diff --git a/sabase/def/info.def b/sabase/def/info.def index 28a7454..50b84a4 100644 --- a/sabase/def/info.def +++ b/sabase/def/info.def @@ -49,7 +49,6 @@ entityDef info_player_teleport { "push" "300" "visualEffect" "0" "visualView" "" - // TODO: This is just a stub - add proper entity definition and explanation! } // from misc.def: diff --git a/sabase/def/targets.def b/sabase/def/targets.def index 2456f90..9c6e685 100644 --- a/sabase/def/targets.def +++ b/sabase/def/targets.def @@ -1,423 +1,535 @@ // recreated definitions of entities of Doom3, originally in target.def // (C) 2015 Daniel Gibson and Yamagi Burmeister, licensed under WTFPL v2 +// TODO: you can have multiple targets by naming them "target", "target1", "target2", ... +// TODO: does this have to be explicitly documented in each entity? + entityDef target_ai_followalternatepath1 { "spawnclass" "idTarget_CallObjectFunction" - "editor_usage" "TODO: Meaningful description, this is a stub!" + "editor_usage" "NOTE: TODO: currently not functional in OpenTech due to missing monster AI scripts!" + "editor_usage1" "the targeted monsters/NPCs will follow the path entity referenced in the 'alt_path1' property of its entity" - "editor_color" "0.0 0.5 0.8" + "editor_color" "1 1 0" "editor_maxs" "8 8 8" "editor_mins" "-8 -8 -8" - // TODO: This is just a stub - add proper entity definition and explanation! + "call" "follow_alternate_path1" + + // TODO: doesn't work yet! } entityDef target_ai_followalternatepath2 { "spawnclass" "idTarget_CallObjectFunction" - "editor_usage" "TODO: Meaningful description, this is a stub!" + "editor_usage" "NOTE: TODO: currently not functional in OpenTech due to missing monster AI scripts!" + "editor_usage1" "the targeted monsters/NPCs will follow the path entity referenced in the 'alt_path2' property of its entity" - "editor_color" "0.0 0.5 0.8" + "editor_color" "1 1 0" "editor_maxs" "8 8 8" "editor_mins" "-8 -8 -8" - // TODO: This is just a stub - add proper entity definition and explanation! + "call" "follow_alternate_path2" + + // TODO: doesn't work yet! } entityDef target_ai_followalternatepath3 { "spawnclass" "idTarget_CallObjectFunction" - "editor_usage" "TODO: Meaningful description, this is a stub!" + "editor_usage" "NOTE: TODO: currently not functional in OpenTech due to missing monster AI scripts!" + "editor_usage1" "the targeted monsters/NPCs will follow the path entity referenced in the 'alt_path3' property of its entity" - "editor_color" "0.0 0.5 0.8" + "editor_color" "1 1 0" "editor_maxs" "8 8 8" "editor_mins" "-8 -8 -8" - // TODO: This is just a stub - add proper entity definition and explanation! + "call" "follow_alternate_path3" + + // TODO: doesn't work yet! } entityDef target_callobjectfunction { "spawnclass" "idTarget_CallObjectFunction" - "editor_usage" "TODO: Meaningful description, this is a stub!" + "editor_usage" "Calls the given script function on the targeted entities" - "editor_color" "0.0 0.5 0.8" + "editor_color" "1 1 0" "editor_maxs" "8 8 8" "editor_mins" "-8 -8 -8" - // TODO: This is just a stub - add proper entity definition and explanation! + "editor_var call" "Scriptfunction to call" } entityDef target_enableStamina { "spawnclass" "idTarget_EnableStamina" - "editor_usage" "TODO: Meaningful description, this is a stub!" + "editor_usage" "Enables/disables stamina of all players (player's 'pm_stamina' is set to 0 or its default value)" - "editor_color" "0.0 0.5 0.8" + "editor_color" "1 0 1" "editor_maxs" "8 8 8" "editor_mins" "-8 -8 -8" - // TODO: This is just a stub - add proper entity definition and explanation! + "editor_bool enable" "if set (to 1), enable stamine, else disable it" } entityDef target_enableweapons { "spawnclass" "idTarget_EnableLevelWeapons" - "editor_usage" "TODO: Meaningful description, this is a stub!" + "editor_usage" "Enables/disables the players weapons for the current level" - "editor_color" "0.0 0.5 0.8" + "editor_color" "1 1 0" "editor_maxs" "8 8 8" "editor_mins" "-8 -8 -8" - // TODO: This is just a stub - add proper entity definition and