fix ordering in fgd

This commit is contained in:
2025-02-26 16:12:30 +01:00
parent 3ca0ec7961
commit d08708d313
3 changed files with 14 additions and 15 deletions

View File

@@ -1,10 +1,3 @@
@BaseClass = transform
[
origin(vector) : "Translation/Origin" : "0 0 0" : ""
angles(vector) : "Rotation (pitch yaw roll) in degrees" : "0 0 0" : ""
scale(vector) : "Scale" : "1 1 1" : ""
]
@BaseClass = bsp_solid_entity
[
_lmscale(integer) : "_lmscale" : : "Generates an `LMSHIFT` BSPX lump for use by a light util. Note that both scaled and unscaled lighting will normally be used."
@@ -63,12 +56,19 @@
NOTE: Changing to 2, for example, will cause the bmodel to initially be solid black. Youll need to add minlight or lights with _light_channel_mask 2."
]
@SolidClass = worldspawn
[
]
@SolidClass = my_base_class
[
my_value(integer) : "my_value" : 0 : "MY AWESOME VALUE!!"
]
@BaseClass = transform
[
origin(vector) : "Translation/Origin" : "0 0 0" : ""
angles(vector) : "Rotation (pitch yaw roll) in degrees" : "0 0 0" : ""
scale(vector) : "Scale" : "1 1 1" : ""
]
@SolidClass = worldspawn
[
]