 1
2: "Reset landing counter when the player lands on something that isn't a func_bhop" : 1
4: "Reset landing counter when the player lands on anything else" : 0
]

// Inputs
input ResetLandingCount(void) : "Reset the landing counter"

// Outputs
output OnLandingLimitReached(void) : "Fired when the player leaves the ground after the landing limit is reached. The player will be teleported when they next land."
output OnActivate(void) : "Fired when the player would be teleported. Can be used for custom behavior instead of teleporting the player."
]
1 change: 1 addition & 0 deletions fgd/visgroups.cfg
Original file line number Diff line number Diff line change
Expand Up @@ -198,6 +198,7 @@
- Trigger Multiple (`trigger_multiple`)
- Player Movement Triggers
* `trigger_playermovement`
* `trigger_momentum_bhop`
* `trigger_momentum_limitmovement`
* `trigger_setspeed`
- Level Transitions
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