explanation! + "editor_bool disable" "if set (to 1), the weapons are disabled, otherwise enabled" + "editor_var weapon" "which weapon to draw when enabling; must be in players inventory!" + + "weapon" "weapon_pistol" // TODO: do we even have this? } entityDef target_endLevel { "spawnclass" "idTarget_EndLevel" - "editor_usage" "TODO: Meaningful description, this is a stub!" + "editor_usage" "Ends the current level, shows statistics and switches to next map. entity orientation sets view orientation for viewing stats" - "editor_color" "0.0 0.5 0.8" + "editor_color" "1 1 0" "editor_maxs" "8 8 8" "editor_mins" "-8 -8 -8" - // TODO: This is just a stub - add proper entity definition and explanation! + "editor_bool endOfGame" "if set (to 1), it's the end of the game and no other maps follow" + // "editor_gui guiName" "UNUSED: name of the GUI to show at end of the level?" // TODO this is from unused d3xp/EndLevel.cpp code! + "editor_var nextMap" "name of the next map (e.g. testmaps/portalsky)" + + // "nextMap" "guis/EndLevel.gui" // TODO: we don't have that .gui and passing this to "map" in the console in d3bfg fails anyway! } entityDef target_entity_fadein { "spawnclass" "idTarget_FadeEntity" - "editor_usage" "TODO: Meaningful description, this is a stub!" + "editor_usage" "the targeted entity is faded in when this is triggered" - "editor_color" "0.0 0.5 0.8" + "editor_color" "1 1 0" "editor_maxs" "8 8 8" "editor_mins" "-8 -8 -8" - // TODO: This is just a stub - add proper entity definition and explanation! + "editor_color _color" "the color the entity should fade to" + "editor_float fadeTime" "duration of fade-in in seconds" + + "_color" "1 1 1" + "fadeTime" "1.0" } entityDef target_entity_fadeout { "spawnclass" "idTarget_FadeEntity" - "editor_usage" "TODO: Meaningful description, this is a stub!" + "editor_usage" "the targeted entity is faded out when this is triggered" - "editor_color" "0.0 0.5 0.8" + "editor_color" "1 1 0" "editor_maxs" "8 8 8" "editor_mins" "-8 -8 -8" - // TODO: This is just a stub - add proper entity definition and explanation! + "editor_color _color" "the color the entity should fade to" + "editor_float fadeTime" "duration of fade-out in seconds" + + "_color" "0 0 0" + "fadeTime" "1.0" } entityDef target_entity_setcolor { "spawnclass" "idTarget_FadeEntity" - "editor_usage" "TODO: Meaningful description, this is a stub!" + "editor_usage" "the targeted entity is faded to the given color when this is triggered" - "editor_color" "0.0 0.5 0.8" + "editor_color" "1 1 0" "editor_maxs" "8 8 8" "editor_mins" "-8 -8 -8" - // TODO: This is just a stub - add proper entity definition and explanation! + "editor_color _color" "the color the entity should fade to" + "editor_float fadeTime" "duration of fading in seconds" + + "fadeTime" "0.0" } entityDef target_FadeSoundClass { "spawnclass" "idTarget_FadeSoundClass" - "editor_usage" "TODO: Meaningful description, this is a stub!" + "editor_usage" "Fades a whole sound-class in or out (eg to silence environment during cut scenes; sounds default to class 0)" - "editor_color" "0.0 0.5 0.8" + "editor_color" "0.1 1.0 0.1" "editor_maxs" "8 8 8" "editor_mins" "-8 -8 -8" - // TODO: This is just a stub - add proper entity definition and explanation! + "editor_bool fadeIn" "if set (to 1), fade in (fade to current vol + fadeDB decibels), else fade out" + "editor_int fadeClass" "Sound-class to fade (valid values: 0,1,2,3), default is 0" + "editor_float fadeDB" "how many decibels to fade in/out - must be positive" + "editor_float fadeTime" "how long the fading (between current volume and cur. vol. +/- fadeDB) takes in seconds" + "editor_float fadeDuration" "amount of seconds to stay faded in/out before going back to original volume" + + "fadeClass" "0" + "fadeDB" "20" + "fadeTime" "0.5" } entityDef target_give { "spawnclass" "idTarget_Give" - "editor_usage" "TODO: Meaningful description, this is a stub!" + "editor_usage" "adds items to the player's intentory" + "editor_usage1" "use item2, item3, ... for more than one item" - "editor_color" "0.0 