Condition Zero Deleted Scenes.fgd: Difference between revisions

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{{DISPLAYTITLE:Condition_Zero_Deleted_Scenes.fgd}}
{{DISPLAYTITLE:Condition_Zero_Deleted_Scenes.fgd}}
{{note|Hammer 3.5 only supports entity classnames with up to 32 characters.  Beyond that, such as <code>monster_terrorist_arctic_grenader</code>, you'll need to export the map to a .map file and fix them manually (Notepad) before compiling.}}
{{note|Hammer 3.5 only supports entity classnames with up to 32 characters.  Beyond that, such as <code>monster_terrorist_arctic_grenader</code>, you'll need to export the map to a .map file and fix them manually (e.g. in Notepad) before compiling.}}
<pre><nowiki>
<pre><nowiki>
///////////////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
////////////////////////////////////////////////////////////////////////////////
// Counter-Strike Condition Zero Deleted Scenes // \\                                              \\
// Counter-Strike Condition Zero Deleted Scenes
// Valve Hammer Editor 3.5                    //   \\Converting brush entities into point entities\\
// Valve Hammer Editor 3.5
// Last Edited: Friday, October 13, 2006      //     \\  Make a point entity where you would like. \\
// Last Edited: Friday, October 13, 2006
//                                           //       \\  Write down the origin of the entity.    \\
// for trouble, contact tsdodo@gmail.com    //         \\  Change the name of the entity to the    \\
//                                         //           \\          func one you would like.      \\
// credits                                //              \\  Add the corresponding model to        \\
// ts2do:                                //               \\          the model key field.        \\
// Research of Condition Zero and      //                  \\  Treat body and skin how you would  \\
// additions of the entity definitions//                    \\          with a normal model entity.\\
// tommy14:                           //                      \\  Make sure you add the origin of  \\
//  Tommy's version of CS            //                        \\          your point entity to    \\
//  Expert fgd 7.9.3c -            //                          \\          this one as they don't \\
//  cs_expert-tom793              // FFFFFFFFFFFFFFFFFFFFFFFFF  \\          get saved by default. \\
//                                // FFFFFFFFFFFFFFFFFFFFFFFFF    \\                                \\
//                              // FFF                            \\  WARNING:                    \\
//                              // FFF                              \\      You will not be able to\\
//                            // FFF                                \\      see the entity next    \\
//                            // FFF                                  \\    time you load it      \\
//                          // FFF                                    \\    on hammer. Next time  \\
//                          // FFF                                      \\  you save, the origin  \\
//                        // FFF                                        \\  will be erased.        \\
//                        // FFFFFFFFFFFFFFFFF                            \\                        \\
//                      // FFFFFFFFFFFFFFFF                              \\                      \\
//                      // FFF                                              \\                      \\
//                    // FFF                                                \\                    \\
//                    // FFF                    GGGGGGGGGGGGG                \\                    \\
//                  // FFF                    GGGGGGGGGGGGG                  \\                  \\
//                  // FFF                  GGGG                              \\                  \\
//                // FFF                    GGGG                                \\                \\
//                // FFF                    GGGG                                \\                \\
//              //                        GGGG                                  \\              \\
//              //                          GGGGG      GG                          \\              \\
//            //                          GGGG    GGGGGG                          \\            \\
//            //                            GGGG    GG  GGG    DDDD                \\            \\
//          //                            GGGG          GGG    DDDDDD                \\          \\
//          //                              GGGG        GGG    DD  DDDD              \\          \\
//        //                                GGGGGGGGGGGGGG      DD    DDD            \\        \\
//        //                                    GGGGGGGGGG          DD    DD            \\        \\
//      //                                                        DDD    DD            \\      \\
//      //                                                          DD    DD              \\      \\
//    //                                                            DD    DD              \\    \\
//    //                                                              DD    DD              \\    \\
//  //                                                                DD    DD                \\  \\
//  //                                                                DD  DDD                  \\  \\
// //                                                                  DDDDD                    \\ \\
////                                                                    DD                        \\\\
///                                                                                                \\\
//                                                                                                  \\
///////////////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
//
//
// Friday, March 31, 2006:
// Based on Tommy's version of CS Expert fgd 7.9.3c - cs_expert-tom793
// *Changed WaveHeight in worldspawn from string to integer
// Grab a copy thereof for Editor sprites (Valve Hammer Editor/sprites/CS/*).
// *Changed MaxRange in worldspawn from string to integer
// *Changed master in Master from string to target_destination
// *Changed delay in Targetx from string to float
// *Changed m_iszEntity in Monster from string to target_destination
// *Changed dropchance in Monster from string to float
// *Changed delay in Breakable from string to float
// *Changed master in BaseTank from string to target_destination
// *Changed yawrate in BaseTank from from string to float
// *Changed yawrange in BaseTank from from string to float
// *Changed yawtolerance in BaseTank from from string to float
// *Changed pitchrate in BaseTank from from string to float
// *Changed pitchrange in BaseTank from from string to float
// *Changed pitchtolerance in BaseTank from from string to float
// *Changed barrel in BaseTank from from string to float
// *Changed barrely in BaseTank from from string to float
// *Changed barrelz in BaseTank from from string to float
// *Changed spritescale in BaseTank from from string to float
// *Changed firerate in BaseTank from from string to float
// *Changed bullet_damage in BaseTank from from string to integer
// *Changed persistence in BaseTank from from string to float
// *Changed minRange in BaseTank from from string to float
// *Changed maxRange in BaseTank from from string to float
// *Changed _minlight in BaseTank from from string to integer
// *Changed netname in Door from string to target_destination
// *Changed _minlight in Door from from string to integer
// *Changed delay in gibshooterbase from string to float
// *Changed m_flVelocity in gibshooterbase from integer to float
// *Changed m_flVariance in gibshooterbase from string to float
// *Changed m_flGibLife in gibshooterbase from string to float
// *Changed volume in PlatSounds from integer to float
// *Changed delay in Trigger from string to float
// *Changed m_iszEntity in aiscripted_sequence from string to target_destination
// *Changed m_flRadius in aiscripted_sequence from integer to float
// *Changed m_flRepeat in aiscripted_sequence from integer to float
// *Changed framerate in cycler from integer to float
// *Changed framerate in cycler_sprite from integer to float
// *Changed renderamt in cycler_wreckage from string to integer
// *Changed scale in cycler_wreckage from integer to float
// *Changed life in env_beam from integer to float
// *Changed StrikeTime in env_beam from string to float
// *Changed damage in env_beam from string to float
// *Changed amount in env_blood from string to integer
// *Changed MaxDelay in env_debris from string to float
// *Changed scale in env_explosion from integer to float
// *Changed duration in env_fade from integer to float
// *Changed holdtime in env_fade from integer to float
// *Changed loadtime in env_missionfailure from integer to float
// *Changed holdtime in env_missionfailure from integer to float
// *Changed duration in env_missionfailure from integer to float
// *Changed scale in env_glow from integer to float
// *Changed damage in env_laser from integer to float
// *Changed m_flGibLife in env_liveammoshooter from integer to float
// *Removed second instance of m_flGibLife from env_liveammoshooter
// *Changed velmod in env_liveammoshooter from integer to float
// *Changed messagevolume in env_message from string to integer
// *Changed amplitude in env_shake from string to float
// *Changed radius in env_shake from string to float
// *Changed duration in env_shake from string to float
// *Changed frequency in env_shake from int to float
// *Changed scale in env_shooter from integer to float
// *Changed scale in env_smoker from integer to float
// *Changed MaxDelay in env_spark from string to float
// *Changed framerate in env_sprite from integer to float
// *Changed scale in env_sprite from integer to float
// *Changed _minlight in func_breakable from from string to integer
//
//
// Saturday, April 10, 2004:
// *Added angles key to ambient_generic for direction to emit sound
// *Added numclip to all ammo entities
// *Added scale key to env_explosion
// *Added the following keys to env_missionfailure
// *rendercolor
// *renderamt
// *loadtime
// *holdtime
// *duration
// *fade_alpha
// *Added the following keys to env_render
// *delay
// *angles
// *head
// *skin
// *Added TriggerTarget and TriggerCondition keys to env_sprite
// *Added skin key to func_breakable, func_pushable, and func_door_rotating
// *Added the following keys to worldspawn
// *lightmultiplier
// *minTime
// *minWindX
// *minWindY
// *maxTime
// *maxWindX
// *maxWindY
// *Added bombdefusetime to trigger_usetool
// *Added angles key to trigger_relay
// *INFO: trigger_relay can support what multi_manager can
// *Added state key to trigger_objective
// *Added master key to trigger_once
// *Added spawnawake keys to monstermaker
// *INFO: (assumed) monstermaker can support what multi_manager can
// *INFO: Saw monster_terrorist_arctic_melee treated like a monstermaker
// *Added the following keys to the monster base
// *alertable
// *weapons
// *behavior
// *count
// *deadanim
// *lightmultiplier
// *sequencename
// *nopvs
// *m_iszEntity
// *Moved dontfall to the monster base
// *Added explodemagnitude key to func_door_rotating
// *Added angles key to func_illusionary
// *Changed buoyancy key in func_pushable to bouyancy
// *Added Breakable base, func_water base, and Door base to func_wall
// *Added angles key to infodecal
// *Added ammo_generic and weapon_deagle entity
// *Added the following to game_player_equip
// *nightvision
// *ammo_generic
// *playerhealth
// *weapon_briefcase
// *Added scale key and nopvs key to item_generic
// *Removed model based func entity support.
// *Got too buggy with hammer.
// *Added skin to env_explosion
// *Added angles to env_glow
// *Added the Door base to the Breakable base
// *Added hinttype key and angles key to info_node and info_node_air
// *Added angles key to info_target
// *Added weapon_briefcase entity
// *Added the following keys to monstermaker
// *dontspawninview
// *monstermodel
//
//
// Friday, April 9, 2004:
// Converting brush entities into point entities:
// *Added support for model based func entities
//   Make a point entity where you would like.
// *Added key density for env_fog.
//   Write down the origin of the entity.
// *Removed distance keys for env_fog.
//   Change the name of the entity to the func_* one you would like.
// *Added magnitude key to env_explosion.
//   Add the corresponding model to the model key field.
// *Created sprites for all point based trigger and env entities.
//   Treat "body" and "skin" how you would with a normal studiomodel entity.
// *Added new keys to the base class Monster for more condition zero support.
//   Make sure you add the "origin" of your point
// *Added env_liveammoshooter which currently supports 3 ammo types (research if you'd like)
//     entity to this one as they don't get saved by default.
// *Removed Appearflags base class because this is only a single player game!
// WARNING:
// *Added chaptertitle key from the half-life fgd.
//   You will not be able to see the entity next time you
// *General world weapon update.
//     load it on Hammer. Next time you save, the origin will be erased.
// *Changed usetarget to a combobox key.
////////////////////////////////////////////////////////////////////////////////
//
 
// Thursday, April 8, 2004
// *Basically, all CZ support here not mentioned above was done today.
// *General entity update with keys supported by Condition Zero.
//
// Friday, October 18, 2006
// *Added monster_cockroach info (thanks to brianalbin3)
// *Added monster_rat info (thanks to brianalbin3)
//
// Wednesday, November 22, 2006
//      *Added ammo_762natobox info (thanks to brianalbin3)
//
//////////////////////////////////////////////////////////////////////////////////////////////////////////
@SolidClass = worldspawn : "World entity"
@SolidClass = worldspawn : "World entity"
[
[
maptier(integer):"Map Tier"
maptier(integer) : "Map Tier"
message(string) : "Map Description / Title"
message(string) : "Map Description / Title"
skyname(string) : "environment map (cl_skyname)"
skyname(string) : "environment map (cl_skyname)"
Line 226: Line 34:
MaxRange(integer) : "Max viewable distance" : 8192
MaxRange(integer) : "Max viewable distance" : 8192
chaptertitle(string) : "Chapter Title Message"
chaptertitle(string) : "Chapter Title Message"
lightmultiplier(integer):"Light multiplier"
lightmultiplier(integer) : "Light multiplier"
radfile(string):"Radfile (unused/unneeded?)"
radfile(string) : "Radfile (unused/unneeded?)"
mapversion(integer):"Map Version":220
mapversion(integer) : "Map Version" : 220
startdark(choices) : "Level Fade In" : 0 =
startdark(choices) : "Level Fade In" : 0 =
[
[
0 : "No"
0 : "No"
1 : "Yes"
1 : "Yes"
]
]
newunit(choices) : "New Level Unit" : 0 =  
newunit(choices) : "New Level Unit" : 0 =
[
[
0 : "No, keep current"
0 : "No, keep current"
1 : "Yes, clear previous levels"
1 : "Yes, clear previous levels"
]
]
minTime(integer):"Minimum wind time delay"
minTime(integer) : "Minimum wind time delay"
minWindX(integer):"Maximum x axis wind"
minWindX(integer) : "Maximum x axis wind"
minWindY(integer):"Maximum Y axis wind"
minWindY(integer) : "Maximum Y axis wind"
maxTime(integer):"Maximum wind time delay"
maxTime(integer) : "Maximum wind time delay"
maxWindX(integer):"Maximum x axis wind"
maxWindX(integer) : "Maximum x axis wind"
maxWindY(integer):"Maximum Y axis wind"
maxWindY(integer) : "Maximum Y axis wind"
]
]
@BaseClass studio() = FuncAddition
@BaseClass studio() = FuncAddition
[
[
// model(studio) : "Model (if not brush)"
model(studio) : "Model (if not brush)"
// body(integer) : "Body (if not brush)"
body(integer) : "Body (if not brush)"
// origin(string):"Origin (XYZ) (if not brush)"
origin(string) : "Origin (XYZ) (if not brush)"
style(choices) : "Texlight style" : 0 =
style(choices) : "Texlight style" : 0 =
[
[
0 : "Normal"
0 : "Normal"
-3: "Grouped"
-3 : "Grouped"
10: "Fluorescent flicker"
10 : "Fluorescent flicker"
2 : "Slow, strong pulse"
2 : "Slow, strong pulse"
11: "Slow pulse, noblack"
11 : "Slow pulse, noblack"
5 : "Gentle pulse"
5 : "Gentle pulse"
1 : "Flicker A"
1 : "Flicker A"
Line 266: Line 75:
4 : "Fast strobe"
4 : "Fast strobe"
9 : "Slow strobe"
9 : "Slow strobe"
12: "Underwater"
12 : "Underwater"
]
]
]
]
@BaseClass base(FuncAddition) = Func2
@BaseClass base(FuncAddition) = Func2
[
[
// skin(integer) : "Skin (if not brush)"
skin(integer) : "Skin (if not brush)"
]
]
@BaseClass = SniperRifle[]
 
@BaseClass = BeamStartEnd  
@BaseClass = BeamStartEnd
[
[
LightningStart(target_destination) : "Start Entity"  
LightningStart(target_destination) : "Start Entity"
LightningEnd(target_destination) : "Ending Entity"  
LightningEnd(target_destination) : "Ending Entity"
]
]
@BaseClass = Global  
 
[  
@BaseClass = Global
globalname(string) : "Global Entity Name"  
[
globalname(string) : "Global Entity Name"
]
]
@BaseClass studio() = ModelFile
@BaseClass studio() = ModelFile
[
[
Line 289: Line 101:
skin(integer) : "Skin" : 0
skin(integer) : "Skin" : 0
]
]
@BaseClass = ZHLT
@BaseClass = ZHLT
[
[
zhlt_lightflags(choices) :"Light Flags (Zhlt 2.2+)" : 0 =
zhlt_lightflags(choices) :"Light Flags (Zhlt 2.2+)" : 0 =
[
[
0: "Normal"
0 : "Normal"
1: "Embedded Fix"
1 : "Embedded Fix"
2: "Opaque (Blocks Light)"
2 : "Opaque (Blocks Light)"
3: "Opaque + Embedded Fix"
3 : "Opaque + Embedded Fix"
6: "Opaque + Concave Fix"
6 : "Opaque + Concave Fix"
]
]
zhlt_customshadow(integer) : "Shadow Transparency" : 0
zhlt_customshadow(integer) : "Shadow Transparency" : 0
light_origin(string) : "Light Origin (Zhlt 2.2+)"
light_origin(string) : "Light Origin (Zhlt 2.2+)"
]
]
@BaseClass = RenderFxChoices
@BaseClass = RenderFxChoices
[
[
renderfx(choices) : "Render FX" : 0 =
renderfx(choices) : "Render FX" : 0 =
[
[
0: "Normal"
0 : "Normal"
1: "Slow Pulse"
1 : "Slow Pulse"
2: "Fast Pulse"
2 : "Fast Pulse"
3: "Slow Wide Pulse"
3 : "Slow Wide Pulse"
4: "Fast Wide Pulse"
4 : "Fast Wide Pulse"
9: "Slow Strobe"
9 : "Slow Strobe"
10: "Fast Strobe"
10 : "Fast Strobe"
11: "Faster Strobe"
11 : "Faster Strobe"
12: "Slow Flicker"
12 : "Slow Flicker"
13: "Fast Flicker"
13 : "Fast Flicker"
5: "Slow Fade Away"
5 : "Slow Fade Away"
6: "Fast Fade Away"
6 : "Fast Fade Away"
7: "Slow Become Solid"
7 : "Slow Become Solid"
8: "Fast Become Solid"
8 : "Fast Become Solid"
14: "Constant Glow"
14 : "Constant Glow"
15: "Distort"
15 : "Distort"
16: "Hologram (Distort + fade)"
16 : "Hologram (Distort + fade)"
]
]
]
]


@BaseClass base(RenderFxChoices) = RenderFields  
@BaseClass base(RenderFxChoices) = RenderFields
[
[
rendermode(choices) : "Render Mode" : 0 =
rendermode(choices) : "Render Mode" : 0 =
[
[
0: "Normal"
0 : "Normal"
1: "Color"
1 : "Color"
2: "Texture"
2 : "Texture"
3: "Glow"
3 : "Glow"
4: "Solid"
4 : "Solid"
5: "Additive"
5 : "Additive"
]
]
renderamt(integer) : "FX Amount (1 - 255)" : 0
renderamt(integer) : "FX Amount (1 - 255)" : 0
rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
lightmultiplier(integer):"Light multiplier"
lightmultiplier(integer) : "Light multiplier"
]
]
@BaseClass = Master
@BaseClass = Master
[  
[
master(target_destination) : "Master"  
master(target_destination) : "Master"
]
]
//Based from the expert fgd for cs 1.6 by Tommy
 
@BaseClass = Target  
@BaseClass = Target
[  
[
target(target_destination) : "Target"  
target(target_destination) : "Target"
]
]
@BaseClass = Targetname  
 
[  
@BaseClass = Targetname
[
targetname(target_source) : "Name"
targetname(target_source) : "Name"
]
]
@BaseClass = Netname
@BaseClass = Netname
[
[
netname(target_destination) : "Ent-Specific Target"
netname(target_destination) : "Ent-Specific Target"
]
]
@BaseClass = Classtype
@BaseClass = Classtype
[
[
//For example:
classtype(string) : "Team (TS1/TS2/CTS1/CTS2)"
// TS1
// TS2
// CTS1
// CTS2
classtype(string) : "Team"
]
]
@BaseClass base(Target) = Targetx  
 
@BaseClass base(Target) = Targetx
[
[
delay(float) : "Delay before trigger" : "0.0"
delay(string) : "Delay before trigger" : "0.0"
killtarget(target_destination) : "KillTarget"
killtarget(target_destination) : "KillTarget"
]
]
@BaseClass = Angles
@BaseClass = Angles
[
[
Angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
Angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
]
]
@BaseClass base(Target, Targetname, RenderFields, Angles) color(0 200 200) = Monster  
 
@BaseClass base(Target, Targetname, RenderFields, Angles) color(0 200 200) = Monster
[
[
TriggerTarget(target_destination) : "TriggerTarget" TriggerCondition(Choices) : "Trigger Condition" : 0 =
TriggerTarget(target_destination) : "TriggerTarget"
TriggerCondition(Choices) : "Trigger Condition" : 0 =
[
[
0 : "No Trigger"
0 : "No Trigger"
Line 388: Line 205:
8 : "Hear Player"
8 : "Hear Player"
9 : "Hear Combat"
9 : "Hear Combat"
10: "See Player Unconditional"
10 : "See Player Unconditional"
11: "See Player, Not In Combat"
11 : "See Player, Not In Combat"
]
]
spawnflags(Flags) =  
spawnflags(Flags) =
[
[
1 : "WaitTillSeen" : 0
1 : "WaitTillSeen" : 0
2 : "Gag" : 0
2 : "Gag" : 0
4 : "MonsterClip" : 0
4 : "MonsterClip" : 0
16: "Prisoner" : 0
16 : "Prisoner" : 0
128: "WaitForScript" : 0
128 : "WaitForScript" : 0
256: "Pre-Disaster" : 0
256 : "Pre-Disaster" : 0
512: "Fade Corpse" : 0
512 : "Fade Corpse" : 0
]
]
fadespeed(integer) : "Fade Speed"
fadespeed(integer) : "Fade Speed"
deathfadedelay(integer) : "Death Fade Delay"
deathfadedelay(integer) : "Death Fade Delay"
deathfade(integer) : "Death Fade"
deathfade(integer) : "Death Fade"
deathangle(integer):"Death Angle"
deathangle(integer) : "Death Angle"
deathanim(string):"Death animation name"
deathanim(string) : "Death animation name"
deadanim(string):"Dead animation name"
deadanim(string) : "Dead animation name"
language(string) : "Language (AM, SP, JA)"
language(string) : "Language (AM, SP, JA)"
cantmove(choices):"Movement":0=
cantmove(choices) : "Movement" : 0 =
[
[
0:"Normal"
0 : "Normal"
1:"1 (Sniper)"
1 : "1 (Sniper)"
2:"2 (Turret)"
2 : "2 (Turret)"
]
]
weaponaccuracy(integer):"Weapon accuracy"
weaponaccuracy(integer) : "Weapon accuracy"
healthmult(integer):"Health Mult(iplier?)"
healthmult(string) : "Health Multiplier"
netname(target_destination):"Netname"
netname(target_destination) : "Netname"
invulnerable(integer):"Invulnerability"
invulnerable(integer) : "Invulnerability"
idleanim(string):"Idle anim name"
idleanim(string) : "Idle anim name"
cower(integer):"Cower"
cower(integer) : "Cower"
head(integer):"Head"
head(integer) : "Head"
provoke(integer):"Provoke"
provoke(integer) : "Provoke"
//_is_null
//null_null_null_null
//none
usetarget(choices) : "Use Target" : "none" =
usetarget(choices) : "Use Target" : "none" =
[
[
"none":"none"
"none" : "none"
"null":"null"
"null" : "null"
"null_null_null_null":"null_null_null_null"
"null_null_null_null" : "null_null_null_null"
"_is_null":"_is_null"
"_is_null" : "_is_null"
"nullnullnull":"nullnullnull"
"nullnullnull" : "nullnullnull"
]
alertable(choices) : "Alertable" : 0 =
[
0 : "No"
1 : "Yes"
]
]
alertable(choices):"Alertable":0=
weapons(choices) : "Weapons (?)" : 0 =
[
[
0:"No"
0 : "0 (?)"
1:"Yes"
32 : "32 (?)"
64 : "64 (?)"
]
]
weapons(integer):"Weapons(numbers determined how?)"
behavior(integer) : "Behavior (?)"
behavior(integer):"Behavior(for what?)"
count(integer) : "Count"
count(integer):"Count"
lightmultiplier(integer) : "Light multiplier"
lightmultiplier(integer):"Light multiplier"
sequencename(string) : "Sequence name"
sequencename(string):"Sequence name"
nopvs(choices) : "Include in Potentially Visible Set (PVS)" : 0 =
nopvs(choices):"Include in Potentially Visible Set(PVS)":0=
[
[
0:"Yes"
0 : "Yes"
1:"No"
1 : "No"
]
]
dontfall(integer):"Don't Fall (to floor?)"
dontfall(integer) : "Don't Fall to Floor"
m_iszEntity(target_destination):"Target Monster"
m_iszEntity(target_destination) : "Target Monster"
dropchance(float):"Chance of drop": "0.0"
dropchance(string) : "Chance of drop" : "0.0"
dropitem(choices):"Drop":0=
dropitem(choices) : "Drop" : 0 =
[
[
"0":"No Weapon"
"0" : "No Weapon"
"weapon_aug":"Steyr Aug"
"weapon_aug" : "Steyr Aug"
"weapon_blowtorch":"BlowTorch"
"weapon_blowtorch" : "BlowTorch"
"weapon_briefcase":"Briefcase"
"weapon_briefcase" : "Briefcase"
"weapon_camera":"Camera"
"weapon_camera" : "Camera"
"weapon_deagle":"Desert Eagle"
"weapon_deagle" : "Desert Eagle"
"weapon_elite":"Elite"
"weapon_elite" : "Elite"
"weapon_fiberobticcamera":"Fiber Optic Camera"
"weapon_fiberobticcamera" : "Fiber Optic Camera"
"weapon_flashbang":"FlashBang"
"weapon_flashbang" : "FlashBang"
"weapon_g3sg1":"g3sg1?"
"weapon_g3sg1" : "G3SG1"
"weapon_hegrenade":"HE Grenade"
"weapon_hegrenade" : "HE Grenade"
"weapon_knife":"Knife"
"weapon_knife" : "Knife"
"weapon_mp5navy":"Mp5 Navy"
"weapon_mp5navy" : "Mp5 Navy"
"weapon_m60":"m60?"
"weapon_m60" : "M60"
"weapon_m4a1":"Colt Carbine M4A1"
"weapon_m4a1" : "Colt Carbine M4A1"
"weapon_radio":"Radio"
"weapon_radio" : "Radio"
"weapon_radiocontrolledbomb":"Radio Controlled Bomb"
"weapon_radiocontrolledbomb" : "Radio Controlled Bomb"
"weapon_scout":"Steyr Scout"
"weapon_scout" : "Steyr Scout"
"weapon_sg552":"SIG552"
"weapon_sg552" : "SIG552"
"weapon_smokegrenade":"Smoke Grenade"
"weapon_smokegrenade" : "Smoke Grenade"
"weapon_ump45":"H&K Ump45"
"weapon_ump45" : "H&K Ump45"
"weapon_xm1014":"Xm1014"
"weapon_xm1014" : "Xm1014"
"weapon_awp":"Artic Warfare Magnum"
"weapon_awp" : "Artic Warfare Magnum"
"weapon_c4":"C4"
"weapon_c4" : "C4"
"weapon_usp":"Usp"
"weapon_usp" : "Usp"
"weapon_ak47":"Ak47"
"weapon_ak47" : "Ak47"
"weapon_laws":"LAW (Guessed)"
"weapon_laws" : "M72 LAW"
"ammo_338magnum":"ammo_338magnum"
"ammo_338magnum" : "ammo_338magnum"
"ammo_357sig":"ammo_357sig"
"ammo_357sig" : "ammo_357sig"
"ammo_45acp":"ammo_45acp"
"ammo_45acp" : "ammo_45acp"
"ammo_45cp":"ammo_45cp"
"ammo_45cp" : "ammo_45cp"
"ammo_50ae":"ammo_50ae"
"ammo_50ae" : "ammo_50ae"
"ammo_556nato":"ammo_556nato"
"ammo_556nato" : "ammo_556nato"
"ammo_556natobox":"ammo_556natobox"
"ammo_556natobox" : "ammo_556natobox"
"ammo_57mm":"ammo_57mm"
"ammo_57mm" : "ammo_57mm"
"ammo_762nato":"ammo_762nato"
"ammo_762nato" : "ammo_762nato"
                "ammo_762natobox":"ammo_762natobox"
"ammo_762natobox" : "ammo_762natobox"
"ammo_9mm":"ammo_9mm"
"ammo_9mm" : "ammo_9mm"
"ammo_buckshot":"ammo_buckshot"
"ammo_buckshot" : "ammo_buckshot"
"ammo_generic":"ammo_generic"
"ammo_generic" : "ammo_generic"
]
]
]
]
@BaseClass base(Targetname,Target,Global, Master, RenderFields, Angles,ZHLT) = Breakable
 
