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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