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Cry of Fear.fgd

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From: Cry of Fear Cry of Fear SDK

cry_of_fear.fgd
Forge Game Data
// Spirit of Half-Life v1.5 FGD // For WorldCraft 3.5+ and Half-Life 1.1.0.8+ // Last update: 4th August 2004 // Created by Laurie Cheers - http://www.bearkey.com/?laurie // Additions by Shambler Team - http://shamteam.cbi.ru/ // Additions by Killar - http://www.bearkey.com/?killar // Additions by Confused - http://www.bearkey.com/?confused // Additions by Mike - http://www.bearkey.com/?mike2k // Additions by ytiAdmin - http://www.bearkey.com/?ytiadmin // Additions by DeathWish - http://www.bearkey.com/?deathwish @SolidClass = worldspawn : "World entity" [ message(string) : "Map Description / Title" skyname(string) : "environment map (cl_skyname)" sounds(integer) : "CD track to play" : 1 light(integer) : "Default light level" WaveHeight(string) : "Default Wave Height" : "0.0" MaxRange(string) : "Max viewable distance" : "4096" chaptertitle(string) : "Chapter Title Message" startdark(choices) : "Level Fade In" : 0 = [ 0 : "No" 1 : "Yes" ] gametitle(choices) : "Display 'Half-Life' title?" : 0 = [ 0 : "No" 1 : "Yes" ] newunit(choices) : "Flush global entities?" : 0 = [ 0 : "No, keep global ents" 1 : "Yes, flush global ents" ] mapteams(string) : "Map Team List" defaultteam(choices) : "Default Team" : 0 = [ 0 : "Fewest Players" 1 : "First Team" ] startsuit(choices) : "HEV from start" = [ 0 : "No" 1 : "Yes" ] allowmonsters(choices) : "Allow Monsters (MP only)" = [ 0 : "No" 1 : "Yes" ] allow_sp_gjump(choices) : "Allow SP Gauss Jump" = [ 0 : "No (Default)" 1 : "Yes" ] nomusicstop(choices) : "No Music Stop" : 1 = [ 0 : "No" 1 : "Yes" ] noitemdropping(choices) : "No item dropping?" : 0 = [ 0 : "No" 1 : "Yes" ] noise3(string) : "Custom no item dropping message" nosimon(choices) : "No Sick Simon coop" : 0 = [ 0 : "No" 1 : "Yes" ] iuser1(choices) : "Lobby map" : 0 = [ 0 : "No" 1 : "Yes" ] doctormap(string) : "Custom doctor restart map" iuser2(choices) : "Can drop phone?" : 0 = [ 0 : "No" 1 : "Yes" ] materialstxt(string) : "Custom materials.txt (eg sound/materials.txt)" : "sound/materials.txt" player1(string) : "Custom plr mdl (1)" : "police1" player2(string) : "Custom plr mdl (2)" : "police2" player3(string) : "Custom plr mdl (3)" : "police3" player4(string) : "Custom plr mdl (4)" : "police4" customsleeve(string) : "Custom sleeve tga" customfingers(string) : "Custom fingers tga" customgloves(string) : "Custom gloves tga" iuser3(choices) : "Allow revolver dualwield" : 0 = [ 0 : "No" 1 : "Yes" ] ] @BaseClass = Sequence [ sequence(integer) : "Animation Sequence (editor)" ] @BaseClass = ZHLTLightKeys [ zhlt_lightflags(choices) : "HLRAD Opacity (ZHLT 2.5.1+)" : 0 = [ 0: "Normal (0)" 1: "Embedded Fix (1)" 2: "Opaque (Blocks light) (2)" 3: "Opaque + Embedded Fix (3)" 6: "ConcaveFix (6)" ] light_origin(string) : "Light Origin (ZHLT 2.5.1+)" ] @BaseClass = ZhltLights [ _fade(integer) : "Fade (ZHLT 2.5.1+)" _falloff(choices) : "Falloff (ZHLT 2.5.1+)" : 2 = [ 1: "Inverse Square (1)" 2: "Inverse Linear (2)" ] ] @BaseClass = TexLight [ style(choices) : "Texlight style" : 0 = [ 0 : "Normal (on)" 10: "Fluorescent flicker" 2 : "Slow, strong pulse" 11: "Slow pulse, noblack" 5 : "Gentle pulse" 1 : "Flicker A" 6 : "Flicker B" 3 : "Candle A" 7 : "Candle B" 8 : "Candle C" 4 : "Fast strobe" 9 : "Slow strobe" 12: "Underwater" ] ] @BaseClass = SwitchTexLight [ style(choices) : "Texlight style" : 0 = [ 0 : "Normal (on)" -1: "Switchable (starts on)" -2: "Switchable (starts off)" 10: "Fluorescent flicker" 2 : "Slow, strong pulse" 11: "Slow pulse, noblack" 5 : "Gentle pulse" 1 : "Flicker A" 6 : "Flicker B" 3 : "Candle A" 7 : "Candle B" 8 : "Candle C" 4 : "Fast strobe" 9 : "Slow strobe" 12: "Underwater" ] ] @BaseClass = Appearflags [ skill(choices) : "Skill setting" : 0 = [ 0 : "All skills" 1 : "Not in easy" 2 : "Not in medium" 4 : "Not in hard" 6 : "Only in easy" 5 : "Only in medium" 3 : "Only in hard" ] spawnflags(Flags) = [ 2048 : "Not in Deathmatch" : 0 ] ] @BaseClass = Angles [ angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" ] @BaseClass = Targetname [ targetname(target_source) : "Name" ] @BaseClass = Target [ target(target_destination) : "Target" ] @BaseClass = MoveWith [ movewith(target_destination) : "Moves with" ] @BaseClass = Master [ master(string) : "Master" ] @BaseClass size(-16 -16 0, 16 16 32) color(0 0 200) base(Targetname, Angles, Appearflags) = Weapon [ frags(choices) : "Default bullets in clip" : -1 = [ -1 : "Normal" -2 : "Empty" ] master(string) : "Item Lock Master" customv(string) : "Custom v model" customw(string) : "Custom w model" customscript(string) : "Custom weapon script" ] @BaseClass base(Weapon) color(80 0 200) = Ammo [] @BaseClass = Global [ globalname(string) : "Global Entity Name" ] @BaseClass base(Target) = Targetx [ delay(string) : "Delay before trigger" : "0" killtarget(target_destination) : "KillTarget" ] @BaseClass = RenderFxChoices [ renderfx(choices) : "Render FX" : 0 = [ 0: "Normal" 1: "Slow Pulse" 2: "Fast Pulse" 3: "Slow Wide Pulse" 4: "Fast Wide Pulse" 9: "Slow Strobe" 10: "Fast Strobe" 11: "Faster Strobe" 12: "Slow Flicker" 13: "Fast Flicker" 14: "Constant Glow (Sprites)" 15: "Distort (Models)" 16: "Hologram (Distort + fade)" 18: "Bulge Sideways (Models)" 19: "Glowing Aura (Models)" 21: "Reflection (Models)" 22: "Entity in PVS" 70: "Skybox Entity" 100: "Fullbright Pro" 137: "Skybox Entity Fullbright Pro" 184: "Camera attached light" ] ] @BaseClass = RenderMode [ rendermode(choices) : "Render Mode" : 0 = [ 0: "Normal" 1: "Pure Color" 2: "Texture" 3: "Glow (sprites only)" 4: "Solid" 5: "Additive" ] ] @BaseClass base(RenderFxChoices, RenderMode) = RenderFields [ renderamt(integer) : "FX Amount (1 - 255)" : 0 rendercolor(color255) : "FX Color (R G B)" : "0 0 0" ] @BaseClass base(RenderFxChoices, RenderMode) = RenderFieldsMax [ renderamt(integer) : "FX Amount (1 - 255)" : 255 rendercolor(color255) : "FX Color (R G B)" : "255 255 255" ] @BaseClass = LockSounds [ locked_sound(choices) : "Locked Sound" : 0 = [ 0 : "None" 2 : "Access Denied (2)" 8 : "Small zap (8)" 10: "Buzz (10)" 11: "Buzz Off (11)" 12: "Latch Locked (12)" ] unlocked_sound(choices) : "Unlocked Sound" : 0 = [ 0 : "None" 1 : "Big zap & Warmup (1)" 3 : "Access Granted (3)" 4 : "Quick Combolock (4)" 5 : "Power Deadbolt 1 (5)" 6 : "Power Deadbolt 2 (6)" 7 : "Plunger (7)" 8 : "Small zap (8)" 9 : "Keycard Sound (9)" 10: "Buzz (10)" 13: "Latch Unlocked (13)" 14: "Lightswitch" ] locked_sentence(choices) : "Locked Sentence" : 0 = [ 0: "None" 1: "Gen. Access Denied (NA)" 2: "Security Lockout (ND)" 3: "Blast Door (NF)" 4: "Fire Door (NFIRE)" 5: "Chemical Door (NCHEM)" 6: "Radiation Door (NRAD)" 7: "Gen. Containment (NCON)" 8: "Maintenance Door (NH)" 9: "Broken Shut Door (NG)" ] unlocked_sentence(choices) : "Unlocked Sentence" : 0 = [ 0: "None" 1: "Gen. Access Granted (EA)" 2: "Security Disengaged (ED)" 3: "Blast Door (EF)" 4: "Fire Door (EFIRE)" 5: "Chemical Door (ECHEM)" 6: "Radiation Door (ERAD)" 7: "Gen. Containment (ECON)" 8: "Maintenance area (EH)" ] ] @BaseClass base(Angles) size(-16 -16 -36, 16 16 36) color(0 255 0) = PlayerClass [] @BaseClass base(Targetname, Angles, RenderFields, Appearflags) color(0 200 200) = Monster [ health(integer) : "Initial health (0 = normal)" model(studio) : "Model (e.g. models/can.mdl)" skin(integer) : "Skin" scale(string) : "Scale (1.0 = normal size)" target(string) : "Patrol Path" m_iClass(choices) : "Behave as" : 0 = [ 0 : "Normal" 3 : "Scientist" 11: "Barney" 4 : "Human Military" 1 : "Machine (Human Military)" 5 : "Alien Military" 7 : "Other Alien" 8 : "Headcrab" 9 : "Bullsquid" 14 : "Faction A" 15 : "Faction B" 16 : "Faction C" ] m_iPlayerReact(choices) : "Reaction to player" : 0 = [ 0 : "Normal" 1 : "Ignore" 2 : "Friendly until hurt" 3 : "Friendly unless provoked" 4 : "Enemy" ] TriggerTarget(String) : "TriggerTarget" TriggerCondition(Choices) : "Trigger Condition" = [ 0 : "No Trigger" 1 : "See Player, Mad at Player" 2 : "Take Damage" 3 : "50% Health Remaining" 4 : "Death" 7 : "Hear World" 8 : "Hear Player" 9 : "Hear Combat" 10: "See Player Unconditional" 11: "See Player, Not In Combat" ] spawnflags(Flags) = [ 1 : "WaitTillSeen" : 0 2 : "Gag" : 0 4 : "Monster Clip" : 0 16: "Prisoner" : 0 128: "No yellow blobs" : 0 512: "Fade Corpse" : 0 4096: "Doesn't scare" : 0 ] ] @BaseClass = TalkMonster [ UseSentence(String) : "Use Sentence" UnUseSentence(String) : "Un-Use Sentence" RefusalSentence(String) : "Refusal Sentence" master(String) : "Master (prevents following)" SpeakAs(string) : "Speech Group" spawnflags(Flags) = [ 256: "Pre-Disaster" : 0 ] ] @BaseClass base(Targetname, Angles, MoveWith) size(-16 -16 -16, 16 16 16) = gibshooterbase [ m_iGibs(integer) : "Number of shots" : 1 delay(string) : "Delay between shots" : "0" m_iszPosition(string) : "At position (blank = here) [LP]" m_iszVelocity(string) : "At velocity (blank = angle) [LV]" m_flVelocity(string) : "Gib Speed Factor [LR]" : "200" m_flVariance(string) : "Course Variance" : "0.15" m_flGibLife(string) : "Shot lifetime (secs)" : "4" m_iszTargetName(string) : "Shot's name" m_iszSpawnTarget(string) : "Fire on spawn (locus = shot)" spawnflags(Flags) = [ 1 : "Repeatable" : 0 4 : "Debug" : 0 ] ] @BaseClass = Light [ targetname(target_source) : "Name" _light(color255) : "Brightness" : "255 255 128 200" style(Choices) : "Appearance (static)" : 0 = [ 0 : "Normal (on)" 10: "Fluorescent flicker" 2 : "Slow, strong pulse" 11: "Slow pulse, noblack" 5 : "Gentle pulse" 1 : "Flicker A" 6 : "Flicker B" 3 : "Candle A" 7 : "Candle B" 8 : "Candle C" 4 : "Fast strobe" 9 : "Slow strobe" 12: "Underwater" ] pattern(string) : "Custom Appearance (on)" m_iOnStyle(Choices) : "Appearance (on)" : 0 = [ 0 : "Normal (on)" 13: "Off" 10: "Fluorescent flicker" 2 : "Slow, strong pulse" 11: "Slow pulse, noblack" 5 : "Gentle pulse" 1 : "Flicker A" 6 : "Flicker B" 3 : "Candle A" 7 : "Candle B" 8 : "Candle C" 4 : "Fast strobe" 9 : "Slow strobe" 12: "Underwater" ] m_iOffStyle(Choices) : "Appearance (off)" : 0 = [ 0: "Normal (off)" 20: "On" 10: "Fluorescent flicker" 2 : "Slow, strong pulse" 11: "Slow pulse, noblack" 5 : "Gentle pulse" 1 : "Flicker A" 6 : "Flicker B" 3 : "Candle A" 7 : "Candle B" 8 : "Candle C" 4 : "Fast strobe" 9 : "Slow strobe" 12: "Underwater" ] m_iTurnOnTime(integer) : "Time taken to turn on (secs)" : 0 m_iTurnOnStyle(Choices) : "Appearance (turn on)" : 0 = [ 0: "Normal (off)" 20: "On" 10: "Fluorescent flicker" 2 : "Slow, strong pulse" 11: "Slow pulse, noblack" 5 : "Gentle pulse" 1 : "Flicker A" 6 : "Flicker B" 3 : "Candle A" 7 : "Candle B" 8 : "Candle C" 4 : "Fast strobe" 9 : "Slow strobe" 12: "Underwater" ] m_iTurnOffTime(integer) : "Time taken to turn off (secs)" : 0 m_iTurnOffStyle(Choices) : "Appearance (turn off)" : 0 = [ 0 : "Normal (on)" 13: "Off" 10: "Fluorescent flicker" 2 : "Slow, strong pulse" 11: "Slow pulse, noblack" 5 : "Gentle pulse" 1 : "Flicker A" 6 : "Flicker B" 3 : "Candle A" 7 : "Candle B" 8 : "Candle C" 4 : "Fast strobe" 9 : "Slow strobe" 12: "Underwater" ] ] @BaseClass base(Targetname, Global) = Breakable [ target(target_destination) : "Target on break" whenhit(string) : "Trigger when hit (locus = position)" health(integer) : "Strength" : 100 material(choices) : "Material type" : 0 = [ 0: "Glass" 1: "Wood" 2: "Metal" 3: "Flesh" 4: "Cinder Block" 5: "Ceiling Tile" 6: "Computer" 7: "Unbreakable Glass" 8: "Rocks" ] explosion(choices) : "Gibs Direction" : 0 = [ 0: "Random" 1: "Relative to Attack" ] delay(string) : "Delay before fire" : "0" gibmodel(studio) : "Gib Model" spawnobject(choices) : "Spawn On Break" : 0 = [ 0: "Nothing" 1: "Battery" 2: "Healthkit" 3: "9mm Handgun" 4: "9mm Clip" 5: "Machine Gun" 6: "Machine Gun Clip" 7: "Machine Gun Grenades" 8: "Shotgun" 9: "Shotgun Shells" 10: "Crossbow" 11: "Crossbow Bolts" 12: "357" 13: "357 clip" 14: "RPG" 15: "RPG Clip" 16: "Gauss clip" 17: "Hand grenade" 18: "Tripmine" 19: "Satchel Charge" 20: "Snark" 21: "Hornet Gun" ] explodemagnitude(integer) : "Explode Magnitude (0=none)" : 0 respawn(choices) : "Respawn time (secs)" : 0 = [ 0: "No respawn" -1: "Respawn when triggered" ] netname(string) : "Target on respawn" spawnflags(flags) = [ 1 : "Only Trigger" : 0 2 : "Touch" : 0 4 : "Pressure" : 0 8 : "Fade Respawn" : 0 16 : "Invert Hit Vector" : 0 256: "Instant Crowbar" : 0 ] ] @BaseClass base(Appearflags) = Door [ target(target_destination) : "Target (Always)" message(string) : "Target on Open" netname(string) : "Target on Close" killtarget(target_destination) : "KillTarget" immediatemode(choices) : "Fire before moving" : 0 = [ 0 : "No" 1 : "Yes" ] onoffmode(choices) : "On/Off Aware" : 0 = [ 0 : "No" 1 : "Yes" ] speed(integer) : "Speed" : 100 movesnd(choices) : "Move Sound" : 0 = [ 0: "No Sound" 1: "Servo (Sliding) (1)" 2: "Pneumatic (Sliding) (2)" 3: "Pneumatic (Rolling) (3)" 4: "Vacuum (4)" 5: "Power Hydraulic (5)" 6: "Large Rollers (6)" 7: "Track Door (7)" 8: "Snappy Metal Door (8)" 9: "Squeaky 1 (9)" 10: "Squeaky 2 (10)" ] stopsnd(choices) : "Stop Sound" : 0 = [ 0: "No Sound" 1: "Clang with brake (1)" 2: "Clang reverb (2)" 3: "Ratchet Stop (3)" 4: "Chunk (4)" 5: "Light airbrake (5)" 6: "Metal Slide Stop (6)" 7: "Metal Lock Stop (7)" 8: "Snappy Metal Stop (8)" ] wait(choices) : "Delay before close" : 3 = [ -1 : "Stays Open (-1)" ] lip(integer) : "Lip" dmg(integer) : "Damage inflicted when blocked" : 0 delay(integer) : "Delay before fire" health(integer) : "Health (shoot open)" : 0 spawnflags(flags) = [ 1 : "Starts Open" : 0 4 : "Don't link" : 0 8: "Passable" : 0 32: "Toggle" : 0 256:"Use Only" : 0 512: "Monsters Can't" : 0 1024: "Force Touchable" : 0 ] _minlight(string) : "Minimum light level" ] @BaseClass base(Targetname, Target, Angles, MoveWith, RenderFields, Global) = BaseTank [ spawnflags(flags) = [ 1 : "Active" : 0 2 : "Not Solid" : 0 16: "Line of Sight" : 0 32: "Controllable" : 0 64: "Laser Spot" : 0 128: "Match Target" : 0 ] master(string) : "(Team) Master" firemaster(string) : "Fire Master" m_iszLocusFire(string) : "Trigger on firing (locus = barrel)" yawrate(string) : "Yaw rate" : "30" yawrange(string) : "Yaw range" : "180" yawtolerance(string) : "Yaw tolerance" : "15" pitchrate(string) : "Pitch rate" : "0" pitchrange(string) : "Pitch range" : "0" pitchtolerance(string) : "Pitch tolerance" : "5" barrel(string) : "Barrel Length" : "0" barrely(string) : "Barrel Horizontal" : "0" barrelz(string) : "Barrel Vertical" : "0" spritesmoke(sprite) : "Smoke Sprite" : "" spriteflash(sprite) : "Flash Sprite" : "" spritescale(string) : "Sprite scale" : "1" rotatesound(sound) : "Rotate Sound" : "" firerate(string) : "Rate of Fire" : "1" bullet_damage(string) : "Damage Per Bullet" : "0" persistence(string) : "Firing persistence" : "1" firespread(choices) : "Bullet accuracy" : 0 = [ 0: "Perfect Shot" 1: "Small cone" 2: "Medium cone" 3: "Large cone" 4: "Extra-large cone" ] minRange(string) : "Minmum target range" : "0" maxRange(string) : "Maximum target range" : "0" m_iClass(choices) : "Behaviour" : 0 = [ 0: "Attack only players" 11: "Barney" 4: "Human Military" 5: "Alien Military" ] _minlight(string) : "Minimum light level" ] @BaseClass = PlatSounds [ movesnd(choices) : "Move Sound" : 0 = [ 0: "No Sound" 1: "big elev 1" 2: "big elev 2" 3: "tech elev 1" 4: "tech elev 2" 5: "tech elev 3" 6: "freight elev 1" 7: "freight elev 2" 8: "heavy elev" 9: "rack elev" 10: "rail elev" 11: "squeek elev" 12: "odd elev 1" 13: "odd elev 2" ] custommovesnd(sound) : "Custom Move Sound" stopsnd(choices) : "Stop Sound" : 0 = [ 0: "No Sound" 1: "big elev stop1" 2: "big elev stop2" 3: "freight elev stop" 4: "heavy elev stop" 5: "rack stop" 6: "rail stop" 7: "squeek stop" 8: "quick stop" ] customstopsnd(sound) : "Custom Stop Sound" volume(string) : "Sound Volume 0.0 - 1.0" : "0.85" ] @BaseClass base(Targetname, RenderFields, Global, PlatSounds) = Trackchange [ height(integer) : "Travel altitude" : 0 spawnflags(flags) = [ 1: "Auto Activate train" : 0 2: "Relink track" : 0 8: "Start at Bottom" : 0 16: "Rotate Only" : 0 64: "X Axis" : 0 128: "Y Axis" : 0 ] rotation(integer) : "Spin amount" : 0 train(target_destination) : "Train to switch" toptrack(target_destination) : "Top track" bottomtrack(target_destination) : "Bottom track" speed(integer) : "Move/Rotate speed" : 0 ] @BaseClass base(Targetname, Master, Targetx) = Trigger [] @BaseClass = TriggerCond [ netname(string) : "Triggered only by entity" spawnflags(flags) = [ 1: "Monsters" : 0 2: "No Clients" : 0 4: "Pushables" : 0 8: "Everything else": 0 ] ] @BaseClass base(Targetname, Angles, MoveWith) size(-16 -16 0, 16 16 72) color(255 0 255) = Script [ target(target_destination) : "Target (fire when done)" delay(string) : "Delay before firing target" : "0" killtarget(target_destination) : "KillTarget when done" m_iszFireOnBegin(string): "Fire after moving" m_iszEntity(string) : "Target Monster [LE]" m_flRadius(integer) : "Search Radius" : 512 m_iPriority(choices) : "Priority" : 0 = [ 0 : "Normal" 4 : "Override other sequences" ] m_iFinishSchedule(Choices) : "AI Schedule when done" : 0 = [ 0 : "Default AI" 1 : "Ambush" ] m_iRepeats(integer) : "Repeat action X more times" : 0 m_fRepeatFrame(string) : "Repeat from frame" : "0" spawnflags(Flags) = [ 4 : "Repeatable" : 0 32: "No Interruptions" : 0 ] ] @BaseClass base(Script) size(-16 -16 0, 16 16 72) color(255 0 255) = ScriptSequence [ m_iszMoveTarget(string) : "Move target (blank = this) [LE]" m_fMoveTo(choices) : "Move to Position" : 0 = [ 0 : "No (don't turn)" 1 : "Walk" 2 : "Run" 5 : "No - Only turn" 4 : "Instant move + turn" 6 : "No - Instant turn" ] m_iszAttack(string) : "Turn target (blank = this) [LE]" m_fTurnType(choices) : "Turn mode" : 0 = [ 0 : "Match Angle" 1 : "Turn to face" 2 : "Don't Turn" ] m_iszPlay(string) : "Action Animation" : "" m_iszIdle(string) : "Idle Animation" : "" spawnflags(Flags) = [ 8 : "Leave Corpse" : 0 128: "No Script Movement" : 0 256: "Monster Dies" : 0 ] ] @PointClass base(ScriptSequence) = aiscripted_sequence : "AI Scripted Sequence" [] @PointClass base(Targetname) color(204 179 179) = ambient_fmodstream: "FMOD Audio player (MP3/OGG/WMA)" [ message(string) : "File Name" spawnflags(flags) = [ 1: "Remove on fire" : 0 2: "Loop" : 0 ] frags(choices) : "Music fade in time" : 0 = [ 0 : "Instant" ] ] @PointClass iconsprite("sprites/speaker.spr") base(Targetname, MoveWith) = ambient_generic : "Universal Ambient" [ message(sound) : "WAV Name (e.g. vox/c.wav)" health(integer) : "Volume (10 = loudest)" : 10 target(target_destination) : "Entity to play from" channel(choices) : "Channel to use for that entity" : 6 = [ 1: "Weapon" 2: "Voice" 3: "Item" 4: "Body" 5: "Stream" 6: "Static" ] preset(choices) :"Dynamic Presets" : 0 = [ 0: "None" 1: "Huge Machine" 2: "Big Machine" 3: "Machine" 4: "Slow Fade in" 5: "Fade in" 6: "Quick Fade in" 7: "Slow Pulse" 8: "Pulse" 9: "Quick pulse" 10: "Slow Oscillator" 11: "Oscillator" 12: "Quick Oscillator" 13: "Grunge pitch" 14: "Very low pitch" 15: "Low pitch" 16: "High pitch" 17: "Very high pitch" 18: "Screaming pitch" 19: "Oscillate spinup/down" 20: "Pulse spinup/down" 21: "Random pitch" 22: "Random pitch fast" 23: "Incremental Spinup" 24: "Alien" 25: "Bizzare" 26: "Planet X" 27: "Haunted" ] volstart(integer) : "Start Volume" : 0 noise(string) : "Calc_ratio Volume (overrides)" : "" fadein(integer) : "Fade in time (0-100)" : 0 fadeout(integer) : "Fade out time (0-100)" : 0 pitch(integer) : "Pitch (> 100 = higher)" : 100 pitchstart(integer) : "Start Pitch" : 100 spinup(integer) : "Spin up time (0-100)" : 0 spindown(integer) : "Spin down time (0-100)" : 0 lfotype(choices) : "LFO type (0 - 3)" : 0 = [ 0: "Off" 1: "Square" 2: "Triangle" 3: "Round" ] lforate(integer) : "LFO rate (0-1000)" : 0 lfomodpitch(integer) : "LFO mod pitch (0-100)" : 0 lfomodvol(integer) : "LFO mod vol (0-100)" : 0 cspinup(integer) : "Incremental spinup count" : 0 spawnflags(flags) = [ 1: "Play Everywhere" : 0 2: "Small Radius" : 0 4: "Medium Radius" : 0 8: "Large Radius" : 0 16:"Start Silent" : 0 32:"Is NOT Looped" : 0 ] ] @SolidClass base(Target, Master, RenderFields, ZHLTLightKeys, MoveWith) = button_target : "Target Button" [ spawnflags(flags) = [ 1: "Use Activates": 0 2: "Start On" : 0 4: "Non Solid" : 0 8: "Can't shoot" : 0 ] ] @PointClass color(128 200 64) size(-12 -12 -12, 12 12 12) base(Targetname) iconsprite("sprites/calc.spr") = calc_position : "Calculate position" [ netname(string) : "Entity to use [LE]" : "*locus" impulse(choices) : "Position to calculate" : 1 = [ 0 : "Origin" 1 : "Eyes" 2 : "Top" 3 : "Centre" 4 : "Bottom" 5 : "Attachment point 0" 6 : "Attachment point 1" 7 : "Attachment point 2" 8 : "Attachment point 3" 9 : "Random" ] message(string) : "Add offset [LV]" : "0 0 0" ] @PointClass base(Targetname) color(170 221 85) size(-12 -12 -12, 12 12 12) iconsprite("sprites/calc.spr") = calc_ratio : "Ratio adjustment" [ target(string) : "Based on ratio [LR]" : "*locus" skin(choices) : "Ratio to get (Basis)" : 0 = [ 0: "health/maxhealth(Monsters/Players/Breakables)" 1 : "speed (use scalefactor to obtain a ratio)(Monsters/Players)" 3 : "HasWeapons(Players)" 0 : "current count(Watcher_Count)" 1 : "current count/Comparison number (Watcher_Count)" ] impulse(choices) : "Transformation" : 0 = [ 0 : "None" 1 : "Reversed (1-X)" 2 : "Negative (-X)" 3 : "Reciprocal (1/X)" ] netname(string) : "Offset by [LR]" : "0" body(choices) : "Ratio to get (Offset)" : 0 = [ 0: "health/maxhealth(Monsters/Players/Breakables)" 1 : "speed (use scalefactor to obtain a ratio)(Monsters/Players)" 3 : "HasWeapons(Players)" 0 : "current count(Watcher_Count)" 1 : "current count/Comparison number (Watcher_Count)" ] message(string) : "Scale factor [LR]" : "1" button ((choices) : "Ratio to get (Scale)" : 0 = [ 0: "health/maxhealth(Monsters/Players/Breakables)" 1 : "speed (use scalefactor to obtain a ratio)(Monsters/Players)" 3 : "HasWeapons(Players)" 0 : "current count(Watcher_Count)" 1 : "current count/Comparison number (Watcher_Count)" ] noise(string) : "Min (blank = none) [LR]" noise1(string) : "Max (blank = none) [LR]" frags(choices) : "If outside range" : 0 = [ 0 : "Pick nearest value" 1 : "Wrap around" 2 : "Bounce back" ] ] @PointClass color(170 179 43) size(-12 -12 -12, 12 12 12) base(Targetname) iconsprite("sprites/calc.spr") = calc_subvelocity : "Calculate velocity based on entity properties" [ netname(string) : "Entity to use [LE]" : "*locus" impulse(choices) : "Value to calculate from" : 0 = [ 0 : "Movement Velocity" 1 : "Angle" 2 : "View Angle" 5 : "Attachment point 0" 6 : "Attachment point 1" 7 : "Attachment point 2" 8 : "Attachment point 3" ] noise(string) : "Scale factor [LR]" : "1.0" message(string) : "Add offset [LV]" : "0 0 0" spawnflags(flags) = [ 1 : "Normalize" : 0 2 : "Flip Vertical" : 0 4 : "Discard X" : 0 8 : "Discard Y" : 0 16 : "Discard Z" :0 ] ] @PointClass color(170 179 43) size(-12 -12 -12, 12 12 12) base(Targetname) iconsprite("sprites/calc.spr") = calc_velocity_path : "Calculate velocity for travelling" [ target(string) : "Start position [LP]" : "*locus" netname(string) : "Destination" armorvalue(choices) : "Destination is" : 0 = [ 0 : "Position [LP]" 1 : "Offset [LV]" ] health(choices) : "Length Calculation" : 0 = [ 4 : "Square (X = X*X)" 0 : "None (X = X)" 1 : "Normalise (X = 1)" 2 : "Reciprocal (X = 1/X)" 3 : "Inverse Square (X = 1/X*X)" ] noise(string) : "Length factor [LR]" : "1.0" frags(choices) : "Line is blocked by" : 0 = [ 0 : "Nothing" 1 : "Walls" 2 : "Walls & Glass" 3 : "Walls & Monsters" 4 : "Walls, Monsters & Glass" ] ] @PointClass color(170 179 43) size(-12 -12 -12, 12 12 12) base(Targetname) iconsprite("sprites/calc.spr") = calc_velocity_polar : "Calculate velocity" [ netname(string) : "Based on velocity [LV]" angles(string) : "Rotated by angle (Y Z X)" : "0 0 0" noise(string) : "Length factor [LR]" : "1.0" message(string) : "Add offset [LV]" : "0 0 0" spawnflags(flags) = [ 1 : "Normalize" : 0 ] ] @SolidClass base(Targetname, Target, MoveWith) = camera_spot_trigger: "Camera trigger"[] @PointClass base(Targetname, RenderFields, MoveWith) size(-16 -16 0, 16 16 72) studio() = cycler : "Monster Cycler" [ model(studio) : "Model" ] @PointClass base(Targetname, RenderFields, MoveWith) sprite() = cycler_sprite : "Sprite Cycler" [ model(sprite) : "Sprite" framerate(integer) : "Frames per second" : 10 ] @PointClass base(Monster, MoveWith) size(-16 -16 -16, 16 16 16) = cycler_weapon : "Weapon Cycler" [] @BaseClass = BeamStartEnd [ LightningStart(target_destination) : "Start Entity" LightningEnd(target_destination) : "Ending Entity" ] @PointClass size(-8 -8 -8, 8 8 8) color(159 203 223) = env_static_decal : "new decal" [ netname(string) : "Decal group name" : "0" skin(choices) : "Direction" : 0 = [ 0 : "Auto" 1 : "Negative X" 2 : "Positive X" 3 : "Negative Y" 4 : "Positive Y" 5 : "Negative Z" 6 : "Positive Z" ] ] @PointClass base(Targetname, BeamStartEnd, RenderFxChoices) iconsprite("sprites/envbeam.spr") size(-16 -16 -16, 16 16 16) = env_beam : "Energy Beam Effect" [ renderamt(integer) : "Brightness (1 - 255)" : 100 rendercolor(color255) : "Beam Color (R G B)" : "0 0 0" Radius(integer) : "Radius" : 256 life(string) : "Life (seconds 0 = infinite)" : "0" BoltWidth(integer) : "Width of beam (pixels*0.1 0-255)" : 20 NoiseAmplitude(integer) : "Distortion (0-255)" : 0 texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr" TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35 framerate(integer) : "Frames per 10 seconds" : 0 framestart(integer) : "Starting Frame" : 0 StrikeTime(string) : "Strike again time (-1 = never)" : "0" damage(string) : "Damage / second" : "0" frags(choices) : "Damage type" : 0 = [ 0 : "Energy Beam" 1 : "Fracture" 2 : "Bullet ('blood loss')" 4 : "Lacerations" 8 : "Burning" 16 : "Freezing" 128 : "Crowbar" 256 : "Electric shock" 512 : "Sonic ('internal bleeding')" 16384 : "Drowning" 65536 : "Biohazard" 131072 : "Poison (duration)" 262144 : "Radiation" 1048576: "Hazardous chemical" ] target(target_destination) : "Fire on trip" netname(target_destination) : "Tripped only by entity" spawnflags(flags) = [ 1 : "Start On" : 0 2 : "Toggle" : 0 4 : "Random Strike" : 0 8 : "Ring" : 0 16: "StartSparks" : 0 32: "EndSparks" : 0 64: "Decal End" : 0 128: "Fade Start" : 0 256: "Fade End" : 0 512: "Draw Solid" : 0 1024: "Draw Sine" : 0 ] ] @PointClass base(Targetname, MoveWith) size(-16 -16 -16, 16 16 16) iconsprite("sprites/env.spr") = env_beamtrail : "Beam trail effect" [ target(string) : "Entity to trail (blank = this) [LE]" netname(sprite) : "Sprite Name" : "sprites/smoke.spr" renderamt(integer) : "Brightness (1 - 255)" : 255 rendercolor(color255) : "Color (R G B)" : "255 255 255" armorvalue(integer) : "Width" : 5 health(string) : "Fade time (secs)" : "4.0" spawnflags(flags) = [ 1: "Start off" : 0 ] ] @PointClass base(Targetname, Angles, MoveWith) size(-4 -4 -4, 4 4 4) iconsprite("sprites/env.spr") = env_beverage : "Beverage Dispenser" [ target(string) : "Initial position (blank = here) [LP]" health(integer) : "Capacity" : 10 skin(choices) : "Beverage Type" : 0 = [ 0 : "Coca-Cola" 1 : "Sprite" 2 : "Diet Coke" 3 : "Orange" 4 : "Surge" 5 : "Moxie" 6 : "Random" ] ] @PointClass base(Targetname, Angles, MoveWith) size(-16 -16 -16, 16 16 16) color(255 0 0) iconsprite("sprites/env.spr") = env_blood : "Blood Effects" [ target(string) : "Initial position (blank = here) [LP]" netname(string) : "Direction (blank = angles) [LV]" color(choices) : "Blood Color" : 0 = [ 0: "Red (Human)" 1: "Yellow (Alien)" ] amount(string) : "Amount of blood (damage to simulate)" : "100" spawnflags(flags) = [ 1: "Random Direction" : 0 2: "Blood Stream" : 0 4: "On Player" : 0 8: "Spray decals" : 0 ] ] @SolidClass base(Targetname, ZHLTLightKeys, MoveWith) iconsprite("sprites/env.spr") = env_bubbles : "Bubble Volume" [ density(integer) : "Bubble density" : 2 frequency(integer) : "Bubble frequency" : 2 current(integer) : "Speed of Current" : 0 spawnflags(Flags) = [ 1 : "Start Off" : 0 ] ] @PointClass color(78 32 108) = env_customize : "Change entity properties" [ targetname(target_source) : "Name" target(string) : "Target to affect [LE]" m_flRadius(integer) : "Search Radius" : 512 body(choices) : "Set body" : -1 = [ -1 : "No change" ] skin(choices) : "Set skin" : -1 = [ -1 : "No change" -2 : "Toggle 0/1" 0 : "Skin 0 (normal)" 1 : "Skin 1" 2 : "Skin 2" 3 : "Skin 3" ] frame(choices) : "Set brush texture" : -1 = [ -1 : "No change" -2 : "Toggle 0/1" 0 : "Texture 0 (normal)" 1 : "Texture 1 (alternate)" 4: "On/Off based on usetype" 5: "Off/On based on usetype" ] m_iszModel(string) : "Set model (e.g. models/can.mdl)" m_bloodColor(choices) : "Blood Color" : 0 = [ 0 : "No change" -1 : "Don't Bleed" 247 : "Red (Human)" 195 : "Yellow (Alien)" ] m_voicePitch(choices) : "Voice Pitch (100 = normal)" : -1 = [ -1 : "No change" ] m_fFramerate(string) : "Frame rate (-1 = no change)" : "-1" m_fController0(choices) : "Bone controller 0" : 0 = [ 0 : "No change" 1024 : "Set to 0" ] m_fController1(choices) : "Bone controller 1" : 0 = [ 0 : "No change" 1024 : "Set to 0" ] m_fController2(choices) : "Bone controller 2" : 0 = [ 0 : "No change" 1024 : "Set to 0" ] m_fController3(choices) : "Bone controller 3" : 0 = [ 0 : "No change" 1024 : "Set to 0" ] m_iClass(choices) : "Set behaviour" : 0 = [ 0 : "No change" 3 : "Scientist" 11: "Barney" 4 : "Human Military" 1 : "Machine (Human Military)" 5 : "Alien Military" 7 : "Other Alien" 8 : "Headcrab" 9 : "Bullsquid" 14 : "Faction A" 15 : "Faction B" 16 : "Faction C" ] m_iPlayerReact(choices) : "Reaction to player" : -1 = [ -1 : "No Change" 0 : "Normal" 1 : "Ignore" 2 : "Friendly until hurt" 3 : "Friendly unless provoked" 4 : "Enemy" ] m_iVisible(choices) : "Visibility" : 0 = [ 0: "No change" 1: "Visible" 2: "Invisible" 3: "Toggle" 4: "On/Off based on usetype" 5: "Off/On based on usetype" ] m_iSolid(choices) : "Solidity" : 0 = [ 0: "No change" 1: "Solid" 2: "Not Solid" 3: "Toggle" 4: "On/Off based on usetype" 5: "Off/On based on usetype" ] m_iPrisoner(choices) : "Prisoner" : 0 = [ 0: "No change" 1: "Yes" 2: "No" 3: "Toggle" 4: "On/Off based on usetype" 5: "Off/On based on usetype" ] m_iMonsterClip(choices) : "MonsterClip flag" : 0 = [ 0: "No change" 1: "On" 2: "Off" 3: "Toggle" 4: "On/Off based on usetype" 5: "Off/On based on usetype" ] m_iProvoked(choices) : "Angry At Player" : 0 = [ 0: "No change" 1: "Yes" 2: "No" 3: "Toggle" 4: "On/Off based on usetype" 5: "Off/On based on usetype" ] spawnflags(flags) = [ 1: "Affect corpses" : 0 2: "Once Only" : 0 4: "Debug" : 0 ] ] @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) iconsprite("sprites/env.spr") = env_decal : "Decal sprayer" [ target(string) : "Position (blank = here) [LP]" netname(string) : "Spray direction (blank = angle) [LV]" message(string) : "Max distance (blank = none) [LR]" impulse(choices) : "Decal group" : 0 = [ 1 : "Gunshot" 5 : "Big gunshot" 2 : "Blood" 3 : "Alien blood" 4 : "Glass cracks" 6 : "Scorch marks" 7 : "Bullsquid splat" 0 : "Custom (see below)" ] noise(sprite) : "Custom decal texture" ] @PointClass base(Targetname, MoveWith) iconsprite("sprites/env.spr") = env_dlight : "Dynamic light effect" [ message(string) : "Position (blank = here) [LP]" rendercolor(color255) : "Light Color (R G B)" : "255 255 255" radius(integer) : "Radius" : 12 health(string) : "Duration (0 = until triggered)" : "0.0" frags(integer) : "Decay (units/sec)" : 0 spawnflags(Flags) = [ 1 : "Only once" : 0 2 : "Start on" : 0 ] ] @PointClass base(Targetname, MoveWith) iconsprite("sprites/env.spr") = env_elight : "Entity light effect" [ netname(string) : "At position (blank = here) [LP]" target(string) : "Entity to follow (blank = this) [LE]" impulse(choices) : "Attachment point on that entity" : 0 = [ 0 : "None" 1 : "1" 2 : "2" 3 : "3" 4 : "4" ] renderamt(integer) : "Radius" : 12 rendercolor(color255) : "Color (R G B)" : "255 255 255" health(string) : "Duration (0 = until triggered)" : "0.0" frags(integer) : "Decay (units/sec)" : 0 spawnflags(Flags) = [ 1 : "Only once" : 0 2 : "Start on" : 0 ] ] @PointClass iconsprite("sprites/env.spr") = rain_settings : "Constant map settings" [ m_flDistance(integer) : "Rain distance" : 1000 m_iMode(choices) : "Weather type" : 0 = [ 0: "Rain" 1: "Snow" ] ] @PointClass iconsprite("sprites/env.spr") = rain_modify : "Modify rain settings" [ m_flTime(integer) : "Fading time" : 0 m_iDripsPerSecond(integer) : "Drips per second" : 800 m_flWindX(integer) : "Wind X" : 0 m_flWindY(integer) : "Wind Y" : 0 m_flRandX(integer) : "Rand X" : 0 m_flRandY(integer) : "Rand Y" : 0 ] @SolidClass base(Targetname, MoveWith) iconsprite("sprites/env.spr") = env_rain : "Rain Effect" [ angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" m_dripSpeed(integer) : "Drip Speed" : 40 m_dripSize(integer) : "Drip Width" : 5 m_brightness(integer) : "Drip Brightness (1 - 255)" : 128 rendercolor(color255) : "Drip Color (R G B)" : "64 128 255" m_iNoise(integer) : "Beam noise (distortion)" : 0 m_burstSize(integer) : "Number of drips per update" : 2 m_flUpdateTime(string) : "Time between updates" : "0.5" m_flMaxUpdateTime(string) : "Max time between updates (random)" target(string) : "Fire on updating" m_fLifeTime(string) : "Beam Lifetime (0 = three updates)" texture(sprite) : "Drip Sprite" : "sprites/rain.spr" m_axis(choices) : "Beam Direction" : 0 = [ 0 : "Z axis (vertical)" 1 : "X axis" 2 : "Y axis" ] m_iExtent(choices) : "Extent type" : 1 = [ 0 : "Fill brush" 1 : "Obstructable" 3 : "Reverse obstructable" 2 : "Arcing" 4 : "Reverse arcing" 5 : "Arcing Through" ] spawnflags(Flags) = [ 1 : "Start Off" : 0 ] ] @SolidClass base(Targetname, MoveWith) = env_mirror : "Mirror" [ radius(integer) : "Radius" : 330 frags(string) : "Frags ([SF]blank for auto)" spawnflag(flags) = [ 1 : "Draw Player" : 0 ] ] @PointClass base(Targetname, MoveWith) size(-16 -16 -16, 16 16 16) iconsprite("sprites/env.spr") = env_explosion : "Explosion" [ target(string) : "Initial position (blank = here) [LP]" iMagnitude(integer) : "Magnitude/Radius" : 100 spawnflags(flags) = [ 1 : "No Damage" : 0 2 : "Repeatable" : 0 4 : "No Fireball" : 0 8 : "No Smoke" : 0 16: "No Decal" : 0 32: "No Sparks" : 0 ] ] @PointClass base(Targetname) color(0 0 0) = env_fade : "Screen Fade" [ spawnflags(flags) = [ 1: "Fade From" : 0 2: "Modulate" : 0 4: "Activator Only" : 0 8: "Permanent" : 0 16: "Fire at Camera" : 0 ] duration(string) : "Duration (seconds)" : "2" holdtime(string) : "Hold Fade (seconds)" : "0" renderamt(integer) : "Fade Alpha" : 255 rendercolor(color255) : "Fade Color (R G B)" : "0 0 0" ] @PointClass base(Targetname) iconsprite("sprites/env.spr") = env_fog : "Fog effect, DMC stylee" [ fadein(integer) : "Fade in time" : 0 holdtime(string) : "Hold time (0 = permanent)" : "0" fadeout(integer) : "Fade out time" : 0 startdist(integer) : "Fog start position" : 0 enddist(integer) : "Fog end position" : 1000 rendercolor(color255) : "Fog Color (R G B)" : "255 255 255" spawnflags(flags) = [ 1 : "Start active" : 0 ] ] @PointClass base(Targetname, Master) iconsprite("sprites/env.spr") = env_footsteps : "Change Movement Sounds" [ frags(choices) : "Preset Footstep type" : 0 = [ 0 : "Custom (see below)" -1 : "Concrete" 1 : "Metal" 2 : "Dirt" 3 : "Vent" 4 : "Grate" 5 : "Tile" 6 : "Paddling" 7 : "Wading" 8 : "Ladder" ] noise(sound) : "Custom Footstep sound" noise1(sound) : "Ladder sound" noise2(sound) : "Wading sound" noise3(sound) : "Paddling sound" spawnflags(flags) = [ 1: "Set only" : 0 2: "Once only" : 0 ] ] @PointClass base(Targetname, MoveWith) size(-16 -16 -16, 16 16 16) iconsprite("sprites/env.spr") = env_funnel : "Large Portal Funnel" [ message(string) : "Position (blank = here) [LP]" netname(sprite) : "Particle sprite" spawnflags(flags) = [ 1: "Reverse" : 0 2: "Repeatable" : 0 ] ] @PointClass base(Targetname) color(255 255 128) iconsprite("sprites/env.spr") = env_global : "Global State" [ globalstate(string) : "Global State to Set" triggermode(choices) : "Trigger to send" : 3 = [ 0 : "Off" 1 : "On" 2 : "Dead" 3 : "Toggle" ] initialstate(choices) : "Initial State" : 0 = [ 0 : "Off" 1 : "On" 2 : "Dead" ] spawnflags(flags) = [ 1 : "Set Initial State" : 0 ] ] @PointClass sprite() base(Targetname, MoveWith, RenderFieldsMax) size(-4 -4 -4, 4 4 4) color(30 100 0) iconsprite("sprites/glow01.spr") = env_glow : "Light Glow/Haze" [ model(sprite) : "Sprite Name" : "sprites/glow01.spr" scale(integer) : "Scale" : 1 ] @PointClass base(Targetname, RenderFxChoices, Angles, MoveWith) size(-16 -16 -16, 16 16 16) iconsprite("sprites/env.spr") = env_laser : "Laser Beam Effect" [ LaserStart(target_destination) : "Start At (blank = here) [LP]" LaserTarget(target_destination) : "Fire Towards" m_iTowardsMode(choices) : "Meaning of Fire Towards" : 0 = [ 0 : "Position [LP]" 1 : "Direction [LV]" ] renderamt(integer) : "Brightness (1 - 255)" : 255 rendercolor(color255) : "Beam Color (R G B)" : "255 255 255" width(integer) : "Width of beam (pixels*0.1 0-255)" : 20 NoiseAmplitude(integer) : "Amount of noise (0-255)" : 0 texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr" StartSprite(sprite) : "Start Sprite" : "" EndSprite(sprite) : "End Sprite" : "" TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35 framestart(integer) : "Starting Frame" : 0 damage(string) : "Damage / second" : "100" frags(choices) : "Damage type" : 0 = [ 0 : "Energy Beam" 1 : "Fracture" 2 : "Bullet ('blood loss')" 4 : "Lacerations" 8 : "Burning" 16 : "Freezing" 512 : "Sonic ('internal bleeding')" 16384 : "Drowning" 65536 : "Biohazard" 131072 : "Poison (continuous)" 262144 : "Radiation" 1048576: "Hazardous chemical" ] target(target_destination) : "Fire when tripped" netname(target_destination) : "Tripped only by entity" m_iProjection(choices) : "Projection mode" : 0 = [ 0: "Normal" 1: "Extend past endpoint" ] m_iStoppedBy(choices) : "Stopped by" : 0 = [ 0: "Glass & Monsters" 1: "Monsters only" 2: "Glass & Monster hulls" 3: "Monster hulls only" 4: "Glass only" 5: "Neither" ] spawnflags(flags) = [ 1 : "Start On" : 0 16: "StartSparks" : 0 32: "EndSparks" : 0 64: "Decal End" : 0 128: "Fade Start" : 0 256: "Fade End" : 0 512: "Draw Solid" : 0 1024: "Interpolate" : 0 ] ] @PointClass base(Targetname, Target) iconsprite("sprites/env.spr") = env_message : "HUD Text Message" [ message(string) : "Message Name" spawnflags(flags) = [ 1: "Play Once" : 0 2: "All Clients" : 0 ] messagesound(sound) : "Sound Effect" messagevolume(string) : "Volume 0-10" : "10" messageattenuation(choices) : "Sound Radius" : 0 = [ 0 : "Small Radius" 1 : "Medium Radius" 2 : "Large Radius" 3 : "Play Everywhere" ] ] @PointClass