@BaseClass base(Targetname, Target, Global, Master, RenderFields, Angles, ZHLT) = Breakable
[
[
gibentityvelocity(integer):"Gib velocity"
gibentityvelocity(integer) : "Gib velocity"
gibdirection(string): "Gib Direction"
gibdirection(string) : "Gib Direction"
target(target_destination) : "Target on break"
target(target_destination) : "Target on break"
delay(float) : "Delay before fire" : "0.0"
delay(string) : "Delay before fire" : "0.0"
health(integer) : "Strength"
health(integer) : "Strength"
material(choices) : "Material type" : 0 =
material(choices) : "Material type" : 0 =
[
[
0: "Glass"
0 : "Glass"
1: "Wood"
1 : "Wood"
2: "Metal"
2 : "Metal"
3: "Flesh"
3 : "Flesh"
4: "Cinder Block"
4 : "Cinder Block"
5: "Ceiling Tile"
5 : "Ceiling Tile"
6: "Computer"
6 : "Computer"
7: "Unbreakable Glass"
7 : "Unbreakable Glass"
8: "Rocks"
8 : "Rocks"
]
]
explosion(choices) : "Gibs Direction" : 0 =
explosion(choices) : "Gibs Direction" : 0 =
[
[
0: "Random"
0 : "Random"
1: "Relative to Attack"
1 : "Relative to Attack"
]
]
gibmodel(studio) : "Gib Model" : ""
gibmodel(studio) : "Gib Model" : ""
spawnobject(choices) : "Spawn On Break" : 0 =
spawnobject(choices) : "Spawn On Break" : 0 =
[
[
0: "Nothing"
0 : "Nothing"
]
]
explodemagnitude(integer) : "Explode Magnitude (0=none)" : 0
explodemagnitude(integer) : "Explode Magnitude (0 = none)" : 0
grenadetouch(integer):"Grenadetouch" : 0
grenadetouch(integer) : "Grenade Touch (?)" : 0
//this is what weapon or item can damage this breakable
//this is what weapon or item can damage this breakable
//...for example...
//...for example...
//if you put grenade in this area, it will only be broken by a grenade attack
//if you put grenade in this area, it will only be broken by a grenade attack
onlydamagedby(choices):"Only damaged by":""=
onlydamagedby(choices) : "Only damaged by" : "" =
[
[
"":"Nothing"
"" : "Nothing"
"weapon_blowtorch":"Blow Torch"
"weapon_blowtorch" : "Blow Torch"
"weapon_knife":"Knife"
"weapon_knife" : "Knife"
"weapon_hegrenade":"HE Grenade"
"weapon_hegrenade" : "HE Grenade"
"bomb":"Radio Controlled Bomb"
"bomb" : "Radio Controlled Bomb"
"weapon_laws":"Laws"
"weapon_laws" : "M72 LAW"
]
]
skin(choices) : "Contents" : 0 =
skin(choices) : "Contents" : 0 =
[
[
0:"Normal"
0 : "Normal"
-1: "Empty"
-1 : "Empty"
-2: "Solid"
-2 : "Solid"
-3: "Water"
-3 : "Water"
-4: "Slime"
-4 : "Slime"
-5: "Lava"
-5 : "Lava"
-16: "Ladder"
-16 : "Ladder"
]
]
]
]
Line 558: Line 378:
[
[
1 : "Active" : 0
1 : "Active" : 0
16: "Only Direct" : 0
16 : "Only Direct" : 0
32: "Controllable" : 0
32 : "Controllable" : 0
]
]
yawrate(float) : "Yaw rate" : "30.0"
yawrate(string) : "Yaw rate" : "30.0"
yawrange(float) : "Yaw range" : "180.0"
yawrange(string) : "Yaw range" : "180.0"
yawtolerance(float) : "Yaw tolerance" : "15.0"
yawtolerance(string) : "Yaw tolerance" : "15.0"
pitchrate(float) : "Pitch rate" : "0.0"
pitchrate(string) : "Pitch rate" : "0.0"
pitchrange(float) : "Pitch range" : "0.0"
pitchrange(string) : "Pitch range" : "0.0"
pitchtolerance(float) : "Pitch tolerance" : "5.0"
pitchtolerance(string) : "Pitch tolerance" : "5.0"
barrel(float) : "Barrel Length" : "0.0"
barrel(string) : "Barrel Length" : "0.0"
barrely(float) : "Barrel Horizontal" : "0.0"
barrely(string) : "Barrel Horizontal" : "0.0"
barrelz(float) : "Barrel Vertical" : "0.0"
barrelz(string) : "Barrel Vertical" : "0.0"
spritesmoke(sprite) : "Smoke Sprite" : ""
spritesmoke(sprite) : "Smoke Sprite" : ""
spriteflash(sprite) : "Flash Sprite" : ""
spriteflash(sprite) : "Flash Sprite" : ""
spritescale(float) : "Sprite scale" : "1.0"
spritescale(string) : "Sprite scale" : "1.0"
rotatesound(sound) : "Rotate Sound" : ""
rotatesound(sound) : "Rotate Sound" : ""
firerate(float) : "Rate of Fire" : "1.0"
firerate(string) : "Rate of Fire" : "1.0"
bullet_damage(integer) : "Damage Per Bullet" : "0"
bullet_damage(integer) : "Damage Per Bullet" : 0
persistence(float) : "Firing persistence" : "1.0"
persistence(string) : "Firing persistence" : "1.0"
firespread(choices) : "Bullet accuracy" : 0 =
firespread(choices) : "Bullet accuracy" : 0 =
[
[
0: "Perfect Shot"
0 : "Perfect Shot"
1: "Small cone"
1 : "Small cone"
2: "Medium cone"
2 : "Medium cone"
3: "Large cone"
3 : "Large cone"
4: "Extra-large cone"
4 : "Extra-large cone"
]
]
minRange(float) : "Minimum target range" : "0.0"
minRange(string) : "Minimum target range" : "0.0"
maxRange(float) : "Maximum target range" : "0.0"
maxRange(string) : "Maximum target range" : "0.0"
_minlight(integer) : "Minimum light level" : 0
_minlight(integer) : "Minimum light level" : 0
]
]
@BaseClass base(Targetname,Target,Targetx, Global, Master, RenderFields, Angles,ZHLT) = Door
 
@BaseClass base(Targetname, Target, Targetx, Global, Master, RenderFields, Angles, ZHLT) = Door
[
[
speed(integer) : "Speed" : 100
speed(integer) : "Speed" : 100
movesnd(choices) : "Move Sound" : 0 =  
movesnd(choices) : "Move Sound" : 0 =
[
[
0: "No Sound"
0 : "No Sound"
1: "Servo (Sliding)"
1 : "Servo (Sliding)"
2: "Pneumatic (Sliding)"
2 : "Pneumatic (Sliding)"
3: "Pneumatic (Rolling)"
3 : "Pneumatic (Rolling)"
4: "Vacuum"
4 : "Vacuum"
5: "Power Hydraulic"
5 : "Power Hydraulic"
6: "Large Rollers"
6 : "Large Rollers"
7: "Track Door"
7 : "Track Door"
8: "Snappy Metal Door"
8 : "Snappy Metal Door"
9: "Squeaky 1"
9 : "Squeaky 1"
10: "Squeaky 2"
10 : "Squeaky 2"
]
]
stopsnd(choices) : "Stop Sound" : 0 =  
stopsnd(choices) : "Stop Sound" : 0 =
[
[
0: "No Sound"
0 : "No Sound"
1: "Clang with brake"
1 : "Clang with brake"
2: "Clang reverb"
2 : "Clang reverb"
3: "Ratchet Stop"
3 : "Ratchet Stop"
4: "Chunk"
4 : "Chunk"
5: "Light airbrake"
5 : "Light airbrake"
6: "Metal Slide Stop"
6 : "Metal Slide Stop"
7: "Metal Lock Stop"
7 : "Metal Lock Stop"
8: "Snappy Metal Stop"
8 : "Snappy Metal Stop"
]
]
wait(integer) : "delay before close, -1 stay open " : 0
wait(integer) : "delay before close, -1 stay open " : 0
Line 628: Line 449:
1 : "Starts Open" : 0
1 : "Starts Open" : 0
4 : "Don't link" : 0
4 : "Don't link" : 0
8: "Not Solid" : 0
8 : "Not Solid" : 0
32: "Toggle" : 0
32 : "Toggle" : 0
256:"Use Only" : 0
256 : "Use Only" : 0
]
]
locked_sound(choices) : "Locked Sound" : 0 =  
locked_sound(choices) : "Locked Sound" : 0 =
[
[
0: "None"
0 : "None"
2: "Access Denied"
2 : "Access Denied"
8: "Small zap"
8 : "Small zap"
10: "Buzz"
10 : "Buzz"
11: "Buzz Off"
11 : "Buzz Off"
12: "Latch Locked"
12 : "Latch Locked"
]
]
unlocked_sound(choices) : "Unlocked Sound" : 0 =  
unlocked_sound(choices) : "Unlocked Sound" : 0 =
[
[
0: "None"
0 : "None"
1: "Big zap & Warmup"
1 : "Big zap & Warmup"
3: "Access Granted"
3 : "Access Granted"
4: "Quick Combolock"
4 : "Quick Combolock"
5: "Power Deadbolt 1"
5 : "Power Deadbolt 1"
6: "Power Deadbolt 2"
6 : "Power Deadbolt 2"
7: "Plunger"
7 : "Plunger"
8: "Small zap"
8 : "Small zap"
9: "Keycard Sound"
9 : "Keycard Sound"
10: "Buzz"
10 : "Buzz"
13: "Latch Unlocked"
13 : "Latch Unlocked"
14: "Lightswitch"
14 : "Lightswitch"
]
]
locked_sentence(choices) : "Locked Sentence" : 0 =  
locked_sentence(choices) : "Locked Sentence" : 0 =
[
[
0: "None"
0 : "None"
1: "Gen. Access Denied"
1 : "Gen. Access Denied"
2: "Security Lockout"
2 : "Security Lockout"
3: "Blast Door"
3 : "Blast Door"
4: "Fire Door"
4 : "Fire Door"
5: "Chemical Door"
5 : "Chemical Door"
6: "Radiation Door"
6 : "Radiation Door"
7: "Gen. Containment"
7 : "Gen. Containment"
8: "Maintenance Door"
8 : "Maintenance Door"
9: "Broken Shut Door"
9 : "Broken Shut Door"
10: "Buzz"
10 : "Buzz"
11: "Buzz Off"
11 : "Buzz Off"
12: "Latch Locked"
12 : "Latch Locked"
]
]
unlocked_sentence(choices) : "Unlocked Sentence" : 0 =  
unlocked_sentence(choices) : "Unlocked Sentence" : 0 =
[
[
0: "None"
0 : "None"
1: "Gen. Access Granted"
1 : "Gen. Access Granted"
2: "Security Disengaged"
2 : "Security Disengaged"
3: "Blast Door"
3 : "Blast Door"
4: "Fire Door"
4 : "Fire Door"
5: "Chemical Door"
5 : "Chemical Door"
6: "Radiation Door"
6 : "Radiation Door"
7: "Gen. Containment"
7 : "Gen. Containment"
8: "Maintenance area"
8 : "Maintenance area"
]
]
_minlight(integer) : "Minimum light level"
_minlight(integer) : "Minimum light level" : 0
skin(choices) : "Contents" : 0 =
skin(choices) : "Contents" : 0 =
[
[
0:"Normal"
0 : "Normal"
-1: "Empty"
-1 : "Empty"
-2: "Solid"
-2 : "Solid"
-3: "Water"
-3 : "Water"
-4: "Slime"
-4 : "Slime"
-5: "Lava"
-5 : "Lava"
-16: "Ladder"
-16 : "Ladder"
]
]
explodemagnitude(integer):"Explosion Magnitude"
explodemagnitude(integer) : "Explosion Magnitude"
]
]


Line 701: Line 522:
[
[
m_iGibs(integer) : "Number of Gibs" : 0
m_iGibs(integer) : "Number of Gibs" : 0
delay(float) : "Delay between shots" : "0.0"
delay(string) : "Delay between shots" : "0.0"
m_flVelocity(float) : "Gib Velocity" : "0.0"
m_flVelocity(string) : "Gib Velocity" : "0.0"
m_flVariance(float) : "Course Variance" : "0.0"
m_flVariance(string) : "Course Variance" : "0.0"
m_flGibLife(float) : "Gib Life" : "4.0"
m_flGibLife(string) : "Gib Life" : "4.0"
spawnflags(Flags) =  
spawnflags(Flags) =
[
[
1 : "Repeatable" : 0
1 : "Repeatable" : 0
]
]
]
]


@BaseClass = Light  
@BaseClass = Light
[
[
_light(color255) : "Brightness" : "255 255 255 200"
_light(color255) : "Brightness" : "255 255 255 200"
Line 717: Line 538:
[
[
0 : "Normal"
0 : "Normal"
-3: "Grouped"
-3 : "Grouped"
10: "Fluorescent flicker"
10 : "Fluorescent flicker"
2 : "Slow, strong pulse"
2 : "Slow, strong pulse"
11: "Slow pulse, noblack"
11 : "Slow pulse, noblack"
5 : "Gentle pulse"
5 : "Gentle pulse"
1 : "Flicker A"
1 : "Flicker A"
Line 729: Line 550:
4 : "Fast strobe"
4 : "Fast strobe"
9 : "Slow strobe"
9 : "Slow strobe"
12: "Underwater"
12 : "Underwater"
]
]
pattern(string) : "Custom Appearance"
pattern(string) : "Custom Appearance"
_fade(integer) : "Fade (ZHLT Only)" : 1
_fade(integer) : "Fade (ZHLT Only)" : 1
_color(string) : "Color scale (0-1)":"1.000000 1.000000 1.000000"
_color(string) : "Color scale (0-1)" : "1.000000 1.000000 1.000000"
_falloff(Choices) : "Falloff (ZHLT Only)" : 0 =
_falloff(Choices) : "Falloff (ZHLT Only)" : 0 =
[
[
Line 741: Line 562:
]
]
spawnflags(Flags) =
spawnflags(Flags) =
[  
[
1 : "Initially dark" : 0
1 : "Initially dark" : 0
]
]
dot_product_weight(integer):"Dot product weight":0
dot_product_weight(integer) : "Dot product weight" : 0
spherical_ambient(integer):"Spherical Ambient":0
spherical_ambient(integer) : "Spherical Ambient" : 0
angle_hotspot(integer):"Angle Hotspot":0
angle_hotspot(integer) : "Angle Hotspot" : 0
falloff_curvature(integer):"Falloff curvature":0
falloff_curvature(integer) : "Falloff curvature" : 0
angle_penumbra(integer):"Angle Pnumbra":0
angle_penumbra(integer) : "Angle Pnumbra" : 0
falloff_start_dist(integer):"Falloff Start Distance":0
falloff_start_dist(integer) : "Falloff Start Distance" : 0
falloff_end_dist(integer):"Falloff End Distance":0
falloff_end_dist(integer) : "Falloff End Distance" : 0
]
]


@BaseClass = PlatSounds  
@BaseClass = PlatSounds
[
[
movesnd(choices) : "Move Sound" : 0 =  
movesnd(choices) : "Move Sound" : 0 =
[
[
0: "No Sound"
0 : "No Sound"
1: "big elev 1"
1 : "big elev 1"
2: "big elev 2"
2 : "big elev 2"
3: "tech elev 1"
3 : "tech elev 1"
4: "tech elev 2"
4 : "tech elev 2"
5: "tech elev 3"
5 : "tech elev 3"
6: "freight elev 1"
6 : "freight elev 1"
7: "freight elev 2"
7 : "freight elev 2"
8: "heavy elev"
8 : "heavy elev"
9: "rack elev"
9 : "rack elev"
10: "rail elev"
10 : "rail elev"
11: "squeek elev"
11 : "squeek elev"
12: "odd elev 1"
12 : "odd elev 1"
13: "odd elev 2"
13 : "odd elev 2"
]
]
stopsnd(choices) : "Stop Sound" : 0 =  
stopsnd(choices) : "Stop Sound" : 0 =
[
[
0: "No Sound"
0 : "No Sound"
1: "big elev stop1"
1 : "big elev stop1"
2: "big elev stop2"
2 : "big elev stop2"
3: "freight elev stop"
3 : "freight elev stop"
4: "heavy elev stop"
4 : "heavy elev stop"
5: "rack stop"
5 : "rack stop"
6: "rail stop"
6 : "rail stop"
7: "squeek stop"
7 : "squeek stop"
8: "quick stop"
8 : "quick stop"
]
]
volume(float) : "Sound Volume 0.0 - 1.0" : 0
volume(string) : "Sound Volume 0.0 - 1.0" : 0
]
]
@BaseClass size(-16 -16 -36, 16 16 36) color(0 255 0) base(Angles) = PlayerClass []
@BaseClass size(-16 -16 -36, 16 16 36) color(0 255 0) base(Angles) = PlayerClass []
@BaseClass base(Classtype,Targetname, Global, RenderFields, PlatSounds) = Trackchange
 
@BaseClass base(Classtype, Targetname, Global, RenderFields, PlatSounds) = Trackchange
[
[
height(integer) : "Travel altitude" : 0
height(integer) : "Travel altitude" : 0
spawnflags(flags) =
spawnflags(flags) =
[
[
1: "Auto Activate train" : 0
1 : "Auto Activate train" : 0
2: "Relink track" : 0
2 : "Relink track" : 0
8: "Start at Bottom" : 0
8 : "Start at Bottom" : 0
16: "Rotate Only" : 0
16 : "Rotate Only" : 0
64: "X Axis" : 0
64 : "X Axis" : 0
128: "Y Axis" : 0
128 : "Y Axis" : 0
]
]
rotation(integer) : "Spin amount" : 0
rotation(integer) : "Spin amount" : 0
Line 805: Line 628:
speed(integer) : "Move/Rotate speed" : 0
speed(integer) : "Move/Rotate speed" : 0
]
]
@BaseClass base(Targetname, Master, Target) = Trigger
@BaseClass base(Targetname, Master, Target) = Trigger
[
[
delay(float) : "Delay before trigger" : "0.0"
delay(string) : "Delay before trigger" : "0.0"
killtarget(target_destination) : "Kill target"
killtarget(target_destination) : "Kill target"
netname(target_destination) : "Target Path"
netname(target_destination) : "Target Path"
Line 816: Line 640:
]
]
message(string) : "Message (set sound too)"
message(string) : "Message (set sound too)"
spawnflags(flags) =  
spawnflags(flags) =
[
[
4: "Pushables": 0
4 : "Pushables" : 0
]
]
]
]


  //////////////////////////
////////////////////////////////////////////////////////////////////////////////
///AISCRIPTED ENTITIES////
// AISCRIPTED ENTITIES
//////////////////////////
////////////////////////////////////////////////////////////////////////////////
 
@PointClass base(Targetname, Targetx, Angles) size(-16 -16 0, 16 16 72) color(255 0 255) = aiscripted_sequence : "AI Scripted Sequence"
@PointClass base(Targetname, Targetx, Angles) size(-16 -16 0, 16 16 72) color(255 0 255) = aiscripted_sequence : "AI Scripted Sequence"
[
[
m_iszEntity(target_destination) : "Target Monster"
m_iszEntity(target_destination) : "Target Monster"
m_iszPlay(string) : "Action Animation" : ""
m_iszPlay(string) : "Action Animation" : ""
m_flRadius(float) : "Search Radius" : "512.0"
m_flRadius(string) : "Search Radius" : "512.0"
m_flRepeat(float) : "Repeat Rate ms" : "0.0"
m_flRepeat(string) : "Repeat Rate ms" : "0.0"
m_fMoveTo(Choices) : "Move to Position" : 0 =
m_fMoveTo(Choices) : "Move to Position" : 0 =
[
[
Line 844: Line 669:
1 : "Ambush"
1 : "Ambush"
]
]
spawnflags(Flags) =  
spawnflags(Flags) =
[
[
4 : "Repeatable" : 0
4 : "Repeatable" : 0
8 : "Leave Corpse" : 0
8 : "Leave Corpse" : 0
]
]
]
]


  ///////////////////////
////////////////////////////////////////////////////////////////////////////////
///AMBIENT ENTITIES////
// AMBIENT ENTITIES
///////////////////////
////////////////////////////////////////////////////////////////////////////////
@PointClass base(Targetname,Angles) iconsprite("sprites/CZ/AmbientGeneric.spr") = ambient_generic : "Universal Ambient"
 
@PointClass base(Targetname, Angles) iconsprite("sprites/CS/AmbientGeneric.spr") = ambient_generic : "Universal Ambient"
[
[
message(sound) : "Path/filename.wav of WAV"
message(sound) : "Path/filename.wav of WAV"
Line 860: Line 686:
preset(choices) :"Dynamic Presets" : 0 =
preset(choices) :"Dynamic Presets" : 0 =
[
[
0: "None"
0 : "None"
1: "Huge Machine"
1 : "Huge Machine"
2: "Big Machine"
2 : "Big Machine"
3: "Machine"
3 : "Machine"
4: "Slow Fade in"
4 : "Slow Fade in"
5: "Fade in"
5 : "Fade in"
6: "Quick Fade in"
6 : "Quick Fade in"
7: "Slow Pulse"
7 : "Slow Pulse"
8: "Pulse"
8 : "Pulse"
9: "Quick pulse"
9 : "Quick pulse"
10: "Slow Oscillator"
10 : "Slow Oscillator"
11: "Oscillator"
11 : "Oscillator"
12: "Quick Oscillator"
12 : "Quick Oscillator"
13: "Grunge pitch"
13 : "Grunge pitch"
14: "Very low pitch"
14 : "Very low pitch"
15: "Low pitch"
15 : "Low pitch"
16: "High pitch"
16 : "High pitch"
17: "Very high pitch"
17 : "Very high pitch"
18: "Screaming pitch"
18 : "Screaming pitch"
19: "Oscillate spinup/down"
19 : "Oscillate spinup/down"
20: "Pulse spinup/down"
20 : "Pulse spinup/down"
21: "Random pitch"
21 : "Random pitch"
22: "Random pitch fast"
22 : "Random pitch fast"
23: "Incremental Spinup"
23 : "Incremental Spinup"
24: "Alien"
24 : "Alien"
25: "Bizzare"
25 : "Bizzare"
26: "Planet X"
26 : "Planet X"
27: "Haunted"
27 : "Haunted"
]
]
volstart(integer) : "Start Volume" : 0
volstart(integer) : "Start Volume" : 0
Line 903: Line 729:
spawnflags(flags) =
spawnflags(flags) =
[
[
1: "Play Everywhere" : 0
1 : "Play Everywhere" : 0
2: "Small Radius" : 0
2 : "Small Radius" : 0
4: "Medium Radius" : 1
4 : "Medium Radius" : 1
8: "Large Radius" : 0
8 : "Large Radius" : 0
16:"Start Silent":0
16 : "Start Silent" : 0
32:"Not Toggled":0
32 : "Not Toggled" : 0
]
]
]
]


  ////////////////////
////////////////////////////////////////////////////////////////////////////////
///AMMO ENTITIES////
// AMMO ENTITIES
////////////////////
////////////////////////////////////////////////////////////////////////////////
@BaseClass base(RenderFields,Angles) = Ammo
 
@BaseClass base(RenderFields, Angles) = Ammo
[
[
numclip(integer):"Number of clips"
numclip(integer) : "Number of clips"
]
]


@PointClass base(Ammo) iconsprite("sprites/CZ/Ammo.spr") = ammo_338magnum : ".338 Lapua Magnum Ammo"[]
@PointClass base(Ammo) iconsprite("sprites/CS/Ammo.spr") = ammo_338magnum : ".338 Lapua Magnum Ammo"[]


@PointClass base(Ammo) iconsprite("sprites/CZ/Ammo.spr") = ammo_357sig : ".357 SIG Ammo"[]
@PointClass base(Ammo) iconsprite("sprites/CS/Ammo.spr") = ammo_357sig : ".357 SIG Ammo"[]


@PointClass base(Ammo) iconsprite("sprites/CZ/Ammo.spr") = ammo_45acp : ".45 ACP Ammo"[]
@PointClass base(Ammo) iconsprite("sprites/CS/Ammo.spr") = ammo_45acp : ".45 ACP Ammo"[]


@PointClass base(Ammo) iconsprite("sprites/CZ/Ammo.spr") = ammo_45cp : ".45 CP Ammo"[]
@PointClass base(Ammo) iconsprite("sprites/CS/Ammo.spr") = ammo_45cp : ".45 CP Ammo"[]


@PointClass base(Ammo) iconsprite("sprites/CZ/Ammo.spr") = ammo_50ae : ".50 Action Express Ammo"[]
@PointClass base(Ammo) iconsprite("sprites/CS/Ammo.spr") = ammo_50ae : ".50 Action Express Ammo"[]


@PointClass base(Ammo) iconsprite("sprites/CZ/Ammo.spr") = ammo_556nato : "5.56mm NATO Ammo"[]
@PointClass base(Ammo) iconsprite("sprites/CS/Ammo.spr") = ammo_556nato : "5.56mm NATO Ammo"[]


@PointClass base(Ammo) iconsprite("sprites/CZ/Ammo.spr") = ammo_556natobox : "5.56mm NATO Box Ammo"[]
@PointClass base(Ammo) iconsprite("sprites/CS/Ammo.spr") = ammo_556natobox : "5.56mm NATO Box Ammo"[]


@PointClass base(Ammo) iconsprite("sprites/CZ/Ammo.spr") = ammo_57mm : "5.7mm Ammo"[]
@PointClass base(Ammo) iconsprite("sprites/CS/Ammo.spr") = ammo_57mm : "5.7mm Ammo"[]


@PointClass base(Ammo) iconsprite("sprites/CZ/Ammo.spr") = ammo_762nato : "7.62mm NATO Ammo"[]
@PointClass base(Ammo) iconsprite("sprites/CS/Ammo.spr") = ammo_762nato : "7.62mm NATO Ammo"[]


@PointClass base(Ammo) iconsprite("sprites/CZ/Ammo.spr") = ammo_9mm : "9mm Parabellum Ammo"[]
@PointClass base(Ammo) iconsprite("sprites/CS/Ammo.spr") = ammo_9mm : "9mm Parabellum Ammo"[]


@PointClass base(Ammo) iconsprite("sprites/CZ/Ammo.spr") = ammo_buckshot : "12 Gauge Ammo"[]
@PointClass base(Ammo) iconsprite("sprites/CS/Ammo.spr") = ammo_buckshot : "12 Gauge Ammo"[]


@PointClass base(Ammo) iconsprite("sprites/CZ/Ammo.spr") = ammo_generic : "Generic Ammo"[]
@PointClass base(Ammo) iconsprite("sprites/CS/Ammo.spr") = ammo_generic : "Generic Ammo"[]


  //////////////////////
////////////////////////////////////////////////////////////////////////////////
///BUTTON ENTITIES////
// BUTTON ENTITIES
//////////////////////
////////////////////////////////////////////////////////////////////////////////


@SolidClass base(Master, Target, Angles, RenderFields, ZHLT) = button_target : "Target Button"
@SolidClass base(Master, Target, Angles, RenderFields, ZHLT) = button_target : "Target Button"
Line 952: Line 779:
spawnflags(flags) =
spawnflags(flags) =
[
[
1: "Use Activates" : 1
1 : "Use Activates" : 1
2: "Start On" : 0
2 : "Start On" : 0
]
]
]
]
  //////////////////////
///CYCLER ENTITIES////
//////////////////////


@PointClass base(Targetname, Angles, RenderFields) studio() = cycler : "Monster Cycler"  
////////////////////////////////////////////////////////////////////////////////
// CYCLER ENTITIES
////////////////////////////////////////////////////////////////////////////////
 
@PointClass base(Targetname, Angles, RenderFields) studio() = cycler : "Monster Cycler"
[
[
model(studio) : "Model"
model(studio) : "Model"
Line 966: Line 794:
body(integer) : "Body" : 0
body(integer) : "Body" : 0
health(integer) : "Health" : 0
health(integer) : "Health" : 0
framerate(float) : "Framerate multiplier" : "1.0"
framerate(string) : "Framerate multiplier" : "1.0"
sequence(integer) : "Animation #" : 0  
sequence(integer) : "Animation #" : 0
]
]


@PointClass base(Targetname, Angles, RenderFields) studio() = cycler_sprite : "Sprite Cycler"  
@PointClass base(Targetname, Angles, RenderFields) studio() = cycler_sprite : "Sprite Cycler"
[
[
model(studio) : "Model"
model(studio) : "Model"
Line 976: Line 804:
body(integer) : "Body" : 0
body(integer) : "Body" : 0
health(integer) : "Health" : 0
health(integer) : "Health" : 0
framerate(float) : "Framerate multiplier : "1.0"
framerate(string) : "Framerate multiplier" : "1.0"
sequence(integer) : "Animation #" : 0  
sequence(integer) : "Animation #" : 0
controller(string): "Controllers 0-255" : "0 0 0 0"
controller(string) : "Controllers 0-255" : "0 0 0 0"
]
]


Line 986: Line 814:
]
]


@PointClass sprite() base(Targetname, Angles) size(-4 -4 -4, 4 4 4) = cycler_wreckage : "Wreckage"  
@PointClass sprite() base(Targetname, Angles, RenderFxChoices) size(-4 -4 -4, 4 4 4) = cycler_wreckage : "Wreckage"
[
[
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"
5: "Slow Fade Away"
6: "Fast Fade Away"
7: "Slow Become Solid"
8: "Fast Become Solid"
14: "Constant Glow"
15: "Distort"
16: "Hologram (Distort + fade)"
]
rendermode(choices) : "Render Mode" : 2 =
rendermode(choices) : "Render Mode" : 2 =
[
[
0: "Normal"
0 : "Normal"
1: "Color"
1 : "Color"
2: "Texture"
2 : "Texture"
3: "Glow"
3 : "Glow"
4: "Solid"
4 : "Solid"
5: "Additive"
5 : "Additive"
]
]
renderamt(integer) : "FX Amount (1 - 255)" : 0
renderamt(integer) : "FX Amount (1 - 255)" : 0
Line 1,021: Line 829:
framerate(integer) : "Framerate" : 10
framerate(integer) : "Framerate" : 10
model(sprite) : "Sprite Name" : "sprites/dot.spr"
model(sprite) : "Sprite Name" : "sprites/dot.spr"
scale(float) : "Scale" : "1.0"
scale(string) : "Scale" : "1.0"
spawnflags(flags) =
spawnflags(flags) =
[
[
32: "Toggle" : 0
32 : "Toggle" : 0
64: "Start ON" : 0
64 : "Start On" : 0
]
]
]
]


  ///////////////////
////////////////////////////////////////////////////////////////////////////////
///ENV ENTITIES////
// ENV ENTITIES
///////////////////
////////////////////////////////////////////////////////////////////////////////


