@include "halflife2.fgd" @PointClass base(Targetname, Parentname, Angles) studio("models/editor/cone_helper.mdl") frustum(lightfov,nearz,farz,lightcolor,-1) = env_cascade_light : "An entity to control the sunlight that casts cascaded shadows in the map." [ spawnflags(flags) = [ 1 : "Enabled" : 1 ] enableshadows(Choices) : "Enable Shadows" : 0 : "Enables/disables shadows from this projected texture." = [ 0 : "No" 1 : "Yes" ] lightcolor(color255) : "Light Color" : "255 255 255 200" : "Light Color RGB-Intensity" cameraspace(integer) : "Camera Space" : 0 : "Angles are interpreted as being relative to camera." uselightenvangles(Choices) : "Use light_environment's angles" : 1 : "If true, the CSM shadow angles are automatically harvested from the light_environment's angles. If false, this entity's angles are used." = [ 1 : "Yes" 0 : "No" ] ambient(integer) :"Ambient" : 0 : "idk" input TurnOn(void) : "Turn on the texture" input TurnOff(void) : "Turn off the texture" input EnableShadows(bool) : "Turn off the shadows" input SpotlightTexture(string) : "Change texture" ]