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Admer456 avatar Admer456 commented on May 29, 2024 1

Just gonna put a list here of what's left to do:

  • func_water
  • func_breakable (func_explosive but more generic and sensible)
  • func_conveyor
  • func_killbox (kills everything in its volume when triggered)
  • func_object (falls if there's nothing under it)
  • func_plat (elevators etc.)
  • info_player_deathmatch
  • info_player_coop
  • info_teledestination (generic misc_teleporter_destination)
  • trigger_teleport (generic version of misc_teleporter) -> brush entity
  • target_changelevel
  • target_crosslevel_trigger
  • target_crosslevel_target
  • target_lightramp (lightstyle controller)
  • target_spawner
  • target_splash (throws various particle FX: lava blobs, sparks, blood etc.)
  • trigger_elevator (intercepts a func_train to point to a respective "floor")
  • trigger_key (item filter)
  • trigger_monsterjump

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WatIsDeze avatar WatIsDeze commented on May 29, 2024

So far I ran into a problem with target_earthquake, I resolved it, but it was all coincidentally in my 60hz branch.

I'll get back to this later, just writing it down here to let ya know. Reason why? It had to check with IsValidPointer | etc | etc first 👍

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WatIsDeze avatar WatIsDeze commented on May 29, 2024

Forgot to link one of the PR's related to this.

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WatIsDeze avatar WatIsDeze commented on May 29, 2024

Thanks for the list. I've already taken care of the info_player_deathmatch, and info_player_coop. (Although the the given gamemodes which they belong to do not respectfully check for randomness. (Closest to, furthest from, etc)

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Paril avatar Paril commented on May 29, 2024

info_teledestination already exists: info_notnull fills that role as a generic point entity that can hold a position + direction

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Admer456 avatar Admer456 commented on May 29, 2024

A'ight, then those are all checked. :3

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