@PointClass iconsprite("sprites/CZ/EnvBeam.spr") base(Targetname, BeamStartEnd, RenderFxChoices) size(-16 -16 -16, 16 16 16) = env_beam : "Energy Beam Effect"
@PointClass iconsprite("sprites/CS/EnvBeam.spr") base(Targetname, BeamStartEnd, RenderFxChoices) size(-16 -16 -16, 16 16 16) = env_beam : "Energy Beam Effect"
[
[
renderamt(integer) : "Brightness (1 - 255)" : 100
renderamt(integer) : "Brightness (1 - 255)" : 100
rendercolor(color255) : "Beam Color (R G B)" : "0 0 0"
rendercolor(color255) : "Beam Color (R G B)" : "0 0 0"
Radius(integer) : "Radius" : 256
Radius(integer) : "Radius" : 256
life(float) : "Life (seconds 0 = infinite)" : "0.0"
life(string) : "Life (seconds 0 = infinite)" : "0.0"
BoltWidth(integer) : "Width of beam (pixels*0.1 0-255)" : 20
BoltWidth(integer) : "Width of beam (pixels*0.1 0-255)" : 20
NoiseAmplitude(integer) : "Amount of noise (0-255)" : 0
NoiseAmplitude(integer) : "Amount of noise (0-255)" : 0
Line 1,045: Line 853:
framerate(string) : "Frames per 10 seconds" : 0
framerate(string) : "Frames per 10 seconds" : 0
framestart(integer) : "Starting Frame" : 0
framestart(integer) : "Starting Frame" : 0
StrikeTime(float) : "Strike again time (secs)" : "0.0"
StrikeTime(string) : "Strike again time (secs)" : "0.0"
damage(float) : "Damage / second" : "0.0"
damage(string) : "Damage / second" : "0.0"
spawnflags(flags) =  
spawnflags(flags) =
[
[
1 : "Start On" : 0
1 : "Start On" : 0
Line 1,053: Line 861:
4 : "Random Strike" : 0
4 : "Random Strike" : 0
8 : "Ring" : 0
8 : "Ring" : 0
16: "StartSparks" : 0
16 : "StartSparks" : 0
32: "EndSparks" : 0
32 : "EndSparks" : 0
64: "Decal End" : 0
64 : "Decal End" : 0
128: "Shade Start" : 0
128 : "Shade Start" : 0
256: "Shade End" : 0
256 : "Shade End" : 0
]
]
]
]


@PointClass iconsprite("sprites/CZ/EnvBeverage.spr") base(Targetname, Angles) size(-4 -4 -4, 4 4 4) = env_beverage : "Beverage Dispenser"
@PointClass iconsprite("sprites/CS/EnvBeverage.spr") base(Targetname, Angles) size(-4 -4 -4, 4 4 4) = env_beverage : "Beverage Dispenser"
[
[
health(integer) : "Capacity" : 10
health(integer) : "Capacity" : 10
skin(choices) : "Beverage Type" : 0 =  
skin(choices) : "Beverage Type" : 0 =
[
[
0 : "Coca-Cola"
0 : "Coca-Cola"
Line 1,076: Line 884:
]
]


@PointClass iconsprite("sprites/CZ/EnvBlood.spr") base(Targetname, Angles) size(-16 -16 -16, 16 16 16) color(255 0 0) = env_blood : "Blood Effects"  
@PointClass iconsprite("sprites/CS/EnvBlood.spr") base(Targetname, Angles) size(-16 -16 -16, 16 16 16) color(255 0 0) = env_blood : "Blood Effects"
[
[
color(choices) : "Blood Color" : 0 =
color(choices) : "Blood Color" : 0 =
Line 1,085: Line 893:
spawnflags(flags) =
spawnflags(flags) =
[
[
1: "Random Direction" : 0
1 : "Random Direction" : 0
2: "Blood Stream" : 0
2 : "Blood Stream" : 0
4: "On Player" : 0
4 : "On Player" : 0
8: "Spray decals" : 0
8 : "Spray decals" : 0
]
]
]
]


@SolidClass base(Targetname) = env_bubbles : "Bubble Volume"  
@SolidClass base(Targetname) = env_bubbles : "Bubble Volume"
[
[
density(integer) : "Bubble density" : 2
density(integer) : "Bubble density" : 2
frequency(integer) : "Bubble frequency" : 2
frequency(integer) : "Bubble frequency" : 2
current(integer) : "Speed of Current" : 0
current(integer) : "Speed of Current" : 0
spawnflags(Flags) =  
spawnflags(Flags) =
[
[
1 : "Start Off" : 0
1 : "Start Off" : 0
]
]
]
]


@PointClass base(Targetname, Angles) size(-16 -16 -16, 16 16 16) iconsprite("sprites/CZ/EnvSpark.spr") = env_debris : "Spark"  
@PointClass base(Targetname, Angles) size(-16 -16 -16, 16 16 16) iconsprite("sprites/CS/EnvSpark.spr") = env_debris : "Spark"
[
[
MaxDelay(float) : "Max Delay" : "0.0"
MaxDelay(string) : "Max Delay" : "0.0"
spawnflags(flags) =
spawnflags(flags) =
[
[
32: "Toggle" : 0
32 : "Toggle" : 0
64: "Start ON" : 0
64 : "Start On" : 0
]
]
]
]


@PointClass base(Targetname) iconsprite("sprites/CZ/EnvExplosion.spr") = env_explosion : "Explosion"  
@PointClass base(Targetname) iconsprite("sprites/CS/EnvExplosion.spr") = env_explosion : "Explosion"
[
[
magnitude(Integer) : "Magnitude (magnitude)" : 0
magnitude(Integer) : "Magnitude (magnitude)" : 0
Line 1,119: Line 927:
spawnflags(flags) =
spawnflags(flags) =
[
[
1: "No Damage" : 0
1 : "No Damage" : 0
2: "Repeatable" : 0
2 : "Repeatable" : 0
4: "No Fireball" : 0
4 : "No Fireball" : 0
8: "No Smoke" : 0
8 : "No Smoke" : 0
16: "No Decal" : 0
16 : "No Decal" : 0
32: "No Sparks" : 0
32 : "No Sparks" : 0
]
]
firesprite(sprite):"Fire sprite"
firesprite(sprite) : "Fire sprite"
spritescale(integer):"Sprite scale"
spritescale(integer) : "Sprite scale"
scale(float):"Scale":"1.0"
scale(string) : "Scale" : "1.0"
skin(integer):"Skin"
skin(integer) : "Skin"
]
]


@PointClass iconsprite("sprites/CZ/EnvFade.spr") base(Targetname) = env_fade : "Screen Fade"  
@PointClass iconsprite("sprites/CS/EnvFade.spr") base(Targetname) = env_fade : "Screen Fade"
[
[
spawnflags(flags) =
spawnflags(flags) =
[
[
1: "Fade From" : 0
1 : "Fade From" : 0
2: "Modulate" : 0
2 : "Modulate" : 0
4: "Activator Only" : 0
4 : "Activator Only" : 0
]
]
duration(float) : "Duration (seconds)" : "2.0"
duration(string) : "Duration (seconds)" : "2.0"
holdtime(float) : "Hold Fade (seconds)" : "0.0"
holdtime(string) : "Hold Fade (seconds)" : "0.0"
renderamt(integer) : "Fade Alpha" : 255
renderamt(integer) : "Fade Alpha" : 255
rendercolor(color255) : "Fade Color (R G B)" : "0 0 0"
rendercolor(color255) : "Fade Color (R G B)" : "0 0 0"
Line 1,147: Line 955:




//will cause objective failure when triggered
// Will cause objective failure when triggered
@PointClass base(Targetname) = env_missionfailure : "Failure Management"
@PointClass base(Targetname) = env_missionfailure : "Failure Management"
[
[
music(string):"Music"
music(string) : "Music"
rendercolor(color255):"Render color":"0 0 0"
rendercolor(color255) : "Render color" : "0 0 0"
renderamt(integer):"Render amount"
renderamt(integer) : "Render amount"
fade_alpha(integer):"Screen Fade Opacity"
fade_alpha(integer) : "Screen Fade Opacity"
loadtime(float):"Load time"
loadtime(string) : "Load time"
holdtime(float):"Hold time"
holdtime(string) : "Hold time"
duration(float):"Duration"
duration(string) : "Duration"
]
]


@PointClass iconsprite("sprites/CZ/EnvFog.spr") base(Targetname) = env_fog : "Global Fog Properties"
@PointClass iconsprite("sprites/CS/EnvFog.spr") base(Targetname) = env_fog : "Global Fog Properties"
[
[
rendercolor(color255) : "Fog Color (RGB)" : "0 0 0"
rendercolor(color255) : "Fog Color (RGB)" : "0 0 0"
density(integer):"Density"
density(integer) : "Density"
]
]


@PointClass iconsprite("sprites/CZ/EnvFunnel.spr") base(Targetname) = env_funnel : "Large Portal Funnel"  
@PointClass iconsprite("sprites/CS/EnvFunnel.spr") base(Targetname) = env_funnel : "Large Portal Funnel"
[
[
spawnflags(flags) =
spawnflags(flags) =
[
[
1: "Reverse" : 0
1 : "Reverse" : 0
]
]
]
]


@PointClass iconsprite("sprites/CZ/EnvGlobal.spr") base(Targetname) = env_global : "Global State"
@PointClass iconsprite("sprites/CS/EnvGlobal.spr") base(Targetname) = env_global : "Global State"
[
[
globalstate(string) : "Global State to Set"
globalstate(string) : "Global State to Set"
Line 1,195: Line 1,003:
]
]


@PointClass sprite() base(Targetname, RenderFields,Angles) size(-4 -4 -4, 4 4 4) color(30 100 0) = env_glow : "Light Glow/Haze"  
@PointClass sprite() base(Targetname, RenderFields, Angles) size(-4 -4 -4, 4 4 4) color(30 100 0) = env_glow : "Light Glow/Haze"
[
[
model(sprite) : "model" : "sprites/glow01.spr"
model(sprite) : "model" : "sprites/glow01.spr"
scale(float) : "Sprite Scale" : "1.0"
scale(string) : "Sprite Scale" : "1.0"
]
]


@PointClass iconsprite("sprites/CZ/EnvBeam.spr") base(Targetname, RenderFxChoices, Angles)  = env_laser : "Laser Beam Effect"
@PointClass iconsprite("sprites/CS/EnvBeam.spr") base(Targetname, RenderFxChoices, Angles)  = env_laser : "Laser Beam Effect"
[
[
LaserTarget(target_destination) : "Target of Laser"  
LaserTarget(target_destination) : "Target of Laser"
renderamt(integer) : "Brightness (1 - 255)" : 100
renderamt(integer) : "Brightness (1 - 255)" : 100
rendercolor(color255) : "Beam Color (R G B)" : "0 0 0"
rendercolor(color255) : "Beam Color (R G B)" : "0 0 0"
Line 1,213: Line 1,021:
framestart(integer) : "Starting Frame" : 0
framestart(integer) : "Starting Frame" : 0
damage(integer) : "Damage / second" : 100
damage(integer) : "Damage / second" : 100
spawnflags(flags) =  
spawnflags(flags) =
[
[
1 : "Start On" : 0
1 : "Start On" : 0
16: "StartSparks" : 0
16 : "StartSparks" : 0
32: "EndSparks" : 0
32 : "EndSparks" : 0
64: "Decal End" : 0
64 : "Decal End" : 0
]
]
]
]


@PointClass iconsprite("sprites/CZ/EnvLiveAmmoShooter.spr") base(Targetname,Target,Angles) = env_liveammoshooter : "Live ammo shooter"
@PointClass iconsprite("sprites/CS/EnvLiveAmmoShooter.spr") base(Targetname, Target, Angles) = env_liveammoshooter : "Live Ammo Shooter"
[
[
type(choices):"Ammo Type":""=
type(choices) : "Ammo Type" : "" =
[
[
"hegrenade":"HE Grenade"
"hegrenade" : "HE Grenade"
"smokegrenade":"Smoke Grenade"
"smokegrenade" : "Smoke Grenade"
"flashbang":"Flashbang"//assumed
"flashbang" : "Flashbang" // Value assumed
"lawrocket":"Law Rocket"
"lawrocket" : "M72 LAW Rocket"


]
]
m_flGibLife(float):"Gib life":0
m_flGibLife(string) : "Gib life" : 0
shootsounds(choices):"Shoot Sounds":0=
shootsounds(choices) : "Shoot Sounds" : 0 =
[
[
-1:"None"
-1 : "None"
0:"Default"
0 : "Default"
1:"Any choices above?"
1 : "?"
]
]
quiet(choices):"Quiet":0=
quiet(choices) : "Quiet" : 0 =
[
[
0:"No"
0 : "No"
1:"Yes"
1 : "Yes"
]
]
velmod(float):"Velocity mod":"1.0"
velmod(string) : "Velocity mod" : "1.0"
spawnflags(flags)=
spawnflags(flags) =
[
[
1:"(??)"
1 : "(?)" : 0
]
]
]
]


@PointClass iconsprite("sprites/CZ/EnvMessage.spr") base(Targetname, Target) = env_message : "HUD Text Message"  
@PointClass iconsprite("sprites/CS/EnvMessage.spr") base(Targetname, Target) = env_message : "HUD Text Message"
[
[
message(string) : "Message Name"
message(string) : "Message Name"
spawnflags(flags) =
spawnflags(flags) =
[
[
1: "Play Once" : 0
1 : "Play Once" : 0
2: "All Clients" : 0
2 : "All Clients" : 0
]
]
messagesound(sound) : "Sound effect"
messagesound(sound) : "Sound effect"
messagevolume(integer) : "Volume 0-10" : "10"
messagevolume(integer) : "Volume 0-10" : 10
messageattenuation(Choices) : "Sound Radius" : 0 =
messageattenuation(Choices) : "Sound Radius" : 0 =
[
[
Line 1,270: Line 1,078:
]
]


@PointClass iconsprite("sprites/CZ/EnvParticleEmitter.spr") base(Targetname, Angles,RenderFields) = env_particle_emitter : "Particle Emitter"  
@PointClass iconsprite("sprites/CS/EnvParticleEmitter.spr") base(Targetname, Angles, RenderFields) = env_particle_emitter : "Particle Emitter"
[
[
vis_point(string):"Vis Point":"none"
vis_point(string) : "Vis Point" : "none"
target_direction(string):"Target Direction":"none"
target_direction(string) : "Target Direction" : "none"
scale_speed(integer):"Scale Speed":0
scale_speed(integer) : "Scale Speed" : 0
fade_speed(integer):"Fade Speed":0
fade_speed(integer) : "Fade Speed" : 0
frequency(integer):"Frequency":0
frequency(integer) : "Frequency" : 0
particle_texture(sprite):"Particle Sprite"
particle_texture(sprite) : "Particle Sprite"
particle_avelocity(string):"Angular Velocity":"0 0 0"
particle_avelocity(string) : "Angular Velocity" : "0 0 0"
particle_life(integer):"Particle Life":0
particle_life(integer) : "Particle Life" : 0
particle_scale(integer):"Particle Scale":0
particle_scale(integer) : "Particle Scale" : 0
particle_gravity(integer):"Particle Gravity 1.0 - 0.0":0
particle_gravity(integer) : "Particle Gravity 1.0 - 0.0" : 0
particle_count(integer):"Particle Count":0
particle_count(integer) : "Particle Count" : 0
particle_noise(integer):"Particle Noise":0
particle_noise(integer) : "Particle Noise" : 0
particle_speed(integer):"Particle Speed":0
particle_speed(integer) : "Particle Speed" : 0
target_origin(string):"Target Origin":"none"
target_origin(string) : "Target Origin" : "none"
]
]


@SolidClass base(Targetname,RenderFields) = env_rain : "Rain Entity"[]
@SolidClass base(Targetname, RenderFields) = env_rain : "Rain Entity"[]


@PointClass iconsprite("sprites/CZ/EnvRender.spr") base(Targetname, Target, RenderFields,Targetx,Angles) = env_render : "Render Controls"
@PointClass iconsprite("sprites/CS/EnvRender.spr") base(Targetname, Target, RenderFields, Targetx, Angles) = env_render : "Render Controls"
[
[
spawnflags(flags) =
spawnflags(flags) =
[
[
1: "No Renderfx" : 0
1 : "No Renderfx" : 0
2: "No Renderamt" : 0
2 : "No Renderamt" : 0
4: "No Rendermode" : 0
4 : "No Rendermode" : 0
8: "No Rendercolor" : 0
8 : "No Rendercolor" : 0
]
]
removeonuse(choices):"Remove on use":0 =
removeonuse(choices) : "Remove on use" : 0 =
[
[
0:"No"
0 : "No"
1:"Yes"
1 : "Yes"
]
]
skin(integer):"Skin"
skin(integer) : "Skin"
head(integer):"Head"
head(integer) : "Head"
]
]


@PointClass iconsprite("sprites/CZ/EnvShake.spr") base(Targetname) = env_shake : "Screen Shake"  
@PointClass iconsprite("sprites/CS/EnvShake.spr") base(Targetname) = env_shake : "Screen Shake"
[
[
spawnflags(flags) =
spawnflags(flags) =
[
[
1: "GlobalShake" : 0
1 : "GlobalShake" : 0
]
]
amplitude(float) : "Amplitude 0-16" : "4.0"
amplitude(string) : "Amplitude 0-16" : "4.0"
radius(float) : "Effect radius" : "500.0"
radius(string) : "Effect radius" : "500.0"
duration(float) : "Duration (seconds)" : "1.0"
duration(string) : "Duration (seconds)" : "1.0"
frequency(float) : "0.1 = jerk, 255.0 = rumble" : 0
frequency(string) : "0.1 = jerk, 255.0 = rumble" : 0
]
]


@PointClass iconsprite("sprites/CZ/EnvShooter.spr") base(gibshooterbase, RenderFields) size(-16 -16 -16, 16 16 16) = env_shooter : "Model Shooter"
@PointClass iconsprite("sprites/CS/EnvShooter.spr") base(gibshooterbase, RenderFields) size(-16 -16 -16, 16 16 16) = env_shooter : "Model Shooter"
[
[
shootmodel(studio) : "Model" : ""
shootmodel(studio) : "Model" : ""
shootsounds(choices) :"Material Sound" : -1 =
shootsounds(choices) :"Material Sound" : -1 =
[
[
-1: "None"
-1 : "None"
0: "Glass"
0 : "Glass"
1: "Wood"
1 : "Wood"
2: "Metal"
2 : "Metal"
3: "Flesh"
3 : "Flesh"
4: "Concrete"
4 : "Concrete"
]
]
scale(float) : "Gib Scale" : "1.0"
scale(string) : "Gib Scale" : "1.0"
skin(integer) : "Gib Skin" : 0
skin(integer) : "Gib Skin" : 0
]
]


@PointClass iconsprite("sprites/CZ/EnvSmoker.spr") base(Targetname) size(-4 -4 -4, 4 4 4) color(30 100 0) = env_smoker : "Smoke"  
@PointClass iconsprite("sprites/CS/EnvSmoker.spr") base(Targetname) size(-4 -4 -4, 4 4 4) color(30 100 0) = env_smoker : "Smoke"
[
[
health(integer) : "Strength" : 1
health(integer) : "Strength" : 1
scale(float) : "Smoke Scale" : "1.0"
scale(string) : "Smoke Scale" : "1.0"
]
]


@SolidClass base(Targetname,RenderFields) = env_snow : "Environmental snow"
@SolidClass base(Targetname, RenderFields) = env_snow : "Environmental snow"
[
[
spawnflags(flags) =
spawnflags(flags) =
[
[
1: "Starts on" : 0
1 : "Start On" : 0
]
]
]
]


@PointClass iconsprite("sprites/CZ/EnvSound.spr")  = env_sound : "DSP Sound"  
@PointClass iconsprite("sprites/CS/EnvSound.spr")  = env_sound : "DSP Sound"
[
[
radius(integer) : "Radius" : 128
radius(integer) : "Radius" : 128
Line 1,357: Line 1,165:
0 : "Normal (off)"
0 : "Normal (off)"
1 : "Generic"
1 : "Generic"
2 : "Metal Small"
2 : "Metal Small"
3 : "Metal Medium"
3 : "Metal Medium"
4 : "Metal Large"
4 : "Metal Large"
5 : "Tunnel Small"
5 : "Tunnel Small"
6 : "Tunnel Medium"
6 : "Tunnel Medium"
7 : "Tunnel Large"
7 : "Tunnel Large"
8 : "Chamber Small"
8 : "Chamber Small"
9 : "Chamber Medium"
9 : "Chamber Medium"
10: "Chamber Large"
10 : "Chamber Large"
 
11 : "Bright Small"
11: "Bright Small"
12 : "Bright Medium"
12: "Bright Medium"
13 : "Bright Large"
13: "Bright Large"
14 : "Water 1"
 
15 : "Water 2"
14: "Water 1"
16 : "Water 3"
15: "Water 2"
17 : "Concrete Small"
16: "Water 3"
18 : "Concrete Medium"
 
19 : "Concrete Large"
17: "Concrete Small"
20 : "Big 1"
18: "Concrete Medium"
21 : "Big 2"
19: "Concrete Large"
22 : "Big 3"
 
23 : "Cavern Small"
20: "Big 1"
24 : "Cavern Medium"
21: "Big 2"
25 : "Cavern Large"
22: "Big 3"
26 : "Weirdo 1"
 
27 : "Weirdo 2"
23: "Cavern Small"
28 : "Weirdo 3"
24: "Cavern Medium"
25: "Cavern Large"
 
26: "Weirdo 1"
27: "Weirdo 2"
28: "Weirdo 3"
]
]
]
]


@PointClass base(Targetname, Angles) size(-16 -16 -16, 16 16 16) iconsprite("sprites/CZ/EnvSpark.spr") = env_spark : "Spark"  
@PointClass base(Targetname, Angles) size(-16 -16 -16, 16 16 16) iconsprite("sprites/CS/EnvSpark.spr") = env_spark : "Spark"
[
[
MaxDelay(float) : "Max Delay" : "0.0"
MaxDelay(string) : "Max Delay" : "0.0"
spawnflags(flags) =
spawnflags(flags) =
[
[
32: "Toggle" : 0
32 : "Toggle" : 0
64: "Start ON" : 0
64 : "Start On" : 0
]
]
]
]


@PointClass sprite() base(Targetname, Angles, RenderFields) size(-4 -4 -4, 4 4 4) = env_sprite : "Sprite Effect"  
@PointClass sprite() base(Targetname, Angles, RenderFields) size(-4 -4 -4, 4 4 4) = env_sprite : "Sprite Effect"
[
[
framerate(float) : "Framerate" : "0.0"
framerate(string) : "Framerate" : "0.0"
model(sprite) : "Sprite Name"
model(sprite) : "Sprite Name"
scale(float) : "Scale" : "0.0"
scale(string) : "Scale" : "0.0"
TriggerTarget(target_destination) : "TriggerTarget" TriggerCondition(Choices) : "Trigger Condition" : 0 =
TriggerTarget(target_destination) : "TriggerTarget" TriggerCondition(Choices) : "Trigger Condition" : 0 =
[
[
Line 1,421: Line 1,220:
8 : "Hear Player"
8 : "Hear Player"
9 : "Hear Combat"
9 : "Hear Combat"
10: "See Player Unconditional"
10 : "See Player Unconditional"
11: "See Player, Not In Combat"
11 : "See Player, Not In Combat"
]
]
spawnflags(flags) =
spawnflags(flags) =
[
[
1: "Start on" : 0
1 : "Start On" : 0
2: "Play Once" : 0
2 : "Play Once" : 0
]
]
 
]
]
  ////////////////////
 
///FUNC ENTITIES////
////////////////////////////////////////////////////////////////////////////////
////////////////////
// FUNC ENTITIES
////////////////////////////////////////////////////////////////////////////////


@SolidClass = func_bomb_target : "Bomb target zone"
@SolidClass = func_bomb_target : "Bomb target zone"
Line 1,440: Line 1,240:
]
]


@SolidClass base(Breakable,Func2) = func_breakable : "Breakable"
@SolidClass base(Breakable, Func2) = func_breakable : "Breakable"
[
[
spawnflags(flags) =
spawnflags(flags) =
[
[
1 : "Only Trigger" : 0
1 : "Only Trigger" : 0
2 : "Touch" : 0
2 : "Touch" : 0
4 : "Pressure" : 0
4 : "Pressure" : 0
256: "Instant Crowbar" : 1
256 : "Instant Crowbar" : 1
]
]
_minlight(integer) : "Minimum light level" :0
_minlight(integer) : "Minimum light level" : 0
]
]




@SolidClass base(Door,Netname,Func2) = func_button : "Button"  
@SolidClass base(Door, Netname, Func2) = func_button : "Button"
[
[
// Path Target overrides Targeted Object
// Path Target overrides Targetted Object
sounds(choices) : "Sounds" : 0 =  
sounds(choices) : "Sounds" : 0 =
[
[
0: "None"
0 : "None"
1: "Big zap & Warmup"
1 : "Big zap & Warmup"
2: "Access Denied"
2 : "Access Denied"
3: "Access Granted"
3 : "Access Granted"
4: "Quick Combolock"
4 : "Quick Combolock"
5: "Power Deadbolt 1"
5 : "Power Deadbolt 1"
6: "Power Deadbolt 2"
6 : "Power Deadbolt 2"
7: "Plunger"
7 : "Plunger"
8: "Small zap"
8 : "Small zap"
9: "Keycard Sound"
9 : "Keycard Sound"
10: "Buzz"
10 : "Buzz"
11: "Buzz Off"
11 : "Buzz Off"
14: "Lightswitch"
14 : "Lightswitch"
]
]
spawnflags(flags) =
spawnflags(flags) =
[
[
1: "Don't move" : 0
1 : "Don't move" : 0
4: "" : 0
4 : "(?)" : 0
8: "" : 0
8 : "(?)" : 0
32: "Toggle" : 0
32 : "Toggle" : 0
64: "Sparks" : 0
64 : "Sparks" : 0
256:"Touch Activates": 0
256 : "Touch Activates" : 0
]
]
_minlight(string) : "Minimum light level"
]
]


@SolidClass base(Targetname, Global, RenderFields, Angles, ZHLT,Func2) = func_conveyor : "Conveyor Belt"  
@SolidClass base(Targetname, Global, RenderFields, Angles, ZHLT, Func2) = func_conveyor : "Conveyor Belt"
[
[
spawnflags(flags) =
spawnflags(flags) =
Line 1,492: Line 1,291:
]
]
speed(string) : "Conveyor Speed" : "100"
speed(string) : "Conveyor Speed" : "100"
_minlight(string) : "Minimum light level"
_minlight(integer) : "Minimum light level" : 0
]
]


@SolidClass base(Door, ZHLT,Func2) = func_door : "Basic door" []
@SolidClass base(Door, ZHLT, Func2) = func_door : "Basic door" []


@SolidClass base(func_door,Func2) = func_door_rotating : "Rotating door"  
@SolidClass base(func_door, Func2) = func_door_rotating : "Rotating door"
[
[
spawnflags(flags) =
spawnflags(flags) =
[
[
2 : "Reverse Dir" : 0
2 : "Reverse Dir" : 0
16: "One-way" : 0
16 : "One-way" : 0
64: "X Axis" : 0
64 : "X Axis" : 0
128: "Y Axis" : 0
128 : "Y Axis" : 0
]
]
distance(integer) : "Distance (deg)" : 90
distance(integer) : "Distance (deg)" : 90
Line 1,511: Line 1,310:
@SolidClass = func_escapezone : "Terrorist escape zone" []
@SolidClass = func_escapezone : "Terrorist escape zone" []


@SolidClass base(RenderFields, ZHLT,Func2) = func_friction : "Surface with a change in friction"  
@SolidClass base(RenderFields, ZHLT, Func2) = func_friction : "Surface w/ Friction Change"
[
[
modifier(integer) : "Percentage of standard (0 - 100)" : 15
modifier(integer) : "Percentage of standard (0 - 100)" : 15
]
]


@SolidClass = func_grencatch : "Grenade Check"
@SolidClass = func_grencatch : "Grenade Catch"
[
[
triggerongrenade(string) : "Trigger When Grenade Hits"
triggerongrenade(string) : "Trigger When Grenade Hits"
grenadetype(choices): "grenade type" : 0 =
grenadetype(choices) : "Grenade Type" : 0 =
[
[
0: "flash"
0 : "Flash Grenade"
1: "smoke"
1 : "Smoke Grenade"
2:"he(supported with cz?)"
2 : "HE Grenade (Supported?)"
]
]
disableongrenade(string) : "Disable On Grenade"
disableongrenade(string) : "Disable On Grenade"
]
]


@SolidClass base(Targetname, Global, RenderFields, ZHLT,Func2) = func_guntarget : "Moving platform"  
@SolidClass base(Targetname, Global, RenderFields, ZHLT, Func2) = func_guntarget : "Moving Platform"
[
[
target(target_source) : "First stop target"
target(target_source) : "First stop target"
Line 1,534: Line 1,333:
message(target_source) : "Fire on damage"
message(target_source) : "Fire on damage"
health(integer) : "Damage to Take" : 0
health(integer) : "Damage to Take" : 0
_minlight(string) : "Minimum light level"
_minlight(integer) : "Minimum light level" : 0
]
]


@SolidClass base(Global, RenderFields, ZHLT,Func2) = func_healthcharger: "Wall health recharger"  
@SolidClass base(Global, RenderFields, ZHLT, Func2) = func_healthcharger : "Wall Health Recharger"
[
[
_minlight(string) : "Minimum light level"
_minlight(integer) : "Minimum light level" : 0
]
]


@SolidClass = func_hostage_rescue : "Hostage rescue zone" []
@SolidClass = func_hostage_rescue : "Hostage Rescue Zone" []