base(Targetname, Angles, MoveWith, RenderFields, Sequence) studio() = env_model : "New alternative to cyclers" [ model(studio) : "Model name" skin(integer) : "Skin" : 0 body(integer) : "Body" : 0 scale(string) : "Scale (1.0 = normal size)" m_iszSequence_On(string) : "Sequence when on" m_iAction_On(choices) : "Behaviour when on" : 0 = [ 0: "Freeze when sequence ends" 1: "Loop" 2: "Change state when sequence ends" ] m_iszSequence_Off(string) : "Sequence when off" m_iAction_Off(choices) : "Behaviour when off" : 0 = [ 0: "Freeze when sequence ends" 1: "Loop" 2: "Change state when sequence ends" ] spawnflags(flags) = [ 1: "Initially Off" : 0 2: "Drop to Floor" : 0 4: "Solid" : 0 8: "Turn head" : 0 ] chestnums(choices) : "Has Chest Nums?" : 0 = [ 0 : "No" 1 : "Yes" ] iuser1(choices) : "Coop player" : 0 = [ 0 : "None" 1 : "Player 1" 2 : "Player 2" 3 : "Player 3" 4 : "Player 4" ] ] @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) iconsprite("sprites/env.spr") = env_quakefx : "Quake 1 particle effects" [ message(string) : "Position (blank = here) [LP]" impulse(choices) : "Effect type" : 4 = [ 4 : "Tar Explosion" 10 : "Lava Splash" 11 : "Teleport Splash" 12 : "Explosion" 122 : "Particle Burst" ] frags(integer) : "Particle Burst: color number" : 70 armortype(integer) : "Particle Burst: radius" : 300 health(string) : "Particle Burst: duration" : "1.0" spawnflags(flags) = [ 1: "Repeatable" : 0 ] ] @PointClass sprite() base(Targetname, Angles, MoveWith, RenderFields) size (-4 -4 -4, 4 4 4) iconsprite("sprites/env.spr") = env_particle : "Particle Effect" [ message(string) : "Particle file" : "aurora/smoke.aur" spawnflags(flags) = [ 1: "Start On" : 0 2: "Spawn Use" : 0 ] ] @PointClass base(Targetname, RenderFields) size(-16 -16 -16, 16 16 16) color(100 100 0) iconsprite("sprites/env.spr") = env_render : "Render Controls" [ message(string) : "FX Amount factor [LR]" m_fScale(string) : "Scale (0 = no change)" m_lScale(string) : "Scale (0 = no change) [LR]" target(target_destination) : "Target to affect [LE]" frags(string) : "Fade Time (secs)" : "0" armorvalue(string) : "Fade Coarseness (secs)" netname(string) : "Trigger after fading" spawnflags(flags) = [ 1: "No Renderfx" : 0 2: "No Renderamt" : 0 4: "No Rendermode" : 0 8: "No Rendercolor" : 0 32: "Remove target" : 0 64: "Remove self" : 0 ] ] @PointClass base(Targetname, MoveWith) iconsprite("sprites/env.spr") = env_shake : "Screen Shake" [ spawnflags(flags) = [ 1: "GlobalShake" : 0 ] amplitude(string) : "Amplitude 0-16" : "4" radius(string) : "Effect radius" : "500" duration(string) : "Duration (seconds)" : "1" frequency(string) : "0.1 = jerk, 255.0 = rumble" : "2.5" ] @PointClass base(Targetname, MoveWith) iconsprite("sprites/env.spr") = env_shockwave : "Shockwave Effect" [ spawnflags(flags) = [ 1: "Centered" : 0 2: "Repeatable" : 0 ] m_iszPosition(string) : "Position (blank = here) [LP]" netname(string) : "Spritename" : "sprites/shockwave.spr" rendercolor(string): "Color": "188 220 255" renderamt(integer) : "Opacity (0-255)": 255 m_iTime(integer) : "Duration" : 2 m_iRadius(integer) : "Final radius" : 1000 m_iHeight(integer) : "Wave height" : 32 m_iScrollRate(integer) : "Scroll rate" : 0 m_iNoise(integer) : "Distortion ('noise')" : 0 m_iFrameRate(integer) : "Frame Rate" : 0 m_iStartFrame(integer) : "Starting Frame" : 0 ] @PointClass base(gibshooterbase, RenderFields) size(-16 -16 -16, 16 16 16) studio()= env_shooter : "Model Shooter" [ shootmodel(studio) : "Model or Sprite name" : "sprites/ballsmoke.spr" noise(string) : "Scale [LR]" : "" skin(integer) : "Skin" : 0 body(integer) : "Body (models only)" frame(integer) : "Start frame" : 0 framerate(string) : "Framerate" : "10.0" m_iPhysics(choices) : "Behaviour of children" : 0 = [ 0: "Bouncy gib (normal)" 1: "Sticky gib" 2: "Noclip" 3: "Fly (ignore gravity)" 4: "Fly & bounce" 5: "Arc (obey gravity)" 6: "Arc & bounce" ] m_iBloodColor(choices) : "Blood color" : 0 = [ 0 : "Don't bleed" 247 : "Red (human)" 195 : "Yellow (alien)" ] shootsounds(choices) :"Material Sound" : -1 = [ -1: "None" 0: "Glass" 1: "Wood" 2: "Metal" 3: "Flesh" 4: "Concrete" ] m_fFriction(string) : "Bounce height" : "0.55" m_iszTouch(string) : "Fire on collision (locus = shot)" m_iszTouchOther(string) : "Fire on collision (locus = wall)" m_vecSize(string) : "Shot size (X Y Z)" : "0 0 0" ] @PointClass base(Targetname) iconsprite("sprites/env.spr") = env_sky : "Unreal-Tournament style sky view" [ ] @PointClass base(Master, MoveWith) iconsprite("sprites/speaker.spr") = env_sound : "DSP Sound" [ targetname(target_source) : "Name" target(target_destination) : "Fire when activated" radius(integer) : "Radius" : 128 roomtype(choices) : "Room Type" : 0 = [ 0 : "(Disable all filters)" 1 : "Generic (no filters)" 2 : "Metal Small" 3 : "Metal Medium" 4 : "Metal Large" 5 : "Tunnel Small" 6 : "Tunnel Medium" 7 : "Tunnel Large" 8 : "Chamber Small" 9 : "Chamber Medium" 10: "Chamber Large" 11: "Bright Small" 12: "Bright Medium" 13: "Bright Large" 14: "Water 1" 15: "Water 2" 16: "Water 3" 17: "Concrete Small" 18: "Concrete Medium" 19: "Concrete Large" 20: "Big 1" 21: "Big 2" 22: "Big 3" 23: "Cavern Small" 24: "Cavern Medium" 25: "Cavern Large" 26: "Weirdo 1" 27: "Weirdo 2" 28: "Weirdo 3" ] ] @PointClass base(Targetname, Angles, MoveWith) size(-16 -16 -16, 16 16 16) iconsprite("sprites/env.spr") = env_spark : "Spark" [ target(string) : "Initial position (blank = here) [LP]" MaxDelay(string) : "Max Time between sparks" : "0" spawnflags(flags) = [ 16: "Cyclic" : 0 32: "Toggle" : 0 64: "Start ON" : 0 ] ] @PointClass sprite() base(Targetname, Angles, MoveWith, RenderFieldsMax) size(-4 -4 -4, 4 4 4) iconsprite("sprites/env.spr") = env_sprite : "Sprite Effect" [ framerate(string) : "Framerate" : "10.0" model(sprite) : "Sprite Name" : "sprites/glow01.spr" scale(string) : "Scale" : "" message(string) : "Attached to entity..." frags(choices) : "...at attachment point" : 0 = [ 0 : "0" 1 : "1" 2 : "2" 3 : "3" ] spawnflags(flags) = [ 1: "Start on" : 0 2: "Play Once" : 0 ] ] @PointClass base(Targetname, Master) color(128 128 255) iconsprite("sprites/env.spr") = env_state : "Local State" [ target(target_destination) : "Target (on & off)" noise1(target_destination) : "Fire when turned on" noise2(target_destination) : "Fire when turned off" turnontime(string) : "Time taken to turn on" : "0" turnofftime(string) : "Time taken to turn off" : "0" spawnflags(flags) = [ 1 : "Start On" : 0 2 : "Debug Mode" : 0 ] ] @PointClass base(Targetname, MoveWith) iconsprite("sprites/env.spr") = env_warpball : "Teleport-in effect" [ target(string) : "Initial position (blank = here) [LP]" health(string) : "Max lightning-arc length" : "90" frags(integer) : "Number of lightning bolts" : 12 ] @SolidClass base(Targetname, MoveWith, Appearflags, RenderFields, ZHLTLightKeys, SwitchTexLight, Global) = func_asylumlookat : "For triggering the telescope cancel when you look at Simon in the asylum1" [ _minlight(string) : "Minimum light level" ] @SolidClass base(Breakable, MoveWith, RenderFields, ZHLTLightKeys, SwitchTexLight) = func_breakable : "Breakable Object" [ _minlight(string) : "Minimum light level" ] @SolidClass base(Targetname, Target, Angles, MoveWith, Master, RenderFields, ZHLTLightKeys, SwitchTexLight, Global, LockSounds) = func_button : "Button" [ speed(integer) : "Speed" : 25 health(integer) : "Health (shootable if > 0)" lip(integer) : "Lip" : 0 sounds(choices) : "Sounds" : 0 = [ 0: "None" 1: "Big zap & Warmup (1)" 2: "Access Denied (2)" 3: "Access Granted (3)" 4: "Quick Combolock (4)" 5: "Power Deadbolt 1 (5)" 6: "Power Deadbolt 2 (6)" 7: "Plunger (7)" 8: "Small zap (8)" 9: "Keycard Sound (9)" 10: "Buzz (10)" 11: "Buzz Off (11)" 14: "Lightswitch" ] wait(choices) : "Delay before Reset" : 0 = [ -1 : "Stays pressed (-1)" ] delay(string) : "Delay before trigger" : "0" spawnflags(flags) = [ 1: "Don't move" : 0 16: "Direct use only": 0 32: "Toggle" : 0 64: "Sparks" : 0 128: "Not Solid" : 0 256:"Touch Activates": 0 512:"Can't Use" : 0 1024:"Keep item after use" : 0 2048:"Unlock auto use" : 0 ] lockedby(string) : "Entity the door is locked by" lockedmsg(string) : "Locked message" lockedsnd(sound) : "Locked sound" unlockedsnd(sound) : "Unlocked sound" unlockedmsg(string) : "Unlocked message" _minlight(string) : "Minimum light level" ] @SolidClass base(Targetname, Angles, MoveWith, RenderFields, ZHLTLightKeys, Global) = func_conveyor : "Conveyor Belt" [ spawnflags(flags) = [ 1 : "No Push" : 0 2 : "Not Solid" : 0 ] speed(string) : "Conveyor Speed" : "100" _minlight(string) : "Minimum light level" ] @SolidClass base(Targetname, Angles, MoveWith, RenderFields, ZHLTLightKeys) = func_coopallplayersbutton : "A button that all players have to be near to use" [ message(string) : "Name of trigger_coop_changelevel" target(string) : "Name of target to fire" _minlight(string) : "Minimum light level" ] @SolidClass base(Targetname, Angles, MoveWith, Master, Door, LockSounds, RenderFields, ZHLTLightKeys, Global) = func_door : "Basic door" [ directuse(choices) : "Direct use only" : 0 = [ 0 : "No" 1 : "Yes" ] acceleration(integer) : "Acceleration '0' for infinite" : 0 deceleration(integer) : "Deceleration '0' for infinite" : 0 ] @SolidClass base(Targetname, Angles, MoveWith, Master, Door, LockSounds, RenderFields, ZHLTLightKeys, Global) = func_door_rotating : "Rotating door" [ directuse(choices) : "Direct use only" : 0 = [ 0 : "No" 1 : "Yes" ] spawnflags(flags) = [ 2 : "Reverse Dir" : 0 16: "One-way" : 0 64: "X Axis" : 0 128: "Y Axis" : 0 ] distance(integer) : "Distance (deg)" : 90 axes(string) : "Axis Multipliers (Y Z X)" : "0 0 0" ] @SolidClass base(Targetname, Angles, MoveWith, Master, RenderFields, ZHLTLightKeys, Global) = func_escalatorstep : "Escalator Step" [ spawnflags(flags) = [ 1 : "End Section" : 0 2: "Start Off" : 0 ] forwardaxis(choices) : "Forward Axis" : 0 = [ 0 : "-X" 1 : "+X" 2 : "-Y" 3 : "+Y" ] ] @SolidClass base(Appearflags, MoveWith, RenderFields, ZHLTLightKeys) = func_friction : "Surface with a change in friction" [ modifier(integer) : "Percentage of standard (0 - 100)" : 15 ] @SolidClass base(Targetname, MoveWith, RenderFields, ZHLTLightKeys, Global) = func_guntarget : "Moving platform" [ speed(integer) : "Speed (units per second)" : 100 target(target_source) : "First stop target" message(target_source) : "Fire when damaged" health(integer) : "Damage to Take" : 0 _minlight(string) : "Minimum light level" ] @SolidClass base(Targetname, MoveWith, RenderFields, ZHLTLightKeys, SwitchTexLight, Global) = func_healthcharger: "Wall health recharger" [ _minlight(string) : "Minimum light level" ] @SolidClass base(Targetname, MoveWith, RenderFields, ZHLTLightKeys) = func_illusionary : "Fake Wall/Light" [ skin(choices) : "Contents" : -1 = [ -1: "Empty" -7: "Volumetric Light" -17:"Zero-G" -18:"Hover-Field" -19:"Fog effect" -20:"Special 1 (Particles)" -21:"Special 2 (Particles)" -22:"Special 3 (Particles)" ] _minlight(string) : "Minimum light level" ] @SolidClass base(Targetname, MoveWith, RenderFields, ZHLTLightKeys) = func_ladder : "Ladder" [ spawnflags(flags) = [ 1 : "Visible" : 0 ] ] @SolidClass base(Targetname, MoveWith, RenderFields, ZHLTLightKeys) = func_laddercontrol : "Ladder Controller" [ target(string) : "Target Ladder To Control" ] @SolidClass base(Targetname, MoveWith) = func_monsterclip : "Monster clip brush" [] @SolidClass base(Targetname, MoveWith) = func_mortar_field : "Mortar Field" [ m_flSpread(integer) : "Spread Radius" : 64 m_iCount(integer) : "Repeat Count" : 1 m_fControl(choices) : "Targeting" : 0 = [ 0 : "Random" 1 : "Activator" 2 : "Table" ] m_iszXController(target_destination) : "X Controller" m_iszYController(target_destination) : "Y Controller" ] @SolidClass base(Targetname, Angles, MoveWith, RenderFields, ZHLTLightKeys, Global, Appearflags) = func_pendulum : "Swings back and forth" [ speed(integer) : "Speed" : 100 axes(string) : "Axis Multipliers (Y Z X)" : "0 0 0" distance(integer) : "Distance (deg)" : 90 damp(integer) : "Damping (0-1000)" : 0 dmg(integer) : "Damage inflicted when blocked" : 0 spawnflags(flags) = [ 1 : "Start ON" : 0 8 : "Passable" : 0 16: "Auto-return" : 0 64: "X Axis" : 0 128: "Y Axis" : 0 ] _minlight(integer) : "_minlight" ] @SolidClass base(Targetname, MoveWith, RenderFields, ZHLTLightKeys, Global, PlatSounds) = func_plat : "Elevator" [ spawnflags(Flags) = [ 1: "Toggle" : 0 ] height(integer) : "Travel altitude (can be negative)" : 0 speed(integer) : "Speed" : 50 _minlight(string) : "Minimum light level" ] @SolidClass base(Targetname, Angles, RenderFields, ZHLTLightKeys, Global, PlatSounds) = func_platrot : "Moving Rotating platform" [ spawnflags(flags) = [ 1: "Toggle" : 0 64: "X Axis" : 0 128: "Y Axis" : 0 ] speed(integer) : "Speed of rotation" : 50 axes(string) : "Axis Multipliers (Y Z X)" : "0 0 0" height(integer) : "Travel altitude (can be negative)" : 0 rotation(integer) : "Spin amount" : 0 _minlight(string) : "Minimum light level" ] @SolidClass base(Breakable, RenderFields, ZHLTLightKeys) = func_pushable : "Pushable object" [ spawnflags(flags) = [ 128: "Breakable" : 0 512: "Can't Pull" : 0 ] friction(integer) : "Friction (0-400)" : 50 buoyancy(integer) : "Buoyancy" : 20 _minlight(string) : "Minimum light level" ] @SolidClass base(MoveWith, RenderFields, ZHLTLightKeys, SwitchTexLight, Global) = func_recharge: "Battery recharger" [ _minlight(string) : "Minimum light level" ] @SolidClass base(Targetname, Target, Angles, MoveWith, RenderFields, ZHLTLightKeys, Global, Master, LockSounds) = func_rot_button : "RotatingButton" [ changetarget(target_destination) : "ChangeTarget Name" speed(integer) : "Speed" : 50 axes(string) : "Axis Multipliers (Y Z X)" : "0 0 0" health(integer) : "Health (shootable if > 0)" sounds(choices) : "Sounds" : -1 = [ -1: "None" 21: "Squeaky (1)" 22: "Squeaky Pneumatic (2)" 23: "Ratchet Groan (3)" 24: "Clean Ratchet (4)" 25: "Gas Clunk (5)" ] wait(choices) : "Delay before reset" : 3 = [ -1: "Stays pressed" ] delay(string) : "Delay before trigger" : "0" distance(integer) : "Distance (deg)" : 90 spawnflags(flags) = [ 1 : "Not solid" : 0 2 : "Reverse Dir" : 0 16: "Direct use only" : 0 32: "Toggle" : 0 64: "X Axis" : 0 128:"Y Axis" : 0 256:"Touch Activates" : 0 512:"Invert '+Use'able" : 0 ] _minlight(integer) : "_minlight" ] @SolidClass base(Targetname, MoveWith, RenderFields, ZHLTLightKeys, Global) = func_rotating : "Rotating Object" [ angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" speed(integer) : "Rotation Speed" : 30 axes(string) : "Axis Multipliers (Y Z X)" : "0 0 0" volume(integer) : "Volume (10 = loudest)" : 10 fanfriction(integer) : "Friction (0 - 100%)" : 20 sounds(choices) : "Fan Sounds" : 0 = [ 0 : "No Sound" 1 : "Fast Whine (1)" 2 : "Slow Rush (2)" 3 : "Medium Rickety (3)" 4 : "Fast Beating (4)" 5 : "Slow Smooth (5)" ] message(sound) : "WAV Name" :"" spawnflags(flags) = [ 1 : "Start ON" : 0 2 : "Reverse Direction" : 0 4 : "X Axis" : 0 8 : "Y Axis" : 0 16: "Acc/Dcc" : 0 32: "Fan Pain" : 0 64: "Not Solid" : 0 128: "Small Radius" : 0 256: "Medium Radius" : 0 512: "Large Radius" : 0 ] _minlight(integer) : "_minlight" spawnorigin(string) : "X Y Z - Move here after lighting" : "0 0 0" dmg(integer) : "Damage inflicted when blocked" : 0 ] @SolidClass base(Targetname) = func_shine : "Shiny Surface" [ message(sprite) : "Shine sprite" : "sprites/bgspr.spr" scale(integer) : "Shine scale" : 10 renderamt(integer) : "Shine brightness (0-255)" : 50 ] @SolidClass base(Targetname, MoveWith, RenderFields, ZHLTLightKeys) = func_stairs : "Stair segment to control speed" [] @SolidClass base(BaseTank, ZHLTLightKeys) = func_tank : "Brush Gun Turret" [ bullet(choices) : "Bullets" : 0 = [ 0: "None" 1: "9mm" 2: "MP5" 3: "12mm" ] ] @SolidClass base(Targetname, MoveWith) = func_tankcontrols : "Tank controls" [ target(target_destination) : "Tank entity name" frags(integer) : "Tolerance (-1 = total)" : 30 crosshair(choices) : "Crosshair to use" : 0 = [ 0: "None" 4: "MP5" ] spawnflags(flags) = [ 1 : "Ignore +Use" : 0 2 : "Visible" : 0 ] ] @SolidClass base(BaseTank, ZHLTLightKeys) = func_tanklaser : "Brush Laser Turret" [ laserentity(target_source) : "env_laser Entity" ] @SolidClass base(BaseTank, ZHLTLightKeys) = func_tankmortar : "Brush Mortar Turret" [ iMagnitude(Integer) : "Explosion Magnitude" : 100 ] @SolidClass base(BaseTank, ZHLTLightKeys) = func_tankrocket : "Brush Rocket Turret" [] @SolidClass base(Trackchange, ZHLTLightKeys) = func_trackautochange : "Automatic track changing platform" [ _minlight(string) : "Minimum light level" ] @SolidClass base(Trackchange, ZHLTLightKeys) = func_trackchange : "Train track changing platform" [ _minlight(string) : "Minimum light level" ] @SolidClass base(Targetname, RenderFields, ZHLTLightKeys, Global) = func_tracktrain : "Track Train" [ spawnflags(flags) = [ 1 : "No Pitch (X-rot)" : 0 2 : "No User Control" : 0 4 : "No Reverse" : 0 8 : "Passable" : 0 16: "No Yaw (Z-rot)" : 0 ] target(target_destination) : "First stop target" sounds(choices) : "Move Sound" : 0 = [ 0: "None (or custom)" 1: "Rail 1" 2: "Rail 2" 3: "Rail 3" 4: "Rail 4" 5: "Rail 6" 6: "Rail 7" ] custommovesound(sound) : "Custom Move Sound" customstartsound(sound) : "Start Sound" custombrakesound(sound) : "Stop Sound" wheels(integer) : "Distance between the wheels" : 50 height(integer) : "Height above track" : 4 startspeed(integer) : "Initial speed" : 0 speed(integer) : "Speed (units per second)" : 64 dmg(integer) : "Damage on crush" : 0 volume(integer) : "Volume (10 = loudest)" : 10 bank(string) : "Bank angle on turns" : "0" _minlight(string) : "Minimum light level" avelocity(string) : "Initial avelocity (Y Z X)" ] @SolidClass base(Targetname, RenderFields, ZHLTLightKeys, Global, PlatSounds) = func_train : "Moving platform" [ target(target_source) : "First stop target" speed(integer) : "Speed (units per second)" : 100 avelocity(string) : "Initial avelocity (Y Z X)" dmg(choices) : "Damage on crush" : 2 = [ -1: "No damage" ] skin(integer) : "Contents" : 0 volume(string) : "Sound Volume 0.0 - 1.0" : "0.85" spawnflags(flags) = [ 2 : "Origin on paths" : 0 4 : "Initially On" : 0 8 : "Not solid" : 0 ] _minlight(string) : "Minimum light level" ] @SolidClass = func_traincontrols : "Train Controls" [ target(target_destination) : "Train Name" ] @SolidClass base(Targetname, Target, Angles, MoveWith, Master, RenderFields, ZHLTLightKeys, SwitchTexLight, Global) = func_valve : "Stupid crap" [ iuser1(integer) : "Distance (deg)" : 0 iuser2(integer) : "Degrees/0.025 secs" : 2 iuser4(choices) : "Axis" : 0 = [ 0: "X" 1: "Y" 2: "Z" ] lockedby(string) : "Entity the valve is locked by" lockedmsg(string) : "Locked message" lockedsnd(sound) : "Locked sound" unlockedsnd(sound) : "Unlocked sound" unlockedmsg(string) : "Unlocked message" message(string) : "Entity to rotate too" impulse(choices) : "ENTITY Axis" : 0 = [ 0: "X" 1: "Y" 2: "Z" ] spawnflags(flags) = [ 1 : "Keep key after unlock" : 0 ] _minlight(string) : "Minimum light level" ] @SolidClass base(Targetname, MoveWith, Appearflags, RenderFields, ZHLTLightKeys, SwitchTexLight, Global) = func_wall : "Wall" [ _minlight(string) : "Minimum light level" ] @SolidClass base(func_wall) = func_wall_toggle : "Toggleable geometry" [ spawnflags(flags) = [ 1 : "Starts Invisible" : 0 ] ] @SolidClass