Yeah, I’ve already known about @include, but how would I go on about modifying 
classes declared in the base (e.g. prop static) in my own fgd? Declare it again 
and add some stuff I need for my purposes?






From: Jesse Oak
Sent: ‎Sunday‎, ‎11‎ ‎May‎, ‎2014 ‎23‎:‎49
To: hlcoders@list.valvesoftware.com





As far as the fgd goes you can make modifications to existing entries that are 
part of the base.fgd you would just have your fgd load in the base.fgd rather 
then include it in hammer.



All you need is @include "base.fgd" at the top of your fgd.




That way hammer knows that yours is using the base.fgd rather then to treat 
them as separate fgds that conflict if you were to just include both in hammer 
options.




On Sun, May 11, 2014 at 3:52 PM, Krzysztof Lesiak <wave....@hotmail.com> wrote:







Hello,




I would like to be able to associate (mostly, but not only) text information 
with objects in the game world and I’m thinking about the best way to do this. 
Should I add stuff to CBaseAnimating, extend the prop classes or do something 
completely different? I’d like to be able to set the text in Hammer’s entity 
property dialog, which means I’d have to make some changes to the .fgds as 
well. The objects I would want to have info would be mostly entities that have 
a model, hence the idea to modify CBaseAnimating. Lastly, I would prefer a way 
to achieve this without modifying base.fgd and specifying all modifications in 
my own .fgd, but that would mean I’d have to “create” new entity types, no? 
(something like prop_static_extended, etc.).

Since I’m not too experienced with the codebase yet, what are your suggestions 
on this one?




Best Regards,

Krzysztof


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