BaseClass fgd

This is simply a reference list of the @BaseClasses that appear in the specified .fgd files. 
* The list may be useful for classifying entities. It may well get 'linked up' in due course.
* Note: the apparently inconsistent capitalisation of these labels is code specific, so please don't 'tidy them up'.
* The format is the name of the BaseClass followed by it includes in brackets, drilled right down to the root classes. The number is only useful to check that this list is kept up to date with the fgd files (use a stringsearch count of "@Baseclass").
* The VDC entity properties documentation uses templates based on these BaseClass names and hierarchy, although each Baseclass has up to 4 prefixed templates:
:: kv_baseclass for keyvalues, fl_baseclass for spawnflags, i_baseclass for inputs and o_baseclass for outputs. 
== @BaseClasses in base.fgd ==
# Angles
# Origin
# Studiomodel
# BasePlat
# Targetname
# Parentname
# BaseBrush
# EnableDisable
# RenderFxChoices
# RenderFields (RenderFxChoices) 
# Shadow
# DXLevelChoice
# Inputfilter
# Global
# EnvGlobal (Targetname)
# DamageFilter
# ResponseContext
# Breakable (Targetname, DamageFilter, Shadow)
# BreakableBrush (Breakable (Targetname, DamageFilter, Shadow), Parentname, Global)
# BreakableProp (Breakable (Targetname, DamageFilter, Shadow))
# BaseNPC (Targetname, Angles, (RenderFxChoices) RenderFields, DamageFilter, ResponseContext, Shadow)
# BaseNPCMaker (Targetname, Angles, EnableDisable)
# BaseHelicopter (BaseNPC (Targetname, Angles, RenderFields (RenderFxChoices), DamageFilter, ResponseContext, Shadow))
# PlayerClass
# Light
# Node
# HintNode (Node)
# TriggerOnce (Targetname, Parentname, Origin, EnableDisable, Global)
# Trigger (Targetname, Parentname, Origin, EnableDisable, TriggerOnce (Global))
# worldbase
# vgui_screen_base (Targetname, Parentname, Angles)
# gibshooterbase (Targetname, Parentname)
# BaseSpeaker (Targetname, ResponseContext)
# KeyFrame
# Mover
# RopeKeyFrame (DXLevelChoice)
# Button
# Door (Targetname, Parentname, RenderFields (RenderFxChoices), Global, Shadow)
# BModelParticleSpawner
# BaseFilter (Targetname)
# TwoObjectPhysics (Targetname)
# ForceController (Targetname)
# prop_detail_base
# prop_static_base (Angles, DXLevelChoice)
# BaseFadeProp
# prop_dynamic_base (Parentname, Global, Angles, Studiomodel, (Breakable (Targetname, DamageFilter, Shadow)) BreakableProp, DXLevelChoice, BaseFadeProp, RenderFields (RenderFxChoices)) 
# BasePropPhysics (Targetname, Global, Angles, Studiomodel, (Breakable (Targetname, DamageFilter, Shadow)) BreakableProp, DXLevelChoice, BaseFadeProp)
# PlatSounds
# Trackchange (Targetname, Parentname, (RenderFxChoices) RenderFields, Global, PlatSounds)
# BaseTrain (Targetname, Parentname, Origin, RenderFields (RenderFxChoices), Global, Shadow)
 
== @BaseClasses in halflife2.fgd ==
(halflife2.fgd requires base.fgd)
# BaseTank (Targetname, Parentname, Origin, Angles, RenderFields, Global, Shadow)
# Item (Targetname, Angles, Shadow)
# Weapon (Targetname, Angles) 
# BaseVehicle (Targetname, Origin, Global, prop_static_base)
# BaseDriveableVehicle (BaseVehicle) 
# TalkNPC (BaseNPC) 
# PlayerCompanion (BaseNPC) 
# RappelNPC (BaseNPC ) 
# VehicleDriverNPC (BaseNPC) 
# BaseHeadcrab (BaseNPC) 
# BaseCombine (BaseNPC, RappelNPC) 
# AlyxInteractable
# CombineBallSpawners (Targetname, Origin, Angles, Global) 
# player_control (Targetname) 
# BaseScripted (Targetname, Parentname, Angles) 
# LeadGoalBase (Targetname) 
# FollowGoal (Targetname) 
# BaseActBusy (Targetname)
Category:Glossary
Category:Level Design
Category:Technical
Category:FGD