base(Targetname, Angles, Master, Door, LockSounds, MoveWith, RenderFields, ZHLTLightKeys, Global) = func_water : "Liquid" [ spawnflags(flags) = [ 1 : "Starts Open" : 0 256: "Use Only" : 0 ] skin(choices) : "Contents" : -3 = [ -3: "Water" -4: "Slime" -5: "Lava" ] WaveHeight(string) : "Wave Height" : "0" ] @PointClass base(Targetname, Targetx, Master) iconsprite("sprites/game.spr") = game_counter : "Fires when it hits limit" [ spawnflags(flags) = [ 1: "Remove On fire" : 0 2: "Reset On fire" : 0 ] frags(integer) : "Initial Value" : 0 health(integer) : "Limit Value" : 10 ] @PointClass base(Targetname, Target, Master) iconsprite("sprites/game.spr") = game_counter_set : "Sets a game_counter" [ spawnflags(flags) = [ 1: "Remove On fire" : 0 ] frags(integer) : "New Value" : 10 ] @PointClass base(Targetname, Master) iconsprite("sprites/game.spr") = game_end : "End this multiplayer game" [] @PointClass base(Targetname) iconsprite("sprites/game.spr") = game_player_equip : "Initial player equipment" [ master(string) : "Team Master" spawnflags(flags) = [ 1: "Use Only" : 0 ] ] @PointClass base(Targetname, Master) iconsprite("sprites/game.spr") = game_player_hurt : "Hurts player who fires" [ dmg(string) : "Damage To Apply" : "999" spawnflags(flags) = [ 1: "Remove On fire" : 0 ] ] @PointClass base(Targetname, Master) iconsprite("sprites/game.spr") = game_player_team : "Allows player to change teams" [ spawnflags(flags) = [ 1 : "Remove On fire" : 0 2 : "Kill Player" : 0 4 : "Gib Player" : 0 ] target(string) : "game_team_master to use" ] @PointClass base(Targetname, Master) iconsprite("sprites/game.spr") = game_score : "Award/Deduct Points" [ spawnflags(flags) = [ 1: "Allow Negative" : 0 2: "Team Points" : 0 ] points(integer) : "Points to add (+/-)" : 1 ] @PointClass base(Targetname, Targetx, Master) iconsprite("sprites/game.spr") = game_team_master : "Team based master/relay" [ spawnflags(flags) = [ 1: "Remove On fire" : 0 ] triggerstate(choices) : "Trigger to send" : 2 = [ 0: "Off" 1: "On" 2: "Toggle" ] teamindex(integer) : "Team Index (-1 = no team)" : -1 ] @PointClass base(Targetname, Targetx, Master) iconsprite("sprites/game.spr") = game_team_set : "Sets team of team_master" [ spawnflags(flags) = [ 1: "Remove On fire" : 0 ] ] @PointClass base(Targetname, Master) iconsprite("sprites/game.spr") = game_text : "HUD Text Message" [ spawnflags(flags) = [ 1: "All Players" : 0 2: "Only once" : 0 ] target(string) : "Fire when done" message(string) : "Message Text" x(string) : "X (0 - 1.0 = left to right) (-1 centers)" : "-1" y(string) : "Y (0 - 1.0 = top to bottom) (-1 centers)" : "-1" effect(Choices) : "Text Effect" : 0 = [ 0 : "Fade In/Out" 1 : "Credits" 2 : "Scan Out" ] color(color255) : "Color1" : "100 100 100" color2(color255) : "Color2" : "240 110 0" fadein(string) : "Fade in Time (or character scan time)" : "1.5" fadeout(string) : "Fade Out Time" : "0.5" holdtime(string) : "Hold Time" : "1.2" fxtime(string) : "Scan time (scan effect only)" : "0.25" channel(choices) : "Text Channel" : 1 = [ 1 : "Channel 1" 2 : "Channel 2" 3 : "Channel 3" 4 : "Channel 4" ] ] @SolidClass base(Targetname) iconsprite("sprites/game.spr") = game_zone_player : "Player Zone brush" [ intarget(target_destination) : "Target for IN players" outtarget(target_destination) : "Target for OUT players" incount(target_destination) : "Counter for IN players" outcount(target_destination) : "Counter for OUT players" ] @PointClass base(gibshooterbase) = gibshooter : "Gib Shooter" [ m_iBloodColor(choices) : "Blood color" : 0 = [ -1 : "Don't Bleed" 0 : "Red (human)" 195 : "Yellow (alien)" ] ] @PointClass base(Targetname) = hud_sprite : "Hud Sprite Display" [ model(sprite): "Sprite name" : "dmg_poison" rendercolor(color255) : "Color" : "255 255 255" spawnflags(flags) = [ 1: "Start on" : 0 ] ] @PointClass decal() base(Targetname, Appearflags) = infodecal : "Decal" [ texture(decal) ] @PointClass base(Targetname) iconsprite("sprites/info.spr") = info_alias : "Alias" [ target(target_destination) : "Reference while On" netname(string) : "Reference while Off" mode(string) : "Use Mode, 0= On/Off 1= list mode" : "0" spawnflags(Flags) = [ 1 : "Start Off" : 0 2 : "Debug Mode" : 0 ] ] @PointClass base(Targetname) size(-24 -24 0, 24 24 16) color(20 190 60) iconsprite("sprites/info.spr") = info_bigmomma : "Big Mamma Node" [ spawnflags(Flags) = [ 1 : "Run To Node" : 0 2 : "Wait Indefinitely" : 0 ] target(target_destination) : "Next node" radius(string) : "Radius" : "0" reachdelay(string) : "Wait after approach" : "0" killtarget(target_destination) : "KillTarget" reachtarget(target_destination) : "Fire on approach" reachsequence(string) : "Sequence on approach" : "" health(string) : "Health on approach" : "" presequence(string) : "Sequence before approach" : "" ] @PointClass size(-8 -8 0, 8 8 32) iconsprite("sprites/info.spr") = info_compile_parameters : "Compile Options" [ texdata(string) : "Texture Data Memory (in KB)" : "4096" estimate(choices) : "Estimate Compile Times?" : 0 = [ 0: "Yes" 1: "No" ] bounce(integer) : "Number of radiosity bounces" : 1 ambient(string) : "Ambient world light (0.0 to 1.0, R G B)" : "0 0 0" smooth(integer) : "Smoothing threshold (in degrees)" : 0 dscale(integer) : "Direct Lighting Scale" : 2 chop(integer) : "Chop Size" : 64 texchop(integer) : "Texture Light Chop Size" : 32 hullfile(string) : "Custom Hullfile" priority(choices) : "Priority Level" : 0 = [ 0 : "Normal" 1 : "High" -1 : "Low" ] wadautodetect(choices) : "Wad Auto Detect" : 0 = [ 0 : "Off" 1 : "On" ] wadconfig(string) : "Custom Wad Configuration" : "" verbose(choices) : "Verbose compile messages" : 0 = [ 0 : "Off" 1 : "On" ] noclipeconomy(choices) : "Strip Uneeded Clipnodes?" : 1 = [ 1 : "Yes" 0 : "No" ] spawnflags(flags) = [ 1 : "Run CSG" : 1 2 : " No Clip" : 0 4 : " Only Ents" : 0 8 : " No Sky Clip" : 0 32 : "Run BSP" : 1 64 : " Leak Only" : 0 128 : " No Clip" : 0 256 : "Run VIS" : 1 512 : " Fast " : 0 2048 : "Run RAD" : 1 4096 : " Sparse " : 0 8192 : " Circus Mode" : 0 16384 : " Extra Mode " : 0 ] ] @PointClass base(Targetname) iconsprite("sprites/info.spr") = info_group : "Entity Group" [ target(string) : "Alias to change when fired [LE]" defaultmember(string) : "Default member prefix" spawnflags(flags) = [ 2 : "Debug Mode" : 0 ] ] @PointClass base(Target, Angles, MoveWith) size(-4 -4 -4, 4 4 4) color(0 255 0) iconsprite("sprites/info.spr") = info_intermission : "Intermission Spot" [] @PointClass base(Targetname, MoveWith) iconsprite("sprites/info.spr") = info_landmark : "Transition Landmark" [] @PointClass base(Targetname) iconsprite("sprites/info.spr") = info_movewith : "Movewith relay" [ target(string) : "MoveWith when active" netname(string) : "MoveWith when inactive" spawnflags(flags) = [ 1 : "Start inactive" : 0 2 : "Blockable" : 0 ] ] @PointClass size(-2 -2 -2, 2 2 2) color(255 255 0) iconsprite("sprites/infonode.spr") = info_node : "ai node" [] @PointClass size(-32 -32 0, 32 32 64) color(255 255 0) iconsprite("sprites/infonode.spr")= info_node_air : "ai air node" [] @PointClass base(Targetname) iconsprite("sprites/info.spr") = info_null : "info_null (spotlight target)" [] @PointClass base(PlayerClass) studio("models/player.mdl") = info_player_coop : "Player cooperative start" [] @PointClass base(PlayerClass, Master, MoveWith) studio("models/player.mdl") = info_player_deathmatch : "Player deathmatch start" [ target(target_destination) : "Target" ] @PointClass base(PlayerClass, MoveWith, Sequence) studio("models/player.mdl") = info_player_start : "Player 1 start" [ spawnflags(Flags) = [ 1 : "Start with HEV" : 0 ] ] @PointClass base(Targetname, MoveWith) size(-4 -4 -4, 4 4 4) color(200 100 50) iconsprite("sprites/info.spr") = info_target : "Beam Target" [ spawnflags(Flags) = [ 1 : "Use null.spr" : 0 ] ] @PointClass size(-8 -8 0, 8 8 16) base(Targetname, PlayerClass, MoveWith) color(0 255 0) = info_teleport_destination : "Teleport destination" [] @PointClass color(255 128 0) iconsprite("sprites/info.spr") = info_texlights : "Texture Light Config" [] @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) studio("models/w_oxygen.mdl")= item_airtank : "Oxygen tank" [] @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) studio("models/w_antidote.mdl")= item_antidote : "Poison antidote" [] @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) studio("models/w_battery.mdl")= item_battery : "HEV battery" [ model(string) : "Model (models/w_battery.mdl)" skin(integer) : "Skin" body(integer) : "Body" noise(string) : "Sound (items/gunpickup2.wav)" armorvalue(integer) : "Charge by (0 = normal)" ] @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) = item_flashlight : "FlashLight" [] @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) studio("models/w_medkit.mdl")= item_healthkit : "Small Health Kit" [] @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) studio("models/w_longjump.mdl")= item_longjump : "Longjump Module" [] @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) studio("models/w_security.mdl")= item_security : "Security card" [] @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) studio("models/w_suit.mdl")= item_suit : "HEV Suit" [ spawnflags(Flags) = [ 1 : "Short Logon" : 0 ] ] @PointClass iconsprite("sprites/lightbulb.spr") color(255 255 128) base(Light, ZhltLights) = light : "Invisible lightsource" [ target(string) : "Target to shine at" firetarget(string) : "Target to trigger" spawnflags(Flags) = [ 1 : "Initially dark" : 0 ] ] @PointClass iconsprite("sprites/lightbulb.spr") color(255 255 128) base(Targetname, MoveWith) = light_glow : "Dynamic Glow" [ frags(choices) : "Glow Type" : 1 = [ 2: "Brightest" 1: "Flashlight" 0: "None" ] spawnflags(Flags) = [ 1 : "Initially dark" : 0 2 : "Flare" : 0 ] ] @PointClass base(Angles, ZhltLights) color(255 255 128) iconsprite("sprites/lightbulb.spr") = light_environment : "Environment" [ pitch(integer) : "Pitch" : 0 _light(color255) : "Brightness" : "255 255 128 200" _diffuse_light(color255) : "Shadow colour" : "255 255 128 200" ] @PointClass iconsprite("sprites/lightbulb.spr") color(255 255 128) base(Target, Light, ZhltLights) = light_spot : "Spotlight" [ firetarget(string) : "Target to trigger" _cone(integer) : "Inner (bright) angle" : 30 _cone2(integer) : "Outer (fading) angle" : 45 pitch(integer) : "Pitch" : -90 _sky(choices) : "Is Sky" : 0 = [ 0 : "No" 1 : "Yes" ] spawnflags(Flags) = [ 1 : "Initially dark" : 0 ] ] @SolidClass base(Targetname, Angles, MoveWith, Master, RenderFields, ZHLTLightKeys, Global) = momentary_door : "Momentary/Continuous door" [ speed(choices) : "Speed" : 100 = [ 0: "No limit" ] movesnd(choices) : "Move Sound" : 0 = [ 0: "No Sound" 1: "Servo (Sliding) (1)" 2: "Pneumatic (Sliding) (2)" 3: "Pneumatic (Rolling) (3)" 4: "Vacuum (4)" 5: "Power Hydraulic (5)" 6: "Large Rollers (6)" 7: "Track Door (7)" 8: "Snappy Metal Door (8)" 9: "Squeaky 1 (9)" 10: "Squeaky 2 (10)" ] stopsnd(choices) : "Stop sound" : 0 = [ 0 : "No Sound" 1 : "Clang with brake" 2 : "Clang Reverb" 3 : "Ratchet stop" 4 : "Chunk" 5 : "Light Airbrake" 6 : "Metal Slide Stop" 7 : "Metal Lock Stop" 8 : "Snappy Metal Stop" ] lip(integer) : "Lip" spawnflags(flags) = [ 1 : "Starts Open" : 0 ] _minlight(string) : "Minimum light level" ] @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = locus_alias : "Locus System - Entity variable" [ netname(string) : "Initial value" ] @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = locus_beam : "Locus System - Beam effect" [ m_iszStart(string) : "Start at (blank = here)" : "" m_iszEnd(string) : "End at (blank = here)" : "*locus" impulse(choices) : "Start & End are" : 0 = [ 0: "Entity & Entity [LE LE]" 1: "Entity & Position [LE LP]" 2: "Position & Position [LP LP]" 3: "Position & Direction [LP LV]" ] m_iszSprite(sprite) : "Sprite Name" : "sprites/laserbeam.spr" renderamt(integer) : "Brightness (1 - 255)" : 255 rendercolor(color255) : "Color (R G B)" : "255 255 255" m_iWidth(integer) : "Width" : 10 m_iDistortion(integer) : "Distortion ('noise')" : 0 m_fFrame(integer) : "Start frame" : 0 m_iScrollRate(integer) : "Scroll rate" : 0 m_fDuration(string) : "Duration (0 = unlimited)" : 0 m_fDamage(string) : "Damage amount" : 0 m_iDamageType(choices) : "Damage type" : 0 = [ 0 : "Energy Beam" 1 : "Fracture" 2 : "Blood Loss" 4 : "Lacerations" 8 : "Burning" 16 : "Freezing" 512 : "Internal bleeding" 16384 : "Drowning" 65536 : "Biohazard" 131072 : "Poison (duration)" 262144 : "Radiation" 1048576: "Hazardous chemical" ] m_iszTargetName(target_source) : "Name of children" target(target_destination) : "Fire on spawn (locus = child)" spawnflags(flags) = [ 8 : "Ring" : 0 16: "StartSparks" : 0 32: "EndSparks" : 0 64: "Decal End" : 0 128: "Fade Start" : 0 256: "Fade End" : 0 512: "Draw Solid" : 0 1024: "Draw Sine" : 0 ] ] @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = locus_variable : "Locus System - Variable for storing data" [ m_iszPosition(string) : "Position to record [LP]" : "*locus" m_iszVelocity(string) : "Velocity to record [LV]" : "*locus" m_iszRatio(string) : "Ratio to record [LR]" : "*locus" m_iszTargetname(string) : "Child's name (blank = no child)" m_iszFireOnSpawn(string) : "Fire on spawn (locus = child)" m_fDuration(string) : "Removed after time (secs)" ] @SolidClass base(Targetname, Target, Angles, Master, MoveWith, RenderFields, ZHLTLightKeys) = momentary_rot_button : "Direct wheel control" [ speed(integer) : "Speed" : 50 axes(string) : "Axis Multipliers (Y Z X)" : "0 0 0" sounds(choices) : "Sounds" : 0 = [ 0: "None" 1: "Big zap & Warmup" 2: "Access Denied" 3: "Access Granted" 4: "Quick Combolock" 5: "Power Deadbolt 1" 6: "Power Deadbolt 2" 7: "Plunger" 8: "Small zap" 9: "Keycard Sound" 21: "Squeaky" 22: "Squeaky Pneumatic" 23: "Ratchet Groan" 24: "Clean Ratchet" 25: "Gas Clunk" ] distance(integer) : "Distance (deg)" : 90 returnspeed(integer) : "Auto-return speed" : 0 spawnflags(flags) = [ 1: "Door Hack" : 0 2: "Not useable" : 0 4: "Target at degrees" : 0 16: "Auto Return" : 0 64: "X Axis" : 0 128: "Y Axis" : 0 ] _minlight(integer) : "_minlight" angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" ] @PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/baby.mdl") = monster_baby : "Baby Monster" [] @PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 72) studio("models/booksimon.mdl") = monster_booksimon : "Book Simon" [ message(string) : "Name of boss healthbar monster" frags(choices) : "SP/Coop" : 1 = [ 0 : "Coop" 1 : "SP" ] iuser2(integer) : "Distance before hides" : 50 iuser4(choices) : "Weapon" : 0 = [ 0 : "Shotgun" 1 : "Glock" 2 : "TMP" ] ] @PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 72) studio("models/booksimon.mdl") = monster_booksimonsledgehammer : "Book Simon Sledgehammer" [ message(string) : "Name of boss healthbar monster" ] @PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/chainsawguy.mdl") = monster_bosschainsaw : "Chainsaw Boss" [] @PointClass base(Monster) size(-10 -10 0, 10 10 60) studio("models/children.mdl") = monster_child : "Child fag" [ spawnflags(flags) = [ 8: "Burning" : 0 ] ] @PointClass base(Monster) size(-16 -16 0, 16 16 36) studio("models/slower2.mdl") = monster_crab : "Gay crab" [] @PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/crazywoman.mdl") = monster_crazybitch : "Crazy Bitch" [] @PointClass base(Monster) size(-10 -10 0, 10 10 60) studio() = monster_custom : "Custom monster" [ attacksound1(sound) : "Attack 1 sound" : "common/null.wav" attacksound2(sound) : "Attack 2 sound" : "common/null.wav" alertsound1(sound) : "Alert 1 sound" : "common/null.wav" alertsound2(sound) : "Alert 2 sound" : "common/null.wav" painsound1(sound) : "Pain 1 sound" : "common/null.wav" painsound2(sound) : "Pain 2 sound" : "common/null.wav" deathsound1(sound) : "Death 1 sound" : "common/null.wav" deathsound2(sound) : "Death 2 sound" : "common/null.wav" attackhitsound1(sound) : "Body hit 1 sound" : "common/null.wav" attackhitsound2(sound) : "Body hit 2 sound" : "common/null.wav" attackhitwallsound1(sound) : "Wall hit 1 sound" : "common/null.wav" attackhitwallsound2(sound) : "Wall hit 2 sound" : "common/null.wav" attackmisssound1(sound) : "Attack miss 1 sound" : "common/null.wav" attackmisssound2(sound) : "Attack miss 2 sound" : "common/null.wav" iuser1(Integer) : "Attack event 1 dmg" : 10 iuser2(Integer) : "Attack event 2 dmg" : 10 iuser3(Integer) : "Attack event 3 dmg" : 10 fuser1(Choices) : "Hurt by" : 0 = [ 0 : "All" 1 : "Only bullets" 2 : "Only melee" ] ] @PointClass base(Monster) size(-16 -16 -36, 16 16 36) studio("models/doctor_boss.mdl") = monster_doctorboss : "Doctor boss" [ target(string) : "Trigger when killed" message(string) : "Solid Damage Box" sequence(Choices) : "Animation Sequence (editor)" : 10 = [ 0 : "Idle" 1 : "Box 1 hide" 2 : "Box 1 get up" 3 : "Box 1 shoot" 4 : "Box 1 get back" 5 : "Box 1 to box 2" 6 : "Box 2 hide" 7 : "Box 2 get up" 8 : "Box 2 shoot" 9 : "Box 2 get back" 10 : "Box 2 to box 1" 11 : "Box 2 to box 3" 12 : "Box 3 hide" 13 : "Box 3 get up" 14 : "Box 3 shoot" 15 : "Box 3 get back" 16 : "Box 3 to box 2" 17 : "Box 3 to box 4" 18 : "Box 4 hide" 19 : "Box 4 get up" 20 : "Box 4 shoot" 21 : "Box 4 get back" 22 : "Box 4 to box 3" ] ] @PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/faceless.mdl") = monster_faceless : "Faceless fsdgfsdg" [] @PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/twisterv.mdl") = monster_facelessv : "Faceless Valve Head" [] @PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/faster.mdl") = monster_faster : "Faster Monster" [] @PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/flygare.mdl") = monster_flygare : "Flygare" [] @PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_furniture : "Monster Furniture" [] @PointClass base(Monster) size(-16 -16 -36, 16 16 36) studio() = monster_generic : "Generic Script Monster" [ spawnflags(Flags) = [ 4 : "Not solid" : 0 8 : "Head Controller" : 0 16 : "Player model" : 0 32: "Invulnerable" : 0 ] model(studio) : "model" size(string) : "Size (X Y Z)" body(Integer) : "Body" : 0 health(Integer) : "Initial Health" : 0 m_bloodColor(choices) : "Blood Color" : 0 = [ -1 : "Don't Bleed" 0 : "Red (Human)" 195 : "Yellow (Alien)" ] m_iszGibModel(string) : "Gib Model" chestnums(choices) : "Has Chest Nums?" : 0 = [ 0 : "No" 1 : "Yes" ] ] @PointClass base(Targetname, Angles, Appearflags,RenderFields) size(-16 -16 0, 16 16 72) = monster_generic_dead : "Generic Dead Body" [ spawnflags(Flags) = [ 8 : "Player model" : 0 ] netname(string) : "Sequence name" frags(choices): "Death Type" : 36 = [ 36 : "Just dead" 37 : "Fell backwards" 38 : "Fell forwards" 39 : "Died violently" 66 : "Head shot" 67 : "Chest shot" 68 : "Gut shot" 69 : "Shot in the back" ] body(Integer) : "Body" : 0 m_bloodColor(choices) : "Blood Color" : 0 = [ -1 : "Don't Bleed" 0 : "Red (Human)" 195 : "Yellow (Alien)" ] m_iszGibModel(string) : "Gib Model" ] @PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/krypande.mdl") = monster_krypande : "Krypande Monster" [ body(Choices) : "Body" : -1 = [ -1 : "Random" 0 : "randigman" 1 : "goretex" 2 : "jeans" ] ] @PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/flygare.mdl") = monster_nerd : "Flying nerd" [] @PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/runningcrazy.mdl") = monster_rcrazy : "Running