@SolidClass base(Targetname, RenderFields, ZHLT,Angles,FuncAddition) = func_illusionary : "Fake Wall/Light"  
@SolidClass base(Targetname, RenderFields, ZHLT, Angles, FuncAddition) = func_illusionary : "Fake Wall/Light"
[
[


skin(choices) : "Contents" : 0 =
skin(choices) : "Contents" : 0 =
[
[
0:"Illusionary"
0 : "Illusionary"
-1: "Empty"
-1 : "Empty"
-2: "Solid"
-2 : "Solid"
-3: "Water"
-3 : "Water"
-4: "Slime"
-4 : "Slime"
-5: "Lava"
-5 : "Lava"
-16: "Ladder"
-16 : "Ladder"
]
]
_minlight(string) : "Minimum light level"
_minlight(integer) : "Minimum light level" : 0
]
]


Line 1,566: Line 1,365:
@SolidClass base(Targetname) = func_monsterclip : "Monster clip brush" []
@SolidClass base(Targetname) = func_monsterclip : "Monster clip brush" []


@SolidClass base(Targetname) = func_mortar_field : "Mortar Field"  
@SolidClass base(Targetname) = func_mortar_field : "Mortar Field"
[
[
m_flSpread(integer) : "Spread Radius" : 64
m_flSpread(integer) : "Spread Radius" : 64
Line 1,580: Line 1,379:
]
]


@SolidClass base(Targetname, Global, Angles, RenderFields, ZHLT,FuncAddition) = func_pendulum : "Swings back and forth"  
@SolidClass base(Targetname, Global, Angles, RenderFields, ZHLT, FuncAddition) = func_pendulum : "Swings back and forth"
[
[
speed(integer) : "Speed" : 100
speed(integer) : "Speed" : 100
Line 1,588: Line 1,387:
spawnflags(flags) =
spawnflags(flags) =
[
[
1: "Start ON" : 0
1 : "Start On" : 0
8: "Not Solid" : 0
8 : "Not Solid" : 0
16: "Auto-return" : 0
16 : "Auto-return" : 0
64: "X Axis" : 0
64 : "X Axis" : 0
128: "Y Axis" : 0
128 : "Y Axis" : 0
]
]
_minlight(integer) : "_minlight"
_minlight(integer) : "_minlight" : 0
skin(choices) : "Contents" : -1 =
skin(choices) : "Contents" : -1 =
[
[
0: "default"
0 : "default"
-1: "Empty"
-1 : "Empty"
-3: "water"
-3 : "water"
-4: "slime: touch drown"
-4 : "slime: touch drown"
-5: "lava: touch fire death"
-5 : "lava: touch fire death"
-7: "Volumetric Light"
-7 : "Volumetric Light"
-16: "make ladder"
-16 : "make ladder"
]
]
]
]


@SolidClass base(Targetname, Global, RenderFields, PlatSounds, ZHLT,Func2) = func_plat : "Elevator"  
@SolidClass base(Targetname, Global, RenderFields, PlatSounds, ZHLT, Func2) = func_plat : "Elevator"
[
[
spawnflags(Flags) =
spawnflags(Flags) =
[
[
1: "Toggle" : 0
1 : "Toggle" : 0
]
]
height(integer) : "Travel altitude (can be negative)" : 0
height(integer) : "Travel altitude (can be negative)" : 0
speed(integer) : "Speed" : 50
speed(integer) : "Speed" : 50
_minlight(string) : "Minimum light level"
_minlight(integer) : "Minimum light level" : 0
]
]


@SolidClass base(Targetname, Global, Angles, RenderFields, ZHLT, PlatSounds,Func2) = func_platrot : "Moving Rotating platform"  
@SolidClass base(Targetname, Global, Angles, RenderFields, ZHLT, PlatSounds, Func2) = func_platrot : "Moving Rotating platform"
[
[
spawnflags(Flags) =
spawnflags(Flags) =
[
[
1: "Toggle" : 1
1 : "Toggle" : 1
64: "X Axis" : 0
64 : "X Axis" : 0
128: "Y Axis" : 0
128 : "Y Axis" : 0
]
]
speed(integer) : "Speed of rotation" : 50
speed(integer) : "Speed of rotation" : 50
height(integer) : "Travel altitude (can be negative)" : 0
height(integer) : "Travel altitude (can be negative)" : 0
rotation(integer) : "Spin amount" : 0
rotation(integer) : "Spin amount" : 0
_minlight(string) : "Minimum light level"
_minlight(integer) : "Minimum light level" : 0
]
]


@SolidClass base(Breakable, RenderFields, ZHLT,Func2) = func_pushable : "Pushable object"
@SolidClass base(Breakable, RenderFields, ZHLT, Func2) = func_pushable : "Pushable object"
[
[
size(choices) : "Hull Size" : 0 =
size(choices) : "Hull Size" : 0 =
[
[
0: "Point size"
0 : "Point size"
1: "Player size"
1 : "Player size"
2: "Big Size"
2 : "Big Size"
3: "Player duck"
3 : "Player duck"
]
]
spawnflags(flags) =
spawnflags(flags) =
[
[
128: "Breakable" : 0
128 : "Breakable" : 0
256: "Instant Crowbar" : 1
256 : "Instant Crowbar" : 1
]
]
friction(integer) : "Friction (0-400)" : 50
friction(integer) : "Friction (0-400)" : 50
bouyancy(integer) : "Bouyancy" : 20
bouyancy(integer) : "Bouyancy" : 20
_minlight(string) : "Minimum light level"
_minlight(integer) : "Minimum light level" : 0
]
]


@SolidClass base(Global, RenderFields, ZHLT,Func2) = func_recharge: "Battery recharger"  
@SolidClass base(Global, RenderFields, ZHLT, Func2) = func_recharge : "Battery recharger"
[
[
// dmdelay(integer) : "Deathmatch recharge delay" : 0
// dmdelay(integer) : "Deathmatch recharge delay" : 0
_minlight(string) : "Minimum light level"
_minlight(integer) : "Minimum light level" : 0
]
]


@SolidClass base(Targetname, Global, Master, Target, Angles, RenderFields, ZHLT,Func2) = func_rot_button : "RotatingButton"  
@SolidClass base(Targetname, Global, Master, Target, Angles, RenderFields, ZHLT, Func2) = func_rot_button : "RotatingButton"
[
[
delay(string) : "Delay before trigger" : "0"
delay(string) : "Delay before trigger" : "0"
Line 1,664: Line 1,463:
speed(integer) : "Speed" : 50
speed(integer) : "Speed" : 50
health(integer) : "Health (shootable if > 0)"
health(integer) : "Health (shootable if > 0)"
sounds(choices) : "Sounds" : 21 =  
sounds(choices) : "Sounds" : 21 =
[
[
21: "Squeaky"
21 : "Squeaky"
22: "Squeaky Pneumatic"
22 : "Squeaky Pneumatic"
23: "Ratchet Groan"
23 : "Ratchet Groan"
24: "Clean Ratchet"
24 : "Clean Ratchet"
25: "Gas Clunk"
25 : "Gas Clunk"
]
]
wait(choices) : "Delay before reset" : 0 =
wait(choices) : "Delay before reset" : 0 =
[
[
-1: "Stays pressed"
-1 : "Stays pressed"
0:"..."
0 : "..."
]
]
distance(integer) : "Distance (deg)" : 90
distance(integer) : "Distance (deg)" : 90
Line 1,682: Line 1,481:
1 : "Not solid" : 0
1 : "Not solid" : 0
2 : "Reverse Dir" : 0
2 : "Reverse Dir" : 0
32: "Toggle" : 0
32 : "Toggle" : 0
64: "X Axis" : 0
64 : "X Axis" : 0
128: "Y Axis" : 0
128 : "Y Axis" : 0
256:"Touch Activates": 0
256 : "Touch Activates" : 0
]
]
_minlight(integer) : "_minlight"
_minlight(integer) : "Minimum light level" : 0
]
]


@SolidClass base(Targetname, Global, Angles, RenderFields, ZHLT,Func2) = func_rotating : "Rotating Object"
@SolidClass base(Targetname, Global, Angles, RenderFields, ZHLT, Func2) = func_rotating : "Rotating Object"
[
[
speed(integer) : "Rotation Speed" : 0
speed(integer) : "Rotation Speed" : 0
volume(integer) : "Volume (10 = loudest)" : 10
volume(integer) : "Volume (10 = loudest)" : 10
fanfriction(integer) : "Friction (0 - 100%)" : 20
fanfriction(integer) : "Friction (0 - 100%)" : 20
sounds(choices) : "Fan Sounds" : 0 =
sounds(choices) : "Fan Sounds" : 0 =
[
[
0 : "No Sound"  
0 : "No Sound"
1 : "Fast Whine"
1 : "Fast Whine"
2 : "Slow Rush"
2 : "Slow Rush"
Line 1,707: Line 1,506:
spawnflags(flags) =
spawnflags(flags) =
[
[
1 : "Start ON" : 0
1 : "Start On" : 0
2 : "Reverse Direction" : 0
2 : "Reverse Direction" : 0
4 : "X Axis" : 0
4 : "X Axis" : 0
8 : "Y Axis" : 0
8 : "Y Axis" : 0
16: "Acc/Dcc" : 0
16 : "Acc/Dcc" : 0
32: "Fan Pain" : 0
32 : "Fan Pain" : 0
64: "Not Solid" : 0
64 : "Not Solid" : 0
128: "Small Radius" : 0
128 : "Small Radius" : 0
256: "Medium Radius" : 0
256 : "Medium Radius" : 0
512: "Large Radius" : 1
512 : "Large Radius" : 1
]
]
_minlight(integer) : "_minlight"
_minlight(integer) : "Minimum light level" : 0
spawnorigin(string) : "X Y Z - Move here after lighting" : "0 0 0"
spawnorigin(string) : "X Y Z - Move here after lighting" : "0 0 0"
dmg(integer) : "Damage inflicted when blocked" : 0
dmg(integer) : "Damage inflicted when blocked" : 0
]
]


@SolidClass base(BaseTank, ZHLT,Func2) = func_tank : "Brush Gun Turret"  
@SolidClass base(BaseTank, ZHLT, Func2) = func_tank : "Brush Gun Turret"
[
[
bullet(choices) : "Bullets" : 0 =  
bullet(choices) : "Bullets" : 0 =
[
[
0: "None"
0 : "None"
1: "9mm"
1 : "9mm"
2: "MP5"
2 : "MP5"
3: "12mm"
3 : "12mm"
]
]
bulet(integer):"Bulet(???)" : 0 =  
bulet(choices) : "Bulet (?)" : 0 =
[
[
0: "None"
0 : "None"
1: "9mm"
1 : "9mm"
2: "MP5"
2 : "MP5"
3: "12mm"
3 : "12mm"
]
]
]
]
Line 1,746: Line 1,545:
]
]


@SolidClass base(BaseTank, ZHLT,Func2) = func_tanklaser : "Brush Laser Turret"  
@SolidClass base(BaseTank, ZHLT, Func2) = func_tanklaser : "Brush Laser Turret"
[
[
laserentity(target_source) : "env_laser Entity"
laserentity(target_source) : "env_laser Entity"
]
]


@SolidClass base(BaseTank, ZHLT,Func2) = func_tankmortar : "Brush Mortar Turret"  
@SolidClass base(BaseTank, ZHLT, Func2) = func_tankmortar : "Brush Mortar Turret"
[
[
iMagnitude(Integer) : "Explosion Magnitude" : 100
iMagnitude(Integer) : "Explosion Magnitude" : 100
Line 1,758: Line 1,557:
@SolidClass base(Trackchange) = func_trackautochange : "Automatic track changing platform"
@SolidClass base(Trackchange) = func_trackautochange : "Automatic track changing platform"
[
[
_minlight(string) : "Minimum light level"
_minlight(integer) : "Minimum light level" : 0
]
]


@SolidClass base(Trackchange, ZHLT,Func2) = func_trackchange : "Train track changing platform"
@SolidClass base(Trackchange, ZHLT, Func2) = func_trackchange : "Train track changing platform"
[
[
_minlight(string) : "Minimum light level"
_minlight(integer) : "Minimum light level" : 0
]
]


@SolidClass base(Targetname, Global, Angles, RenderFields, ZHLT,Func2) = func_tracktrain : "Track Train"  
@SolidClass base(Targetname, Global, Angles, RenderFields, ZHLT, Func2) = func_tracktrain : "Track Train"
[
[
spawnflags(flags) =
spawnflags(flags) =
Line 1,777: Line 1,576:
sounds(choices) : "Sound" : 0 =
sounds(choices) : "Sound" : 0 =
[
[
0: "None"
0 : "None"
1: "Rail 1"
1 : "Rail 1"
2: "Rail 2"
2 : "Rail 2"
3: "Rail 3"
3 : "Rail 3"
4: "Rail 4"
4 : "Rail 4"
5: "Rail 6"
5 : "Rail 6"
6: "Rail 7"
6 : "Rail 7"
]
]
wheels(integer) : "Distance between the wheels" : 50
wheels(integer) : "Distance between the wheels" : 50
Line 1,789: Line 1,588:
startspeed(integer) : "Initial speed" : 0
startspeed(integer) : "Initial speed" : 0
speed(integer) : "Speed (units per second)" : 64
speed(integer) : "Speed (units per second)" : 64
dmg(integer) : "Damage on crush" : 0
dmg(integer) : "Damage on crush" : 0
volume(integer) : "Volume (10 = loudest)" : 10
volume(integer) : "Volume (10 = loudest)" : 10
bank(string) : "Bank angle on turns" : "0"
bank(string) : "Bank angle on turns" : "0.0"
_minlight(string) : "Minimum light level"
_minlight(integer) : "Minimum light level" : 0
]
]


@SolidClass studio() size(-16 -16 -16, 16 16 16) base(Targetname, Global, RenderFields, ZHLT,FuncAddition) = func_train : "Moving platform"  
@SolidClass studio() size(-16 -16 -16, 16 16 16) base(Targetname, Global, RenderFields, ZHLT, FuncAddition) = func_train : "Moving platform"
[
[
target(target_source) : "First stop target"
target(target_source) : "First stop target"
movesnd(choices) : "Move Sound" : 0 =  
movesnd(choices) : "Move Sound" : 0 =
[
[
0: "No Sound"
0 : "No Sound"
1: "big elev 1"
1 : "big elev 1"
2: "big elev 2"
2 : "big elev 2"
3: "tech elev 1"
3 : "tech elev 1"
4: "tech elev 2"
4 : "tech elev 2"
5: "tech elev 3"
5 : "tech elev 3"
6: "freight elev 1"
6 : "freight elev 1"
7: "freight elev 2"
7 : "freight elev 2"
8: "heavy elev"
8 : "heavy elev"
9: "rack elev"
9 : "rack elev"
10: "rail elev"
10 : "rail elev"
11: "squeek elev"
11 : "squeek elev"
12: "odd elev 1"
12 : "odd elev 1"
13: "odd elev 2"
13 : "odd elev 2"
]
]
stopsnd(choices) : "Stop Sound" : 0 =  
stopsnd(choices) : "Stop Sound" : 0 =
[
[
0: "No Sound"
0 : "No Sound"
1: "big elev stop1"
1 : "big elev stop1"
2: "big elev stop2"
2 : "big elev stop2"
3: "freight elev stop"
3 : "freight elev stop"
4: "heavy elev stop"
4 : "heavy elev stop"
5: "rack stop"
5 : "rack stop"
6: "rail stop"
6 : "rail stop"
7: "squeek stop"
7 : "squeek stop"
8: "quick stop"
8 : "quick stop"
]
]
speed(integer) : "Speed (units per second)" : 64
speed(integer) : "Speed (units per second)" : 64
Line 1,832: Line 1,631:
skin(choices) : "Contents (if not solid)" : 0 =
skin(choices) : "Contents (if not solid)" : 0 =
[
[
0: "default"
0 : "default"
-1: "Empty"
-1 : "Empty"
-3: "water, swimable train"
-3 : "water, swimable train"
-4: "odd slime: touch drowning death"
-4 : "odd slime: touch drowning death"
-5: "odd lava: touch fire death"
-5 : "odd lava: touch fire death"
-7: "Volumetric Light"
-7 : "Volumetric Light"
-16: "make odd ladder"
-16 : "make odd ladder"
]
]
        volume(integer) : "Sound Volume 0.0 - 1.0" : 0
volume(integer) : "Sound Volume 0.0 - 1.0" : 0
spawnflags(flags) =
spawnflags(flags) =
[
[
8 : "Not solid" : 0
8 : "Not solid" : 0
]
]
_minlight(string) : "Minimum light level"
_minlight(integer) : "Minimum light level" : 0
]
]


Line 1,853: Line 1,652:
]
]


@SolidClass base(Targetname, Angles, RenderFields, ZHLT,Func2) = func_vehicle : "Drivable Vehicles"  
@SolidClass base(Targetname, Angles, RenderFields, ZHLT, Func2) = func_vehicle : "Drivable Vehicles"
[
[
spawnflags(flags) =
spawnflags(flags) =
Line 1,864: Line 1,663:
sounds(choices) : "Sound" : 0 =
sounds(choices) : "Sound" : 0 =
[
[
0: "None"
0 : "None"
1: "Vehicle 1"
1 : "Vehicle 1"
2: "Vehicle 2"
2 : "Vehicle 2"
3: "Vehicle 3"
3 : "Vehicle 3"
4: "Vehicle 4"
4 : "Vehicle 4"
5: "Vehicle 6"
5 : "Vehicle 6"
6: "Vehicle 7"
6 : "Vehicle 7"
]
]
length(integer) : "Length of the vehicle" : 256
length(integer) : "Length of the vehicle" : 256
Line 1,877: Line 1,676:
startspeed(integer) : "Initial speed" : 0
startspeed(integer) : "Initial speed" : 0
speed(integer) : "Speed (units per second)" : 64
speed(integer) : "Speed (units per second)" : 64
dmg(integer) : "Damage on crush" : 0
dmg(integer) : "Damage on crush" : 0
volume(integer) : "Volume (10 = loudest)" : 10
volume(integer) : "Volume (10 = loudest)" : 10
bank(string) : "Bank angle on turns" : "0"
bank(string) : "Bank angle on turns" : "0.0"
_minlight(string) : "Minimum light level"
_minlight(integer) : "Minimum light level" : 0
]
]


Line 1,888: Line 1,687:
]
]


@SolidClass = func_vip_safetyzone : "VIP safety zone" []
@SolidClass = func_vip_safetyzone : "VIP Safety Zone" []


@SolidClass base(Breakable,FuncAddition) = func_wall : "Wall"  
@SolidClass base(Breakable, FuncAddition) = func_wall : "Wall"
[
[
_minlight(string) : "Minimum light level"
_minlight(integer) : "Minimum light level" : 0
style(choices) : "Texlight style" : 0 =
style(choices) : "Texlight style" : 0 =
[
[
0 : "Normal"
0 : "Normal"
-3: "Grouped"
-3 : "Grouped"
10: "Fluorescent flicker"
10 : "Fluorescent flicker"
2 : "Slow, strong pulse"
2 : "Slow, strong pulse"
11: "Slow pulse, noblack"
11 : "Slow pulse, noblack"
5 : "Gentle pulse"
5 : "Gentle pulse"
1 : "Flicker A"
1 : "Flicker A"
Line 1,908: Line 1,707:
4 : "Fast strobe"
4 : "Fast strobe"
9 : "Slow strobe"
9 : "Slow strobe"
12: "Underwater"
12 : "Underwater"
]
]
skin(choices) : "Contents" : 0 =
skin(choices) : "Contents" : 0 =
[
[
0:"Normal"
0 : "Normal"
-1: "Empty"
-1 : "Empty"
-2: "Solid"
-2 : "Solid"
-3: "Water"
-3 : "Water"
-4: "Slime"
-4 : "Slime"
-5: "Lava"
-5 : "Lava"
-16: "Ladder"
-16 : "Ladder"
]
]
health(integer):"Health"
health(integer) : "Health"
]
]


@SolidClass base(func_wall) = func_wall_toggle : "Toggleable geometry"  
@SolidClass base(func_wall) = func_wall_toggle : "Toggleable geometry"
[
[
spawnflags(flags) =
spawnflags(flags) =
Line 1,931: Line 1,730:
]
]


@SolidClass base(Door,FuncAddition) = func_water : "Liquid"  
@SolidClass base(Door, FuncAddition) = func_water : "Liquid"
[
[
spawnflags(flags) =
spawnflags(flags) =
[
[
1 : "Starts Open" : 0
1 : "Starts Open" : 0
256:"Use Only" : 0
256 : "Use Only" : 0
]
]
skin(choices) : "Contents" : -3 =
skin(choices) : "Contents" : -3 =
[
[
0:"Default"
0 : "Default"
-1: "Empty"
-1 : "Empty"
-3: "Water"
-3 : "Water"
-4: "Slime"
-4 : "Slime"
-5: "Lava"
-5 : "Lava"
-16: "ladder (only with non ! texture)"
-16 : "Ladder (only with non-! texture)"
]
]
WaveHeight(integer) : "Wave Height"
WaveHeight(integer) : "Wave Height"
]
]


  ///////////////////////////
////////////////////////////////////////////////////////////////////////////////
///GAME PLAYER ENTITIES////
// GAME PLAYER ENTITIES
///////////////////////////
////////////////////////////////////////////////////////////////////////////////


@PointClass base(Targetname, Targetx) iconsprite("sprites/CZ/GameCounter.spr") = game_counter : "Fires when it hits limit"
@PointClass base(Targetname, Targetx) iconsprite("sprites/CS/GameCounter.spr") = game_counter : "Fires when it hits limit"
[
[
spawnflags(flags) =
spawnflags(flags) =
[
[
1: "Remove On fire" : 0
1 : "Remove On fire" : 0
2: "Reset On fire" : 1
2 : "Reset On fire" : 1
]
]
master(string) : "Master"
master(string) : "Master"
Line 1,966: Line 1,765:
]
]


@PointClass base(Targetname, Target) iconsprite("sprites/CZ/GameCounterSet.spr") = game_counter_set : "Sets a game_counter"
@PointClass base(Targetname, Target) iconsprite("sprites/CS/GameCounterSet.spr") = game_counter_set : "Sets a game_counter"
[
[
spawnflags(flags) =
spawnflags(flags) =
[
[
1: "Remove On fire" : 0
1 : "Remove On fire" : 0
]
]
master(string) : "Master"
master(string) : "Master"
Line 1,976: Line 1,775:
]
]


@PointClass base(Targetname) iconsprite("sprites/CZ/GamePlayerEquip.spr") = game_player_equip : "Initial player equipment"
@PointClass base(Targetname) iconsprite("sprites/CS/GamePlayerEquip.spr") = game_player_equip : "Initial player equipment"
[
[
master(string) : "Team Master"
master(string) : "Team Master"
playerhealth(integer):"# HP"
playerhealth(integer) : "# HP"
nightvision(choices) : "Give Nightvision" : 0 =  
spawnflags(flags) =
[
[
0: "No"
1 : "Use Only" : 0
1: "Yes"
]
]
weapon_briefcase(choices) : "Give Nightvision" : 0 =  
nightvision(choices) : "Give Nightvision" : 0 =
[
[
0: "No"
0 : "No"
1: "Yes"
1 : "Yes"
]
]
spawnflags(flags) =
weapon_briefcase(choices) : "Give Briefcase" : 0 =
[
[
1: "Use Only" : 0
0 : "No"
1 : "Yes"
]
]
weapon_knife (choices) : "Give Knife" : 0 =  
weapon_knife (choices) : "Give Knife" : 0 =
[
[
0: "No"
0 : "No"
1: "Yes"
1 : "Yes"
]
]
weapon_radio (choices) :"Give Radio" : 0 =  
weapon_radio (choices) :"Give Radio" : 0 =
[
[
0: "No"
0 : "No"
1: "Yes"
1 : "Yes"
]
]
weapon_usp (choices) : "Give USP45 (45acp Calibre)" : 0 =  
weapon_usp (choices) : "Give USP45 (45acp Calibre)" : 0 =
[
[
0: "No"
0 : "No"
1: "Yes"
1 : "Yes"
]
]
ammo_generic(integer):"Give generic ammo #"
ammo_generic(integer) : "Give generic ammo #"
weapon_radiocontrolledbomb (choices) : "Give RC Bomb":0=
weapon_radiocontrolledbomb (choices) : "Give RC Bomb" : 0 =
[
[
0:"No"
0 : "No"
1:"Yes"
1 : "Yes"
]
]
weapon_blowtorch (choices) : "Give Blow Torch":0=
weapon_blowtorch (choices) : "Give Blow Torch" : 0 =
[
[
0:"No"
0 : "No"
1:"Yes"
1 : "Yes"
]
]
weapon_fiberopticcamera (choices) : "Give FO Camera":0=
weapon_fiberopticcamera (choices) : "Give FO Camera" : 0 =
[
[
0:"No"
0 : "No"
1:"Yes"
1 : "Yes"
]
]
weapon_camera (choices) : "Give Camera":0=
weapon_camera (choices) : "Give Camera" : 0 =
[
[
0:"No"
0 : "No"
1:"Yes"
1 : "Yes"
]
]
weapon_glock18 (choices) : "Give Glock 18 (9mm Calibre)" : 0 =  
weapon_glock18 (choices) : "Give Glock 18 (9mm Calibre)" : 0 =
[
[
0: "No"
0 : "No"
1: "Yes"
1 : "Yes"
]
]


weapon_deagle (choices) : "Give Desert Eagle (50ae Calibre)" : 0 =  
weapon_deagle (choices) : "Give Desert Eagle (50ae Calibre)" : 0 =
[
[
0: "No"
0 : "No"
1: "Yes"
1 : "Yes"
]
]


weapon_p228 (choices) : "Give P-228 (357sig Calibre)" : 0 =  
weapon_p228 (choices) : "Give P-228 (357sig Calibre)" : 0 =
[
[
0: "No"
0 : "No"
1: "Yes"
1 : "Yes"
]
]


weapon_elite (choices) : "Give Beretta Elites (9mm Calibre)" : 0 =  
weapon_elite (choices) : "Give Beretta Elites (9mm Calibre)" : 0 =
[
[
0: "No"
0 : "No"
1: "Yes"
1 : "Yes"
]
]


weapon_fiveseven (choices) : "Give Five-Seven (57mm Calibre)" : 0 =  
weapon_fiveseven (choices) : "Give Five-Seven (57mm Calibre)" : 0 =
[
[
0: "No"
0 : "No"
1: "Yes"
1 : "Yes"
]
]


weapon_m3 (choices) : "Give Benelli M3 (12 Gauge)" : 0 =  
weapon_m3 (choices) : "Give Benelli M3 (12 Gauge)" : 0 =
[
[
0: "No"
0 : "No"
1: "Yes"
1 : "Yes"
]
]


weapon_xm1014 (choices) : "Give Benelli XM1014 (12 Gauge)" : 0 =  
weapon_xm1014 (choices) : "Give Benelli XM1014 (12 Gauge)" : 0 =
[
[
0: "No"
0 : "No"
1: "Yes"
1 : "Yes"
]
]


weapon_mp5navy (choices) : "Give MP5/Navy (9mm Calibre)" : 0 =  
weapon_mp5navy (choices) : "Give MP5/Navy (9mm Calibre)" : 0 =
[
[
0: "No"
0 : "No"
1: "Yes"
1 : "Yes"
]
]


weapon_tmp (choices) : "Give TMP (9mm Calibre)" : 0 =  
weapon_tmp (choices) : "Give TMP (9mm Calibre)" : 0 =
[
[
0: "No"
0 : "No"
1: "Yes"
1 : "Yes"
]
]


weapon_p90 (choices) : "Give FN P90 (57mm Calibre)" : 0 =  
weapon_p90 (choices) : "Give FN P90 (57mm Calibre)" : 0 =
[
[
0: "No"
0 : "No"
1: "Yes"
1 : "Yes"
]
]


weapon_mac10 (choices) : "Give Mac-10 (45acp Calibre)" : 0 =  
weapon_mac10 (choices) : "Give Mac-10 (45acp Calibre)" : 0 =
[
[
0: "No"
0 : "No"
1: "Yes"
1 : "Yes"
]
]


weapon_ump45 (choices) : "Give UMP 45 (45acp Calibre)" : 0 =  
weapon_ump45 (choices) : "Give UMP 45 (45acp Calibre)" : 0 =
[
[
0: "No"
0 : "No"
1: "Yes"
1 : "Yes"
]
]


weapon_ak47 (choices) : "Give AK-47 (762nato Calibre)" : 0 =  
weapon_ak47 (choices) : "Give AK-47 (762nato Calibre)" : 0 =
[
[
0: "No"
0 : "No"
1: "Yes"
1 : "Yes"
]
]


weapon_sg552 (choices) : "Give SG552 (556nato Calibre)" : 0 =  
weapon_sg552 (choices) : "Give SG552 (556nato Calibre)" : 0 =
[
[
0: "No"
0 : "No"
1: "Yes"
1 : "Yes"
]
]


weapon_m4a1 (choices) : "Give M4A1 (556nato Calibre)" : 0 =  
weapon_m4a1 (choices) : "Give M4A1 (556nato Calibre)" : 0 =
[
[
0: "No"
0 : "No"
1: "Yes"
1 : "Yes"
]
]


weapon_aug (choices) : "Give Aug (556nato Calibre)" : 0 =  
weapon_aug (choices) : "Give Aug (556nato Calibre)" : 0 =
[
[
0: "No"
0 : "No"
1: "Yes"
1 : "Yes"
]
]


weapon_scout (choices) : "Give Scout (762nato Calibre)" : 0 =  
weapon_scout (choices) : "Give Scout (762nato Calibre)" : 0 =
[
[
0: "No"
0 : "No"
1: "Yes"
1 : "Yes"
]
]


