From 3818f16ccdfc013f18a8e5526fd8a6905e2101dc Mon Sep 17 00:00:00 2001 From: Spencer Brown Date: Sat, 4 Apr 2026 12:30:57 +1000 Subject: [PATCH] feat[p2ce]: Add a number of keyvalues for customising fizzlers --- fgd/brush/trigger/trigger_portal_cleanser.fgd | 10 ++++++++-- 1 file changed, 8 insertions(+), 2 deletions(-) diff --git a/fgd/brush/trigger/trigger_portal_cleanser.fgd b/fgd/brush/trigger/trigger_portal_cleanser.fgd index a536ee70..bca3aafc 100644 --- a/fgd/brush/trigger/trigger_portal_cleanser.fgd +++ b/fgd/brush/trigger/trigger_portal_cleanser.fgd @@ -1,6 +1,6 @@ @SolidClass base(Trigger, RenderFields, Reflection) appliesto(P2CE) -= trigger_portal_cleanser: "A trigger volume that disolves any entities that touch it and fizzles active portals when the player touches it.|||An Aperture Science Material Emancipation Grid." += trigger_portal_cleanser: "A trigger volume that disolves any entities that touch it and fizzles active portals when the player touches it." [ spawnflags(flags) : "spawnflags" = [ @@ -17,13 +17,19 @@ visible(boolean) : "Visible" : 1 : "If the fizzler is visible. This controls whether sounds will play." usescanline(boolean) : "Use Scanline" : 1 : "If the field uses a scanline particle effect." + scanlinecolor(color255) : "Scanline Color" : "106 178 198 15" : "The color to use for the scanline particle effect." + blockportalshots(boolean) : "Block Portal Shots" : 1 : "Whether the fizzler will block portal shots." + obstructportals(boolean) : "Obstruct Portals" : 1 : "Whether the fizzler will act like a portal bumper, and fizzle portals when enabled." + loopsound(sound) : "Looping Sound" : "VFX.FizzlerLp" : "Sound played continuously while the fizzler is active." + startsound(sound) : "Start Sound" : "VFX.FizzlerStart" : "Sound played when the fizzler turns on." + stopsound(sound) : "Stop Sound" : "VFX.FizzlerStop" : "Sound played when the fizzler turns off." // Inputs input FizzleTouchingPortals(void) : "Cause any portals in our volume to immediately fizzle." // Outputs output OnDissolve(void) : "Fired whenever an entity is dissolved." - output OnFizzle(void) : "Fired whenever an portals are fizzled." + output OnFizzle(void) : "Fired whenever any portals are fizzled." output OnDissolveBox(void) : "This cleanser dissolved an entity with a targetname of 'Box.'" output OnPrimaryHit(void) : "Fired whenever the primary portal hits the cleanser." output OnSecondaryHit(void) : "Fired whenever the secondary portal hits the cleanser."