Crazy" [] @PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/carcassboss.mdl") = monster_roofboss : "Roof Boss" [] @PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/props/blandat/headcrab.mdl") = monster_ruben : "Rubn" [] @PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/sawcrazy.mdl") = monster_sawcrazy : "Saw crazy" [] @PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/sewer_boss.mdl") = monster_sewerboss : "Sewer Boss" [] @PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/sewmo.mdl") = monster_sewmo : "Sewer Monster" [ spawnflags(Flags) = [ 32 : "Lie in water" : 0 ] ] @PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/spitter.mdl") = monster_spitter : "Spitter" [ target(string) : "Gay to trigger when he appears" ] @PointClass color(0 200 200) base(Monster) size(-32 -32 0, 32 32 168) = monster_taller : "Taller" [] @PointClass color(0 200 200) base(Targetname, MoveWith) size(-16 -16 -16, 16 16 16) = monster_target : "Target for monsters to attack" [ frags(choices) : "When active, count as:" : 11 = [ 0 : "Ignored" 3 : "Scientist" 11: "Barney" 4 : "Human Military" 5 : "Alien Military" 7 : "Other Alien" 8 : "Headcrab" 9 : "Bullsquid" 14 : "Faction A" 15 : "Faction B" 16 : "Faction C" ] spawnflags(Flags) = [ 1: "Start inactive" : 0 ] ] @PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/tenslower2.mdl") = monster_slowerstuck : "Unpro stuck faggot" [] @PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/slower.mdl") = monster_slower : "Zombie thing" [ body(Choices) : "Body" : -1 = [ -1 : "Random" 0 : "randigman" 1 : "goretex" 2 : "jeans" ] sequence(Choices) : "Animation Sequence (editor)" : 10 = [ 0 : "idle1" 1 : "turn left" 2 : "turn right" 3 : "flinch small" 4 : "flinch" 5 : "big flinch" 6 : "getup" 7 : "falling" 8 : "attack1" 9 : "attack2" 10 : "walk" 11 : "laflinch" 12 : "raflinch" 13 : "llflinch" 14 : "rlflinch" 15 : "dieheadshot" 16 : "dieheadshot2" 17 : "diesimple" 18 : "dieback" 19 : "dieforward" 20 : "pause" 21 : "bust through wall" 22 : "kick punnch wall" 23 : "bust window" 24 : "soda" 25 : "slide idle" 26 : "slide wall" 27 : "ventclimbidle" 28 : "vent climb" 29 : "deadidle" 30 : "dead wall" 31 : "freaksitdie" 32 : "freaksit" 33 : "eatbodytable" 34 : "eatbody" 35 : "eatbodystand" 36 : "ripdoor" 37 : "pull Scientist" 38 : "eating" 39 : "eat to stand" 40 : "vent z idle" 41 : "vent c1a3" 42 : "haul zombie" 43 : "c2a3 snack getup" ] ] @PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/slower3.mdl") = monster_slower3 : "Zombie thing" [ body(Choices) : "Body" : -1 = [ -1 : "Random" 0 : "randigman" 1 : "goretex" 2 : "jeans" ] sequence(Choices) : "Animation Sequence (editor)" : 10 = [ 0 : "idle1" 1 : "turn left" 2 : "turn right" 3 : "flinch small" 4 : "flinch" 5 : "big flinch" 6 : "getup" 7 : "falling" 8 : "attack1" 9 : "attack2" 10 : "walk" 11 : "laflinch" 12 : "raflinch" 13 : "llflinch" 14 : "rlflinch" 15 : "dieheadshot" 16 : "dieheadshot2" 17 : "diesimple" 18 : "dieback" 19 : "dieforward" 20 : "pause" 21 : "bust through wall" 22 : "kick punnch wall" 23 : "bust window" 24 : "soda" 25 : "slide idle" 26 : "slide wall" 27 : "ventclimbidle" 28 : "vent climb" 29 : "deadidle" 30 : "dead wall" 31 : "freaksitdie" 32 : "freaksit" 33 : "eatbodytable" 34 : "eatbody" 35 : "eatbodystand" 36 : "ripdoor" 37 : "pull Scientist" 38 : "eating" 39 : "eat to stand" 40 : "vent z idle" 41 : "vent c1a3" 42 : "haul zombie" 43 : "c2a3 snack getup" ] ] @PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/sawrunner.mdl") = monster_sawrunner : "Chainsaw fag" [ body(Choices) : "Body" : -1 = [ -1 : "Random" 0 : "randigman" 1 : "goretex" 2 : "jeans" ] sequence(Choices) : "Animation Sequence (editor)" : 10 = [ 0 : "idle1" 1 : "turn left" 2 : "turn right" 3 : "flinch small" 4 : "flinch" 5 : "big flinch" 6 : "getup" 7 : "falling" 8 : "attack1" 9 : "attack2" 10 : "walk" 11 : "laflinch" 12 : "raflinch" 13 : "llflinch" 14 : "rlflinch" 15 : "dieheadshot" 16 : "dieheadshot2" 17 : "diesimple" 18 : "dieback" 19 : "dieforward" 20 : "pause" 21 : "bust through wall" 22 : "kick punnch wall" 23 : "bust window" 24 : "soda" 25 : "slide idle" 26 : "slide wall" 27 : "ventclimbidle" 28 : "vent climb" 29 : "deadidle" 30 : "dead wall" 31 : "freaksitdie" 32 : "freaksit" 33 : "eatbodytable" 34 : "eatbody" 35 : "eatbodystand" 36 : "ripdoor" 37 : "pull Scientist" 38 : "eating" 39 : "eat to stand" 40 : "vent z idle" 41 : "vent c1a3" 42 : "haul zombie" 43 : "c2a3 snack getup" ] ] @PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/stranger.mdl") = monster_stranger : "Stranger" [] @PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/suicider.mdl") = monster_suicider : "Suicider nerd" [ iuser1(choices) : "Weapon" : 0 = [ 0 : "Glock" 1 : "P345" ] fuser1(integer) : "Multiply shoot dmg by" ] @PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/watro.mdl") = monster_watro : "Watro" [] @PointClass base(Targetname, MoveWith) size(-16 -16 -16, 16 16 16) studio() = monstermaker : "Monster Maker" [ monsterbody(integer) : "Body of monster" model(studio) : "Custom model" keyscript(String) : "Script (if item_key)" noise(String) : "Position to place monster at [LP]" noise1(String) : "Offset from position of monster [LV]" noise2(String) : "Angles of monster [LV]" noise3(String) : "Velocity of monster [LV]" TriggerTarget(String) : "TriggerTarget" TriggerCondition(Choices) : "Trigger Condition" = [ 0 : "No Trigger" 1 : "See Player, Mad at Player" 2 : "Take Damage" 3 : "50% Health Remaining" 4 : "Death" 7 : "Hear World" 8 : "Hear Player" 9 : "Hear Combat" 10: "See Player Unconditional" 11: "See Player, Not In Combat" ] target(string) : "Target On Release" monstertype(string) : "Monster Type" netname(target_source) : "Name of Spawned Monsters" spawnflags(Flags) = [ 1 : "Start ON" : 0 2 : "Force fade" : 0 4 : "Cyclic" : 0 8 : "MonsterClip" : 0 16 : "Leave corpses" : 0 32 : "Force Spawn" : 0 64 : "Survival Mode" : 0 1024: "Don't Drop Gun" : 0 ] monstercount(choices) : "Number of Monsters" : -1 = [ -1 : "Unlimited" ] delay(string) : "Time between spawns" : "5" spawndelay(string) : "Delay before release" : "0" m_imaxlivechildren(integer) : "Max live children" : 5 m_iClass(choices) : "Monsters behave as" : 0 = [ 0 : "Normal" 3 : "Scientist" 11: "Barney" 4 : "Human Military" 1 : "Machine (Human Military)" 5 : "Alien Military" 7 : "Other Alien" 8 : "Headcrab" 9 : "Bullsquid" 14 : "Faction A" 15 : "Faction B" 16 : "Faction C" ] m_iPlayerReact(choices) : "Monsters reaction to player" : 0 = [ 0 : "Normal" 1 : "Ignore" 2 : "Friendly until hurt" 3 : "Friendly unless provoked" 4 : "Enemy" ] ] @PointClass base(Targetname) = motion_manager : "Control the movement and direction of an entity" [ target(target_destination) : "Target to affect [LE]" : "*locus" m_iszPosition(string) : "Position (blank = no change)" spawnflags(flags) = [ 1: "Debug" : 0 ] ] @PointClass base(Targetname, Target) color(128 255 128) = multisource : "Multisource" [ netname(string) : "Target on turning off" globalstate(string) : "Global State Master" ] @PointClass base(Targetname) = multi_alias : "Multi-target alias" [ m_iMode(choices) : "Mode" : 0 = [ 0: "Normal" 1: "Choose one (weighted)" 2: "% chance for each" ] ] @PointClass base(Targetname, Master) color(255 128 0) iconsprite("sprites/multimanager.spr") = multi_manager : "MultiTarget Manager" [ wait(string) : "Time offset" maxwait(string) : "Max Time offset (Random)" triggerstate(choices) : "Trigger to send" = [ 0: "Toggle" 1: "On" 2: "Off" 3: "Kill" 4: "Same as input" ] mode(choices) : "Mode" = [ 0: "Normal (time offset)" 1: "Choose one (weighted)" 2: "% chance for each" 3: "No delay (ordered)" ] m_iszThreadName(target_source) : "Name of threads" m_iszLocusThread(string) : "Trigger on spawn (locus = thread)" spawnflags(Flags) = [ 1 : "Multi-threaded" : 0 4 : "Loop" : 0 8 : "Once only" : 0 16 : "Start on" : 0 32 : "Debug mode" : 0 ] ] @PointClass base(Targetname) = multi_watcher : "State Watcher" [ m_fLogic(choices) : "Logical test" : 0 = [ 0: "All (AND)" 2: "Not all (NAND)" 1: "At least one (OR)" 3: "None (NOR)" 4: "Exactly one (XOR)" 5: "Any number but one (XNOR)" ] target(target_destination) : "Entity to notify" spawnflags(flags) = [ 1: "Send 'Toggle'" : 0 8: "NOT 'On'" : 0 16: "'Off'" : 0 32: "'Turn On'" : 0 64: "'Turn Off'" : 0 128:"'In Use'" : 0 ] ] @PointClass base(Targetname, Angles, MoveWith) size(16 16 16) color(247 181 82) iconsprite("sprites/pathcorner.spr") = path_corner : "Path Corner" [ spawnflags(Flags) = [ 1: "Wait for retrigger" : 0 2: "Teleport" : 0 4: "Fire once" : 0 ] target(target_destination) : "Next stop target" message(target_destination) : "Fire on Pass" wait(integer) : "Wait here (secs)" : 0 speed(integer) : "Speed (0 = no change)" : 0 armortype(choices) : "Meaning of 'Speed'" : 0 = [ 0 : "Set new speed" 1 : "Increase speed by" 2 : "Time to next corner" ] turnspeed(string) : "Turn speed (Y Z X)" armorvalue(choices) : "Match Angle" : 0 = [ 0 : "No" 1 : "Yes" ] ] @PointClass base(Targetname, Angles, MoveWith) color(159 151 232) size(16 16 16) = path_track : "Train Track Path" [ spawnflags(Flags) = [ 1: "Disabled" : 0 2: "Fire once" : 0 4: "Branch Reverse" : 0 8: "Disable train" : 0 ] target(target_destination) : "Next stop target" altpath(target_destination) : "Branch Path" message(target_destination) : "Fire on Pass" netname(target_destination) : "Fire on dead end" speed(integer) : "Speed (0 = no change)" : 0 armortype(choices) : "Meaning of 'Speed'" : 0 = [ 0 : "Set current speed" 3 : "Set master speed" 1 : "Increase speed by" 2 : "Time to next corner" ] turnspeed(string) : "Turn speed (Y Z X)" frags(choices) : "Meaning of 'Turn Speed'" : 0 = [ 0 : "Set current turn speed" 1 : "Set master turn speed" 2 : "Back to normal" ] armorvalue(choices) : "Match Angle" : 0 = [ 0 : "No" 1 : "Yes" ] ] @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = player_freeze : "Stop player from moving" [ delay(string) : "Duration (0 = until retriggered)" : "5" spawnflags(Flags) = [ 1: "Affect locus" : 0 ] ] @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = player_loadsaved : "Load Auto-Saved game" [ duration(string) : "Fade Duration (seconds)" : "2" holdtime(string) : "Hold Fade (seconds)" : "0" renderamt(integer) : "Fade Alpha" : 255 rendercolor(color255) : "Fade Color (R G B)" : "0 0 0" messagetime(string) : "Show Message delay" : "0" message(string) : "Message To Display" : "" loadtime(string) : "Reload delay" : "0" ] @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = player_weaponstrip : "Strip player's weapons" [ bullets(choices) : "Take 9mm bullets" : 0 = [ 0: "All" -2: "All except clips" -1: "Empty clips only" -3: "None" ] magnum(choices) : "Take 357 bullets" : 0 = [ 0: "All" -2: "All except clip" -1: "Empty clip only" -3: "None" ] shotgun(choices) : "Take shotgun ammo" : 0 = [ 0: "All" -2: "All except clip" -1: "Empty clip only" -3: "None" ] crossbow(choices) : "Take crossbow bolts" : 0 = [ 0: "All" -2: "All except clip" -1: "Empty clip only" -3: "None" ] argrenades(choices) : "Take AR grenades" : 0 = [ 0: "All" -1: "None" ] rockets(choices) : "Take rockets" : 0 = [ 0: "All" -2: "All except clip" -1: "Empty clip only" -3: "None" ] uranium(choices) : "Take uranium ammo" : 0 = [ 0: "All" -2: "All except clips" -1: "Empty clips only" -3: "None" ] satchels(choices) : "Take satchel charges" : 0 = [ 0: "All" -1: "None" ] snarks(choices) : "Take snarks" : 0 = [ 0: "All" -1: "None" ] tripmines(choices) : "Take tripmines" : 0 = [ 0: "All" -1: "None" ] handgrenades(choices) : "Take handgrenades" : 0 = [ 0: "All" -1: "None" ] hornetgun(choices) : "Take Hornet Gun" : 0 = [ 0: "Gun & ammo" -3: "Ammo" -1: "None" ] spawnflags(Flags) = [ 1: "Remove suit" : 0 2: "Leave crowbar" : 0 4: "Leave glock" : 0 8: "Leave 357" : 0 16: "Leave mp5" : 0 64: "Leave crossbow" : 0 128: "Leave shotgun" : 0 256: "Leave rpg" : 0 512: "Leave gauss" : 0 1024: "Leave egon" : 0 ] ] @PointClass base(Script) = scripted_action : "Scripted Action" [ m_iszMoveTarget(string) : "Move target (blank = this) [LE]" m_fMoveTo(choices) : "Move to Position" : 5 = [ 0 : "No (don't turn)" 1 : "Walk" 2 : "Run" 5 : "No - Only turn" 4 : "Instant move + turn" 6 : "No - Instant turn" ] m_iszAttack(string) : "Entity to attack (blank = this) [LE]" m_fTurnType(choices) : "Turn mode" : 1 = [ 0 : "Match Angle" 1 : "Turn to face" 2 : "Don't Turn" ] m_fAction(choices) : "Action to perform" : 0 = [ 0 : "Ranged Attack" 1 : "Ranged Attack 2" 2 : "Melee Attack" 3 : "Melee Attack 2" 4 : "Special Attack" 5 : "Special Attack 2" 6 : "Reload" 7 : "Jump" 8 : "No action" ] spawnflags(Flags) = [ 64: "Override AI" : 0 ] ] @PointClass base(Targetname, Targetx, MoveWith) size(-16 -16 0, 16 16 72) color(255 0 255) = scripted_sentence : "Scripted Sentence" [ spawnflags(Flags) = [ 1 : "Fire Once" : 0 2 : "Followers Only" : 0 4 : "Interrupt Speech" : 0 8 : "Concurrent" : 0 ] sentence(string) : "Sentence Name" : "" entity(string) : "Target Monster (blank for HEV) [LE]" duration(string) : "Sentence Time" : "3" radius(integer) : "Search Radius" : 512 refire(string) : "Delay Before Refire" : "3" listener(string) : "Listener Name/Class" : "player" volume(string) : "Volume 0-10" : "10" attenuation(Choices) : "Sound Radius" : 0 = [ 0 : "Small Radius" 1 : "Medium Radius" 2 : "Large Radius" 3 : "Play Everywhere" ] ] @PointClass base(ScriptSequence) size(-16 -16 0, 16 16 72) iconsprite("sprites/scriptedsequence.spr") = scripted_sequence : "Scripted Sequence" [ spawnflags(Flags) = [ 64: "Override AI" : 0 ] ] @PointClass base(Targetname, Angles, MoveWith) size(-16 -16 -16, 16 16 16) color(255 0 255) = scripted_tanksequence : "Scripted Tank Sequence" [ m_iszEntity(string) : "Tank to affect" m_iTurn(choices) : "Turn to" : 2 = [ 0: "Don't turn" 1: "Match angle" 2: "Face sequence" 3: "Face enemy" ] m_iszEnemy(string) : "Enemy to face" m_iShoot(choices) : "Fire gun" : 1 = [ 0: "Don't fire" 1: "Once (at end)" 2: "Constantly" 3: "While facing target" ] m_iUntil(choices) : "Halt condition" : 1 = [ 0: "None" 1: "Tank faces target" 2: "Enemy dies" ] target(string) : "Trigger on halt" m_fDuration(string) : "Time limit (0 = no limit)" : "0" netname(string) : "Trigger on timeout" m_iActive(choices) : "Tank state afterwards" : 0 = [ 0: "No change" 1: "Active" 2: "Inactive" 3: "Toggle" ] m_iControllable(choices) : "Control afterwards" : 0 = [ 0: "No change" 1: "Controllable" 2: "Not Controllable" 3: "Toggle" ] m_iLaserSpot(choices) : "Laser Spot afterwards" : 0 = [ 0: "No change" 1: "Turn on" 2: "Turn off" 3: "Toggle" ] spawnflags(flags) = [ 1: "Dump player" : 0 2: "Repeatable" : 0 ] ] @PointClass base(Targetname, Angles, MoveWith) size(-16 -16 -16, 16 16 16) color(255 0 255) = scripted_trainsequence : "Scripted Train Sequence" [ m_iszEntity(string) : "Func_train to affect [LE]" m_iszDestination(string) : "Destination to head for [LE]" m_iDirection(choices) : "Train direction" : 4 = [ 4: "Towards destination" 1: "Forwards" 2: "Backwards" 0: "No change" ] target(string) : "Fire on arrival" m_fDuration(string) : "Time limit (0 = no limit)" : "0" netname(string) : "Fire on timeout" m_iszTerminate(string) : "Fire at end, regardless" m_iPostDirection(choices) : "Direction afterwards" : 3 = [ 1: "Forwards" 3: "Stop" ] spawnflags(flags) = [ 2: "Once only" : 0 4: "Skip path" : 0 ] ] @PointClass iconsprite("sprites/speaker.spr") base(Targetname, MoveWith) = speaker : "Announcement Speaker" [ preset(choices) :"Announcement Presets" : 0 = [ 0: "None" 1: "C1A0 Announcer" 2: "C1A1 Announcer" 3: "C1A2 Announcer" 4: "C1A3 Announcer" 5: "C1A4 Announcer" 6: "C2A1 Announcer" 7: "C2A2 Announcer" 9: "C2A4 Announcer" 11: "C3A1 Announcer" 12: "C3A2 Announcer" ] message(string) : "Sentence Group Name" health(integer) : "Volume (10 = loudest)" : 5 spawnflags(flags) = [ 1: "Start Silent" : 0 ] ] @PointClass base(Targetname) = target_cdaudio : "CD Audio Target" [ health(choices) : "Track #" : -1 = [ -1 : "Stop" 1 : "Track 1" 2 : "Track 2" 3 : "Track 3" 4 : "Track 4" 5 : "Track 5" 6 : "Track 6" 7 : "Track 7" 8 : "Track 8" 9 : "Track 9" 10 : "Track 10" 11 : "Track 11" 12 : "Track 12" 13 : "Track 13" 14 : "Track 14" 15 : "Track 15" 16 : "Track 16" 17 : "Track 17" 18 : "Track 18" 19 : "Track 19" 20 : "Track 20" 21 : "Track 21" 22 : "Track 22" 23 : "Track 23" 24 : "Track 24" 25 : "Track 25" 26 : "Track 26" 27 : "Track 27" 28 : "Track 28" 29 : "Track 29" 30 : "Track 30" ] message(string) : "File Name" radius(string) : "Player Radius" ] @PointClass base(Targetx) iconsprite("sprites/trigger.spr") = trigger_auto : "AutoTrigger" [ spawnflags(Flags) = [ 1 : "Remove On fire" : 0 2 : "From Player" : 0 ] globalstate(string) : "Global State to Read" triggerstate(choices) : "Trigger to send" : 2 = [ 0 : "Off" 1 : "On" 2 : "Toggle" 3 : "Kill" ] ] @SolidClass base(Targetname, Master, MoveWith) = trigger_autosave : "AutoSave Trigger" [] @SolidClass base(Trigger, TriggerCond, Angles, MoveWith) = trigger_bounce : "Bouncey area" [ frags(string) : "Factor (0=stop, 1=perfect bounce)" : "0.9" armorvalue(string) : "Minimum Speed" : "100" spawnflags(flags) = [ 16: "Truncate Speed" : 0 ] ] @SolidClass base(Trigger, TriggerCond, Angles, MoveWith) = trigger_booksimon : "Trigger book simon to appear" [ message(string) : "Name of info_simon_spawnpoint to spawn him at" target(string) : "Trigger when spawn Simon" iuser1(choices) : "Start on" : 0 = [ 0 : "Off" 1 : "On" ] ] @PointClass base(Targetname, Targetx) color(200 200 200) = trigger_camera : "Trigger Camera" [ wait(integer) : "Hold time" : 10 moveto(string) : "Path Corner" message(string) : "Fire when done" spawnflags(flags) = [ 1: "Start At Player" : 0 2: "Follow Player" : 0 4: "Freeze Player" : 0 16: "Disable HUD" : 0 32: "Black Bars" : 0 64: "No Cam Movement" : 0 128: "Noise Effect" : 0 256: "TV Frame" : 0 512: "Remove yesno" : 0 1024: "Unskippable" : 0 2048: "Cancel cof_mdlcutscene" : 0 ] speed(string) : "Initial Speed" : "0" acceleration(string) : "Acceleration units/sec^2" : "500" deceleration(string) : "Stop Deceleration units/sec^2" : "500" m_iszViewEntity(string) : "Entity to view from (blank = this)" zangle(integer) : "Z angle, bitches" skipmanager(string) : "Name of Skip Manager" m_sAttachedModel(string) : "Entity to attach to" m_iAttachment(choices) : "Attachment number" : 0 = [ -1 : "No attachment (origin)" ] keepblackbars(choices) : "Keep black bars after camera off" : 0 = [ 0 : "No (Remove bars)" 1 : "Yes (Keep bars)" ] keepnohud(choices) : "Keep no HUD after camera off" : 0 = [ 0 : "No (Show HUD)" 1 : "Yes (Keep HUD hidden)" ] iuser2(choices) : "Hide vignette?" : 0 = [ 0 : "No" 1 : "Yes" ] ] @SolidClass base(Targetname) = trigger_cdaudio : "Trigger CD Audio" [ message(string) : "File Name" health(choices) : "Track #" : -1 = [ -1 : "Stop" 1 : "Track 1" 2 : "Track 2" 3 : "Track 3" 4 : "Track 4" 5 : "Track 5" 6 : "Track 6" 7 : "Track 7" 8 : "Track 8" 9 : "Track 9" 10 : "Track 10" 11 : "Track 11" 12 : "Track 12" 13 : "Track 13" 14 : "Track 14" 15 : "Track 15" 16 : "Track 16" 17 : "Track 17" 18 : "Track 18" 19 : "Track 19" 20 : "Track 20" 21 : "Track 21" 22 : "Track 22" 23 : "Track 23" 24 : "Track 24" 25 : "Track 25" 26 : "Track 26" 27 : "Track 27" 28 : "Track 28" 29 : "Track 29" 30 : "Track 30" ] ] @PointClass base(Targetname) iconsprite("sprites/trigger.spr") = trigger_changealias : "Trigger Change Alias" [ target(string) : "Alias to