weapon_awp (choices) : "Give AWP (338magnum Calibre)" : 0 =  
weapon_awp (choices) : "Give AWP (338magnum Calibre)" : 0 =
[
[
0: "No"
0 : "No"
1: "Yes"
1 : "Yes"
]
]


weapon_g3sg1 (choices) : "Give G3/SG-1 (762nato Calibre)" : 0 =  
weapon_g3sg1 (choices) : "Give G3/SG-1 (762nato Calibre)" : 0 =
[
[
0: "No"
0 : "No"
1: "Yes"
1 : "Yes"
]
]


weapon_sg550 (choices) : "Give SG550 (556nato Calibre)" : 0 =  
weapon_sg550 (choices) : "Give SG550 (556nato Calibre)" : 0 =
[
[
0: "No"
0 : "No"
1: "Yes"
1 : "Yes"
]
]


weapon_m249 (choices) : "Give M249 (556natobox Calibre)" : 0 =  
weapon_m249 (choices) : "Give M249 (556natobox Calibre)" : 0 =
[
[
0: "No"
0 : "No"
1: "Yes"
1 : "Yes"
]
]


item_kevlar (choices) : "Give Kevlar Vest" : 0 =  
item_kevlar (choices) : "Give Kevlar Vest" : 0 =
[
[
0: "No"
0 : "No"
1: "Yes"
1 : "Yes"
]
]


item_assaultsuit (choices) : "Give Kevlar Vest+Ballistic Helmet" : 0 =  
item_assaultsuit (choices) : "Give Kevlar Vest+Ballistic Helmet" : 0 =
[
[
0: "No"
0 : "No"
1: "Yes"
1 : "Yes"
]
]


weapon_flashbang (choices) : "Give Flash Bang" : 0 =  
weapon_flashbang (choices) : "Give Flash Bang" : 0 =
[
[
0: "No"
0 : "No"
1: "1"
1 : "1"
2: "2"
2 : "2"
]
]


weapon_hegrenade (choices) : "Give High-Explosive Grenade" : 0 =  
weapon_hegrenade (choices) : "Give High-Explosive Grenade" : 0 =
[
[
0: "No"
0 : "No"
1: "Yes"
1 : "Yes"
]
]


weapon_smokegrenade (choices) : "Give Smoke Grenade" : 0 =  
weapon_smokegrenade (choices) : "Give Smoke Grenade" : 0 =
[
[
0: "No"
0 : "No"
1: "Yes"
1 : "Yes"
]
]


item_thighpack (choices) : "Give Defuse Kit" : 0 =  
item_thighpack (choices) : "Give Defuse Kit" : 0 =
[
[
0: "No"
0 : "No"
1: "Yes"
1 : "Yes"
]
]


weapon_c4 (choices) : "Give C4 Plastique Bomb" : 0 =  
weapon_c4 (choices) : "Give C4 Plastique Bomb" : 0 =
[
[
0: "No"
0 : "No"
1: "Yes"
1 : "Yes"
]
]


ammo_9mm (choices) : "Give 9mm Parabellum Ammo" : 0 =  
ammo_9mm (choices) : "Give 9mm Parabellum Ammo" : 0 =
[
[
0: "No"
0 : "No"
1: "1 Clip (30 Bullets Per Clip)"
1 : "1 Clip (30 Bullets Per Clip)"
2: "2 Clips"
2 : "2 Clips"
3: "3 Clips (Fill Glock 18)"
3 : "3 Clips (Fill Glock 18)"
4: "4 Clips (Fill Elites, MP5 & TMP)"
4 : "4 Clips (Fill Elites, MP5 & TMP)"
]
]


ammo_45acp (choices) : "Give .45 ACP Ammo" : 0 =  
ammo_45acp (choices) : "Give .45 ACP Ammo" : 0 =
[
[
0: "No"
0 : "No"
1: "1 Clip (12 Bullets Per Clip)"
1 : "1 Clip (12 Bullets Per Clip)"
2: "2 Clips"
2 : "2 Clips"
3: "3 Clips"
3 : "3 Clips"
4: "4 Clips (Fill USP45)"
4 : "4 Clips (Fill USP45)"
5: "5 Clips"
5 : "5 Clips"
6: "6 Clips"
6 : "6 Clips"
7: "7 Clips"
7 : "7 Clips"
8: "8 Clips (Fill Mac-10)"
8 : "8 Clips (Fill Mac-10)"
9: "9 Clips (Fill UMP 45)"
9 : "9 Clips (Fill UMP 45)"
]
]


ammo_50ae (choices) : "Give .50 Action Express Ammo" : 0 =  
ammo_50ae (choices) : "Give .50 Action Express Ammo" : 0 =
[
[
0: "No"
0 : "No"
1: "1 Clip (7 Bullets Per Clip)"
1 : "1 Clip (7 Bullets Per Clip)"
2: "2 Clips"
2 : "2 Clips"
3: "3 Clips"
3 : "3 Clips"
4: "4 Clips"
4 : "4 Clips"
5: "5 Clips (Fill Desert Eagle)"
5 : "5 Clips (Fill Desert Eagle)"
]
]


ammo_57mm (choices) : "Give 5.7mm Ammo" : 0 =  
ammo_57mm (choices) : "Give 5.7mm Ammo" : 0 =
[
[
0: "No"
0 : "No"
1: "1 Clip (50 Bullets Per Clip)"
1 : "1 Clip (50 Bullets Per Clip)"
2: "2 Clips (Fill Five-Seven & P90)"
2 : "2 Clips (Fill Five-Seven & P90)"
]
]


ammo_357sig (choices) : "Give .357 SIG Ammo" : 0 =  
ammo_357sig (choices) : "Give .357 SIG Ammo" : 0 =
[
[
0: "No"
0 : "No"
1: "1 Clip (13 Bullets Per Clip)"
1 : "1 Clip (13 Bullets Per Clip)"
2: "2 Clips"
2 : "2 Clips"
3: "3 Clips"
3 : "3 Clips"
4: "4 Clips (Fill P-228)"
4 : "4 Clips (Fill P-228)"
]
]


ammo_buckshot (choices) : "Give 12 Gauge Ammo" : 0 =  
ammo_buckshot (choices) : "Give 12 Gauge Ammo" : 0 =
[
[
0: "No"
0 : "No"
1: "1 Clip (8 Shells Per Clip)"
1 : "1 Clip (8 Shells Per Clip)"
2: "2 Clips"
2 : "2 Clips"
3: "3 Clips"
3 : "3 Clips"
4: "4 Clips (Fill Benelli M3, XM1014)"
4 : "4 Clips (Fill Benelli M3, XM1014)"
]
]


ammo_762nato (choices) : "Give 7.62mm NATO Ammo" : 0 =  
ammo_762nato (choices) : "Give 7.62mm NATO Ammo" : 0 =
[
[
0: "No"
0 : "No"
1: "1 Clip (30 Bullets Per Clip)"
1 : "1 Clip (30 Bullets Per Clip)"
2: "2 Clips (Fill Scout & G3/S-G1)"
2 : "2 Clips (Fill Scout & G3/S-G1)"
3: "3 Clips (Fill AK-47)"
3 : "3 Clips (Fill AK-47)"
]
]


ammo_556nato (choices) : "Give 5.56mm NATO Ammo" : 0 =  
ammo_556nato (choices) : "Give 5.56mm NATO Ammo" : 0 =
[
[
0: "No"
0 : "No"
1: "1 Clip (30 Bullets Per Clip)"
1 : "1 Clip (30 Bullets Per Clip)"
2: "2 Clips"
2 : "2 Clips"
3: "3 Fill SG552 M4A1 Aug SG550"
3 : "3 Fill SG552 M4A1 Aug SG550"
]
]


ammo_556natobox (choices) : "Give 5.56mm NATO Box Ammo" : 0 =  
ammo_556natobox (choices) : "Give 5.56mm NATO Box Ammo" : 0 =
[
[
0: "No"
0 : "No"
1: "1 Clip (30 Bullets Per Clip)"
1 : "1 Clip (30 Bullets Per Clip)"
2: "2 Clips"
2 : "2 Clips"
3: "3 Clips"
3 : "3 Clips"
4: "4 Clips"
4 : "4 Clips"
5: "5 Clips"
5 : "5 Clips"
6: "6 Clips"
6 : "6 Clips"
7: "7 Clips (Fill FN M249 Para)"
7 : "7 Clips (Fill FN M249 Para)"
 
]
]


ammo_338magnum (choices) : "Give .338 Lapua Magnum Ammo" : 0 =  
ammo_338magnum (choices) : "Give .338 Lapua Magnum Ammo" : 0 =
[
[
0: "No"
0 : "No"
1: "1 Clip (10 Bullets Per Clip)"
1 : "1 Clip (10 Bullets Per Clip)"
2: "2 Clips"
2 : "2 Clips"
3: "3 Clips (Fill AWP)"
3 : "3 Clips (Fill AWP)"
]
]


item_healthkit (choices) : "Give Health Kit" : 0 =  
item_healthkit (choices) : "Give Health Kit" : 0 =
[
[
0: "No"
0 : "+0 HP"
1: "1 Healthkit = 15 Health Points"
1 : "+15 HP"
2: "2 Healthkits = 30 Health Points"
2 : "+30 HP"
3: "3 Healthkits = 45 Health Points"
3 : "+45 HP"
4: "4 Healthkits = 60 Health Points"
4 : "+60 HP"
5: "5 Healthkits = 75 Health Points"
5 : "+75 HP"
6: "6 Healthkits = 90 Health Points"
6 : "+90 HP"
7: "7 Healthkits = 100 Health Points"
7 : "+100 HP"
]
]


item_battery (choices) : "Give HEV Battery" : 0 =  
item_battery (choices) : "Give Armor" : 0 =
[
[
0: "No"
0 : "+0 AP"
1: "1 Battery = 15 Kevlar Points"
1 : "+15 AP"
2: "2 Batteries = 30 Kevlar Points"
2 : "+30 AP"
3: "3 Batteries = 45 Kevlar Points"
3 : "+45 AP"
4: "4 Batteries = 60 Kevlar Points"
4 : "+60 AP"
5: "5 Batteries = 75 Kevlar Points"
5 : "+75 AP"
6: "6 Batteries = 90 Kevlar Points"
6 : "+90 AP"
7: "7 Batteries = 100 Kevlar Points"
7 : "+100 AP"
]
]
item_longjump (choices) : "Give Long Jump Module" : 0 =  
item_longjump (choices) : "Give Long Jump Module (Supported?)" : 0 =
[
[
0: "No"
0 : "No"
1: "Yes (An Unrealistic Item)"
1 : "Yes (An Unrealistic Item)"
]
]
item_armor(choices) : "Give Armor" : 0 =
item_armor(choices) : "Give Armor" : 0 =
[
[
0: "No"
0 : "No"
1: "Yes"
1 : "Yes"
]
]
]
]


@PointClass base(Targetname) iconsprite("sprites/CZ/GamePlayerHurt.spr") = game_player_hurt : "Hurts player who fires"
@PointClass base(Targetname) iconsprite("sprites/CS/GamePlayerHurt.spr") = game_player_hurt : "Hurts player who fires"
[
[
master(string) : "Master"  
master(string) : "Master"
dmg(string) : "Damage To Apply" : "999"
dmg(string) : "Damage To Apply" : "999"
spawnflags(flags) =
spawnflags(flags) =
[
[
1: "Remove On fire" : 0
1 : "Remove On fire" : 0
]
]
]
]


@PointClass base(Targetname, Targetx) iconsprite("sprites/CZ/GameTeamMaster.spr") = game_team_master : "Team based master/relay"
@PointClass base(Targetname, Targetx) iconsprite("sprites/CS/GameTeamMaster.spr") = game_team_master : "Team based master/relay"
[
[
spawnflags(flags) =
spawnflags(flags) =
[
[
1: "Remove On fire" : 0
1 : "Remove On fire" : 0
]
]
triggerstate(choices) : "Trigger State" : 0 =  
triggerstate(choices) : "Trigger State" : 0 =
[
[
0: "Off"
0 : "Off"
1: "On"
1 : "On"
2: "Toggle"
2 : "Toggle"
]
]
teamindex(integer) : "Team Index (-1 = no team)" : -1
teamindex(integer) : "Team Index (-1 = no team)" : -1
master(string) : "Master"  
master(string) : "Master"
]
]


@PointClass base(Targetname, Targetx) iconsprite("sprites/CZ/GameTeamSet.spr") = game_team_set : "Sets team of team_master"
@PointClass base(Targetname, Targetx) iconsprite("sprites/CS/GameTeamSet.spr") = game_team_set : "Sets team of team_master"
[
[
spawnflags(flags) =
spawnflags(flags) =
[
[
1: "Remove On fire" : 0
1 : "Remove On fire" : 0
]
]
master(string) : "Master"  
master(string) : "Master"
]
]


@PointClass base(Targetname, Target) iconsprite("sprites/CZ/GameText.spr") = game_text : "HUD Text Message"  
@PointClass base(Targetname, Target) iconsprite("sprites/CS/GameText.spr") = game_text : "HUD Text Message"
[
[
spawnflags(flags) =
spawnflags(flags) =
[
[
1: "All Players" : 0
1 : "All Players" : 0
]
]


Line 2,382: Line 2,180:
color(color255) : "Color1" : "100 100 100"
color(color255) : "Color1" : "100 100 100"
color2(color255) : "Color2" : "240 110 0"
color2(color255) : "Color2" : "240 110 0"
fadein(integer) : "Fade in Time (or character scan time)" : 1.5
fadein(string) : "Fade in Time (or character scan time)" : "1.5"
fadeout(integer) : "Fade Out Time" : 0.5
fadeout(string) : "Fade Out Time" : "0.5"
holdtime(integer) : "Hold Time" : 1.2
holdtime(string) : "Hold Time" : "1.2"
fxtime(integer) : "Scan time (scan effect only)" : 0.25
fxtime(string) : "Scan time (scan effect only)" : "0.25"
channel(choices) : "Text Channel" : 1 =
channel(choices) : "Text Channel" : 1 =
[
[
1 : "Channel 1"
1 : "Channel 1"
2 : "Channel 2"
2 : "Channel 2"
3 : "Channel 3"  
3 : "Channel 3"
4 : "Channel 4"
4 : "Channel 4"
]
]
master(string) : "Master"  
master(string) : "Master"
]
]


@SolidClass base(Targetname) = game_zone_player : "Player Zone brush"
@SolidClass base(Targetname) = game_zone_player : "Player Zone"
[
[
intarget(target_destination) : "Target for IN players"
intarget(target_destination) : "Target for IN players"
Line 2,402: Line 2,200:
incount(target_destination) : "Counter for IN players"
incount(target_destination) : "Counter for IN players"
outcount(target_destination) : "Counter for OUT players"
outcount(target_destination) : "Counter for OUT players"
// master(string) : "Master"  
// master(string) : "Master"
]
]


  ////////////////////
////////////////////////////////////////////////////////////////////////////////
///INFO ENTITIES////
// INFO ENTITIES
////////////////////
////////////////////////////////////////////////////////////////////////////////


@PointClass iconsprite("sprites/CZ/HostageRescue.spr") = info_hostage_rescue : "Hostage rescue point" []
@PointClass iconsprite("sprites/CS/HostageRescue.spr") = info_hostage_rescue : "Hostage rescue point" []


@PointClass base(Targetname,Angles) = info_landmark : "Transition Landmark" []
@PointClass base(Targetname, Angles) = info_landmark : "Transition Landmark" []


@PointClass base(Targetname) iconsprite("sprites/CZ/EnvTarget.spr")  = info_null : "info_null (spotlight target)" []
@PointClass base(Targetname) iconsprite("sprites/CS/EnvTarget.spr")  = info_null : "info_null (spotlight target)" []


@PointClass base(Angles) size(-24 -24 -4, 24 24 4) color(255 255 0) = info_node : "ai node"
@PointClass base(Angles) size(-24 -24 -4, 24 24 4) color(255 255 0) = info_node : "ai node"
[
[
hinttype(integer):"Hint type"
hinttype(integer) : "Hint type"
]
]


Line 2,430: Line 2,228:
]
]


@PointClass base(Targetname,Angles) size(-4 -4 -4, 4 4 4) color(200 100 50) iconsprite("sprites/CZ/EnvTarget.spr") = info_target : "Beam Target" []
@PointClass base(Targetname, Angles) size(-4 -4 -4, 4 4 4) color(200 100 50) iconsprite("sprites/CS/EnvTarget.spr") = info_target : "Beam Target" []


@PointClass size(-8 -8 0, 8 8 16) base(Targetname, PlayerClass) = info_teleport_destination : "Teleport destination" []
@PointClass size(-8 -8 0, 8 8 16) base(Targetname, PlayerClass) = info_teleport_destination : "Teleport destination" []
Line 2,436: Line 2,234:
@PointClass color(255 128 0) = info_texlights : "Texture Light Config" []
@PointClass color(255 128 0) = info_texlights : "Texture Light Config" []


@PointClass decal() base(Targetname,Angles) = infodecal : "Decal"
@PointClass decal() base(Targetname, Angles) = infodecal : "Decal"
[
[
texture(decal)
texture(decal)
]
]


  ////////////////////
////////////////////////////////////////////////////////////////////////////////
///ITEM ENTITIES////
// ITEM ENTITIES
////////////////////
////////////////////////////////////////////////////////////////////////////////
@PointClass base(Angle) = item_armor : "Armor"[]
 
@PointClass base(Angle) = item_armor : "Armor" []


@PointClass studio() base(Angles,Targetname,ModelFile,RenderFields) = item_generic
@PointClass studio() base(Angles, Targetname, ModelFile, RenderFields) = item_generic
[
[
removeonuse(integer) : "Remove on use" : 0
removeonuse(integer) : "Remove on use" : 0
lightmultiplier(integer):"Light Multiplier":0
lightmultiplier(integer) : "Light Multiplier" : 0
sequencename(string):"Sequence Name"
sequencename(string) : "Sequence Name"
scale(integer):"Scale"
scale(integer) : "Scale"
nopvs(choices):"Include in Potentially Visible Set(PVS)":0=
nopvs(choices) : "Include in Potentially Visible Set(PVS)" : 0 =
[
[
0:"Yes"
0 : "Yes"
1:"No"
1 : "No"
]
]
]
]


@PointClass = item_healthkit: "HealthKit"[]
@PointClass = item_healthkit : "HealthKit" []
 
//used on the map cz_worldmap...
//on cz_worldmap:
//a player spawned in a trigger_once entity that triggered this entity
//
//I don't know exactly how this entity works though
@SolidClass base(Targetname) = item_worldmap : "World Map"[]


  /////////////////////
////////////////////////////////////////////////////////////////////////////////
///LIGHT ENTITIES////
// LIGHT ENTITIES
/////////////////////
////////////////////////////////////////////////////////////////////////////////


@PointClass iconsprite("sprites/lightbulb.spr") base(Targetname, Target, Light) = light : "Invisible lightsource" []
@PointClass iconsprite("sprites/lightbulb.spr") base(Targetname, Target, Light) = light : "Invisible lightsource" []


@PointClass base(Targetname, Target, Light) iconsprite("sprites/CZ/LightEnvironment.spr")  = light_environment : "Environment"  
@PointClass base(Targetname, Target, Light) iconsprite("sprites/CS/LightEnvironment.spr")  = light_environment : "Environment"
[
[
angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 270 0"
angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 270 0"
Line 2,480: Line 2,272:
_diffuse_light(color255) : "Diffuse Light" : "0 0 0 0"
_diffuse_light(color255) : "Diffuse Light" : "0 0 0 0"
]
]
@PointClass base(Targetname, Target, Angles, Light) iconsprite("sprites/CZ/LightSpot.spr") = light_spot : "Spotlight"  
 
@PointClass base(Targetname, Target, Angles, Light) iconsprite("sprites/CS/LightSpot.spr") = light_spot : "Spotlight"
[
[
pitch(integer) : "Pitch" : -90
pitch(integer) : "Pitch" : -90
_cone(integer) : "Inner (bright) angle" : 30
_cone(integer) : "Inner (bright) angle" : 30
_cone2(integer) : "Outer (fading) angle" : 45
_cone2(integer) : "Outer (fading) angle" : 45
_sky(Choices) : "Is Sky" : 0 =  
_sky(Choices) : "Is Sky" : 0 =
[  
[
0 : "No"
0 : "No"
1 : "Yes"
1 : "Yes"
Line 2,492: Line 2,285:
]
]


  /////////////////////////
////////////////////////////////////////////////////////////////////////////////
///MOMENTARY ENTITIES////
// MOMENTARY ENTITIES
/////////////////////////
////////////////////////////////////////////////////////////////////////////////


@SolidClass base(Door, ZHLT) = momentary_door : "Momentary/Continuous door"  
@SolidClass base(Door, ZHLT) = momentary_door : "Momentary/Continuous door"
[
[
spawnflags(flags) =
spawnflags(flags) =
Line 2,504: Line 2,297:
]
]


@SolidClass base(Targetname, Master, Angles, RenderFields, ZHLT) = momentary_rot_button : "Direct wheel control"  
@SolidClass base(Targetname, Master, Angles, RenderFields, ZHLT) = momentary_rot_button : "Direct wheel control"
[
[
target(target_destination) : "Targeted object"
target(target_destination) : "Targeted object"
speed(integer) : "Speed" : 50
speed(integer) : "Speed" : 50
sounds(choices) : "Sounds" : 0 =  
sounds(choices) : "Sounds" : 0 =
[
[
0: "None"
0 : "None"
1: "Big zap & Warmup"
1 : "Big zap & Warmup"
2: "Access Denied"
2 : "Access Denied"
3: "Access Granted"
3 : "Access Granted"
4: "Quick Combolock"
4 : "Quick Combolock"
5: "Power Deadbolt 1"
5 : "Power Deadbolt 1"
6: "Power Deadbolt 2"
6 : "Power Deadbolt 2"
7: "Plunger"
7 : "Plunger"
8: "Small zap"
8 : "Small zap"
9: "Keycard Sound"
9 : "Keycard Sound"
10: "Buzz"
10 : "Buzz"
13: "Latch Unlocked"
13 : "Latch Unlocked"
21: "Squeaky"
21 : "Squeaky"
22: "Squeaky Pneumatic"
22 : "Squeaky Pneumatic"
23: "Ratchet Groan"
23 : "Ratchet Groan"
24: "Clean Ratchet"
24 : "Clean Ratchet"
25: "Gas Clunk"
25 : "Gas Clunk"
]
]
distance(integer) : "Distance (deg)" : 90
distance(integer) : "Distance (deg)" : 90
Line 2,532: Line 2,325:
spawnflags(flags) =
spawnflags(flags) =
[
[
1: "Door Hack" : 0
1 : "Door Hack" : 0
2: "Not usable" : 0
2 : "Not usable" : 0
16: "Auto Return" : 0
16 : "Auto Return" : 0
64: "X Axis" : 0
64 : "X Axis" : 0
128: "Y Axis" : 0
128 : "Y Axis" : 0
]
]
_minlight(integer) : "_minlight"
_minlight(integer) : "Minimum light level" : 0
]
]


  ///////////////////////
////////////////////////////////////////////////////////////////////////////////
///MONSTER ENTITIES////
// MONSTER ENTITIES
///////////////////////
////////////////////////////////////////////////////////////////////////////////
@PointClass studio("models/props/helicopter_blackhawk.mdl") base(Monster,Angles,Classtype,ModelFile) = monster_apache : "Apache"[]


@PointClass base(Monster,Angles,Classtype,ModelFile,Netname) = monster_counter_terrorist_repel : "CT Repel (For what?)"
@BaseClass = Grenadier
[
[
repelskin(integer):"Repel skin"
hegrenadeonly(choices) : "HE Grenade Only" : 0 =
repelhead(integer):"Repel head"
[
type(integer):"Type (for what?)"
0 : "No"
1 : "Yes"
]
]
]


@PointClass studio("models/props/helicopter_blackhawk.mdl") base(Monster, Angles, Classtype, ModelFile) = monster_apache : "Apache" []


@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_gsg9_assaultrifle : ""[]
@PointClass base(Monster, Angles, Classtype, ModelFile, Netname) = monster_counter_terrorist_repel : "CT Repel"
[
repelskin(integer) : "Repel skin"
repelhead(integer) : "Repel head"
type(integer) : "Type (?)"
]


@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile)=monster_ct_gsg9_grenader:"CT GSG9 Grenader"
@PointClass studio() base(Monster, RenderFields, ModelFile) size(-16 -16 -36, 16 16 36) = monster_generic : "Generic Script Monster"
[
[
hegrenadeonly(choices):"He Nade Only":0=
spawnflags(flags) =
[
[
0:"No"
4 : "Not solid" : 0
1:"Yes"
]
]
health(integer) : "Health"
deathanim(string) : "Death Animation Name"
]
]


@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_gsg9_kamikaze : ""[]
@PointClass base(Monster) = monster_tripmine : "Active Tripmine"
 
@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_gsg9_law : "CT GSG9 Law"[]
 
@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_gsg9_machinegun : "CT GSG9 Machine Gun"[]
 
@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_gsg9_melee : "CT GSG9 Melee"[]
 
@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_gsg9_mp5 : "CT GSG9 MP5"[]
 
@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_gsg9_pistol : "CT GSG9 Pistol"[]
 
@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_gsg9_shotgun : "CT GSG9 Shotgun"[]
 
@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_gsg9_smg : "CT GSG9 SMG"[]
 
@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_gsg9_sniperrifle : ""[]
 
 
@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_spetsnaz_assaultrifle : ""[]
 
@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile)=monster_ct_spetsnaz_grenader:"CT Spetsnaz Grenader"
[
[
hegrenadeonly(choices):"He Nade Only":0=
spawnflags(Flags) =
[
[
0:"No"
1 : "Instant On" : 1
1:"Yes"
]
]
]
]


@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_spetsnaz_kamikaze : ""[]
@PointClass base(Monster) studio("models/miniturret.mdl") = monster_miniturret : "Mini Auto Turret"
 
[
@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_spetsnaz_law : "CT Spetsnaz Law"[]
orientation(Choices) : "Orientation" : 0 =
 
[
@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_spetsnaz_machinegun : "CT Spetsnaz Machine Gun"[]
0 : "Floor Mount"
 
1 : "Ceiling Mount"
@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_spetsnaz_melee : "CT Spetsnaz Melee"[]
]
maxsleep(integer) : "Time Before Deactivating" : 15
spawnflags(Flags) =
[
32 : "Autostart" : 0
64 : "Start Inactive" : 0
]
]


@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_spetsnaz_mp5 : "CT Spetsnaz MP5"[]
@PointClass base(Monster) studio("models/turret.mdl") = monster_turret : "Turret"
 
@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_spetsnaz_pistol : "CT Spetsnaz Pistol"[]
 
@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_spetsnaz_shotgun : "CT Spetsnaz Shotgun"[]
 
@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_spetsnaz_smg : "CT Spetsnaz SMG"[]
 
@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_spetsnaz_sniperrifle : "CT Spetsnaz Sniper Rifle"[]
 
 
@PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_swat_assaultrifle : ""[]
 
@PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile)=monster_ct_swat_grenader:"CT SWAT Grenader"
[
[
hegrenadeonly(choices):"He Nade Only":0=
orientation(Choices) : "Orientation" : 0 =
[
0 : "Floor Mount"
1 : "Ceiling Mount"
]
maxsleep(integer) : "Time Before Deactivating" : 7
spawnflags(Flags) =
[
[
0:"No"
32 : "Autostart" : 0
1:"Yes"
64 : "Start Inactive" : 0
]
]
]
]


@PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_swat_kamikaze : ""[]
@PointClass base(Monster) studio("models/sentry.mdl") = monster_sentry : "Sentry"
 
@PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_swat_law : "CT SWAT Law"[]
 
@PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_swat_machinegun : "CT SWAT Machine Gun"[]
 
@PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_swat_melee : "CT SWAT Melee"[]
 
@PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_swat_mp5 : "CT SWAT MP5"[]
 
@PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_swat_pistol : "CT SWAT Pistol"[]
 
@PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_swat_shotgun : "CT SWAT Shotgun"[]
 
@PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_swat_smg : "CT SWAT SMG"[]
 
@PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_swat_sniperrifle : ""[]
 
@PointClass studio() base(Monster,RenderFields,ModelFile) size(-16 -16 -36, 16 16 36) = monster_generic : "Generic Script Monster"  
[
[
spawnflags(flags) =  
spawnflags(flags) =
[
[
4 : "Not solid" : 0
32 : "Autostart" : 0
64 : "Start Inactive" : 0
]
]
health(integer) : "Health"
deathanim(string) : "Death Animation Name"
]
]


@PointClass base(Monster) = monster_tripmine : "Active Tripmine"  
@PointClass base(Monster, Angles) studio("models/roach.mdl") = monster_cockroach : "Cockroach"
[
[
spawnflags(Flags) =
spawnflags(Flags) =
[
[
1 : "Instant On" : 1
1 : "WaitTillSeen" : 0
2 : "Gag" : 0
4 : "MonsterClip" : 0
16 : "Prisoner" : 0
128 : "WaitForScript" : 0
256 : "Pre-Disaster" : 0
512 : "Fade Corpse" : 0
]
]
]
]


@PointClass base(Monster) studio("models/miniturret.mdl") = monster_miniturret : "Mini Auto Turret"
@PointClass base(Monster, Angles) studio("models/rat.mdl") = monster_rat : "Rat"
[
[
orientation(Choices) : "Orientation" : 0 =
spawnflags(Flags) =
[
0 : "Floor Mount"
1 : "Ceiling Mount"
]
maxsleep(integer) : "Time Before Deactivating" : 15
spawnflags(Flags) =  
[
[
32 : "Autostart" : 0
1 : "WaitTillSeen" : 0
64 : "Start Inactive" : 0
2 : "Gag" : 0
4 : "MonsterClip" : 0
16 : "Prisoner" : 0
128 : "WaitForScript" : 0
256 : "Pre-Disaster" : 0
512 : "Fade Corpse" : 0
]
]
]
]