0.5 0.8" - "editor_maxs" "8 8 8" - "editor_mins" "-8 -8 -8" + "editor_color" "0.2 0.7 0.5" + "editor_maxs" "6.0 6.0 6.0" + "editor_mins" "-6.0 -6.0 -6.0" - // TODO: This is just a stub - add proper entity definition and explanation! + "editor_bool development" "if set (to 1), only do give the items in development mode" + "editor_var item1" "name of the item given to the player; use item2, item3, ... keys for more items" + "editor_bool onspawn" "if set (to 1), the items are given to the player on spawn (otherwise when this is triggered)" + + "developer" "1" + "onspawn" "1" } entityDef target_giveemail { "spawnclass" "idTarget_GiveEmail" - "editor_usage" "TODO: Meaningful description, this is a stub!" + "editor_usage" "Sends an E-Mail to the player's PDA when triggered" - "editor_color" "0.0 0.5 0.8" + "editor_color" "1 1 0" "editor_maxs" "8 8 8" "editor_mins" "-8 -8 -8" - // TODO: This is just a stub - add proper entity definition and explanation! + "editor_var email" "name of the E-Mail to send, refers to an email declaration, usually(?) in .pda files" } entityDef target_givesecurity { "spawnclass" "idTarget_GiveSecurity" - "editor_usage" "TODO: Meaningful description, this is a stub!" + "editor_usage" "Gives the player a new security clearance when triggered" - "editor_color" "0.0 0.5 0.8" + "editor_color" "1 1 0" "editor_maxs" "8 8 8" "editor_mins" "-8 -8 -8" - // TODO: This is just a stub - add proper entity definition and explanation! + "editor_var text_security" "the security clearance" + + "text_security" "Unlimited Access" } entityDef target_levelTrigger { "spawnclass" "idTarget_LevelTrigger" - "editor_usage" "TODO: Meaningful description, this is a stub!" + "editor_usage" "If triggered, activates a trigger in another map when the player is next spawned there" + "editor_usage1" "This allows you to do something in other maps (i.e. not the one you're currently played)" + "editor_usage2" "Like unlocking a door in another map by pressing a button in this one" - "editor_color" "0.0 0.5 0.8" + "editor_color" "1 1 0" "editor_maxs" "8 8 8" "editor_mins" "-8 -8 -8" - // TODO: This is just a stub - add proper entity definition and explanation! + "editor_var levelName" "name of the map (without path) you wanna trigger something in" + "editor_var triggerName" "name of the trigger to activate in the other map" } entityDef target_light_fadein { "spawnclass" "idTarget_LightFadeIn" - "editor_usage" "TODO: Meaningful description, this is a stub!" + "editor_usage" "fades in targeted lights when triggered" - "editor_color" "0.0 0.5 0.8" + "editor_color" "1 1 0" "editor_maxs" "8 8 8" "editor_mins" "-8 -8 -8" - // TODO: This is just a stub - add proper entity definition and explanation! + "editor_float fadetime" "duration of fade-in in seconds" + + "fadetime" "1.0" } entityDef target_light_fadeout { "spawnclass" "idTarget_LightFadeOut" - "editor_usage" "TODO: Meaningful description, this is a stub!" + "editor_usage" "fades out targeted lights when triggered" - "editor_color" "0.0 0.5 0.8" + "editor_color" "1 1 0" "editor_maxs" "8 8 8" "editor_mins" "-8 -8 -8" - // TODO: This is just a stub - add proper entity definition and explanation! + "editor_float fadetime" "duration of fade-out in seconds" + + "fadetime" "1.0" } entityDef target_lock { "spawnclass" "idTarget_LockDoor" - "editor_usage" "TODO: Meaningful description, this is a stub!" + "editor_usage" "(un)locks targeted doors. toggles that state each time it's triggered" "editor_color" "0.0 0.5 0.8" "editor_maxs" "8 8 8" "editor_mins" "-8 -8 -8" - // TODO: This is just a stub - add proper entity definition and explanation! + "editor_int locked" "toggle the doors 'locked' state between this value and 0" } entityDef target_npc_talk { "spawnclass" "idTarget_CallObjectFunction" - "editor_usage" "TODO: Meaningful description, this is a stub!" + "editor_usage" "when activated, the targeted NPC talks to the player" + "editor_usage1" "NOTE: TODO: currently not functional in OpenTech due to missing NPC AI scripts!" - "editor_color" "0.0 0.5 