affect" netname(string) : "String to Set" spawnflags(flags) = [ 1 : "Resolve references" : 0 2 : "Debug Mode" : 0 ] ] @PointClass base(Targetname) iconsprite("sprites/trigger.spr") = trigger_changecvar : "Change Console Variable" [ netname(string) : "CVar to change" message(string) : "Value to set" armorvalue(string) : "Duration (-1 = until triggered)" ] @SolidClass = trigger_changelevel : "Trigger: Change level" [ targetname(string) : "Name" map(string) : "New map name" landmark(string) : "Landmark name" changetarget(target_destination) : "Change Target" changedelay(string) : "Delay before change target" : "0" spawnflags(flags) = [ 1: "No Intermission" : 0 2: "USE Only" : 0 4: "Transfer dropped items/weapons" : 0 ] ] @PointClass base(Targetname) iconsprite("sprites/trigger.spr") = trigger_changetarget : "Trigger Change Target" [ target(string) : "Entity to affect [LE]" m_iszNewTarget(string) : "New Target [LE]" ] @PointClass base(Targetname) iconsprite("sprites/trigger.spr") = trigger_changevalue : "Change any entity's values" [ target(string) : "Entity to affect [LE]" netname(string) : "Keyname to change" m_iszNewValue(string) : "New value to set" ] @PointClass base(Targetname, Targetx) iconsprite("sprites/trigger.spr") = trigger_cofmobile : "Trigger Cof Mobile SMS" [ bodynumber(integer) : "Body to change to" : 0 spawnflags(flags) = [ 1 : "No SMS sound" : 0 2 : "Low battery" : 0 ] ] @SolidClass base(Targetname, Master, MoveWith) = trigger_cofteleport : "CoF Teleport" [ target(string) : "Destination Entity" spawnflags(flags) = [ 1: "Only Once" : 0 ] ] @PointClass base(Targetname) iconsprite("sprites/trigger.spr") = trigger_command : "Console Command" [ netname(string) : "Command String" ] @SolidClass base(Targetname, Master, MoveWith, RenderFields) = trigger_coop_changelevel : "Coop changelevel field" [ ] @SolidClass base(Trigger, MoveWith) = trigger_counter : "Trigger counter" [ spawnflags(flags) = [ 1 : "No Message" : 0 ] count(integer) : "Count before activation" : 2 ] @SolidClass base(Targetname, MoveWith) = trigger_endsection : "EndSection Trigger" [ section(string) : "Section" spawnflags(flags) = [ 1: "USE Only" : 0 ] ] @SolidClass base(Targetname) = trigger_gravity : "Trigger Gravity" [ gravity(integer) : "Gravity (0-1)" : 1 ] @SolidClass base(Targetname, Target, Master, MoveWith) = trigger_hevcharge : "Trigger charge hev" [ spawnflags(flags) = [ 1: "Target Once" : 0 2: "Start Off" : 0 4: "Don't Speak" : 0 ] frags(integer) : "Charge Amount" : 10 delay(string) : "Delay before trigger" : "0" ] @SolidClass base(Targetname, Target, Master, MoveWith) = trigger_hurt : "Trigger player hurt" [ spawnflags(flags) = [ 1: "Fire once" : 0 2: "Start Off" : 0 8: "No clients" : 0 16:"Only when fired" : 0 32:"Only on touch" : 0 ] dmg(integer) : "Damage" : 10 delay(string) : "Delay before trigger" : "0" damagetype(choices) : "Damage Type" : 0 = [ 0 : "GENERIC" 1 : "CRUSH" 2 : "BULLET" 4 : "SLASH" 8 : "BURN" 16 : "FREEZE" 32 : "FALL" 64 : "BLAST" 128 : "CLUB" 256 : "SHOCK" 512 : "SONIC" 1024 : "ENERGYBEAM" 16384: "DROWN" 32768 : "PARALYSE" 65536 : "NERVEGAS" 131072 : "POISON" 262144 : "RADIATION" 524288 : "DROWNRECOVER" 1048576 : "CHEMICAL" 2097152 : "SLOWBURN" 4194304 : "SLOWFREEZE" ] cangib(choices) : "To gib or not to gib" : 0 = [ 0 : "Normal" 1 : "Always gib" 2 : "Never gib" ] ] @SolidClass base(Master, MoveWith) = trigger_monsterjump : "Trigger monster jump" [ speed(integer) : "Jump Speed" : 40 height(integer) : "Jump Height" : 128 ] @PointClass base(Targetname) iconsprite("sprites/trigger.spr") = trigger_motion : "Set the position and movement of an entity" [ target(target_destination) : "Target to affect [LE]" m_iszPosition(string) : "Position (blank = no change)" m_iPosMode(choices) : "Meaning of Position" : 0 = [ 0 : "Set new position [LP]" 1 : "Add offset [LV]" ] m_iszAngles(string) : "Angles (blank = no change)" m_iAngMode(choices) : "Meaning of Angles" : 0 = [ 0 : "Set new angle [LV]" 1 : "Rotate by [LV]" 2 : "Rotate by (Y Z X)" ] m_iszVelocity(string) : "Velocity (blank = no change)" m_iVelMode(choices) : "Meaning of Velocity" : 0 = [ 0 : "Set new velocity [LV]" 1 : "Add to velocity [LV]" 2 : "Rotate velocity by [LV]" 3 : "Rotate velocity (Y Z X)" ] m_iszAVelocity(string) : "AVelocity (blank = no change)" m_iAVelMode(choices) : "Meaning of AVelocity" : 0 = [ 0 : "Set new avelocity (Y Z X)" 1 : "Add to avelocity (Y Z X)" ] spawnflags(flags) = [ 1: "Debug" : 0 ] ] @SolidClass base(Trigger, TriggerCond, MoveWith) = trigger_once : "Trigger: Activate once" [ message(string) : "Text when triggered" noise(string) : "Sound when triggered" iuser1(choices) : "Start on/off" : 0 = [ 0 : "On" 1 : "Off" ] ] @SolidClass base(trigger_once) = trigger_multiple : "Trigger: Activate multiple" [ netname(string) : "fire when leave area" wait(integer) : "Delay before reset" : 10 iuser1(choices) : "Start on/off" : 0 = [ 0 : "On" 1 : "Off" ] ] @PointClass base(Targetname, Master, MoveWith) iconsprite("sprites/trigger.spr") = trigger_onsight : "Trigger when A sees B" [ netname(string) : "Looking entity (blank=player)" message(string) : "Entity/classname to look at" target(string) : "Fire when seen" noise(string) : "Fire when no longer seen" noise1(string) : "Fire on/off (seen/not seen)" frags(string) : "View range (0=unlimited)" : "512" max_health(choices) : "Field of view (degrees)" : 90 = [ -1 : "(-1): Use monster's view" ] spawnflags(flags) = [ 1: "No LOS check" : 0 2: "Seethru glass" : 0 4: "Check State of 'looker'" : 0 ] ] @SolidClass base(Trigger, MoveWith) = trigger_push : "Trigger player push" [ spawnflags(flags) = [ 1: "Once Only" : 0 2: "Start Off" : 0 4: "Only monsters" : 0 ] speed(integer) : "Speed of push" : 40 ] @PointClass base(Targetname) iconsprite("sprites/trigger.spr") = trigger_lightstyle : "Trigger Change Lightstyle" [ target(target_destination) : "Target to affect [LE]" style(choices) : "New Appearance" : 0 = [ 0 : "On" 13: "Off" 10: "Fluorescent flicker" 2 : "Slow, strong pulse" 11: "Slow pulse, noblack" 5 : "Gentle pulse" 1 : "Flicker A" 6 : "Flicker B" 3 : "Candle A" 7 : "Candle B" 8 : "Candle C" 4 : "Fast strobe" 9 : "Slow strobe" 12: "Underwater" 14: "Slow Fade In" 15: "Medium Fade In" 16: "Fast Fade In" ] pattern(string) : "Custom Appearance" m_iFade(string) : "Fade time" : 0 m_iWait(string) : "Hold time (-1 = permanent)" : -1 ] @PointClass base(Targetname, Targetx, Master) iconsprite("sprites/trigger.spr") = trigger_relay : "Trigger Relay" [ m_iszAltTarget(string) : "Target if locked by master" spawnflags(flags) = [ 1: "Remove On fire" : 0 ] triggerstate(choices) : "Trigger to send" : 2 = [ 0: "Off" 1: "On" 2: "Toggle" 4: "Kill" 5: "Same as input" 6: "Opposite of input" 7: "Ratio (momentary doors)" ] value(string) : "Set ratio (blank = no change) [LR]" ] @PointClass base(Targetname) iconsprite("sprites/trigger.spr") = trigger_rottest : "Trigger RotTest" [ target(target_destination) : "Marker ent" netname(target_destination) : "Reference ent" message(target_destination) : "Hinge ent" health(integer) : "Distance" : 5 armortype(integer) : "Angle Step" : 30 ] @SolidClass base(Targetname, Master) = trigger_sound : "Brush-based DSP Sound" [ target(target_destination) : "Fire when activated" delay(string) : "Delay before trigger" : "0" killtarget(target_destination) : "KillTarget" roomtype(choices) : "Room Type" : 0 = [ 0 : "(Disable all filters)" 1 : "Generic (no filters)" 2 : "Metal Small" 3 : "Metal Medium" 4 : "Metal Large" 5 : "Tunnel Small" 6 : "Tunnel Medium" 7 : "Tunnel Large" 8 : "Chamber Small" 9 : "Chamber Medium" 10: "Chamber Large" 11: "Bright Small" 12: "Bright Medium" 13: "Bright Large" 14: "Water 1" 15: "Water 2" 16: "Water 3" 17: "Concrete Small" 18: "Concrete Medium" 19: "Concrete Large" 20: "Big 1" 21: "Big 2" 22: "Big 3" 23: "Cavern Small" 24: "Cavern Medium" 25: "Cavern Large" 26: "Weirdo 1" 27: "Weirdo 2" 28: "Weirdo 3" ] ] @PointClass base(Targetname) iconsprite("sprites/trigger.spr") = trigger_startpatrol : "Trigger Start Patrol" [ target(string) : "Target monster" m_iszPath(string) : "Patrol path start" ] @SolidClass base(Trigger, MoveWith) = trigger_suicide : "Trigger player suicide" [ iuser1(choices) : "Chance to trigger (1 in x)" : 1 = [ 1: "1 (always)" ] ] @SolidClass base(Targetname, Master, TriggerCond, MoveWith) = trigger_teleport : "Trigger teleport" [ target(target_destination) : "Destination entity" message(target_destination) : "Landmark entity" noise(target_destination) : "Fire on teleporting" ] @SolidClass base(Targetname) = trigger_transition : "Trigger: Select Transition Area" [] @PointClass base(Targetname) = watcher : "State Watcher" [ m_iszWatch(string) : "Entity to watch [LE]" m_fLogic(choices) : "State if entity isn't found" : 0 = [ 0: "On" 1: "Off" ] target(target_destination) : "Target to notify" spawnflags(flags) = [ 1: "Send 'Toggle'" : 0 2: "Don't Send On" : 0 4: "Don't Send Off" : 0 8: "NOT 'On'" : 0 16: "'Off'" : 0 32: "'Turn On'" : 0 64: "'Turn Off'" : 0 128:"'In Use'" : 0 ] ] @PointClass base(Targetname) = watcher_count : "Watcher, entity count" [ noise(string) : "Count entities named..." impulse(integer) : "Comparison number" m_iMode(choices) : "Type of comparison" : 0 = [ 0 : "'On' when count = number" 3 : "'On' when count != number" 1 : "'On' when count > number" 5 : "'On' when count >= number" 2 : "'On' when count < number" 4 : "'On' when count <= number" ] target(string): "Fire on changing state" netname(string): "Fire on turning on" message(string): "Fire on turning off" noise1(string): "Fire when count increases" noise2(string): "Fire when count decreases" spawnflags(flags) = [ 1: "Fire at startup" : 0 ] ] @PointClass base(Weapon) = weapon_debug : "Debugger" [] @PointClass size(-16 -16 0, 16 16 64) color(0 128 0) studio("models/w_weaponbox.mdl")= weaponbox : "Weapon/Ammo Container" [] @PointClass base(Weapon, Targetx, RenderFields) = world_items : "World Items" [ type(choices) :"types" : 42 = [ 42: "Antidote" 43: "Security Card" 44: "Battery" 45: "Suit" ] ] // CRY OF FEAR ENTITIES @PointClass base(Ammo, Targetx) studio("models/ammo/ammo_shotshells.mdl") = ammo_shells : "Shotgun Shells" [] @PointClass base(Ammo, Targetx) studio("models/ammo/clip.mdl") = ammo_glock : "Glock Clip" [] @PointClass base(Ammo, Targetx) studio("models/ammo/p345_clip.mdl") = ammo_p345 : "P345 Clip" [] @PointClass base(Ammo, Targetx) studio("models/ammo/ammo_m16.mdl") = ammo_m16 : "M16 Clip" [] @PointClass base(Ammo, Targetx) studio("models/ammo/ammo_revolver.mdl") = ammo_revolver : "Revolver ammo" [] @PointClass base(Ammo, Targetx) studio("models/ammo/ammo_rifle.mdl") = ammo_rifle : "Rifle Clip" [] @PointClass base(Ammo, Targetx) studio("models/ammo/ammo_tmp.mdl") = ammo_tmp : "TMP Clip" [] @PointClass base(Ammo, Targetx) studio("models/ammo/vp70_clip.mdl") = ammo_vp70 : "VP70 Clip" [] @PointClass color(255 255 128) base(Targetname, MoveWith, Angles) = env_dynlight : "Paranoia dynamic light" [ rendercolor(color255) : "Light Color (R G B)" : "255 255 255" renderamt(integer) : "Radius" : 256 scale(integer) : "Cone (spotlights)" : 0 rendermode(integer) : "texture (spotlights)" : 0 spawnflags(flags) = [ 1 : "Start off" : 0 ] ] @PointClass size(-8 -8 -8, 8 8 8) color(0 100 160) = envpos_sky : "3d sky origin" [ skin(integer) : "Ambinet light hack" : 128 body(integer) : "Direct light hack" : 128 spawnflags(flags) = [ 1 : "Amblight hack" : 0 2 : "Dirlight hack" : 0 ] ] @PointClass size(-8 -8 -8, 8 8 8) color(0 100 160) = envpos_world : "world origin" [ health(integer) : "Speed factor" : 16 ] @PointClass base(Targetname, Angles, RenderFields) studio() = door_prop : "Door prop" [ model(studio) : "Model name" skin(integer) : "Skin" : 0 body(integer) : "Body" : 0 // NEW 1.0 scale(string) : "Scale (1.0 = normal size)" m_iszSequence_On(string) : "Sequence when on" m_iAction_On(choices) : "Behaviour when on" : 0 = [ 0: "Freeze when sequence ends" 1: "Loop" 2: "Change state when sequence ends" ] m_iszSequence_Off(string) : "Sequence when off" m_iAction_Off(choices) : "Behaviour when off" : 0 = [ 0: "Freeze when sequence ends" 1: "Loop" 2: "Change state when sequence ends" ] spawnflags(flags) = [ 1: "Initially Off" : 0 2: "Drop to Floor" : 0 4: "Solid" : 0 ] ] @PointClass size(-8 -8 0, 8 8 16) base(PlayerClass, Targetname) = door_prop_view : "Door Scene View Pos" [ message(string) : "Name of model entity to follow" ] @PointClass size(-8 -8 0, 8 8 16) base(Targetname) = camera : "3D camera" [ message(string) : "Name of model entity for animation" ] @PointClass size(-8 -8 0, 8 8 16) base(Targetname, MoveWith) color(200 200 200) = camera_model : "3D camera's model" [ model(studio) : "Model name" animation1(string) : "Animation 1" animation2(string) : "Animation 2" animation3(string) : "Animation 3" animation4(string) : "Animation 4" animation5(string) : "Animation 5" ] @PointClass base(Targetname, Angles, RenderFields) studio() = prop : "Map prop" [ model(studio) : "Model name" skin(integer) : "Skin" : 0 body(integer) : "Body" : 0 // NEW 1.0 scale(string) : "Scale (1.0 = normal size)" m_iszSequence_On(string) : "Sequence when on" m_iAction_On(choices) : "Behaviour when on" : 0 = [ 0: "Freeze when sequence ends" 1: "Loop" 2: "Change state when sequence ends" ] m_iszSequence_Off(string) : "Sequence when off" m_iAction_Off(choices) : "Behaviour when off" : 0 = [ 0: "Freeze when sequence ends" 1: "Loop" 2: "Change state when sequence ends" ] spawnflags(flags) = [ 1: "Initially Off" : 0 2: "Drop to Floor" : 0 4: "Solid" : 0 ] ] @SolidClass base(Targetname, Global, RenderFields, Master) = inter_door: "Silent Hill style door" [ target(target_destination) : "Exit Position" opensound(sound) : "Door Open Sound" closesound(sound) : "Door Close Sound" _minlight(string) : "Minimum light level" music(sound) : "Music after door closes" lockedby(string) : "Entity the door is locked by" lockedmsg(string) : "Locked message" lockedsnd(sound) : "Locked sound" unlockedsnd(sound) : "Unlocked sound" unlockedmsg(string) : "Unlocked message" propertarget(string) : "Target to fire on open" useunlock(string) : "Door to unlock when used" newlevelsnd(sound) : "New level door close sound" musicfadein(choices) : "Music fade in time" : 2 = [ -1 : "Instant" ] musicfadeout(choices) : "Music fade out time" : 2 = [ -1 : "Instant" ] silentroom(choices) : "Silent Room" : 0 = [ 0: "No" 1: "Yes" ] spawnflags(flags) = [ 1: "Keep key after unlock" : 0 2: "Loop gay music" : 0 4: "Start disabled" : 0 ] ] @SolidClass base(Targetname, Global, RenderFields, Master) = inter_door_coop_changelevel: "Coop inter_door" [ target(string) : "Name of trigger_coop_changelevel" noise(sound) : "Door Open Sound" message(string) : "Name of map to change to" music(string) : "Music4u" iuser1(choices) : "Looping SHIT" : 0 = [ 0: "No" 1: "Yes" ] fuser1(integer) : "Fade time" : 0 ] @Pointclass size(-8 -8 0, 8 8 16) base(Targetname, Global, RenderFields) studio("models/coop/door_coop.mdl") = inter_door_coop: "Silent Hill style door" [ model(studio) : "Custom model" target(target_destination) : "Exit Position" opensound(sound) : "Door Open Sound" closesound(sound) : "Door Close Sound" _minlight(string) : "Minimum light level" music(sound) : "Music after door closes" lockedby(string) : "Entity the door is locked by" lockedmsg(string) : "Locked message" lockedsnd(sound) : "Locked sound" unlockedsnd(sound) : "Unlocked sound" unlockedmsg(string) : "Unlocked message" propertarget(string) : "Target to fire on open" useunlock(string) : "Door to unlock when used" newlevelsnd(sound) : "New level door close sound" musicfadein(choices) : "Music fade in time" : 2 = [ -1 : "Instant" ] musicfadeout(choices) : "Music fade out time" : 2 = [ -1 : "Instant" ] silentroom(choices) : "Silent Room" : 0 = [ 0: "No" 1: "Yes" ] spawnflags(flags) = [ 1: "Keep key after unlock" : 0 2: "Loop gay music" : 0 4: "Start disabled" : 0 ] ] @PointClass size(-8 -8 0, 8 8 16) base(PlayerClass, Targetname) = inter_door_exit : "Door Exit Position" [] @PointClass size(-8 -8 -4, 8 8 4) base(Targetname) = inter_door_disable: "Disable/Enable an inter_door" [ target(string) : "Name of the door to enable/disable" frags(choices) : "Enable/Disable door" : 0 = [ 0: "Disable" 1: "Enable" ] ] @PointClass size(-16 -16 0, 16 16 36) base(Targetx) studio("models/weapons/glock/glock_taclight.mdl") = item_glocktaclight: "Glock taclight" [] @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) studio("models/items/w_nightvision.mdl")= item_nightvision : "Nightvision" [] @PointClass size(-16 -16 0, 16 16 36) base(Targetx) studio("models/items/phone_battery.mdl") = item_phonebattery: "Phone battery" [] @PointClass size(-16 -16 0, 16 16 36) base(Targetx) studio()= item_key: "Key Item" [ message(string) : "Name of .txt for the key (eg: testkey.txt)" model(studio) : "Model (e.g. models/can.mdl)" spawnflags(flags) = [ 1: "Cassette Tapes" : 0 2: "Hidden package" : 0 ] ] @PointClass size(-8 -8 0, 8 8 16) base(Targetname) studio("models/items/padlock.mdl") = item_padlock : "Padlock gay" [ message(string) : "Name of camera to look at" target(string) : "Trigger when unlocked" ] @PointClass base(MoveWith) studio("models/boat.mdl") = boat : "Boat" [] @PointClass base(MoveWith) = boat_exit : "Boat Exit" [ message(string) : "Name of place (Asylum dock etc)" iuser1(integer) : "Set boat X pos" iuser2(integer) : "Set boat Y pos" iuser3(integer) : "Set boat Z pos" iuser4(integer) : "Set boat Y angle" ] @PointClass size(-8 -8 -8, 8 8 8) base(Targetname, MoveWith) = boat_hide_spot : "Hide player here while using boat" [] @PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_addcodenote: "Add a code to the notes" [ iuser1(choices) : "Code type" : 2 = [ 1: "PC" 2: "Videotape" 3: "Window" ] ] @SolidClass base(MoveWith, RenderFields) = cof_barshoot : "Shoot bars in the asylum" [ message(string) : "Name of entity to play voice sounds" ] @PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_begingame: "Tell the stats we've started the game" [ spawnflags(flags) = [ 1: "Doctor mode" : 0 ] ] @PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_billboard: "Show a billboard" [ message(string) : "Name of tga (eg: gustavdahlwelcome)" noise(sound) : "Noise when triggered" text(string) : "Message when used" ] @PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_blackandwhite: "Greyscale amounts" [ iuser1(integer) : "Amount - 255 max" ] @PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_blur: "Turn on the blur effect" [ rate(string) : "Blur Rate" : "70" fade(string) : "Blur Fade" : "0.25" strength(string) : "Blur Strength" : "1" ] @PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_bosshealthbar: "Show a boss healthbar" [ message(string) : "Name of boss" emptytga(string) : "Name of empty bar tga" fulltga(string) : "Name of full bar tga" ] @PointClass size(-16 -16 0, 16 16 36) base(Targetname) studio("models/props/utomhusd/barrel_new.mdl")= cof_burningbarrel: "Burning Barrel" [ model(studio) : "Use custom model?" noise(sound) : "Custom fire sound?" ] @PointClass size(-4 -4 -4, 4 4 4) base(Targetname) = cof_camerazoom: "Camera Zoom Gay" [ zoomfov(integer) : "FOV" : 30 zoomtime(choices) : "Zoom Speed" : 100 = [ 666 : "Instant" ] returntime(integer) : "Time until reset" spawnflags(flags) = [ 1: "Non-instant return" : 0 ] ] @PointClass