@PointClass base(Monster) studio("models/turret.mdl") = monster_turret : "Turret"
@PointClass studio("models/hostage.mdl") base(Angles, Targetname, PlayerClass, RenderFields) = monster_hostage : "Hostage"
[
[
orientation(Choices) : "Orientation" : 0 =
// Notice: Hostage model apparently depends on targetname
// Targetnames seen:
//  hostage_male1
//  hostage_female1
//  embassy_judge
//  foxy_lady
 
// Classtypes seen:
//  CIV
classtype(string) : "Team" : "CIV"
skin(integer) : "Skin" : 0
head(choices) : "Head" : 0 =
[
[
0 : "Floor Mount"
0 : "0 (?)"
1 : "Ceiling Mount"
1 : "1 (?)"
]
2 : "2 (?)"
maxsleep(integer) : "Time Before Deactivating" : 7
3 : "3 (?)"
spawnflags(Flags) =
4 : "4 (?)"
[
32 : "Autostart" : 0
64 : "Start Inactive" : 0
]
]
]
// I saw a hostage with rescued target as a counter that targeted the hostage rescued sequence
 
// the rescue target happens after the hostage is rescued
@PointClass base(Monster) studio("models/sentry.mdl") = monster_sentry : "Sentry"
// if there is more than 1 hostage in the map then set the countdown for the trigger_counter
[
// to the amount of hostages needed to be rescued before the trigger will happen
spawnflags(Flags) =  
rescuetarget(target_destination) : "Rescue Target" : ""
noautoremove(choices) : "Auto Remove on Rescue" : 0 =
[
[
32 : "Autostart" : 0
0 : "Yes"
64 : "Start Inactive" : 0
1 : "No"
]
]
]
@PointClass base(Monster,Angles) studio("models/roach.mdl") = monster_cockroach : "Cockroach"
[
spawnflags(Flags) =
        [
              1 : "WaitTillSeen"
              2 : "Gag"
              4 : "MonsterClip"
              16 : "Prisoner"
              128 : "WaitForScript"
              256 : "Pre-Disaster"
              512 : "Fade Corpse"
        ]
]
@PointClass base(Monster,Angles) studio("models/rat.mdl") = monster_rat : "Rat"
[
spawnflags(Flags) =
        [
              1 : "WaitTillSeen"
              2 : "Gag"
              4 : "MonsterClip"
              16 : "Prisoner"
              128 : "WaitForScript"
              256 : "Pre-Disaster"
              512 : "Fade Corpse"
        ]
]
@PointClass studio("models/hostage.mdl") base(Angles,Targetname,PlayerClass, RenderFields) = monster_hostage : "Hostage"
[
//INFO:
//hostage model depends
//on their targetnames
//Targetnames seen:
//hostage_male1
//hostage_female1
//embassy_judge
//foxy_lady
//Classtypes seen:
//CIV
classtype(string):"Team":"CIV"
skin(integer):"Skin":0
head(integer):"Head":0//0 through 4 seen
//I saw a hostage with rescued target as a counter that targeted the hostage rescued sequence
//the rescue target happens after the hostage is rescued
//if there is more than 1 hostage in the map then set the countdown for the trigger_counter
//to the amount of hostages needed to be rescued before the trigger will happen
rescuetarget(target_destination):"Rescued Target":""
noautoremove(integer):"No auto remove on rescue":0
spawnflags(flags) =
spawnflags(flags) =
[
[
2:"???":0
2 : "(?)" : 0
]
]
]
]


@PointClass studio() base(Monster,Angles,Classtype,ModelFile,Targetname) = monster_npc : "NPC"[]
@PointClass studio() base(Monster, Angles, Classtype, ModelFile, Targetname) = monster_npc : "NPC" []


@PointClass studio() size(-16 -16 0, 16 16 72) color(255 255 255) base(Monster,Angles,Angles,ModelFile) = monster_npc_dead : "Dead NPC"
@PointClass studio() size(-16 -16 0, 16 16 72) color(255 255 255) base(Monster, Angles, Angles, ModelFile) = monster_npc_dead : "Dead NPC"
[
[
pose(Choices) : "Pose" : 0 =
pose(Choices) : "Pose" : 0 =
Line 2,766: Line 2,489:
3 : "On Table"
3 : "On Table"
]
]
//For instance...two maps I saw map had 64 and 32 as the weapons
weapons(integer) : "Weapons" : 0
]
]


@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_arctic_assaultrifle : "Rifle"[]
@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_gsg9_assaultrifle : "CT - GSG9 - Assault Rifle" []
@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile, Grenadier) = monster_ct_gsg9_grenader : "CT - GSG9 - Grenadier" []
@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_gsg9_kamikaze : "CT - GSG9 - Kamikaze" []
@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_gsg9_law : "CT - GSG9 - M72 LAW" []
@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_gsg9_machinegun : "CT - GSG9 - Machine Gun" []
@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_gsg9_melee : "CT - GSG9 - Melee" []
@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_gsg9_mp5 : "CT - GSG9 - MP5" []
@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_gsg9_pistol : "CT - GSG9 - Pistol" []
@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_gsg9_shotgun : "CT - GSG9 - Shotgun" []
@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_gsg9_smg : "CT - GSG9 - SMG" []
@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_gsg9_sniperrifle : "CT - GSG9 - Sniper Rifle" []


@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile)=monster_terrorist_arctic_grenader:""
@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_spetsnaz_assaultrifle : "CT - Spetsnaz - Assault Rifle" []
[
@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile, Grenadier) = monster_ct_spetsnaz_grenader : "CT - Spetsnaz - Grenadier" []
hegrenadeonly(choices):"He Nade Only":0=
@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_spetsnaz_kamikaze : "CT - Spetsnaz - Kamikaze" []
[
@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_spetsnaz_law : "CT - Spetsnaz - M72 LAW" []
0:"No"
@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_spetsnaz_machinegun : "CT - Spetsnaz - Machine Gun" []
1:"Yes"
@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_spetsnaz_melee : "CT - Spetsnaz - Melee" []
]
@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_spetsnaz_mp5 : "CT - Spetsnaz - MP5" []
]
@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_spetsnaz_pistol : "CT - Spetsnaz - Pistol" []
@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_spetsnaz_shotgun : "CT - Spetsnaz - Shotgun" []
@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_spetsnaz_smg : "CT - Spetsnaz - SMG" []
@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_spetsnaz_sniperrifle : "CT - Spetsnaz - Sniper Rifle" []


@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_arctic_kamikaze : ""[]
@PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_swat_assaultrifle : "CT - SWAT - Assault Rifle" []
@PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile, Grenadier) = monster_ct_swat_grenader : "CT - SWAT - Grenadier" []
@PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_swat_kamikaze : "CT - SWAT - Kamikaze" []
@PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_swat_law : "CT - SWAT - M72 LAW"[ ]
@PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_swat_machinegun : "CT - SWAT - Machine Gun" []
@PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_swat_melee : "CT - SWAT - Melee" []
@PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_swat_mp5 : "CT - SWAT - MP5" []
@PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_swat_pistol : "CT - SWAT - Pistol" []
@PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_swat_shotgun : "CT - SWAT - Shotgun" []
@PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_swat_smg : "CT - SWAT - SMG" []
@PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_swat_sniperrifle : "CT - SWAT - Sniper Rifle" []


@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_arctic_law : "Terrorist Arctic Law"[]
@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_arctic_assaultrifle : "Terrorist - Arctic - Assault Rifle" []
@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile, Grenadier) = monster_terrorist_arctic_grenader : "Terrorist - Arctic - Grenadier" []
@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_arctic_kamikaze : "Terrorist - Arctic - Kamikaze" []
@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_arctic_law : "Terrorist - Arctic - M72 LAW" []
@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_arctic_machinegun : "Terrorist - Arctic - Machine Gun" []
@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_arctic_melee : "Terrorist - Arctic - Melee" []
@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_arctic_mp5 : "Terrorist - Arctic - MP5" []
@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_arctic_pistol : "Terrorist - Arctic - Pistol" []
@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_arctic_shotgun : "Terrorist - Arctic - Shotgun" []
@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_arctic_smg : "Terrorist - Arctic - SMG" []
@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_arctic_sniperrifle : "Terrorist - Arctic - Sniper Rifle" []


@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_arctic_machinegun : "un"[]
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_desert_assaultrifle : "Terrorist - Desert - Assault Rifle" []
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile, Grenadier) = monster_terrorist_desert_grenader : "Terrorist - Desert - Grenadier" []
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_desert_kamikaze : "Terrorist - Desert - Kamikaze" []
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_desert_law : "Terrorist - Desert - M72 LAW" []
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_desert_machinegun : "Terrorist - Desert - Machine Gun" []
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_desert_melee : "Terrorist - Desert - Melee" []
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_desert_mp5 : "Terrorist - Desert - MP5" []
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_desert_pistol : "Terrorist - Desert - Pistol" []
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_desert_shotgun : "Terrorist - Desert - Shotgun" []
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_desert_smg : "Terrorist - Desert - SMG" []
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_desert_sniperrifle : "Terrorist - Desert - Sniper Rifle" []


@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_arctic_melee : "Terrorist Arctic Melee"[]
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_jungle_assaultrifle : "Terrorist - Jungle - Assault Rifle" []
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile, Grenadier) = monster_terrorist_jungle_grenader : "Terrorist - Jungle - Grenadier" []
@PointClass studio("models/asian_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_jungle_kamikaze : "Terrorist - Jungle - Kamikaze" []
@PointClass studio("models/asian_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_jungle_law : "Terrorist - Jungle - M72 LAW" []
@PointClass studio("models/asian_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_jungle_machinegun : "Terrorist - Jungle - Machine Gun" []
@PointClass studio("models/asian_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_jungle_melee : "Terrorist - Jungle - Melee" []
@PointClass studio("models/asian_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_jungle_mp5 : "Terrorist - Jungle - MP5" []
@PointClass studio("models/asian_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_jungle_pistol : "Terrorist - Jungle - Pistol" []
@PointClass studio("models/asian_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_jungle_shotgun : "Terrorist - Jungle - Shotgun" []
@PointClass studio("models/asian_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_jungle_smg : "Terrorist - Jungle - SMG" []
@PointClass studio("models/asian_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_jungle_sniperrifle : "Terrorist - Jungle - Sniper Rifle" []


@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_arctic_mp5 : "Terrorist Arctic MP5"[]
@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_russian_assaultrifle : "Terrorist - Russian - Assault Rifle" []
@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile, Grenadier) = monster_terrorist_russian_grenader : "Terrorist - Russian - Grenadier" []
@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_russian_kamikaze : "Terrorist - Russian - Kamikaze" []
@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_russian_law : "Terrorist - Russian - M72 LAW" []
@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_russian_machinegun : "Terrorist - Russian - Machine Gun" []
@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_russian_melee : "Terrorist - Russian - Melee" []
@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_russian_mp5 : "Terrorist - Russian - MP5" []
@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_russian_pistol : "Terrorist - Russian - Pistol" []
@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_russian_shotgun : "Terrorist - Russian - Shotgun" []
@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_russian_smg : "Terrorist - Russian - SMG" []
@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_russian_sniperrifle : "Terrorist - Russian - Sniper Rifle" []


@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_arctic_pistol : "Terrorist Arctic Pistol"[]
@PointClass size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) size(-16 -16 -16, 16 16 16) = monstermaker : "Monster Maker"
[
target(target_destination) : "Target On Release"
monstertype(string) : "Monster Type"
netname(target_destination) : "Childrens' Name"
forcedtarget(target_destination) : "Forced Target" : ""
spawnflags(flags) =
[
1 : "Start On"  : 0
2 : "PVS On/Off (NoImpl)" : 0
4 : "Cyclic" : 0
8 : "MonsterClip" : 0
]
body(integer) : "Body" : 0
skin(integer) : "Skin" : 0
monstercount(integer) : "Number of Monsters (-1 = unlimited)" : 1


@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_arctic_shotgun : "Terrorist Arctic Shotgun"[]
// if delay is -1, new monster will be made when last monster dies.
// else, delay is how often (seconds) a new monster will be dookied out.
delay(integer) : "Frequency (-1 = on child death)" : 5


@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_arctic_smg : "Terrorist Arctic SMG"[]
// maximum number of live children allowed at one time. (New ones will not be made until one dies)
m_imaxlivechildren(integer) : "Max live children (-1 = unlimited)" : 5
spawnawake(choices) : "Spawn awake" : 0 =
[
0 : "No (?)"
1 : "Yes (?)"
]
dontspawninview(choices) : "Spawn in view" : 0 =
[
0 : "Yes"
1 : "No"
]
monstermodel(studio) : "Monster model"
]


@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_arctic_sniperrifle : "fle"[]
////////////////////////////////////////////////////////////////////////////////
// MULTI ENTITIES
////////////////////////////////////////////////////////////////////////////////


 
@PointClass base(Targetname) color(255 128 0) iconsprite("sprites/CS/multi_manager.spr") = multi_manager : "MultiTarget Manager"
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_desert_assaultrifle : "ifle"[]
 
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile)=monster_terrorist_desert_grenader:""
[
[
hegrenadeonly(choices):"He Nade Only":0=
spawnflags(Flags) =
[
[
0:"No"
1 : "multithreaded" : 0
1:"Yes"
]
]
]
]


@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_desert_kamikaze : ""[]
@PointClass base(Targetname, Target) color(128 255 128) iconsprite("sprites/CS/MultiSource.spr") = multisource : "Multisource"
[
globalstate(string) : "Global State Master"
]


@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_desert_law : "Terrorist Desert Law"[]
////////////////////////////////////////////////////////////////////////////////
// PATH ENTITIES
////////////////////////////////////////////////////////////////////////////////


@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_desert_machinegun : "un"[]
@PointClass base(Targetname, Angles) size(16 16 16) color(247 181 82) = path_corner : "Moving platform stop"
 
[
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_desert_melee : "Terrorist Desert Melee"[]
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) : "New Train Speed" : 0
yaw_speed(integer) : "New Train rot. Speed" : 0
]


@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_desert_mp5 : "Terrorist Desert MP5"[]
@PointClass base(Targetname) size(16 16 16) = path_track : "Train Track Path"
 
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_desert_pistol : "Terrorist Desert Pistol"[]
 
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_desert_shotgun : "Terrorist Desert Shotgun"[]
 
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_desert_smg : "Terrorist Desert SMG"[]
 
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_desert_sniperrifle : "fle"[]
 
 
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_jungle_assaultrifle : "ifle"[]
 
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile)=monster_terrorist_jungle_grenader:""
[
[
hegrenadeonly(choices):"He Nade Only":0=
target(target_destination) : "Next stop target"
spawnflags(Flags) =
[
[
0:"No"
1 : "Disabled" : 0
1:"Yes"
2 : "Fire once" : 0
4 : "Branch Reverse" : 0
8 : "Disable train" : 0
]
]
message(target_destination) : "Fire On Pass"
altpath(target_destination) : "Branch Path"
netname(target_destination) : "Fire on dead end"
speed(integer) : "New Train Speed" : 0
]
]


@PointClass studio("models/asian_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_jungle_kamikaze : ""[]
////////////////////////////////////////////////////////////////////////////////
// PLAYER ENTITIES
////////////////////////////////////////////////////////////////////////////////


@PointClass studio("models/asian_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_jungle_law : "Terrorist Jungle Law"[]
@PointClass base(Targetname) iconsprite("sprites/CS/PlayerLoadSaved.spr") = player_loadsaved : "Load Auto-Saved game"
 
[
@PointClass studio("models/asian_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_jungle_machinegun : "un"[]
duration(string) : "Fade Duration (seconds)" : "2"
 
holdtime(string) : "Hold Fade (seconds)" : "0"
@PointClass studio("models/asian_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_jungle_melee : "Terrorist Jungle Melee"[]
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 studio("models/asian_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_jungle_mp5 : "Terrorist Jungle MP5"[]
@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) iconsprite("sprites/CS/PlayerWeaponStrip.spr") = player_weaponstrip : "Strips player's weapons" []


@PointClass studio("models/asian_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_jungle_pistol : "Terrorist Jungle Pistol"[]
////////////////////////////////////////////////////////////////////////////////
// SCRIPTED ENTITIES
////////////////////////////////////////////////////////////////////////////////


@PointClass studio("models/asian_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_jungle_shotgun : "Terrorist Jungle Shotgun"[]
@PointClass base(Targetname, Targetx) size(-16 -16 0, 16 16 72) color(255 0 255) = scripted_sentence : "Scripted Sentence"
 
@PointClass studio("models/asian_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_jungle_smg : "Terrorist Jungle SMG"[]
 
@PointClass studio("models/asian_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_jungle_sniperrifle : ""[]
 
 
@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_russian_assaultrifle : ""[]
 
@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile)=monster_terrorist_russian_grenader:"r"
[
[
hegrenadeonly(choices):"He Nade Only":0=
spawnflags(Flags) =
[
1 : "Fire Once" : 1
2 : "Followers Only" : 0
4 : "Interrupt Speech" : 1
8 : "Concurrent" : 0
]
sentence(string) : "Sentence Name" : ""
entity(string) : "Speaker Type"
duration(string) : "Sentence Time" : "3"
radius(integer) : "Search Radius" : 512
refire(string) : "Delay Before Refire" : "3"
listener(string) : "Listener Type"
volume(string) : "Volume 0-10" : "10"
attenuation(Choices) : "Sound Radius" : 0 =
[
[
0:"No"
0 : "Small Radius"
1:"Yes"
1 : "Medium Radius"
2 : "Large  Radius"
3 : "Play Everywhere"
]
]
]
]


@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_russian_kamikaze : "e"[]
@PointClass base(Targetname, Targetx, Angles) size(-16 -16 0, 16 16 72) color(255 0 255) = scripted_sequence : "Scripted Sequence"
[
m_iszEntity(string) : "Target Monster"
m_iszPlay(string) : "Action Animation" : ""
m_iszIdle(string) : "Idle Animation" : ""
m_flRadius(integer) : "Search Radius" : 512
m_flRepeat(integer) : "Repeat Rate ms (m_flRepeat)" : 0
m_fRepeat(integer) : "Repeat Rate ms (m_fRepeat)" : 0
m_fMoveTo(choices) : "Move to Position" : 0 =
[
0 : "No"
1 : "Walk"
2 : "Run"
4 : "Instantaneous"
5 : "No - Turn to Face"
]
spawnflags(Flags) =
[
4 : "Repeatable" : 0
8 : "Leave Corpse" : 0
32 : "No Interruptions" : 0
64 : "Override AI" : 0
128 : "No Script Movement" : 0
]
]


@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_russian_law : "Terrorist Russian Law"[]
////////////////////////////////////////////////////////////////////////////////
// SPEAKER ENTITY
////////////////////////////////////////////////////////////////////////////////


@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_russian_machinegun : "gun"[]
@PointClass iconsprite("sprites/speaker.spr") base(Targetname) = speaker : "Announcement Speaker"
[
// e.g. ARAB_OUTSIDE_YELL
message(string) : "Sentence Group Name"
health(integer) : "Volume (10 = loudest)" : 5
spawnflags(flags) =
[
1 : "Start Silent" : 0
]
]


@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_russian_melee : "Terrorist Russian Melee"[]
////////////////////////////////////////////////////////////////////////////////
// TRIGGER ENTITIES
////////////////////////////////////////////////////////////////////////////////


@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_russian_mp5 : "Terrorist Russian MP5"[]
@PointClass base(Targetx) iconsprite("sprites/CS/TriggerAuto.spr") = trigger_auto : "Trigger Auto"
 
[
@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_russian_pistol : "Terrorist Russian Pistol"[]
spawnflags(Flags) =
 
@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_russian_shotgun : "Terrorist Russian Shotgun"[]
 
@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_russian_smg : "Terrorist Russian SMG"[]
 
@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_russian_sniperrifle : ""[]
 
@PointClass size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) size(-16 -16 -16, 16 16 16) = monstermaker : "Monster Maker"
[
target(target_destination) : "Target On Release"
monstertype(string) : "Monster Type"
netname(target_destination) : "Childrens' Name"
forcedtarget(target_destination) : "Forced Target" : ""
healthmult(integer):"Health Mult(iplier??)" : 0
spawnflags(Flags) =  
[
[
1 : "Start ON" : 0
1 : "Remove On fire" : 1
// 2 : "PVS On/Off" : 0  // not implemented
4 : "Cyclic" : 0
8 : "MonsterClip" : 0
]
]
body(integer):"Body":0
globalstate(string) : "Global State to Read"
skin(integer):"Skin":0
triggerstate(choices) : "Trigger State" : 0 =
// how many monsters the monstermaker can create (-1 = unlimited)
monstercount(integer) : "Number of Monsters" : 1
// if delay is -1, new monster will be made when last monster dies.
// else, delay is how often (seconds) a new monster will be dookied out.
delay(string) : "Frequency" : "5"
 
// maximum number of live children allowed at one time. (New ones will not be made until one dies)
// -1 no limit
m_imaxlivechildren(integer) : "Max live children" : 5
spawnawake(choices):"Spawn awake":0=
[
[
0:"0(??)"
0 : "Off"
1:"1(??)"
1 : "On"
]
2 : "Toggle"
dontspawninview(choices):"Spawn in view":0=
[
0:"Yes"
1:"No"
]
]
monstermodel(studio):"Monster model"
]
]
  /////////////////////
 
///MULTI ENTITIES////
@SolidClass base(Targetname) = trigger_autosave : "Trigger Auto-Save"
/////////////////////
@PointClass base(Targetname) color(255 128 0) iconsprite("sprites/CZ/multi_manager.spr") = multi_manager : "MultiTarget Manager"  
[
[
spawnflags(Flags) =
master(string) : "Master"
[
1 : "multithreaded" : 0
]
]
]


@PointClass base(Targetname, Target) color(128 255 128) iconsprite("sprites/CZ/MultiSource.spr") = multisource : "Multisource"  
@PointClass base(Targetname, Targetx) iconsprite("sprites/CS/TriggerCamera.spr") = trigger_camera : "Trigger Camera"
[
[
globalstate(string) : "Global State Master"
wait(integer) : "Hold time" : 0
moveto(string) : "Path Corner"
spawnflags(flags) =
[
1 : "Start At Player" : 1
2 : "Follow Player" : 1
4 : "Freeze Player" : 0
]
speed(string) : "Initial Speed" : "0"
acceleration(string) : "Acceleration units/sec^2" : "500"
deceleration(string) : "Stop Deceleration units/sec^2" : "500"
]
]
  ////////////////////
///PATH ENTITIES////
////////////////////


@PointClass base(Targetname, Angles) size(16 16 16) color(247 181 82) = path_corner : "Moving platform stop"
@PointClass base(Targetname) iconsprite("sprites/CS/TriggerCDAudio.spr") = trigger_cdaudio : "Trigger CD Audio"
[
[
spawnflags(Flags) =
trackname(string) : "Track Name" : "sound/music/TITLE"
loop(choices) : "Loop" : 0 =
[
[
1: "Wait for retrigger" : 0
0 : "No"
2: "Teleport" : 0
1 : "Yes"
4: "Fire once" : 0
]
]
target(target_destination) : "Next stop target"
message(target_destination) : "Fire On Pass"
wait(integer) : "Wait here (secs)" : 0
speed(integer) : "New Train Speed" : 0
yaw_speed(integer) : "New Train rot. Speed" : 0
]
]


@PointClass base(Targetname) size(16 16 16) = path_track : "Train Track Path"
@PointClass base(Targetname, Target, Global, Master, Netname, Targetx, ModelFile) iconsprite("sprites/CS/TriggerChangeKeyValue.spr") = trigger_changekeyvalue : "Trigger Change Key Value"
[
[
target(target_destination) : "Next stop target"
angles(string) : "Pitch Yaw Roll (Y Z X) (blank: no change)"
spawnflags(Flags) =
[
1: "Disabled" : 0
2: "Fire once" : 0
4: "Branch Reverse" : 0
8: "Disable train" : 0
]
message(target_destination) : "Fire On Pass"
altpath(target_destination) : "Branch Path"
netname(target_destination) : "Fire on dead end"
speed(integer) : "New Train Speed" : 0
]
]


  //////////////////////
@SolidClass = trigger_changelevel : "Change Level"
///PLAYER ENTITIES////
[
//////////////////////
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
]
]


@PointClass base(Targetname) iconsprite("sprites/CZ/PlayerLoadSaved.spr") = player_loadsaved : "Load Auto-Saved game"  
@PointClass base(Targetname, Targetx) iconsprite("sprites/CS/TriggerChangeTarget.spr") = trigger_changetarget : "Trigger Change Target"
[
[
duration(string) : "Fade Duration (seconds)" : "2"
m_iszNewTarget(string) : "New Target"
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) iconsprite("sprites/CZ/PlayerWeaponStrip.spr") = player_weaponstrip : "Strips player's weapons" []


  ////////////////////////
@PointClass base(Trigger) iconsprite("sprites/CS/TriggerCounter.spr") = trigger_counter : "Trigger Counter"
///SCRIPTED ENTITIES////
////////////////////////
@PointClass base(Targetname, Targetx) size(-16 -16 0, 16 16 72) color(255 0 255) = scripted_sentence : "Scripted Sentence"
[
[
spawnflags(Flags) =  
spawnflags(flags) =
[
[
1 : "Fire Once" : 1
1 : "No Message" : 0
2 : "Followers Only" : 0
4 : "Interrupt Speech" : 1
8 : "Concurrent" : 0
]
sentence(string) : "Sentence Name" : ""
entity(string) : "Speaker Type"
duration(string) : "Sentence Time" : "3"
radius(integer) : "Search Radius" : 512
refire(string) : "Delay Before Refire" : "3"
listener(string) : "Listener Type"
volume(string) : "Volume 0-10" : "10"
attenuation(Choices) : "Sound Radius" : 0 =
[
0 : "Small Radius"
1 : "Medium Radius"
2 : "Large  Radius"
3 : "Play Everywhere"
]
]
count(integer) : "Count before activation" : 2
]
@PointClass base(Targetname) iconsprite("sprites/CS/TriggerEndMission.spr") = trigger_endmission : "Trigger EndMission"
[
music(string) : "MP3" : "sound/music/MP3NAME"
nextmap(string) : "Next map" : ""
]
]


@PointClass base(Targetname, Targetx, Angles) size(-16 -16 0, 16 16 72) color(255 0 255) = scripted_sequence : "Scripted Sequence"
@SolidClass base(Targetname) = trigger_endsection : "Trigger EndSection"
[
[
m_iszEntity(string) : "Target Monster"
section(string) : "Section"
m_iszPlay(string) : "Action Animation" : ""
spawnflags(flags) =
m_iszIdle(string) : "Idle Animation" : ""
m_flRadius(integer) : "Search Radius" : 512
m_flRepeat(integer) : "Repeat Rate ms (m_flRepeat)" : 0
m_fRepeat(integer) : "Repeat Rate ms (m_fRepeat)" : 0
m_fMoveTo(choices) : "Move to Position" : 0 =
[
0 : "No"
1 : "Walk"
2 : "Run"
4 : "Instantaneous"
5 : "No - Turn to Face"
]
spawnflags(Flags) =  
[
[
4 : "Repeatable" : 0
1 : "USE Only" : 0
8 : "Leave Corpse" : 0
32: "No Interruptions" : 0
64: "Override AI" : 0
128: "No Script Movement" : 0
]
]
]
]


  /////////////////////
@PointClass base(Targetname) iconsprite("sprites/CS/TriggerFreezePlayer.spr") = trigger_freezeplayer : "Trigger Freeze Player" []
///SPEAKER ENTITY////
 
/////////////////////
@SolidClass base(Trigger) = trigger_gravity : "Trigger Gravity"
@PointClass iconsprite("sprites/speaker.spr") base(Targetname) = speaker : "Announcement Speaker"
[
[
message(string) : "Sentence Group Name"
gravity(string) : "Gravity" : "1.0"
//ARAB_OUTSIDE_YELL
health(integer) : "Volume (10 = loudest)" : 5
spawnflags(flags) =
[
1: "Start Silent" : 0
]
]
]
  ///////////////////////
 
///TRIGGER ENTITIES////
@PointClass base(Targetname) iconsprite("sprites/CS/TriggerHud.spr") = trigger_hud : "Trigger HUD Switcher"
///////////////////////
@PointClass base(Targetx) iconsprite("sprites/CZ/TriggerAuto.spr") = trigger_auto : "AutoTrigger"
[
[
spawnflags(Flags) =
display(choices) : "Display" : 0 =
[
1 : "Remove On fire" : 1
]
globalstate(string) : "Global State to Read"
triggerstate(choices) : "Trigger State" : 0 =  
[
[
0 : "Off"
0 : "Off"
1 : "On"
1 : "On"
2 : "Toggle"
]
]
]
]


@SolidClass base(Targetname) = trigger_autosave : "AutoSave Trigger"
@SolidClass base(Targetname, Master, Target, Targetx) = trigger_hurt : "Trigger Hurt Player"
[
[
master(string) : "Master"  
delay(string) : "Delay before trigger" : "0"
]
 