0.8" + "editor_color" "1 1 0" "editor_maxs" "8 8 8" "editor_mins" "-8 -8 -8" - // TODO: This is just a stub - add proper entity definition and explanation! + "call" "target_talk" + + // TODO: doesn't work yet! } entityDef target_npc_talk_primary { "spawnclass" "idTarget_CallObjectFunction" - "editor_usage" "TODO: Meaningful description, this is a stub!" + "editor_usage" "when activated, the targeted NPC does its standard talk animation to the player" + "editor_usage1" "NOTE: TODO: currently not functional in OpenTech due to missing NPC AI scripts!" - "editor_color" "0.0 0.5 0.8" + "editor_color" "1 1 0" "editor_maxs" "8 8 8" "editor_mins" "-8 -8 -8" - // TODO: This is just a stub - add proper entity definition and explanation! + "call" "say_primary" + + // TODO: doesn't work yet! } entityDef target_npc_talk_secondary { "spawnclass" "idTarget_CallObjectFunction" - "editor_usage" "TODO: Meaningful description, this is a stub!" + "editor_usage" "when activated, the targeted NPC does its alternative talk animation to the player" + "editor_usage1" "NOTE: TODO: currently not functional in OpenTech due to missing NPC AI scripts!" - "editor_color" "0.0 0.5 0.8" + "editor_color" "1 1 0" "editor_maxs" "8 8 8" "editor_mins" "-8 -8 -8" - // TODO: This is just a stub - add proper entity definition and explanation! + "call" "say_secondary" + + // TODO: doesn't work yet! } entityDef target_npc_talk_triggered { "spawnclass" "idTarget_CallObjectFunction" - "editor_usage" "TODO: Meaningful description, this is a stub!" + "editor_usage" "when activated, the targeted NPC does its triggered talk animation to the player" + "editor_usage1" "NOTE: TODO: currently not functional in OpenTech due to missing NPC AI scripts!" - "editor_color" "0.0 0.5 0.8" + "editor_color" "1 1 0" "editor_maxs" "8 8 8" "editor_mins" "-8 -8 -8" - // TODO: This is just a stub - add proper entity definition and explanation! + "call" "say_triggered" + + // TODO: doesn't work yet! } entityDef target_null { "spawnclass" "idTarget" - "editor_usage" "TODO: Meaningful description, this is a stub!" + "editor_usage" "generic target to orient cameras etc at" - "editor_color" "0.0 0.5 0.8" - "editor_maxs" "8 8 8" - "editor_mins" "-8 -8 -8" - - // TODO: This is just a stub - add proper entity definition and explanation! + "editor_color" "1 1 0" + "editor_maxs" "6 6 6" + "editor_mins" "-6 -6 -6" } entityDef target_primaryobjective { "spawnclass" "idTarget_SetPrimaryObjective" - "editor_usage" "TODO: Meaningful description, this is a stub!" + "editor_usage" "changes the primary objective text when activated" - "editor_color" "0.0 0.5 0.8" + "editor_color" "1 0 1" "editor_maxs" "8 8 8" "editor_mins" "-8 -8 -8" - // TODO: This is just a stub - add proper entity definition and explanation! + "editor_var text" "the new objective (string or string-id for string table)" } entityDef target_removeweapons { "spawnclass" "idTarget_RemoveWeapons" - "editor_usage" "TODO: Meaningful description, this is a stub!" + "editor_usage" "removes all but the 'essential' weapons of all players when activated" + "editor_usage1" "'essential' are currently: fists, soulcube, pda, flashlight" - "editor_color" "0.0 0.5 0.8" + "editor_color" "1 1 0" "editor_maxs" "8 8 8" "editor_mins" "-8 -8 -8" - // TODO: This is just a stub - add proper entity definition and explanation! + // TODO: the following is documented in the original .def, but not supported in the C++ code! + // "editor_var weapon" "slot the weapons should be removed from, use weapon1, weapon2, .. for multiple slots" } entityDef target_sessionCommand { "spawnclass" "idTarget_SessionCommand" - "editor_usage" "TODO: Meaningful description, this is a stub!" + "editor_usage" "sends the given command to the engine when activated (eg 'map horstshome')" - "editor_color" "0.0 0.5 0.8" + "editor_color" "1 1 0" "editor_maxs" "8 8 8" "editor_mins" "-8 -8 -8" - // TODO: This is just a stub - add proper entity definition and explanation! + "editor_var command" "the command to execute" } entityDef target_setfov { "spawnclass" "idTarget_SetFov" - "editor_usage" "TODO: Meaningful description, this is a stub!" + "editor_usage" "fades the player's FOV (field of view) to given value when activated" - "editor_color" "0.0 0.5 0.8" + "editor_color" "1 0 1" "editor_maxs" "8 8 8" "editor_mins" "-8 -8 -8" - // TODO: This is just a stub - add proper entity definition and explanation! + "editor_float fov" "the new FOV" + "editor_float time" "seconds until the new FOV is reached" } entityDef target_setglobalparmtime { "spawnclass" "idTarget_SetGlobalShaderTime" - "editor_usage" "TODO: Meaningful description, this is a stub!" + "editor_usage" "sets the negative (?!) current game time (as float in seconds) as a global shader parm when activated" + "editor_usage" "it's -MS2SEC( gameLocal.time ), if that's any help..." - "editor_color" "0.0 0.5 0.8" + "editor_color" "1 1 0" "editor_maxs" "8 8 8" "editor_mins" "-8 -8 -8" - // TODO: This is just a stub - add proper entity definition and explanation! + "editor_int globalParm" "which global shader parm to set" } entityDef target_setinfluence { "spawnclass" "idTarget_SetInfluence" - "editor_usage" "TODO: Meaningful description, this is a stub!" + "editor_usage" "sets player and entities to demonic mode when triggered" + "editor_usage1" "either influences all targeted entities or all entities within 'radius', depending on 'targetsOnly' setting" + "editor_usage2" "you can also narrow down what kinds of entitiets are influenced with the effect_* settings" "editor_color" "0.0 0.5 0.8" "editor_maxs" "8 8 8" "editor_mins" "-8 -8 -8" - // TODO: This is just a stub - add proper entity definition and explanation! + "editor_bool targetsOnly" "only affect targeted entities, ignore radius" + "editor_float radius" "affect all entities within this radius around the player, if 'targetsOnly' is not set" + + "editor_float delay" "delay (in seconds) until demonic mode starts after being triggered. if 'fadeWorldSounds' is set, sound fading starts immediately" + // "editor_bool effect_demonic" "only influence entities that have 'demonic' set to 1" // commented out in C++ as well! + "editor_bool effect_guis" "influence GUIs (=> 'gui_demonic' setting in GUI)?" + "editor_bool effect_lights" "influence lights (=> 'color_demonic' setting in light)?" + // "editor_bool effect_models" "influence models?" // seems unused in the C++ code? + "editor_bool effect_sounds" "influence sounds (=> 'snd_demonic' setting in sound)?" + "editor_bool effect_vision" "influence player's vision, with 'mtrVision', 'skinVision' and 'visionRadius'" + "editor_bool effect_all" "setting this (to 1) is like setting all the effect_* settings to 1. Defaults to 1." + "editor_float fade_time" "time it takes to fade between normal and demonic colors" + "editor_float fadeWorldSounds" "fade down sounds (with the default soundclass 0) down over this many seconds when activated" // TODO: or something like that. + "editor_float flashIn" "how long the effect is flashed in (in seconds)" + "editor_float flashOut" "how long the effect is flashed out (in seconds)" + "editor_snd snd_flashIn" "sound to play while flashing in" + "editor_snd snd_flashOut" "sound to play while flashing out" + "editor_int fov" "player's field of view during demonic mode" + "editor_float fovTime" "how long (in seconds) it takes to fade from normal FOV to demonic mode FOV" + "editor_int influenceLevel" "how the player is influenced: 0 = not at all, 1 = no weapon and no HUD, 2 = no weapon and no HUD and can't move, 3 = limited movement speed" + "editor_material mtrSkin" "this skin is set to player during demonic mode" + "editor_material mtrWorld" "material set globally in the world during demonic mode" + "editor_material mtrVision" "material blended over player's view during demonic mode. if 'visionRadius' is set, the alpha value is changed within that radius" + "editor_int visionRadius" "if set, mtrVision is only used within this radius of this entity. directly at the entity the alpha value will be 1, at >= radius it'll be 0" // TODO: I hope this is right + "editor_int snapAngle" "angle the players view is forced to while demonic mode is active" + "editor_snd snd_influence" "sound to play during demonic mode" + "editor_var switchToView" "name of a cameraview entity the player will look through during demonic mode" + "editor_float time" "how long the demonic mode should last after activation, in seconds (if not triggerActiveate)" + "editor_bool triggerActivate" "if set (to 1), the demonic mode is activated by being triggered and will last until triggered again" + + + "effect_all" "1" + "fade_time" "0.75" } entityDef target_setkeyval { "spawnclass" "idTarget_SetKeyVal" - "editor_usage" "TODO: Meaningful description, this is a stub!" + "editor_usage" "Set key/value pair in targeted entities" + "editor_usage2" "use keyval2 and keyval3 and ... to set several" - "editor_color" "0.0 0.5 0.8" + "editor_color" "1 1 0" "editor_maxs" "8 8 8" "editor_mins" "-8 -8 -8" - // TODO: This is just a stub - add proper entity definition and explanation! + "editor_var keyval" "key;value pair separated by semicolon" } entityDef target_setmodel { "spawnclass" "idTarget_SetModel" - "editor_usage" "TODO: Meaningful description, this is a stub!" + "editor_usage" "changes the model of the targeted entities" - "editor_color" "0.0 0.5 0.8" + "editor_color" "1 1 0" "editor_maxs" "8 8 8" "editor_mins" "-8 -8 -8" - // TODO: This is just a stub - add proper entity definition and explanation! + "editor_model newmodel" "the model you want to set" } entityDef target_setshaderparm { "spawnclass" "idTarget_SetShaderParm" - "editor_usage" "TODO: Meaningful description, this is a stub!" + "editor_usage" "sets shaderparameters of targeted entities" - "editor_color" "0.0 0.5 0.8" + "editor_color" "1 1 0" "editor_maxs" "8 8 8" "editor_mins" "-8 -8 -8" - // TODO: This is just a stub - add proper entity definition and explanation! + "editor_color _color" "color for the targeted entities" + "editor_bool toggle" "if set (to 1), all shaderparms set to 0 or 1 will be toggled (0 to 1 and 1 to 0)" + + "editor_var shaderParm0" "value for shaderParm0 of targeted entities" + "editor_var shaderParm1" "value for shaderParm1 of targeted entities" + "editor_var shaderParm2" "value for shaderParm2 of targeted entities" + "editor_var shaderParm3" "value for shaderParm3 of targeted entities" + "editor_var shaderParm4" "value for shaderParm4 of targeted entities" + "editor_var shaderParm5" "value for shaderParm5 of targeted entities" + "editor_var shaderParm6" "value for shaderParm6 of targeted entities" + "editor_var shaderParm7" "value for shaderParm7 of targeted entities" } entityDef target_setshadertime { "spawnclass" "idTarget_SetShaderTime" - "editor_usage" "TODO: Meaningful description, this is a stub!" + "editor_usage" "sets the negative (?!) current game time (as float in seconds) as TIMEOFFSET shader parm (4) when activated on targeted entities" + "editor_usage" "it's -MS2SEC( gameLocal.time ), if that's any help..." - "editor_color" "0.0 0.5 0.8" + "editor_color" "1 1 0" "editor_maxs" "8 8 8" "editor_mins" "-8 -8 -8" - - // TODO: This is just a stub - add proper entity definition and explanation! } entityDef target_show { "spawnclass" "idTarget_Show" - "editor_usage" "TODO: Meaningful description, this is a stub!" + "editor_usage" "makes targeted (currently hidden) entities visible" - "editor_color" "0.0 0.5 0.8" + "editor_color" "1 0 1" "editor_maxs" "8 8 8" "editor_mins" "-8 -8 -8" - - // TODO: This is just a stub - add proper entity definition and explanation! } entityDef target_tip { "spawnclass" "idTarget_Tip" - "editor_usage" "TODO: Meaningful description, this is a stub!" + "editor_usage" "shows a tip to the player when triggered" "editor_color" "0.0 0.5 0.8" "editor_maxs" "8 8 8" "editor_mins" "-8 -8 -8" - // TODO: This is just a stub - add proper entity definition and explanation! + "editor_var text_tip" "the text of the tip shown the player" + "editor_var text_title" "The title of the tip shown to the player (default: localized 'Tip')" + + "text_title" "#str_02907" }