size(-4 -4 -4, 4 4 4) base(Targetname) = cof_closeallvgui: "Close all open VGUI menus" [] @PointClass size(-16 -16 0, 16 16 36) base(Targetname) = cof_changelevel: "Change level" [ message(string) : "Level name (eg c1a1a)" ] @PointClass size(-4 -4 -4, 4 4 4) base(Targetname) = cof_clothesmenu: "Unlockable clothes menu" [ cameraent(string) : "Camera entity" simonent(string) : "Simon entity" ] @PointClass size(-16 -16 0, 16 16 36) base(Targetname) = cof_chapter: "New chapter message" [ message(string) : "Chapter name" noise(sound) : "Text appear sound" : "ambience/new_chapter.wav" ] @PointClass size(-16 -16 0, 16 16 36) base(Targetname) studio("models/props/inomhusd/cafe_monitor.mdl") = cof_computer : "Bring up the computer GUI for Start" [ target(string) : "Target when correct user+pass" ] @PointClass size(-4 -4 -4, 4 4 4) base(Targetname) = cof_coopgameover: "Trigger game over in coop" [] @PointClass size(-16 -16 -36, 16 16 36) base(Targetname) = cof_coop_spawn1: "Spawn area for coop character 1" [ iuser1(choices) : "Enabled/disabled" : 0 = [ 0: "Enabled" 1: "Disabled" ] ] @PointClass size(-16 -16 -36, 16 16 36) base(Targetname) = cof_coop_spawn2: "Spawn area for coop character 2" [ iuser1(choices) : "Enabled/disabled" : 0 = [ 0: "Enabled" 1: "Disabled" ] ] @PointClass size(-16 -16 -36, 16 16 36) base(Targetname) = cof_coop_spawn3: "Spawn area for coop character 3" [ iuser1(choices) : "Enabled/disabled" : 0 = [ 0: "Enabled" 1: "Disabled" ] ] @PointClass size(-16 -16 -36, 16 16 36) base(Targetname) = cof_coop_spawn4: "Spawn area for coop character 4" [ iuser1(choices) : "Enabled/disabled" : 0 = [ 0: "Enabled" 1: "Disabled" ] ] @PointClass size(-4 -4 -4, 4 4 4) base(Targetname) = cof_coop_stats: "Coop stats " [ message(string) : "Next map to change to" spawnflags(Flags) = [ 1 : "No credits" : 0 ] ] @PointClass size(-4 -4 -4, 4 4 4) base(Targetname) = cof_spawnpointonoff: "Turn a spawn point on/off" [ message(string) : "Name of spawn point" iuser1(choices) : "Enable/disable" : 0 = [ 0: "Enable it" 1: "Disable it" ] spawnflags(Flags) = [ 1 : "Teleport players" : 0 ] ] @PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_clearitems : "Remove an item from the inventory, or all" [ message(string) : "Single item to remove" spawnflags(Flags) = [ 1 : "Remove ALL" : 0 2 : "All Players" : 0 4 : "Three slots" : 0 ] ] @PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_cracker : "Be pro" [ dmg(integer) : "Damage per trigger" ] @PointClass size(-4 -4 -4, 4 4 4) base(Targetname) = cof_credits: "Trigger the text credits" [ message(string) : "Custom credits file (conclusions etc)" iuser1(integer) : "Speed" : 30 spawnflags(Flags) = [ 1 : "Turn off credits" : 0 2 : "Trigger stats" : 0 4 : "Custom credits" : 0 ] ] @PointClass size(-4 -4 -4, 4 4 4) base(Targetname) = cof_customiseplayer: "Change coop player models" [ player1(string) : "Custom plr mdl (1)" : "police1" player2(string) : "Custom plr mdl (2)" : "police2" player3(string) : "Custom plr mdl (3)" : "police3" player4(string) : "Custom plr mdl (4)" : "police4" sleeve(string) : "Custom sleeve" fingers(string) : "Custom fingers" gloves(string) : "Custom gloves" ] @PointClass size(-16 -16 0, 16 16 16) base(Targetname) studio("models/props/blandat/dead_cat.mdl") = cof_deadcat : "Dead cat" [] @PointClass size(-16 -16 0, 16 16 36) base(Targetname) studio("models/developer_commentary.mdl") = cof_developer_commentary : "Developer commentary" [ model(studio) : "Use custom model?" noise(sound) : "Commentary file" fuser2(integer) : "Length (in secs)" : 5 iuser1(choices) : "Speaker" : 0 = [ 0: "Minuit" 1: "ruMpel" 2: "Sporkeh" 3: "DragonNOR" 4: "BerZerk" ] message(string) : "Custom speaker" spawnflags(Flags) = [ 1 : "Always unlocked" : 0 ] ] @PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_difficultysettings : "Show the difficulty settings" [] @PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_doctorweaponset : "Set the doctor's weapon" [ iuser1(choices) : "Doctor's Weapon" : 1 = [ 1: "P345" 2: "Revolver" ] ] @PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_doctorweapontrigger : "Trigger something based on what gun the doctor has" [ target(string) : "Trigger if P345" message(string) : "Trigger if revolver" ] @PointClass base(Targetname) size(8 8 8) = cof_document : "Readable Document" [ page1(string) : "Page 1" page2(string) : "Page 2" page3(string) : "Page 3" page4(string) : "Page 4" note1(string) : "Txt file Page 1" note2(string) : "Txt file Page 2" note3(string) : "Txt file Page 3" note4(string) : "Txt file Page 4" turnsound(string) : "Page Turn Sound" label(string) : "Document title" ] @SolidClass base(Targetname, RenderFields) = cof_doctorshoot : "Check if we're shooting the doctor"[] @PointClass base(Targetname, Target) iconsprite("sprites/env.spr") = cof_ending : "Ending choices" [ iuser1(choices) : "Ending choice" : 0 = [ 0: "Killed roof boss" 1: "Given doctor P345" 2: "Delivered package" ] ] @PointClass base(Targetname, Target) iconsprite("sprites/env.spr") = cof_entityrestore : "Save/Restore dropped entities" [ impulse(choices) : "Save/Restore items" : 0 = [ 0: "Save items" 1: "Restore items" ] ] @PointClass base(Targetname, Target) iconsprite("sprites/env.spr") = cof_entteleport : "Teleport an ent" [] @SolidClass base(MoveWith, RenderFields) = cof_fatfuckingcunt : "GAY." [ message(string) : "Name of entity to kill" ] @PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_giveitems: "Give the player a weapon or key, lol" [ message(string) : "Weapon or key to give. example:(weapon_glock or testkey.txt)" spawnflags(Flags) = [ 1 : "Key Item" : 0 2 : "Always give" : 0 16: "Weapon Info" : 0 ] ] @PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_goodpoints: "Give or take a good point" [ impulse(choices) : "Add/Remove point" : 0 = [ 0: "Add" 1: "Remove" ] ] @PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_goodpointstrigger: "Trigger something based on the amount of good points" [ triggerone(string) : "Trigger with only 1 point" triggertwo(string) : "Trigger with only 2 points" triggerthree(string) : "Trigger with only 3 points" triggerfour(string) : "Trigger with only 4 points" triggerfive(string) : "Trigger with only 5 points" ] @PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_greyfade: "Fade the grey in/out" [ iuser1(choices) : "Fade from/to grey" : 0 = [ 0: "Fade to grey" 1: "Fade from grey" ] iuser2(choices) : "Custom fade time" : 0 = [ 0 : "Normal time" ] ] @PointClass base(Targetname, Target) iconsprite("sprites/env.spr") = cof_hint : "Show a hint" [ message(string) : "Hint to use (eg sprint)" ] @PointClass base(Targetname, Angles, MoveWith, RenderFields) studio("models/costumes/hoodie.mdl") = cof_hoodie : "Hoodie" [ model(studio) : "Custom hoodie model" iuser1(choices) : "Hoodie type" : 0 = [ 0 : "Leatherhoff" 1 : "ModDB" 2 : "Hello Kitty" 3 : "BF3" 4 : "Camo" 5 : "HLC" 6 : "Black Metal" 7 : "Psykskallar" 8 : "Fuck anime" 9 : "Sick Simon" 10 : "Twitcher" 11 : "Page 1 - Pages" 12 : "Page 2 - Ranks" 13 : "Page 3 - Suits" 14 : "Page 4 - Items" 15 : "Page 5 - Weapons" ] ] @PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_interdooronoff: "Lock/Unlock inter_door" [ message(string) : "Name of inter_door to toggle" newlockedby(string) : "Custom LockedBy" ] @PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_introduction : "Hoodie" [ iuser1(choices) : "Type" : 0 = [ 0 : "SP" 1 : "Doc" 2 : "Coop" ] iuser2(choices) : "On/off" : 1 = [ 0 : "Off" 1 : "On" ] iuser3(choices) : "Troll mod?" : 1 = [ 0 : "No" 1 : "Yes" ] ] @PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_inter_door_exitchange: "Change exit position of an inter_door" [ message(string) : "Name of inter_door" target(string) : "New inter_door_exit" ] @PointClass base(Targetname, Targetx) iconsprite("sprites/env.spr") = cof_keypad : "Numeric Keypad VGUI" [ message(string) : "Message when unlocked" ] @PointClass base(Targetname, Targetx) iconsprite("sprites/env.spr") = cof_keypad2 : "Switch to 2nd keypad" [] @PointClass base(Targetname, Targetx) iconsprite("sprites/env.spr") = cof_keypad3 : "Switch to 3rd keypad" [] @PointClass base(Targetname, Targetx) iconsprite("sprites/env.spr") = cof_keypad4 : "Switch to 4th keypad" [] @PointClass size(-8 -8 0, 8 8 8) base(Targetname) studio() = cof_keypadnew : "3D keypad" [ iuser1(integer) : "Number" model(studio) : "Model" target(string) : "Trigger when unlocked" noise(sound) : "Sound to precache" noise2(sound) : "Wrong code sound" noise3(sound) : "Right code sound" ] @PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_killplayer : "Kill the player" [ spawnflags(Flags) = [ 1 : "No death sound" : 0 2 : "No arm" : 0 4 : "No camera" : 0 8 : "No fade" : 0 16 : "No music" : 0 32 : "No bodydrop" : 0 ] ] @PointClass size(-8 -8 -8, 8 8 8) color(150 150 150) base(Targetname, RenderFxChoices, Targetx, Angles, Sequence) = cof_mdlcutscene: "MDL-based cutscene" [ model(studio) : "Model name" animation1(string) : "Animation 1" animation2(string) : "Animation 2" animation3(string) : "Animation 3" animation4(string) : "Animation 4" animation5(string) : "Animation 5" animation6(string) : "Animation 6" animation7(string) : "Animation 7" animation8(string) : "Animation 8" animation9(string) : "Animation 9" animation10(string) : "Animation 10" animation11(string) : "Animation 11" animation12(string) : "Animation 12" animation13(string) : "Animation 13" animation14(string) : "Animation 14" animation15(string) : "Animation 15" animation16(string) : "Animation 16" animation17(string) : "Animation 17" animation18(string) : "Animation 18" animation19(string) : "Animation 19" animation20(string) : "Animation 20" animation21(string) : "Animation 21" animation22(string) : "Animation 22" animation23(string) : "Animation 23" animation24(string) : "Animation 24" animation25(string) : "Animation 25" animation26(string) : "Animation 26" animation27(string) : "Animation 27" animation28(string) : "Animation 28" animation29(string) : "Animation 29" animation30(string) : "Animation 30" message(string) : "Entity to move with" spawnflags(Flags) = [ 1 : "Freeze player" : 0 2 : "Hide HUD" : 0 4 : "Black bars" : 0 16 : "Cancel after anims" : 0 32 : "Cancel trigger_camera" : 0 64 : "Hide vignette" : 0 ] ] @PointClass size(-16 -16 0, 16 16 72) color(128 0 255) base(Angles) studio() = cof_monster_random_spawn: "Spawn random monsters" [ model(studio) : "Model name" targetname(string) : "Group name" message(string) : "Monster type (monster_slower etc)" frags(integer) : "Max nerds to spawn" health(choices) : "Entity to check spawn (1 per group)" : 0 = [ 0: "No" 1: "Yes" ] spawnflags(Flags) = [ 1 : "Monsterclip" : 0 ] ] @PointClass base(Targetname, Angles, MoveWith, RenderFields) studio("models/items/numeral_plate_left1.mdl") = cof_numeralplate_left : "Numeral Plate Left" [] @PointClass base(Targetname, Angles, MoveWith, RenderFields) studio("models/items/numeral_plate_right1.mdl") = cof_numeralplate_right : "Numeral Plate Right" [] @PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_objective : "Update the objectives" [ message(string) : "Name of hint to use" target(string) : "Custom hints file" : "txtfiles/hints.txt" ] @PointClass base(Angles, RenderFields) studio("models/items/generic_note.mdl") = cof_passwordnote : "User/Password note" [ usertype(choices) : "Username or Password?" : 0 = [ 0: "Username" 1: "Password" ] ] @PointClass base(Angles, RenderFields) studio() = cof_pushablevan : "Pushable van" [ model(studio) : "model" ] @PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_phonecall : "Trigger a phone call" [ target(target_destination) : "Target after call" subtitlenumber1(integer) : "Subtile line 1" : 0 subtitlenumber2(integer) : "Subtile line 2" : 0 subtitlenumber3(integer) : "Subtile line 3" : 0 subtitlenumber4(integer) : "Subtile line 4" : 0 subtitlenumber5(integer) : "Subtile line 5" : 0 subtitlenumber6(integer) : "Subtile line 6" : 0 subtitlenumber7(integer) : "Subtile line 7" : 0 subtitlenumber8(integer) : "Subtile line 8" : 0 subtitlenumber9(integer) : "Subtile line 9" : 0 subtitlenumber10(integer) : "Subtile line 10" : 0 subtitlenumber11(integer) : "Subtile line 11" : 0 subtitlenumber12(integer) : "Subtile line 12" : 0 subtitlenumber13(integer) : "Subtile line 13" : 0 subtitlenumber14(integer) : "Subtile line 14" : 0 subtitlenumber15(integer) : "Subtile line 15" : 0 subtitlenumber16(integer) : "Subtile line 16" : 0 subtitlenumber17(integer) : "Subtile line 17" : 0 subtitlenumber18(integer) : "Subtile line 18" : 0 subtitlenumber19(integer) : "Subtile line 19" : 0 subtitlenumber20(integer) : "Subtile line 20" : 0 subtitlenumber21(integer) : "Subtile line 21" : 0 subtitlenumber22(integer) : "Subtile line 22" : 0 subtitlenumber23(integer) : "Subtile line 23" : 0 subtitlenumber24(integer) : "Subtile line 24" : 0 subtitlenumber25(integer) : "Subtile line 25" : 0 subtitlenumber26(integer) : "Subtile line 26" : 0 subtitlenumber27(integer) : "Subtile line 27" : 0 subtitlenumber28(integer) : "Subtile line 28" : 0 subtitlenumber29(integer) : "Subtile line 29" : 0 subtitlenumber30(integer) : "Subtile line 30" : 0 subtitlenumber31(integer) : "Subtile line 31" : 0 subtitlenumber32(integer) : "Subtile line 32" : 0 subtitletime1(integer) : "Time until line 1" : 0 subtitletime2(integer) : "Time until line 2" : 0 subtitletime3(integer) : "Time until line 3" : 0 subtitletime4(integer) : "Time until line 4" : 0 subtitletime5(integer) : "Time until line 5" : 0 subtitletime6(integer) : "Time until line 6" : 0 subtitletime7(integer) : "Time until line 7" : 0 subtitletime8(integer) : "Time until line 8" : 0 subtitletime9(integer) : "Time until line 9" : 0 subtitletime10(integer) : "Time until line 10" : 0 subtitletime11(integer) : "Time until line 11" : 0 subtitletime12(integer) : "Time until line 12" : 0 subtitletime13(integer) : "Time until line 13" : 0 subtitletime14(integer) : "Time until line 14" : 0 subtitletime15(integer) : "Time until line 15" : 0 subtitletime16(integer) : "Time until line 16" : 0 subtitletime17(integer) : "Time until line 17" : 0 subtitletime18(integer) : "Time until line 18" : 0 subtitletime19(integer) : "Time until line 19" : 0 subtitletime20(integer) : "Time until line 20" : 0 subtitletime21(integer) : "Time until line 21" : 0 subtitletime22(integer) : "Time until line 22" : 0 subtitletime23(integer) : "Time until line 23" : 0 subtitletime24(integer) : "Time until line 24" : 0 subtitletime25(integer) : "Time until line 25" : 0 subtitletime26(integer) : "Time until line 26" : 0 subtitletime27(integer) : "Time until line 27" : 0 subtitletime28(integer) : "Time until line 28" : 0 subtitletime29(integer) : "Time until line 29" : 0 subtitletime30(integer) : "Time until line 30" : 0 subtitletime31(integer) : "Time until line 31" : 0 subtitletime32(integer) : "Time until line 32" : 0 audiofile(sound) : "Sound (after answered)" iuser1(choices) : "Call type" : 0 = [ 0: "Incoming" 1: "Outgoing" ] ] @PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_phonedisable : "Disable the phone" [] @PointClass base(Targetname, Target) iconsprite("sprites/env.spr") = cof_phonetrigger : "Trigger an ent by phone" [] @PointClass size(-8 -8 0, 8 8 32) base(PlayerClass, Targetname, Targetx) studio("models/props/inomhusd/puzzle_bar.mdl") = cof_puzzlebar : "Puzzle Bar" [ iuser3(choices) : "Start opened?" : 0 = [ 0 : "Opened" 1 : "Closed" ] ] @PointClass size(-8 -8 0, 8 8 32) base(PlayerClass, Targetname, Targetx) studio("models/props/inomhusd/puzzle_bar.mdl") = cof_puzzlebar2 : "Puzzle Bar 2" [ iuser3(choices) : "Start opened?" : 0 = [ 0 : "Opened" 1 : "Closed" ] ] @PointClass size(-8 -8 0, 8 8 32) base(PlayerClass, Targetname, Targetx) studio("models/props/inomhusd/puzzle_bar.mdl") = cof_puzzlebar3 : "Puzzle Bar 3" [ iuser3(choices) : "Start opened?" : 0 = [ 0 : "Opened" 1 : "Closed" ] ] @PointClass size(-8 -8 0, 8 8 32) base(PlayerClass, Targetname, Targetx) studio("models/props/inomhusd/puzzle_bar.mdl") = cof_puzzlebar4 : "Puzzle Bar 4" [ iuser3(choices) : "Start opened?" : 0 = [ 0 : "Opened" 1 : "Closed" ] ] @PointClass size(-8 -8 0, 8 8 32) base(PlayerClass, Targetname, Targetx) studio("models/props/inomhusd/puzzle_bar.mdl") = cof_puzzlebar5 : "Puzzle Bar 5" [ iuser3(choices) : "Start opened?" : 0 = [ 0 : "Opened" 1 : "Closed" ] ] @SolidClass base(RenderFields) = cof_puzzlebarbutton : "Brings up the Puzzle Bar VGUI" [ message(target_source) : "Name of Camera" target(target_source) : "Fire when puzzle done" ] @PointClass size(-4 -4 -4, 4 4 4) base(Targetname) = cof_randomtimedspawner: "Randomly spawn a monster somewhere " [ target(string) : "Monster to spawn" message(string) : "Name of ents to spawn at (max 16)" iuser1(integer) : "Minimum time before spawn" : 0 iuser2(integer) : "Maximum time before spawn" : 0 iuser4(choices) : "Max nerds to spawn" : 0 = [ 0 : "Infinite" ] ] @PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_simonspeak : "Make Simon say something" [ noise(sound) : "Sound to use" iuser1(choices) : "Audio channel" : 0 = [ 0 : "CHAN_AUTO" 1 : "CHAN_WEAPON" 2 : "CHAN_VOICE" 3 : "CHAN_ITEM" 4 : "CHAN_BODY" 5 : "CHAN_STREAM" 6 : "CHAN_STATIC" ] fuser1(integer) : "Volume" : 1 ] @PointClass size(-4 -4 -4, 4 4 4) base(Targetname) = cof_simpletext: "Trigger a text message" [ message(string) : "Text to display" iuser1(choices) : "Colour" : 0 = [ 0: "Yellow" 1: "Blue" 2: "Red" 3: "Yellow" 4: "Green" 5: "Grey" ] spawnflags(Flags) = [ 1 : "All players" : 0 ] ] @PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_skipmanager : "Skip manager" [ entity(string) : "Entity to trigger" aweapon(string) : "Weapon to give" bweapon(string) : "Second weapon to give" cweapon(string) : "Third weapon to give" aitem(string) : "Item to give" bitem(string) : "Second item to give" citem(string) : "Third item to give" teleport(string) : "Teleport entity" ] @PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_slowmotion : "Slow motion trigger" [ health(string) : "Slow motion speed" : "0.005" ] @PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_startdoctormode : "Start doctor mode" [] @PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_stats : "Stats" [] @PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_stopwheelchair : "Stop wheelchair mode" [ ] @PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_strangle : "Strangle Sick Simon" [ target(string) : "Fire after killing" message(string) : "Name of boss healthbar monster" ] @PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_stresstest : "Starts the video stress test" [ ] @PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_survivalmode : "Starts survival mode" [ message(string) : "Trigger when won" : 0 target(string) : "Trigger when all die" : 0 iuser1(integer) : "How long to survive (secs)" : 900 ] @PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_updatekeypad : "Get Keypad Number" [ message(string) : "Name of tortyrscen2.mdl monster" : 0 ] @PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_telephone: "Trigger the telephone" [ target(string) : "Trigger after right number dialed" : 0 ] @PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_telescope: "Trigger the telescope" [ message(string) : "Entity to view from" ] @PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_telescope_camera: "Trigger the telescope" [ ] @PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_killmp3 : "Turn off all MP3s" [ frags(choices) : "Music fade out time" : 0 = [ 0 : "Instant" ] ] @PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_telescope_cancel: "Disable the telescope" [ message(string) : "Name of cof_telescope to cancel" ] @PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_ladderclimb : "Climb up/down a ladder" [ iuser1(choices) : "Up/down" : 0 = [ 0 : "Up" 1 : "Down" ] ] @PointClass size(-16 -16 0, 16 16 72) color(150 150 150) base(Targetname, Targetx, Angles, MoveWith, RenderFields, Sequence) = cof_ladder_manager: "Ladder manager" [ model(studio) : "Model name" animation1(string) : "Animation 1" animation2(string) : "Animation 2" animation3(string) : "Animation 3" animation4(string) : "Animation 4" animation5(string) : "Animation 5" animation6(string) : "Animation 6" animation7(string) : "Animation 7" animation8(string) : "Animation 8" animation9(string) : "Animation 9" animation10(string) : "Animation 10" animation11(string) : "Animation 11" animation12(string) : "Animation 12" animation13(string) : "Animation 13" animation14(string) : "Animation 14" animation15(string) : "Animation 15" animation16(string) : "Animation 16" animation17(string) : "Animation 17" animation18(string) : "Animation 18" animation19(string) : "Animation 19" animation20(string) : "Animation 20" animation21(string) : "Animation 21" animation22(string) : "Animation 22" animation23(string) : "Animation 23" animation24(string) : "Animation 24" animation25(string) : "Animation 25" animation26(string) : "Animation 26" animation27(string) : "Animation 27" animation28(string) : "Animation 28" animation29(string) : "Animation 29" animation30(string) : "Animation 30" customoff(string) : "Custom Off animation" customon(string) : "Custom On animation" customoffd(string) : "Custom Off DESCEND animation" customond(string) : "Custom On DESCEND animation" descendoffset(integer) : "Number of units to start descent" : 0 topent(string) : "Entity to end at(top)" bottoment(string) : "Entity to end at(bottom)" ] @SolidClass base(Targetname, RenderFields) = cof_ladder_manager_use : "Trigger the ladder manager" [ spawnflags(Flags) = [ 1 : "Up AND down" : 0 ] target(string) : "Name of cof_ladder_manager" iuser1(choices) : "Up/Down" : 0 = [ 0 : "Up" 1 : "Down" ] ] @PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_lensflare : "Gay" [] @PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_leveltrigger : "Trigger an entity when the next level starts" [ message(string) : "Name of entity to trigger" : 0 map(string) : "Name of map to trigger it on" : 0 ] @PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_lobby_start: "Trigger when lobby ends" [ message(string) : "Name of entity to trigger" ] @PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_logo : "Display the CoF Logo" [ frags(choices) : "Logo or Name" : 0 = [ 0 : "CoF Logo" 1 : "Andreas" 2 : "James" 3 : "Jordy" 4 : "Stig" 5 : "Lasse" 6 : "Aina" ] ] @PointClass base(Targetname) = cof_lookat: "Look at this entity's origin for X seconds" [ fuser1(integer) : "How long to look for (seconds)" : 5 ] @PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_maxhealthchange : "Change the player's max health" [ impulse(choices) : "Max health" : 0 = [ 0 : "100%" 1 : "80%" 2 : "66%" ] ] @PointClass base(Targetname, Target) iconsprite("sprites/env.spr") = cof_phonecheck : "Trigger something with the phone" [ impulse(integer) : "Number to call" noise(sound) : "Play sound when triggered" iuser1(integer) : "Max distance" frags(choices) : "Distance based?" : 0 = [ 0 : "Yes" 1 : "No" ] spawnflags(Flags) = [ 1 : "Infinite use" : 0 2 : "Call from anywhere" : 0 ] ] @PointClass base(Targetname) = cof_playerbreathetoggle : "Trigger player breathing on/off" [ frags(choices) : "Turn breathing on/off" : 0 = [ 0 : "Off" 1 : "On" ] ] @PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_serversettings : "Show the server settings" [] @PointClass base(Targetname, Target) iconsprite("sprites/env.spr") = cof_speedchange : "Change the gay speed" [ speed(integer) : "Speed to set" ] @PointClass base(Targetname) color(171 211 172) = cof_teleport : "Point Entity Teleport" [ target(target_destination) : "Teleport Destination" message(string) : "Name of entity to teleport (blank = player)" ] @PointClass base(Targetname) size(48 48 48) = cof_trainprop : "Moving train prop" [ iuser1(choices) : "Direction to go along" : 0 = [ 0 : "X Axis" 1 : "Y Axis" 2 : "Z Axis" ] iuser3(integer) : "How far to go, in units" fuser1(integer) : "Speed (units/frame)" spawnflags(Flags) = [ 1 : "Hill" : 0 ] ] @PointClass base(Targetname, Target) iconsprite("sprites/env.spr") = cof_triggeron : "Trigger on" [] @PointClass base(Targetname) = cof_yesno: "Brings up a yes/no dialogue" [ spawnflags(Flags) = [ 1 : "Remove weapon/item" : 0 ] message(string) : ".tga to use for panel" target(target_destination) : "Target (Yes)" notrigger(target_destination) : "Target (No)" cvarset(string) : "Cvar to set Yes? (sv_cheats for example)" cvarvalue(integer) : "Value of cvar to set Yes (1 for example)" cvarsetno(string) : "Cvar to set No? (sv_cheats for example)" cvarvalueno(integer) : "Value of cvar to set No (1 for example)" weaponneed(string) : "Weapon needed to show yes/no (weapon_mobile for example)" itemneed(string) : "Item needed to show yes/no (inventoryitems/test.txt for example)" noitemmsg(string) : "Message displayed when don't have weapon/item needed" ] @PointClass base(Targetname) color(255 128 64) = cof_weaponswitch : "Select a player's weapon" [ message(string) : "Weapon (eg weapon_mobile)" ] @PointClass base(Targetname) color(255 128 64) = cof_weapontrigger : "Trigger something if we do/don't have a weapon" [ message(string) : "Weapon needed (eg weapon_mobile)" target(string) : "Trigger if we DO have weapon" noise(string) : "Trigger if we DON'T have weapon" ] @PointClass base(Targetname) color(128 128 64) = cof_wheelchairmode : "Activate wheelchair mode" [ message(string) : "Entity to spawn wheelchair at" ] @PointClass size(-8 -8 0, 8 8 16) base(RenderFields, Targetname) studio() = cutscene_model : "Gay shit for making cutscene models" [ spawnflags(Flags) = [ 1 : "No anim blend" : 0 ] model(studio) : "Model name" animation1(string) : "Animation 1" animation2(string) : "Animation 2" animation3(string) : "Animation 3" animation4(string) : "Animation 4" animation5(string) : "Animation 5" animation6(string) : "Animation 6" animation7(string) : "Animation 7" animation8(string) : "Animation 8" animation9(string) : "Animation 9" animation10(string) : "Animation 10" animation11(string) : "Animation 11" animation12(string) : "Animation 12" animation13(string) : "Animation 13" animation14(string) : "Animation 14" animation15(string) : "Animation 15" animation16(string) : "Animation 16" animation17(string) : "Animation 17" animation18(string) : "Animation 18" animation19(string) : "Animation 19" animation20(string) : "Animation 20" animation21(string) : "Animation 21" animation22(string) : "Animation 22" animation23(string) : "Animation 23" animation24(string) : "Animation 24" animation25(string) : "Animation 25" animation26(string) : "Animation 26" animation27(string) : "Animation 27" animation28(string) : "Animation 28" animation29(string) : "Animation 29" animation30(string) : "Animation 30" ] @PointClass base(Targetname) = dripper: "Create drips" [ fuser1(integer) : "Drip speed" : -250 ] @SolidClass base(Targetname, MoveWith, RenderFields, ZHLTLightKeys) = func_fogfield : "Field of fog" [ _minlight(string) : "Minimum light level" axis(choices) : "NOT USED Axis" : -1 = [ 1: "X/Y - Left/right" 2: "Z - Up" ] spawnflags(Flags) = [ 2 : "Start on" : 0 ] ] @SolidClass base(Targetname) = func_timer : "Gay Timer" [ iuser1(choices) : "Start or Finish" : 0 = [ 0: "Start timer" 1: "Finish timer" ] ] @SolidClass base(Targetname, MoveWith, RenderFields, ZHLTLightKeys) = func_trainbutts : "Brush cof_trainprop" [ iuser1(choices) : "Direction to go along" : 0 = [ 0 : "X Axis" 1 : "Y Axis" 2 : "Z Axis" ] iuser3(integer) : "How far to go, in units" fuser1(integer) : "Speed (units/frame)" ] @PointClass base(Targetname, MoveWith) size(-4 -4 -4, 4 4 4) color(128 64 0) iconsprite("sprites/info.spr") = info_roofboss_target : "Roof boss target to fly to sometimes" [] @PointClass size(-32 -32 0, 32 32 72) base(PlayerClass, Targetname) studio("models/camera_player.mdl") = real_camera : "Actually pro" [ message(string) : "Animation to play when used" ] @PointClass base(Targetname, Angles, MoveWith, RenderFields, Sequence) studio("models/props/utomhusd/eagle.mdl") = statue_eagle : "Eagle statue for statue puzzle" [ startpos(choices) : "Starting Position" : 0 = [ 0 : "Centre" 1 : "Left" 2 : "Up" 3 : "Right" 4 : "Down" ] ] @PointClass base(Targetname, Angles, MoveWith, RenderFields, Sequence) studio("models/props/utomhusd/horse.mdl") = statue_horse : "Horse statue for statue puzzle" [ startpos(choices) : "Starting Position" : 0 = [ 0 : "Centre" 1 : "Left" 2 : "Up" 3 : "Right" 4 : "Down" ] ] @PointClass base(Targetname, Angles, MoveWith, RenderFields, Sequence) studio("models/props/utomhusd/lion.mdl") = statue_lion : "Lion statue for statue puzzle" [ startpos(choices) : "Starting Position" : 0 = [ 0 : "Centre" 1 : "Left" 2 : "Up" 3 : "Right" 4 : "Down" ] ] @PointClass base(Targetname, Angles, MoveWith, RenderFields, Sequence) studio("models/props/utomhusd/owl.mdl") = statue_owl : "Owl statue for statue puzzle" [ startpos(choices) : "Starting Position" : 0 = [ 0 : "Centre" 1 : "Left" 2 : "Up" 3 : "Right" 4 : "Down" ] ] @PointClass base(Targetname, Target) iconsprite("sprites/env.spr") = statue_puzzle_complete : "Fire this when statue puzzle is done" [] @PointClass base(Targetname) iconsprite("sprites/env.spr") = subtitle_main : "Subtitle Manager" [ linenumber(integer) : "Subtitle Line Number" : 1 ] @PointClass base(Targetname, Angles, MoveWith) size(-4 -4 -4, 4 4 4) color(0 255 0) iconsprite("sprites/info.spr") = subtitle_linechange : "Change and display subtitle_main line" [ linechange(integer) : "Subtitle line to use" : 1 ] @PointClass base(Targetname) iconsprite("sprites/env.spr") = subtitle_multiple : "Subtitle Line Changer (Multiple)" [ subtitlenumber1(integer) : "Subtile line 1" : 0 subtitlenumber2(integer) : "Subtile line 2" : 0 subtitlenumber3(integer) : "Subtile line 3" : 0 subtitlenumber4(integer) : "Subtile line 4" : 0 subtitlenumber5(integer) : "Subtile line 5" : 0 subtitlenumber6(integer) : "Subtile line 6" : 0 subtitlenumber7(integer) : "Subtile line 7" : 0 subtitlenumber8(integer) : "Subtile line 8" : 0 subtitlenumber9(integer) : "Subtile line 9" : 0 subtitlenumber10(integer) : "Subtile line 10" : 0 subtitlenumber11(integer) : "Subtile line 11" : 0 subtitlenumber12(integer) : "Subtile line 12" : 0 subtitlenumber13(integer) : "Subtile line 13" : 0 subtitlenumber14(integer) : "Subtile line 14" : 0 subtitlenumber15(integer) : "Subtile line 15" : 0 subtitlenumber16(integer) : "Subtile line 16" : 0 subtitlenumber17(integer) : "Subtile line 17" : 0 subtitlenumber18(integer) : "Subtile line 18" : 0 subtitlenumber19(integer) : "Subtile line 19" : 0 subtitlenumber20(integer) : "Subtile line 20" : 0 subtitlenumber21(integer) : "Subtile line 21" : 0 subtitlenumber22(integer) : "Subtile line 22" : 0 subtitlenumber23(integer) : "Subtile line 23" : 0 subtitlenumber24(integer) : "Subtile line 24" : 0 subtitlenumber25(integer) : "Subtile line 25" : 0 subtitlenumber26(integer) : "Subtile line 26" : 0 subtitlenumber27(integer) : "Subtile line 27" : 0 subtitlenumber28(integer) : "Subtile line 28" : 0 subtitlenumber29(integer) : "Subtile line 29" : 0 subtitlenumber30(integer) : "Subtile line 30" : 0 subtitlenumber31(integer) : "Subtile line 31" : 0 subtitlenumber32(integer) : "Subtile line 32" : 0 subtitletime1(integer) : "Time until line 1" : 0 subtitletime2(integer) : "Time until line 2" : 0 subtitletime3(integer) : "Time until line 3" : 0 subtitletime4(integer) : "Time until line 4" : 0 subtitletime5(integer) : "Time until line 5" : 0 subtitletime6(integer) : "Time until line 6" : 0 subtitletime7(integer) : "Time until line 7" : 0 subtitletime8(integer) : "Time until line 8" : 0 subtitletime9(integer) : "Time until line 9" : 0 subtitletime10(integer) : "Time until line 10" : 0 subtitletime11(integer) : "Time until line 11" : 0 subtitletime12(integer) : "Time until line 12" : 0 subtitletime13(integer) : "Time until line 13" : 0 subtitletime14(integer) : "Time until line 14" : 0 subtitletime15(integer) : "Time until line 15" : 0 subtitletime16(integer) : "Time until line 16" : 0 subtitletime17(integer) : "Time until line 17" : 0 subtitletime18(integer) : "Time until line 18" : 0 subtitletime19(integer) : "Time until line 19" : 0 subtitletime20(integer) : "Time until line 20" : 0 subtitletime21(integer) : "Time until line 21" : 0 subtitletime22(integer) : "Time until line 22" : 0 subtitletime23(integer) : "Time until line 23" : 0 subtitletime24(integer) : "Time until line 24" : 0 subtitletime25(integer) : "Time until line 25" : 0 subtitletime26(integer) : "Time until line 26" : 0 subtitletime27(integer) : "Time until line 27" : 0 subtitletime28(integer) : "Time until line 28" : 0 subtitletime29(integer) : "Time until line 29" : 0 subtitletime30(integer) : "Time until line 30" : 0 subtitletime31(integer) : "Time until line 31" : 0 subtitletime32(integer) : "Time until line 32" : 0 ] @PointClass base(Targetname, Angles, MoveWith, RenderFields) studio("models/tape_recorder.mdl") = tape_recorder : "Tape Recorder for saving" [ model(studio) : "Different Model?" message(string) : "Location" custommsg(string) : "Custom first message" skin(integer) : "Skin" : 0 body(integer) : "Body" : 0 spawnflags(flags) = [ 1 : "Alley Recorder" : 0 2 : "Don't drop" : 0 ] ] @SolidClass base(Targetname, RenderFields) = trigger_checkbrush : "Brush equivalent of recb_message" [ message(string) : "Text to Display" usesound(sound) : "Sound when used (if wanted)" checkdelay(integer) : "Minimum time between each +use" : 2 spawnflags(Flags) = [ 1 : "Code msg?" : 0 ] ] @SolidClass base(Targetname, RenderFields, Master) = trigger_statueuse : "Trigger Statue Puzzle" [ statuetype(choices) : "Statue/Sign Type" : 0 = [ 0 : "Eagle" 1 : "Horse" 2 : "Lion" 3 : "Owl" 4 : "You Are Here" ] ] @SolidClass base(Targetname, RenderFields) = trigger_subwaywall : "The thing for smashing down the subway" [ target(string) : "Fire when broken" noise1(sound) : "Sound when hit" : "ambience/subway_wall_hit.wav" noise2(sound) : "Sound when breaks" : "ambience/subway_wall_break.wav" frags(integer) : "Number of hits to break" : 3 message(string) : "Message when used" ] @PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) studio("models/weapons/axe/w_axe.mdl")= weapon_axe: "Axe" [ spawnflags(Flags) = [ 1 : "Ending5b" : 0 ] ] @PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) studio("models/weapons/booklaser/w_booklaser.mdl")= weapon_booklaser: "Booklaser" [] @PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) studio("models/weapons/branch/w_branch.mdl")= weapon_branch: "Branch" [] @PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) studio("models/weapons/camera/w_camera.mdl")= weapon_camera: "Camera" [ spawnflags(Flags) = [ 1 : "Unlockable" : 0 ] ] @PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) studio("models/weapons/famas/w_famas.mdl")= weapon_famas: "FAMAS" [] @PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) studio("models/weapons/flashlight/w_flashlight.mdl")= weapon_flashlight: "Flashlight" [] @PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) studio("models/weapons/flare/w_flare.mdl")= weapon_flare: "Flare" [] @PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) studio("models/weapons/lantern/w_lantern.mdl")= weapon_lantern: "Lantern" [] @PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) studio("models/weapons/m16/w_m16.mdl")= weapon_m16: "M16A2 Rifle" [] @PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) studio("models/weapons/mobile/w_mobile.mdl")= weapon_mobile: "Mobile Phone" [] @PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) studio("models/weapons/nightstick/w_nightstick.mdl")= weapon_nightstick: "Night Stick" [] @PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) studio("models/weapons/p345/w_p345.mdl")= weapon_p345: "P345 Pistol" [] @PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) studio("models/weapons/revolver/w_revolver.mdl")= weapon_revolver: "Revolver" [] @PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) studio("models/weapons/rifle/w_rifle.mdl")= weapon_rifle: "Hunting Rifle" [] @PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) studio("models/weapons/shotgun/w_shotgun.mdl")= weapon_shotgun: "Pump Shotgun" [] @PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) studio("models/weapons/sledgehammer/w_sledgehammer.mdl")= weapon_sledgehammer: "Sledgehammer" [] @PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) studio("models/weapons/syringe/w_syringe.mdl")= weapon_syringe: "Syringe" [] @PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) studio("models/weapons/switchblade/w_switchblade.mdl")= weapon_switchblade: "Switch Blade" [] @PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) studio("models/weapons/tmp/w_tmp.mdl")= weapon_tmp: "TMP" [] @PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) studio("models/weapons/glock/w_glock.mdl")= weapon_vp70: "VP70" [] @PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) studio("models/weapons/glock/w_glock.mdl")= weapon_glock: "Glock 9mm" [] @PointClass base(PlayerClass, MoveWith, Sequence) studio("models/booksimon.mdl") = info_simon_spawnpoint : "Boom Simon spawn point" [] @PointClass base(Targetx) iconsprite("sprites/trigger.spr") = trigger_booksimon : "Trigger Book Simon" [ message(string) : "Entity to spawn Sick Simon at" target(string) : "Trigger when Sick Simon spawns" ] @PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 72) = monster_twitcher : "Twitcher" [ body(Choices) : "Body" : -1 = [ -1 : "Random" 0 : "original" 1 : "no" 2 : "turken" 3 : "nono" 4 : "polisen" 5 : "bruden" 6 : "rymden" 7 : "groenus" 8 : "originalei" 9 : "vitei" 10 : "graglass" ] ] @PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 72) = monster_twitcher2 : "Twitcher2" [ body(Choices) : "Body" : -1 = [ -1 : "Random" 0 : "original" 1 : "no" 2 : "turken" 3 : "nono" 4 : "polisen" 5 : "bruden" 6 : "rymden" 7 : "groenus" 8 : "originalei" 9 : "vitei" 10 : "graglass" ] ] @PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 72) = monster_twitcher3 : "Twitcher3" [ body(Choices) : "Body" : -1 = [ -1 : "Random" 0 : "original" 1 : "no" 2 : "turken" 3 : "nono" 4 : "polisen" 5 : "bruden" 6 : "rymden" 7 : "groenus" 8 : "originalei" 9 : "vitei" 10 : "graglass" ] ] @PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 72) = monster_twitcher4 : "Twitcher4" [ body(Choices) : "Body" : -1 = [ -1 : "Random" 0 : "original" 1 : "no" 2 : "turken" 3 : "nono" 4 : "polisen" 5 : "bruden" 6 : "rymden" 7 : "groenus" 8 : "originalei" 9 : "vitei" 10 : "graglass" ] ] @PointClass size(-16 -16 0, 16 16 16) base(Targetname) studio("models/items/w_pills.mdl") = aom_pills : "AoM pills" []