@PointClass base(Targetname, Targetx) iconsprite("sprites/CZ/TriggerCamera.spr") = trigger_camera : "Trigger Camera"
[
wait(integer) : "Hold time" : 0
moveto(string) : "Path Corner"
spawnflags(flags) =
spawnflags(flags) =
[
[
1: "Start At Player" : 1
1 : "Target Once" : 0
2: "Follow Player" : 1
2 : "Start Off" : 0
4: "Freeze Player" : 0
8 : "No clients" : 0
16 : "Fire Client Only" : 0
32 : "Touch Client Only" : 0
]
]
speed(string) : "Initial Speed" : "0"
dmg(integer) : "Damage" : 10
acceleration(string) : "Acceleration units/sec^2" : "500"
damagetype(choices) : "Damage Type" : 0 =
deceleration(string) : "Stop Deceleration units/sec^2" : "500"
[
]
0 : "GENERIC"
 
1 : "CRUSH"
@PointClass base(Targetname) iconsprite("sprites/CZ/TriggerCDAudio.spr") = trigger_cdaudio : "CD Audio"
2 : "BULLET"
[
4 : "SLASH"
trackname(string) : "Track Name" : "sound/music/TITLE"
8 : "BURN"
loop(choices):"Loop":0=
16 : "FREEZE"
[
32 : "FALL"
0:"No"
64 : "BLAST"
1:"Yes"
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"
]
]
]
]


@PointClass base(Targetname,Target,Global,Master,Netname,Targetx,ModelFile) iconsprite("sprites/CZ/TriggerChangeKeyValue.spr") = trigger_changekeyvalue : "Change Key Value"
@PointClass base(Targetname, Target) iconsprite("sprites/CS/TriggerKillTarget.spr") = trigger_killtarget : "Trigger Kill Target"[]
 
@SolidClass base(Angles) = trigger_monsterjump : "Trigger Monster Jump"
[
[
angles(string):"Pitch Yaw Roll (Y Z X) (blank: no change)"
master(string) : "Master"
speed(integer) : "Jump Speed" : 40
height(integer) : "Jump Height" : 128
]
]


@SolidClass = trigger_changelevel : "Trigger: Change level"
@SolidClass base(Trigger) = trigger_multiple : "Trigger Activate Multiple"
[
[
targetname(string) : "Name"
wait(integer) : "Delay before reset" : 0
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
]
]
]


@PointClass base(Targetname, Targetx) iconsprite("sprites/CZ/TriggerChangeTarget.spr") = trigger_changetarget : "Trigger Change Target"
@PointClass base(Targetname) = trigger_objective : "Trigger Objective"
[
[
m_iszNewTarget(string) : "New Target"
// The objectives are saved in the map's .seq file
objective(string) : "Objective (from MAPNAME.seq)"
notransition(integer) : "No Transition"
state(integer) : "State (?)"
]
]




@PointClass base(Trigger) iconsprite("sprites/CZ/TriggerCounter.spr") = trigger_counter : "Trigger counter"
@SolidClass base(Trigger, Master) = trigger_once : "Trigger Activate Once"
[
spawnflags(flags) =
[
1 : "No Message" : 0
]
count(integer) : "Count before activation" : 2
]
 
@PointClass base(Targetname) iconsprite("sprites/CZ/TriggerEndMission.spr") = trigger_endmission : "EndMission Trigger"
[
[
music(string):"MP3":"sound/music/MP3NAME"
style(integer) : "Style" : 0
nextmap(string):"Next map":""
]
]


@SolidClass base(Targetname) = trigger_endsection : "EndSection Trigger"
@SolidClass base(Trigger, Angles) = trigger_push : "Trigger Push Player"
[
[
section(string) : "Section"
spawnflags(flags) =
spawnflags(flags) =
[
[
1: "USE Only" : 0
1 : "Once Only" : 0
2 : "Start Off" : 0
]
]
speed(integer) : "Speed of push" : 40
]
]


@PointClass base(Targetname) iconsprite("sprites/CZ/TriggerFreezePlayer.spr") = trigger_freezeplayer : "Freezeplayer"[]
@PointClass base(Targetname, Targetx, Angles) iconsprite("sprites/CS/TriggerRelay.spr") = trigger_relay : "Trigger Relay"
 
@SolidClass base(Trigger) = trigger_gravity : "Trigger Gravity"
[
[
gravity(integer) : "Gravity" : 1
spawnflags(flags) =
]
 
@PointClass base(Targetname) iconsprite("sprites/CZ/TriggerHud.spr") = trigger_hud : "Hud switcher"
[
display(choices):"Display":0=
[
[
0:"Off"
1 : "Remove On fire" : 0
1:"On"
]
]
]
triggerstate(choices) : "Trigger State" : 0 =
 
[
@SolidClass base(Targetname, Master, Target,Targetx) = trigger_hurt : "Trigger player hurt"
0 : "Off"
[
1 : "On"
delay(string) : "Delay before trigger" : "0"
2 : "Toggle"
spawnflags(flags) =
[
1: "Target Once" : 0
2: "Start Off" : 0
8: "No clients" : 0
16:"Fire Client Only" : 0
32:"Touch Client Only" : 0
]
dmg(integer) : "Damage" : 10
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"
]
]
 
@PointClass base(Targetname,Target) iconsprite("sprites/CZ/TriggerKillTarget.spr") = trigger_killtarget : "Trigger: Kill target"[]
 
@SolidClass base(Angles) = trigger_monsterjump : "Trigger monster jump"
[
master(string) : "Master"
speed(integer) : "Jump Speed" : 40
height(integer) : "Jump Height" : 128
]
 
@SolidClass base(Trigger) = trigger_multiple : "Trigger: Activate multiple"
[
wait(integer) : "Delay before reset" : 0
]
 
@PointClass base(Targetname) =
trigger_objective : "Objective"
[
//the objectives are saved in the map's .seq file
objective(string):"Objective (from MAPNAME.seq)"
notransition(integer):"No Transition"
state(integer):"State (for what?)"
]
 
 
@SolidClass base(Trigger,Master) = trigger_once : "Trigger: Activate once"
[
style(choices):"Style":0=
[
0:"0(??)"
32:"32(??)"
]
]
 
@SolidClass base(Trigger, Angles) = trigger_push : "Trigger player push"
[
spawnflags(flags) =
[
1: "Once Only" : 0
2: "Start Off" : 0
]
speed(integer) : "Speed of push" : 40
]
 
@PointClass base(Targetname, Targetx,Angles) iconsprite("sprites/CZ/TriggerRelay.spr") = trigger_relay : "Trigger Relay"
[
spawnflags(flags) =
[
1: "Remove On fire" : 0
]
triggerstate(choices) : "Trigger State" : 0 =  
[
0: "Off"
1: "On"
2: "Toggle"
]
]
]
]


@PointClass base(Targetname) iconsprite("sprites/CZ/TriggerSequence.spr") = trigger_sequence : "Sequence File trigger"
@PointClass base(Targetname) iconsprite("sprites/CS/TriggerSequence.spr") = trigger_sequence : "Trigger Sequence File"
[
[
sequence_file(string):"Sequence File": "SEQUENCE.seq"
sequence_file(string) : "Sequence File" : "SEQUENCE.seq"
sequence_id(string):"Sequence Name":""
sequence_id(string) : "Sequence Name" : ""
spawnflags(flags) =
spawnflags(flags) =
[
[
1: "Use Once?" : 0
1 : "Use Once?" : 0
]
]
]
]


@SolidClass base(Trigger) = trigger_teleport : "Trigger teleport" []
@SolidClass base(Trigger) = trigger_teleport : "Trigger Teleport" []


@SolidClass base(Target,Master) = trigger_usetool : "Tool Use Zone"
@SolidClass base(Target, Master) = trigger_usetool : "Trigger Tool Use Zone"
[
[
//INFO:
// Notice: Have this entity target something when a tool is used in the zone...
//Have this entity target something when a tool is used in the zone...
// Uncertain: tooltarget is for where the player needs to be aiming
//(??) tooltarget is for where the player needs to be aiming (??)
rcbombtarget(target_destination) : "RC Bomb target"
rcbombtarget(target_destination) : "RC Bomb target"
toolname(choices) : "Tool Name" : "No_tool_here"=
toolname(choices) : "Tool Name" : "No_tool_here" =
[
[
"No_tool_here":"No_tool_here"
"No_tool_here" : "No Tool Here"
"weapon_fiberopticcamera":"weapon_fiberopticcamera"
"weapon_fiberopticcamera" : "Fiber-Optic Camera"
"weapon_radio":"weapon_radio"
"weapon_radio" : "Radio"
"weapon_camera":"weapon_camera"
"weapon_camera" : "Camera"
"weapon_blowtorch":"weapon_blowtorch"
"weapon_blowtorch" : "Blow Torch"
"weapon_radiocontrolledbomb":"weapon_radiocontrolledbomb"
"weapon_radiocontrolledbomb" : "RC Bomb"
"bomb_defuse":"bomb_defuse"
"bomb_defuse" : "Bomb Defuse"
]
]
tooltarget(string) : "Tool Target"
tooltarget(string) : "Tool Target"
toolset(choices):"Tool set (guessed choices)":4=
toolset(choices) : "Tool set (?)" : 4 =
[
[
4:"Camera"
4 : "Camera"
16:"Radio"
16 : "Radio"
32:"RC Bomb"
32 : "RC Bomb"
]
]
spawnflags(flags) =
spawnflags(flags) =
[
[
1: "Start on???" : 0
1 : "Start On (?)" : 0
]
]
bombdefusetime(integer):"Bomb defuse time"
bombdefusetime(integer) : "Bomb defuse time"
]
]
@SolidClass base(Targetname) = trigger_transition : "Trigger: Select Transition Area" []
@SolidClass base(Targetname) = trigger_transition : "Trigger Select Transition Area" []
 
  //////////////////////
///WEAPON ENTITIES////
//////////////////////
 
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_aug : "AUG"[]


@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_blowtorch : "Blow Torch"[]
////////////////////////////////////////////////////////////////////////////////
// WEAPON ENTITIES
////////////////////////////////////////////////////////////////////////////////


@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_briefcase : "Briefcase"[]
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_aug : "AUG" []
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_blowtorch : "Blow Torch" []
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_briefcase : "Briefcase" []


// WEAPON_C4 is a planted bomb that requires defusing.  
// WEAPON_C4 is a planted bomb that requires defusing.
// If the entity is left un-named, it will be be planted automatically at the start of each round.  
// If the entity is left un-named, it will be be planted automatically at the start of each round.
// If the entity is named, then only when it is targeted will the bomb will be planted.
// If the entity is named, then only when it is targeted will the bomb will be planted.
// A brief "click" is heard when the bomb is planted, but the voice "The bomb has been planted" does not play.
// A brief "click" is heard when the bomb is planted, but the voice "The bomb has been planted" does not play.
Line 3,334: Line 3,016:
// triggered(has no entity), it WILL have unwanted effects.
// triggered(has no entity), it WILL have unwanted effects.
// MAY HAVE CHANGED WITH CONDITION ZERO DELETED SCENES
// MAY HAVE CHANGED WITH CONDITION ZERO DELETED SCENES
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_c4 : "C4 Plastique Bomb"
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_c4 : "C4 Plastique Bomb"
[
[
detonatedelay(float) : "C4 Detonate Delay" : "20.0"
detonatedelay(string) : "C4 Detonate Delay" : "20.0"
detonatetarget(target_destination) : "Trigger When Detonated"
detonatetarget(target_destination) : "Trigger When Detonated"
defusetarget(target_destination) : "Trigger When Defused"
defusetarget(target_destination) : "Trigger When Defused"
]
]


@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_camera : "Camera"[]
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_camera : "Camera" []
 
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_deagle : "Deagle pistol" []
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_deagle : "Deagle pistol"[]
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_elite : "Elite pistol" []
 
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_fiberopticcamera : "Fiber-Optic Camera" []
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_elite : "Elite pistol"[]
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_flashbang : "Flashbang" []
 
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_g3sg1 : "G3SG1" []
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_fiberopticcamera : "FO Camera"[]
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_hegrenade : "HE Grenade" []
 
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_knife : "Knife" []
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_flashbang : "Flashbang"[]
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_mp5navy : "MP5" []
 
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_m60 : "M60" []
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_g3sg1 : "G3SG1"[]
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_m4a1 : "M4A1 Colt" []
 
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_radio : "Radio" []
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_hegrenade : "HE Grenade"[]
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_radiocontrolledbomb : "RC Bomb" []
 
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_scout : "Scout" []
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_knife : "Knife"[]
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_sg552 : "G552" []
 
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_smokegrenade : "Smoke Grenade" []
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_mp5navy : "MP5"[]
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_ump45 : "UMP45" []
 
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_usp : "USP" []
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_m60 : "M60"[]
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_xm1014 : "XM1014" []
 
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_m4a1 : "Colt"[]
 
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_radio : "Radio"[]
 
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_radiocontrolledbomb : "RC Bomb"[]
 
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_scout : "Scout"[]
 
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_sg552 : "G552"[]
 
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_smokegrenade : "Smoke nade"[]
 
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_ump45 : "UMP45"[]
 
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_usp : "USP"[]
 
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_xm1014 : "XM1014"[]
</nowiki></pre>
</nowiki></pre>
[[Category:Custom FGDs]]
[[Category:Custom FGDs]]

Revision as of 12:09, 21 June 2012

Note.pngNote:Hammer 3.5 only supports entity classnames with up to 32 characters. Beyond that, such as monster_terrorist_arctic_grenader, you'll need to export the map to a .map file and fix them manually (e.g. in Notepad) before compiling.
////////////////////////////////////////////////////////////////////////////////
// Counter-Strike Condition Zero Deleted Scenes
// Valve Hammer Editor 3.5
// Last Edited: Friday, October 13, 2006
//
// Based on Tommy's version of CS Expert fgd 7.9.3c - cs_expert-tom793
// Grab a copy thereof for Editor sprites (Valve Hammer Editor/sprites/CS/*).
//
//
// Converting brush entities into point entities:
//   Make a point entity where you would like.
//   Write down the origin of the entity.
//   Change the name of the entity to the func_* one you would like.
//   Add the corresponding model to the model key field.
//   Treat "body" and "skin" how you would with a normal studiomodel entity.
//   Make sure you add the "origin" of your point
//     entity to this one as they don't get saved by default.
//  WARNING:
//    You will not be able to see the entity next time you
//      load it on Hammer. Next time you save, the origin will be erased.
////////////////////////////////////////////////////////////////////////////////

@SolidClass = worldspawn : "World entity"
[
	maptier(integer) : "Map Tier"
	message(string) : "Map Description / Title"
	skyname(string) : "environment map (cl_skyname)"
	sounds(integer) : "CD track to play" : 0
	light(integer) : "Default light level"
	WaveHeight(integer) : "Default Wave Height"
	MaxRange(integer) : "Max viewable distance" : 8192
	chaptertitle(string) : "Chapter Title Message"
	lightmultiplier(integer) : "Light multiplier"
	radfile(string) : "Radfile (unused/unneeded?)"
	mapversion(integer) : "Map Version" : 220
	startdark(choices) : "Level Fade In" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]
	newunit(choices) : "New Level Unit" : 0 =
	[
		0 : "No, keep current"
		1 : "Yes, clear previous levels"
	]
	minTime(integer) : "Minimum wind time delay"
	minWindX(integer) : "Maximum x axis wind"
	minWindY(integer) : "Maximum Y axis wind"
	maxTime(integer) : "Maximum wind time delay"
	maxWindX(integer) : "Maximum x axis wind"
	maxWindY(integer) : "Maximum Y axis wind"
]

@BaseClass studio() = FuncAddition
[
	model(studio) : "Model (if not brush)"
	body(integer) : "Body (if not brush)"
	origin(string) : "Origin (XYZ) (if not brush)"
	style(choices) : "Texlight style" : 0 =
	[
		0 : "Normal"
		-3 : "Grouped"
		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(FuncAddition) = Func2
[
	skin(integer) : "Skin (if not brush)"
]

@BaseClass = BeamStartEnd
[
	LightningStart(target_destination) : "Start Entity"
	LightningEnd(target_destination) : "Ending Entity"
]

@BaseClass = Global
[
	globalname(string) : "Global Entity Name"
]

@BaseClass studio() = ModelFile
[
	model(studio) : "Model"
	body(integer) : "Body" : 0
	skin(integer) : "Skin" : 0
]

@BaseClass = ZHLT
[
	zhlt_lightflags(choices) :"Light Flags (Zhlt 2.2+)" : 0 =
	[
		0 : "Normal"
		1 : "Embedded Fix"
		2 : "Opaque (Blocks Light)"
		3 : "Opaque + Embedded Fix"
		6 : "Opaque + Concave Fix"
	]
	zhlt_customshadow(integer) : "Shadow Transparency" : 0
	light_origin(string) : "Light Origin (Zhlt 2.2+)"
]

@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"
		5 : "Slow Fade Away"
		6 : "Fast Fade Away"
		7 : "Slow Become Solid"
		8 : "Fast Become Solid"
		14 : "Constant Glow"
		15 : "Distort"
		16 : "Hologram (Distort + fade)"
	]
]

@BaseClass base(RenderFxChoices) = RenderFields
[
	rendermode(choices) : "Render Mode" : 0 =
	[
		0 : "Normal"
		1 : "Color"
		2 : "Texture"
		3 : "Glow"
		4 : "Solid"
		5 : "Additive"
	]
	renderamt(integer) : "FX Amount (1 - 255)" : 0
	rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
	lightmultiplier(integer) : "Light multiplier"
]

@BaseClass = Master
[
	master(target_destination) : "Master"
]

@BaseClass = Target
[
	target(target_destination) : "Target"
]

@BaseClass = Targetname
[
	targetname(target_source) : "Name"
]

@BaseClass = Netname
[
	netname(target_destination) : "Ent-Specific Target"
]

@BaseClass = Classtype
[
	classtype(string) : "Team (TS1/TS2/CTS1/CTS2)"
]

@BaseClass base(Target) = Targetx
[
	delay(string) : "Delay before trigger" : "0.0"
	killtarget(target_destination) : "KillTarget"
]

@BaseClass = Angles
[
	Angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
]

@BaseClass base(Target, Targetname, RenderFields, Angles) color(0 200 200) = Monster
[
	TriggerTarget(target_destination) : "TriggerTarget"
	TriggerCondition(Choices) : "Trigger Condition" : 0 =
	[
		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 : "MonsterClip" : 0
		16 : "Prisoner" : 0
		128 : "WaitForScript" : 0
		256 : "Pre-Disaster" : 0
		512 : "Fade Corpse" : 0
	]
	fadespeed(integer) : "Fade Speed"
	deathfadedelay(integer) : "Death Fade Delay"
	deathfade(integer) : "Death Fade"
	deathangle(integer) : "Death Angle"
	deathanim(string) : "Death animation name"
	deadanim(string) : "Dead animation name"
	language(string) : "Language (AM, SP, JA)"
	cantmove(choices) : "Movement" : 0 =
	[
		0 : "Normal"
		1 : "1 (Sniper)"
		2 : "2 (Turret)"
	]
	weaponaccuracy(integer) : "Weapon accuracy"
	healthmult(string) : "Health Multiplier"
	netname(target_destination) : "Netname"
	invulnerable(integer) : "Invulnerability"
	idleanim(string) : "Idle anim name"
	cower(integer) : "Cower"
	head(integer) : "Head"
	provoke(integer) : "Provoke"
	usetarget(choices) : "Use Target" : "none" =
	[
		"none" : "none"
		"null" : "null"
		"null_null_null_null" : "null_null_null_null"
		"_is_null" : "_is_null"
		"nullnullnull" : "nullnullnull"
	]
	alertable(choices) : "Alertable" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]
	weapons(choices) : "Weapons (?)" : 0 =
	[
		0 : "0 (?)"
		32 : "32 (?)"
		64 : "64 (?)"
	]
	behavior(integer) : "Behavior (?)"
	count(integer) : "Count"
	lightmultiplier(integer) : "Light multiplier"
	sequencename(string) : "Sequence name"
	nopvs(choices) : "Include in Potentially Visible Set (PVS)" : 0 =
	[
		0 : "Yes"
		1 : "No"
	]
	dontfall(integer) : "Don't Fall to Floor"
	m_iszEntity(target_destination) : "Target Monster"
	dropchance(string) : "Chance of drop" : "0.0"
	dropitem(choices) : "Drop" : 0 =
	[
		"0" : "No Weapon"
		"weapon_aug" : "Steyr Aug"
		"weapon_blowtorch" : "BlowTorch"
		"weapon_briefcase" : "Briefcase"
		"weapon_camera" : "Camera"
		"weapon_deagle" : "Desert Eagle"
		"weapon_elite" : "Elite"
		"weapon_fiberobticcamera" : "Fiber Optic Camera"
		"weapon_flashbang" : "FlashBang"
		"weapon_g3sg1" : "G3SG1"
		"weapon_hegrenade" : "HE Grenade"
		"weapon_knife" : "Knife"
		"weapon_mp5navy" : "Mp5 Navy"
		"weapon_m60" : "M60"
		"weapon_m4a1" : "Colt Carbine M4A1"
		"weapon_radio" : "Radio"
		"weapon_radiocontrolledbomb" : "Radio Controlled Bomb"
		"weapon_scout" : "Steyr Scout"
		"weapon_sg552" : "SIG552"
		"weapon_smokegrenade" : "Smoke Grenade"
		"weapon_ump45" : "H&K Ump45"
		"weapon_xm1014" : "Xm1014"
		"weapon_awp" : "Artic Warfare Magnum"
		"weapon_c4" : "C4"
		"weapon_usp" : "Usp"
		"weapon_ak47" : "Ak47"
		"weapon_laws" : "M72 LAW"
		"ammo_338magnum" : "ammo_338magnum"
		"ammo_357sig" : "ammo_357sig"
		"ammo_45acp" : "ammo_45acp"
		"ammo_45cp" : "ammo_45cp"
		"ammo_50ae" : "ammo_50ae"
		"ammo_556nato" : "ammo_556nato"
		"ammo_556natobox" : "ammo_556natobox"
		"ammo_57mm" : "ammo_57mm"
		"ammo_762nato" : "ammo_762nato"
		"ammo_762natobox" : "ammo_762natobox"
		"ammo_9mm" : "ammo_9mm"
		"ammo_buckshot" : "ammo_buckshot"
		"ammo_generic" : "ammo_generic"
	]
]

@BaseClass base(Targetname, Target, Global, Master, RenderFields, Angles, ZHLT) = Breakable
[
	gibentityvelocity(integer) : "Gib velocity"
	gibdirection(string) : "Gib Direction"
	target(target_destination) : "Target on break"
	delay(string) : "Delay before fire" : "0.0"
	health(integer) : "Strength"
	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"
	]
	gibmodel(studio) : "Gib Model" : ""
	spawnobject(choices) : "Spawn On Break" : 0 =
	[
		0 : "Nothing"
	]
	explodemagnitude(integer) : "Explode Magnitude (0 = none)" : 0
	grenadetouch(integer) : "Grenade Touch (?)" : 0
	//this is what weapon or item can damage this breakable
	//...for example...
	//if you put grenade in this area, it will only be broken by a grenade attack
	onlydamagedby(choices) : "Only damaged by" : "" =
	[
		"" : "Nothing"
		"weapon_blowtorch" : "Blow Torch"
		"weapon_knife" : "Knife"
		"weapon_hegrenade" : "HE Grenade"
		"bomb" : "Radio Controlled Bomb"
		"weapon_laws" : "M72 LAW"
	]
	skin(choices) : "Contents" : 0 =
	[
		0 : "Normal"
		-1 : "Empty"
		-2 : "Solid"
		-3 : "Water"
		-4 : "Slime"
		-5 : "Lava"
		-16 : "Ladder"
	]
]

@BaseClass base(Targetname, Global, Target, RenderFields, Angles) = BaseTank
[
	// Mainly for use with 1009 team settings (game_team_master)
	master(target_destination) : "(Team) Master"

	spawnflags(flags) =
	[
		1 : "Active" : 0
		16 : "Only Direct" : 0
		32 : "Controllable" : 0
	]
	yawrate(string) : "Yaw rate" : "30.0"
	yawrange(string) : "Yaw range" : "180.0"
	yawtolerance(string) : "Yaw tolerance" : "15.0"
	pitchrate(string) : "Pitch rate" : "0.0"
	pitchrange(string) : "Pitch range" : "0.0"
	pitchtolerance(string) : "Pitch tolerance" : "5.0"
	barrel(string) : "Barrel Length" : "0.0"
	barrely(string) : "Barrel Horizontal" : "0.0"
	barrelz(string) : "Barrel Vertical" : "0.0"
	spritesmoke(sprite) : "Smoke Sprite" : ""
	spriteflash(sprite) : "Flash Sprite" : ""
	spritescale(string) : "Sprite scale" : "1.0"
	rotatesound(sound) : "Rotate Sound" : ""
	firerate(string) : "Rate of Fire" : "1.0"
	bullet_damage(integer) : "Damage Per Bullet" : 0
	persistence(string) : "Firing persistence" : "1.0"
	firespread(choices) : "Bullet accuracy" : 0 =
	[
		0 : "Perfect Shot"
		1 : "Small cone"
		2 : "Medium cone"
		3 : "Large cone"
		4 : "Extra-large cone"
	]
	minRange(string) : "Minimum target range" : "0.0"
	maxRange(string) : "Maximum target range" : "0.0"
	_minlight(integer) : "Minimum light level" : 0
]

@BaseClass base(Targetname, Target, Targetx, Global, Master, RenderFields, Angles, ZHLT) = Door
[
	speed(integer) : "Speed" : 100
	movesnd(choices) : "Move Sound" : 0 =
	[
		0 : "No Sound"
		1 : "Servo (Sliding)"
		2 : "Pneumatic (Sliding)"
		3 : "Pneumatic (Rolling)"
		4 : "Vacuum"
		5 : "Power Hydraulic"
		6 : "Large Rollers"
		7 : "Track Door"
		8 : "Snappy Metal Door"
		9 : "Squeaky 1"
		10 : "Squeaky 2"
	]
	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"
	]
	wait(integer) : "delay before close, -1 stay open " : 0
	lip(integer) : "Lip"
	dmg(integer) : "Damage inflicted when blocked" : 0
	message(string) : "Message if triggered"
	netname(target_destination) : "Fire on Close"
	health(integer) : "Health (shoot open)" : 0
	spawnflags(flags) =
	[
		1 : "Starts Open" : 0
		4 : "Don't link" : 0
		8 : "Not Solid" : 0
		32 : "Toggle" : 0
		256 : "Use Only" : 0
	]
	locked_sound(choices) : "Locked Sound" : 0 =
	[
		0 : "None"
		2 : "Access Denied"
		8 : "Small zap"
		10 : "Buzz"
		11 : "Buzz Off"
		12 : "Latch Locked"
	]
	unlocked_sound(choices) : "Unlocked Sound" : 0 =
	[
		0 : "None"
		1 : "Big zap & Warmup"
		3 : "Access Granted"
		4 : "Quick Combolock"
		5 : "Power Deadbolt 1"
		6 : "Power Deadbolt 2"
		7 : "Plunger"
		8 : "Small zap"
		9 : "Keycard Sound"
		10 : "Buzz"
		13 : "Latch Unlocked"
		14 : "Lightswitch"
	]
	locked_sentence(choices) : "Locked Sentence" : 0 =
	[
		0 : "None"
		1 : "Gen. Access Denied"
		2 : "Security Lockout"
		3 : "Blast Door"
		4 : "Fire Door"
		5 : "Chemical Door"
		6 : "Radiation Door"
		7 : "Gen. Containment"
		8 : "Maintenance Door"
		9 : "Broken Shut Door"
		10 : "Buzz"
		11 : "Buzz Off"
		12 : "Latch Locked"
	]
	unlocked_sentence(choices) : "Unlocked Sentence" : 0 =
	[
		0 : "None"
		1 : "Gen. Access Granted"
		2 : "Security Disengaged"
		3 : "Blast Door"
		4 : "Fire Door"
		5 : "Chemical Door"
		6 : "Radiation Door"
		7 : "Gen. Containment"
		8 : "Maintenance area"
	]
	_minlight(integer) : "Minimum light level" : 0
	skin(choices) : "Contents" : 0 =
	[
		0 : "Normal"
		-1 : "Empty"
		-2 : "Solid"
		-3 : "Water"
		-4 : "Slime"
		-5 : "Lava"
		-16 : "Ladder"
	]
	explodemagnitude(integer) : "Explosion Magnitude"
]

@BaseClass size(-16 -16 -16, 16 16 16) base(Targetname, Angles) = gibshooterbase
[
	m_iGibs(integer) : "Number of Gibs" : 0
	delay(string) : "Delay between shots" : "0.0"
	m_flVelocity(string) : "Gib Velocity" : "0.0"
	m_flVariance(string) : "Course Variance" : "0.0"
	m_flGibLife(string) : "Gib Life" : "4.0"
	spawnflags(Flags) =
	[
		1 : "Repeatable" : 0
	]
]

@BaseClass = Light
[
	_light(color255) : "Brightness" : "255 255 255 200"
	style(choices) : "Texlight style" : 0 =
	[
		0 : "Normal"
		-3 : "Grouped"
		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"
	_fade(integer) : "Fade (ZHLT Only)" : 1
	_color(string) : "Color scale (0-1)" : "1.000000 1.000000 1.000000"
	_falloff(Choices) : "Falloff (ZHLT Only)" : 0 =
	[
		0 : "Default"
		1 : "Inverse Linear"
		2 : "Inverse Square"
	]
	spawnflags(Flags) =
	[
		1 : "Initially dark" : 0
	]
	dot_product_weight(integer) : "Dot product weight" : 0
	spherical_ambient(integer) : "Spherical Ambient" : 0
	angle_hotspot(integer) : "Angle Hotspot" : 0
	falloff_curvature(integer) : "Falloff curvature" : 0
	angle_penumbra(integer) : "Angle Pnumbra" : 0
	falloff_start_dist(integer) : "Falloff Start Distance" : 0
	falloff_end_dist(integer) : "Falloff End Distance" : 0
]

@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"
	]
	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"
	]
	volume(string) : "Sound Volume 0.0 - 1.0" : 0
]

@BaseClass size(-16 -16 -36, 16 16 36) color(0 255 0) base(Angles) = PlayerClass []

@BaseClass base(Classtype, Targetname, Global, RenderFields, 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, Target) = Trigger
[
	delay(string) : "Delay before trigger" : "0.0"
	killtarget(target_destination) : "Kill target"
	netname(target_destination) : "Target Path"
	style(integer) : "Style" : 32
	sounds(choices) : "Sound style" : 0 =
	[
		0 : "No Sound"
	]
	message(string) : "Message (set sound too)"
	spawnflags(flags) =
	[
		4 : "Pushables" : 0
	]
]

////////////////////////////////////////////////////////////////////////////////
// AISCRIPTED ENTITIES
////////////////////////////////////////////////////////////////////////////////

@PointClass base(Targetname, Targetx, Angles) size(-16 -16 0, 16 16 72) color(255 0 255) = aiscripted_sequence : "AI Scripted Sequence"
[
	m_iszEntity(target_destination) : "Target Monster"
	m_iszPlay(string) : "Action Animation" : ""
	m_flRadius(string) : "Search Radius" : "512.0"
	m_flRepeat(string) : "Repeat Rate ms" : "0.0"
	m_fMoveTo(Choices) : "Move to Position" : 0 =
	[
		0 : "No"
		1 : "Walk"
		2 : "Run"
		4 : "Instantaneous"
		5 : "No - Turn to Face"
	]
	m_iFinishSchedule(Choices) : "AI Schedule when done" : 0 =
	[
		0 : "Default AI"
		1 : "Ambush"
	]
	spawnflags(Flags) =
	[
		4 : "Repeatable" : 0
		8 : "Leave Corpse" : 0
	]
]

////////////////////////////////////////////////////////////////////////////////
// AMBIENT ENTITIES
////////////////////////////////////////////////////////////////////////////////

@PointClass base(Targetname, Angles) iconsprite("sprites/CS/AmbientGeneric.spr") = ambient_generic : "Universal Ambient"
[
	message(sound) : "Path/filename.wav of WAV"
	health(integer) : "Volume (10 = loudest)" : 10
	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
	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(integer) : "LFO type 0)off 1)sqr 2)tri 3)rnd" : 0
	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" : 1
		8 : "Large Radius" : 0
		16 : "Start Silent" : 0
		32 : "Not Toggled" : 0
	]
]

////////////////////////////////////////////////////////////////////////////////
// AMMO ENTITIES
////////////////////////////////////////////////////////////////////////////////

@BaseClass base(RenderFields, Angles) = Ammo
[
	numclip(integer) : "Number of clips"
]

@PointClass base(Ammo) iconsprite("sprites/CS/Ammo.spr") = ammo_338magnum : ".338 Lapua Magnum Ammo"[]

@PointClass base(Ammo) iconsprite("sprites/CS/Ammo.spr") = ammo_357sig : ".357 SIG Ammo"[]

@PointClass base(Ammo) iconsprite("sprites/CS/Ammo.spr") = ammo_45acp : ".45 ACP Ammo"[]

@PointClass base(Ammo) iconsprite("sprites/CS/Ammo.spr") = ammo_45cp : ".45 CP Ammo"[]

@PointClass base(Ammo) iconsprite("sprites/CS/Ammo.spr") = ammo_50ae : ".50 Action Express Ammo"[]

@PointClass base(Ammo) iconsprite("sprites/CS/Ammo.spr") = ammo_556nato : "5.56mm NATO Ammo"[]

@PointClass base(Ammo) iconsprite("sprites/CS/Ammo.spr") = ammo_556natobox : "5.56mm NATO Box Ammo"[]

@PointClass base(Ammo) iconsprite("sprites/CS/Ammo.spr") = ammo_57mm : "5.7mm Ammo"[]

@PointClass base(Ammo) iconsprite("sprites/CS/Ammo.spr") = ammo_762nato : "7.62mm NATO Ammo"[]

@PointClass base(Ammo) iconsprite("sprites/CS/Ammo.spr") = ammo_9mm : "9mm Parabellum Ammo"[]

@PointClass base(Ammo) iconsprite("sprites/CS/Ammo.spr") = ammo_buckshot : "12 Gauge Ammo"[]

@PointClass base(Ammo) iconsprite("sprites/CS/Ammo.spr") = ammo_generic : "Generic Ammo"[]

////////////////////////////////////////////////////////////////////////////////
// BUTTON ENTITIES
////////////////////////////////////////////////////////////////////////////////

@SolidClass base(Master, Target, Angles, RenderFields, ZHLT) = button_target : "Target Button"
[
	spawnflags(flags) =
	[
		1 : "Use Activates" : 1
		2 : "Start On" : 0
	]
]

////////////////////////////////////////////////////////////////////////////////
// CYCLER ENTITIES
////////////////////////////////////////////////////////////////////////////////

@PointClass base(Targetname, Angles, RenderFields) studio() = cycler : "Monster Cycler"
[
	model(studio) : "Model"
	skin(integer) : "Skin" : 0
	body(integer) : "Body" : 0
	health(integer) : "Health" : 0
	framerate(string) : "Framerate multiplier" : "1.0"
	sequence(integer) : "Animation #" : 0
]

@PointClass base(Targetname, Angles, RenderFields) studio() = cycler_sprite : "Sprite Cycler"
[
	model(studio) : "Model"
	skin(integer) : "Skin" : 0
	body(integer) : "Body" : 0
	health(integer) : "Health" : 0
	framerate(string) : "Framerate multiplier" : "1.0"
	sequence(integer) : "Animation #" : 0
	controller(string) : "Controllers 0-255" : "0 0 0 0"
]

@PointClass base(TargetName) = cycler_weapon : "cycler_weapon"
[
	model(studio) : "Model"
]

@PointClass sprite() base(Targetname, Angles, RenderFxChoices) size(-4 -4 -4, 4 4 4) = cycler_wreckage : "Wreckage"
[
	rendermode(choices) : "Render Mode" : 2 =
	[
		0 : "Normal"
		1 : "Color"
		2 : "Texture"
		3 : "Glow"
		4 : "Solid"
		5 : "Additive"
	]
	renderamt(integer) : "FX Amount (1 - 255)" : 0
	rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
	framerate(integer) : "Framerate" : 10
	model(sprite) : "Sprite Name" : "sprites/dot.spr"
	scale(string) : "Scale" : "1.0"
	spawnflags(flags) =
	[
		32 : "Toggle" : 0
		64 : "Start On" : 0
	]
]

////////////////////////////////////////////////////////////////////////////////
// ENV ENTITIES
////////////////////////////////////////////////////////////////////////////////

@PointClass iconsprite("sprites/CS/EnvBeam.spr") base(Targetname, BeamStartEnd, RenderFxChoices) 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)" : "0.0"
	BoltWidth(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"
	TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 0
	framerate(string) : "Frames per 10 seconds" : 0
	framestart(integer) : "Starting Frame" : 0
	StrikeTime(string) : "Strike again time (secs)" : "0.0"
	damage(string) : "Damage / second" : "0.0"
	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 : "Shade Start" : 0
		256 : "Shade End" : 0
	]
]

@PointClass iconsprite("sprites/CS/EnvBeverage.spr") base(Targetname, Angles) size(-4 -4 -4, 4 4 4) = env_beverage : "Beverage Dispenser"
[
	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 iconsprite("sprites/CS/EnvBlood.spr") base(Targetname, Angles) size(-16 -16 -16, 16 16 16) color(255 0 0) = env_blood : "Blood Effects"
[
	color(choices) : "Blood Color" : 0 =
	[
		0 : "Red (Human)"
	]
	amount(integer) : "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) = 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 base(Targetname, Angles) size(-16 -16 -16, 16 16 16) iconsprite("sprites/CS/EnvSpark.spr") = env_debris : "Spark"
[
	MaxDelay(string) : "Max Delay" : "0.0"
	spawnflags(flags) =
	[
		32 : "Toggle" : 0
		64 : "Start On" : 0
	]
]

@PointClass base(Targetname) iconsprite("sprites/CS/EnvExplosion.spr") = env_explosion : "Explosion"
[
	magnitude(Integer) : "Magnitude (magnitude)" : 0
	iMagnitude(Integer) : "Magnitude (iMagnitude)" : 0
	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
	]
	firesprite(sprite) : "Fire sprite"
	spritescale(integer) : "Sprite scale"
	scale(string) : "Scale" : "1.0"
	skin(integer) : "Skin"
]

@PointClass iconsprite("sprites/CS/EnvFade.spr") base(Targetname) = env_fade : "Screen Fade"
[
	spawnflags(flags) =
	[
		1 : "Fade From" : 0
		2 : "Modulate" : 0
		4 : "Activator Only" : 0
	]
	duration(string) : "Duration (seconds)" : "2.0"
	holdtime(string) : "Hold Fade (seconds)" : "0.0"
	renderamt(integer) : "Fade Alpha" : 255
	rendercolor(color255) : "Fade Color (R G B)" : "0 0 0"
]


// Will cause objective failure when triggered
@PointClass base(Targetname) = env_missionfailure : "Failure Management"
[
	music(string) : "Music"
	rendercolor(color255) : "Render color" : "0 0 0"
	renderamt(integer) : "Render amount"
	fade_alpha(integer) : "Screen Fade Opacity"
	loadtime(string) : "Load time"
	holdtime(string) : "Hold time"
	duration(string) : "Duration"
]

@PointClass iconsprite("sprites/CS/EnvFog.spr") base(Targetname) = env_fog : "Global Fog Properties"
[
	rendercolor(color255) : "Fog Color (RGB)" : "0 0 0"
	density(integer) : "Density"
]

@PointClass iconsprite("sprites/CS/EnvFunnel.spr") base(Targetname) = env_funnel : "Large Portal Funnel"
[
	spawnflags(flags) =
	[
		1 : "Reverse" : 0
	]
]

@PointClass iconsprite("sprites/CS/EnvGlobal.spr") base(Targetname) = env_global : "Global State"
[
	globalstate(string) : "Global State to Set"
	triggermode(choices) : "Trigger Mode" : 0 =
	[
		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, RenderFields, Angles) size(-4 -4 -4, 4 4 4) color(30 100 0) = env_glow : "Light Glow/Haze"
[
	model(sprite) : "model" : "sprites/glow01.spr"
	scale(string) : "Sprite Scale" : "1.0"
]

@PointClass iconsprite("sprites/CS/EnvBeam.spr") base(Targetname, RenderFxChoices, Angles)  = env_laser : "Laser Beam Effect"
[
	LaserTarget(target_destination) : "Target of Laser"
	renderamt(integer) : "Brightness (1 - 255)" : 100
	rendercolor(color255) : "Beam Color (R G B)" : "0 0 0"
	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"
	EndSprite(sprite) : "End Sprite" : ""
	TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 0
	framestart(integer) : "Starting Frame" : 0
	damage(integer) : "Damage / second" : 100
	spawnflags(flags) =
	[
		1 : "Start On" : 0
		16 : "StartSparks" : 0
		32 : "EndSparks" : 0
		64 : "Decal End" : 0
	]
]

@PointClass iconsprite("sprites/CS/EnvLiveAmmoShooter.spr") base(Targetname, Target, Angles) = env_liveammoshooter : "Live Ammo Shooter"
[
	type(choices) : "Ammo Type" : "" =
	[
		"hegrenade" : "HE Grenade"
		"smokegrenade" : "Smoke Grenade"
		"flashbang" : "Flashbang" // Value assumed
		"lawrocket" : "M72 LAW Rocket"

	]
	m_flGibLife(string) : "Gib life" : 0
	shootsounds(choices) : "Shoot Sounds" : 0 =
	[
		-1 : "None"
		0 : "Default"
		1 : "?"
	]
	quiet(choices) : "Quiet" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]
	velmod(string) : "Velocity mod" : "1.0"
	spawnflags(flags) =
	[
		1 : "(?)" : 0
	]
]

@PointClass iconsprite("sprites/CS/EnvMessage.spr") base(Targetname, Target) = env_message : "HUD Text Message"
[
	message(string) : "Message Name"
	spawnflags(flags) =
	[
		1 : "Play Once" : 0
		2 : "All Clients" : 0
	]
	messagesound(sound) : "Sound effect"
	messagevolume(integer) : "Volume 0-10" : 10
	messageattenuation(Choices) : "Sound Radius" : 0 =
	[
		0 : "Small Radius"
		1 : "Default"
		2 : "Large  Radius"
		3 : "Play Everywhere"
	]
]

@PointClass iconsprite("sprites/CS/EnvParticleEmitter.spr") base(Targetname, Angles, RenderFields) = env_particle_emitter : "Particle Emitter"
[
	vis_point(string) : "Vis Point" : "none"
	target_direction(string) : "Target Direction" : "none"
	scale_speed(integer) : "Scale Speed" : 0
	fade_speed(integer) : "Fade Speed" : 0
	frequency(integer) : "Frequency" : 0
	particle_texture(sprite) : "Particle Sprite"
	particle_avelocity(string) : "Angular Velocity" : "0 0 0"
	particle_life(integer) : "Particle Life" : 0
	particle_scale(integer) : "Particle Scale" : 0
	particle_gravity(integer) : "Particle Gravity 1.0 - 0.0" : 0
	particle_count(integer) : "Particle Count" : 0
	particle_noise(integer) : "Particle Noise" : 0
	particle_speed(integer) : "Particle Speed" : 0
	target_origin(string) : "Target Origin" : "none"
]

@SolidClass base(Targetname, RenderFields) = env_rain : "Rain Entity"[]

@PointClass iconsprite("sprites/CS/EnvRender.spr") base(Targetname, Target, RenderFields, Targetx, Angles) = env_render : "Render Controls"
[
	spawnflags(flags) =
	[
		1 : "No Renderfx" : 0
		2 : "No Renderamt" : 0
		4 : "No Rendermode" : 0
		8 : "No Rendercolor" : 0
	]
	removeonuse(choices) : "Remove on use" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]
	skin(integer) : "Skin"
	head(integer) : "Head"
]

@PointClass iconsprite("sprites/CS/EnvShake.spr") base(Targetname) = env_shake : "Screen Shake"
[
	spawnflags(flags) =
	[
		1 : "GlobalShake" : 0
	]
	amplitude(string) : "Amplitude 0-16" : "4.0"
	radius(string) : "Effect radius" : "500.0"
	duration(string) : "Duration (seconds)" : "1.0"
	frequency(string) : "0.1 = jerk, 255.0 = rumble" : 0
]

@PointClass iconsprite("sprites/CS/EnvShooter.spr") base(gibshooterbase, RenderFields) size(-16 -16 -16, 16 16 16) = env_shooter : "Model Shooter"
[
	shootmodel(studio) : "Model" : ""
	shootsounds(choices) :"Material Sound" : -1 =
	[
		-1 : "None"
		0 : "Glass"
		1 : "Wood"
		2 : "Metal"
		3 : "Flesh"
		4 : "Concrete"
	]
	scale(string) : "Gib Scale" : "1.0"
	skin(integer) : "Gib Skin" : 0
]

@PointClass iconsprite("sprites/CS/EnvSmoker.spr") base(Targetname) size(-4 -4 -4, 4 4 4) color(30 100 0) = env_smoker : "Smoke"
[
	health(integer) : "Strength" : 1
	scale(string) : "Smoke Scale" : "1.0"
]

@SolidClass base(Targetname, RenderFields) = env_snow : "Environmental snow"
[
	spawnflags(flags) =
	[
		1 : "Start On" : 0
	]
]

@PointClass iconsprite("sprites/CS/EnvSound.spr")  = env_sound : "DSP Sound"
[
	radius(integer) : "Radius" : 128
	roomtype(Choices) : "Room Type" : 0 =
	[
		0 : "Normal (off)"
		1 : "Generic"
		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) size(-16 -16 -16, 16 16 16) iconsprite("sprites/CS/EnvSpark.spr") = env_spark : "Spark"
[
	MaxDelay(string) : "Max Delay" : "0.0"
	spawnflags(flags) =
	[
		32 : "Toggle" : 0
		64 : "Start On" : 0
	]
]

@PointClass sprite() base(Targetname, Angles, RenderFields) size(-4 -4 -4, 4 4 4) = env_sprite : "Sprite Effect"
[
	framerate(string) : "Framerate" : "0.0"
	model(sprite) : "Sprite Name"
	scale(string) : "Scale" : "0.0"
	TriggerTarget(target_destination) : "TriggerTarget"	TriggerCondition(Choices) : "Trigger Condition" : 0 =
	[
		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 : "Start On" : 0
		2 : "Play Once" : 0
	]

]

////////////////////////////////////////////////////////////////////////////////
// FUNC ENTITIES
////////////////////////////////////////////////////////////////////////////////

@SolidClass = func_bomb_target : "Bomb target zone"
[
	target(target_destination) : "Target (when bomb blows)"
]

@SolidClass base(Breakable, Func2) = func_breakable : "Breakable"
[
	spawnflags(flags) =
	[
		1 : "Only Trigger" : 0
		2 : "Touch" : 0
		4 : "Pressure" : 0
		256 : "Instant Crowbar" : 1
	]
	_minlight(integer) : "Minimum light level" : 0
]


@SolidClass base(Door, Netname, Func2) = func_button : "Button"
[
	// Path Target overrides Targetted Object
	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"
		10 : "Buzz"
		11 : "Buzz Off"
		14 : "Lightswitch"
	]
	spawnflags(flags) =
	[
		1 : "Don't move" : 0
		4 : "(?)" : 0
		8 : "(?)" : 0
		32 : "Toggle" : 0
		64 : "Sparks" : 0
		256 : "Touch Activates" : 0
	]
]

@SolidClass base(Targetname, Global, RenderFields, Angles, ZHLT, Func2) = func_conveyor : "Conveyor Belt"
[
	spawnflags(flags) =
	[
		1 : "No Push" : 0
		2 : "Not Solid" : 0
	]
	speed(string) : "Conveyor Speed" : "100"
	_minlight(integer) : "Minimum light level" : 0
]

@SolidClass base(Door, ZHLT, Func2) = func_door : "Basic door" []

@SolidClass base(func_door, Func2) = func_door_rotating : "Rotating door"
[
	spawnflags(flags) =
	[
		2 : "Reverse Dir" : 0
		16 : "One-way" : 0
		64 : "X Axis" : 0
		128 : "Y Axis" : 0
	]
	distance(integer) : "Distance (deg)" : 90
]

@SolidClass = func_escapezone : "Terrorist escape zone" []

@SolidClass base(RenderFields, ZHLT, Func2) = func_friction : "Surface w/ Friction Change"
[
	modifier(integer) : "Percentage of standard (0 - 100)" : 15
]

@SolidClass = func_grencatch : "Grenade Catch"
[
	triggerongrenade(string) : "Trigger When Grenade Hits"
	grenadetype(choices) : "Grenade Type" : 0 =
	[
		0 : "Flash Grenade"
		1 : "Smoke Grenade"
		2 : "HE Grenade (Supported?)"
	]
	disableongrenade(string) : "Disable On Grenade"
]

@SolidClass base(Targetname, Global, RenderFields, ZHLT, Func2) = func_guntarget : "Moving Platform"
[
	target(target_source) : "First stop target"
	speed(integer) : "Speed (units per second)" : 100
	message(target_source) : "Fire on damage"
	health(integer) : "Damage to Take" : 0
	_minlight(integer) : "Minimum light level" : 0
]

@SolidClass base(Global, RenderFields, ZHLT, Func2) = func_healthcharger : "Wall Health Recharger"
[
	_minlight(integer) : "Minimum light level" : 0
]

@SolidClass = func_hostage_rescue : "Hostage Rescue Zone" []

@SolidClass base(Targetname, RenderFields, ZHLT, Angles, FuncAddition) = func_illusionary : "Fake Wall/Light"
[

	skin(choices) : "Contents" : 0 =
	[
		0 : "Illusionary"
		-1 : "Empty"
		-2 : "Solid"
		-3 : "Water"
		-4 : "Slime"
		-5 : "Lava"
		-16 : "Ladder"
	]
	_minlight(integer) : "Minimum light level" : 0
]

@SolidClass base(Targetname) = func_ladder : "Ladder" []

@SolidClass base(Target) = func_model_brush : "Model brush"[]

@SolidClass base(Targetname) = func_monsterclip : "Monster clip brush" []

@SolidClass base(Targetname) = 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, Global, Angles, RenderFields, ZHLT, FuncAddition) = func_pendulum : "Swings back and forth"
[
	speed(integer) : "Speed" : 100
	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 : "Not Solid" : 0
		16 : "Auto-return" : 0
		64 : "X Axis" : 0
		128 : "Y Axis" : 0
	]
	_minlight(integer) : "_minlight" : 0
	skin(choices) : "Contents" : -1 =
	[
		 0 : "default"
		-1 : "Empty"
		-3 : "water"
		-4 : "slime: touch drown"
		-5 : "lava: touch fire death"
		-7 : "Volumetric Light"
		-16 : "make ladder"
	]
]

@SolidClass base(Targetname, Global, RenderFields, PlatSounds, ZHLT, Func2) = func_plat : "Elevator"
[
	spawnflags(Flags) =
	[
		1 : "Toggle" : 0
	]
	height(integer) : "Travel altitude (can be negative)" : 0
	speed(integer) : "Speed" : 50
	_minlight(integer) : "Minimum light level" : 0
]

@SolidClass base(Targetname, Global, Angles, RenderFields, ZHLT, PlatSounds, Func2) = func_platrot : "Moving Rotating platform"
[
	spawnflags(Flags) =
	[
		1 : "Toggle" : 1
		64 : "X Axis" : 0
		128 : "Y Axis" : 0
	]
	speed(integer) : "Speed of rotation" : 50
	height(integer) : "Travel altitude (can be negative)" : 0
	rotation(integer) : "Spin amount" : 0
	_minlight(integer) : "Minimum light level" : 0
]

@SolidClass base(Breakable, RenderFields, ZHLT, Func2) = func_pushable : "Pushable object"
[
	size(choices) : "Hull Size" : 0 =
	[
		0 : "Point size"
		1 : "Player size"
		2 : "Big Size"
		3 : "Player duck"
	]
	spawnflags(flags) =
	[
		128 : "Breakable" : 0
		256 : "Instant Crowbar" : 1
	]
	friction(integer) : "Friction (0-400)" : 50
	bouyancy(integer) : "Bouyancy" : 20
	_minlight(integer) : "Minimum light level" : 0
]

@SolidClass base(Global, RenderFields, ZHLT, Func2) = func_recharge : "Battery recharger"
[
	// dmdelay(integer) : "Deathmatch recharge delay" : 0
	_minlight(integer) : "Minimum light level" : 0
]

@SolidClass base(Targetname, Global, Master, Target, Angles, RenderFields, ZHLT, Func2) = func_rot_button : "RotatingButton"
[
	delay(string) : "Delay before trigger" : "0"
	// changetarget will change the button's target's TARGET field to the button's changetarget.
	changetarget(target_destination) : "ChangeTarget Name"
	speed(integer) : "Speed" : 50
	health(integer) : "Health (shootable if > 0)"
	sounds(choices) : "Sounds" : 21 =
	[
		21 : "Squeaky"
		22 : "Squeaky Pneumatic"
		23 : "Ratchet Groan"
		24 : "Clean Ratchet"
		25 : "Gas Clunk"
	]
	wait(choices) : "Delay before reset" : 0 =
	[
		-1 : "Stays pressed"
		0 : "..."
	]
	distance(integer) : "Distance (deg)" : 90
	spawnflags(flags) =
	[
		1 : "Not solid" : 0
		2 : "Reverse Dir" : 0
		32 : "Toggle" : 0
		64 : "X Axis" : 0
		128 : "Y Axis" : 0
		256 : "Touch Activates" : 0
	]
	_minlight(integer) : "Minimum light level" : 0
]

@SolidClass base(Targetname, Global, Angles, RenderFields, ZHLT, Func2) = func_rotating : "Rotating Object"
[
	speed(integer) : "Rotation Speed" : 0
	volume(integer) : "Volume (10 = loudest)" : 10
	fanfriction(integer) : "Friction (0 - 100%)" : 20
	sounds(choices) : "Fan Sounds" : 0 =
	[
		0 : "No Sound"
		1 : "Fast Whine"
		2 : "Slow Rush"
		3 : "Medium Rickety"
		4 : "Fast Beating"
		5 : "Slow Smooth"
	]
	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" : 1
	]
	_minlight(integer) : "Minimum light level" : 0
	spawnorigin(string) : "X Y Z - Move here after lighting" : "0 0 0"
	dmg(integer) : "Damage inflicted when blocked" : 0
]

@SolidClass base(BaseTank, ZHLT, Func2) = func_tank : "Brush Gun Turret"
[
	bullet(choices) : "Bullets" : 0 =
	[
		0 : "None"
		1 : "9mm"
		2 : "MP5"
		3 : "12mm"
	]
	bulet(choices) : "Bulet (?)" : 0 =
	[
		0 : "None"
		1 : "9mm"
		2 : "MP5"
		3 : "12mm"
	]
]

@SolidClass = func_tankcontrols : "Tank controls"
[
	target(target_destination) : "Tank entity name"
]

@SolidClass base(BaseTank, ZHLT, Func2) = func_tanklaser : "Brush Laser Turret"
[
	laserentity(target_source) : "env_laser Entity"
]

@SolidClass base(BaseTank, ZHLT, Func2) = func_tankmortar : "Brush Mortar Turret"
[
	iMagnitude(Integer) : "Explosion Magnitude" : 100
]

@SolidClass base(Trackchange) = func_trackautochange : "Automatic track changing platform"
[
	_minlight(integer) : "Minimum light level" : 0
]

@SolidClass base(Trackchange, ZHLT, Func2) = func_trackchange : "Train track changing platform"
[
	_minlight(integer) : "Minimum light level" : 0
]

@SolidClass base(Targetname, Global, Angles, RenderFields, ZHLT, Func2) = func_tracktrain : "Track Train"
[
	spawnflags(flags) =
	[
		1 : "No Pitch (X-rot)" : 0
		2 : "No User Control" : 0
		8 : "Not Solid" : 0
	]
	target(target_destination) : "First stop target"
	sounds(choices) : "Sound" : 0 =
	[
		0 : "None"
		1 : "Rail 1"
		2 : "Rail 2"
		3 : "Rail 3"
		4 : "Rail 4"
		5 : "Rail 6"
		6 : "Rail 7"
	]
	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" : "0.0"
	_minlight(integer) : "Minimum light level" : 0
]

@SolidClass studio() size(-16 -16 -16, 16 16 16) base(Targetname, Global, RenderFields, ZHLT, FuncAddition) = func_train : "Moving platform"
[
	target(target_source) : "First stop target"
	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"
	]
	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"
	]
	speed(integer) : "Speed (units per second)" : 64
	avelocity(string) : "Angular velocity (Y Z X)" : "0 0 0"
	dmg(integer) : "Damage on crush" : 0
	skin(choices) : "Contents (if not solid)" : 0 =
	[
		 0 : "default"
		-1 : "Empty"
		-3 : "water, swimable train"
		-4 : "odd slime: touch drowning death"
		-5 : "odd lava: touch fire death"
		-7 : "Volumetric Light"
		-16 : "make odd ladder"
	]
	volume(integer) : "Sound Volume 0.0 - 1.0" : 0
	spawnflags(flags) =
	[
		8 : "Not solid" : 0
	]
	_minlight(integer) : "Minimum light level" : 0
]

@SolidClass = func_traincontrols : "Train Controls"
[
	target(target_destination) : "Train Name"
]

@SolidClass base(Targetname, Angles, RenderFields, ZHLT, Func2) = func_vehicle : "Drivable Vehicles"
[
	spawnflags(flags) =
	[
		1 : "No Pitch (X-rot)" : 0
		2 : "No User Control" : 0
		8 : "Not Solid" : 0
	]
	target(target_destination) : "First stop target"
	sounds(choices) : "Sound" : 0 =
	[
		0 : "None"
		1 : "Vehicle 1"
		2 : "Vehicle 2"
		3 : "Vehicle 3"
		4 : "Vehicle 4"
		5 : "Vehicle 6"
		6 : "Vehicle 7"
	]
	length(integer) : "Length of the vehicle" : 256
	width(integer) : "Width of the vehicle" : 128
	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" : "0.0"
	_minlight(integer) : "Minimum light level" : 0
]

@SolidClass = func_vehiclecontrols : "Vehicle Controls"
[
	target(target_destination) : "Vehicle Name"
]

@SolidClass = func_vip_safetyzone : "VIP Safety Zone" []

@SolidClass base(Breakable, FuncAddition) = func_wall : "Wall"
[
	_minlight(integer) : "Minimum light level" : 0
	style(choices) : "Texlight style" : 0 =
	[
		0 : "Normal"
		-3 : "Grouped"
		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"
	]
	skin(choices) : "Contents" : 0 =
	[
		0 : "Normal"
		-1 : "Empty"
		-2 : "Solid"
		-3 : "Water"
		-4 : "Slime"
		-5 : "Lava"
		-16 : "Ladder"
	]
	health(integer) : "Health"
]

@SolidClass base(func_wall) = func_wall_toggle : "Toggleable geometry"
[
	spawnflags(flags) =
	[
		1 : "Starts Invisible" : 0
	]
]

@SolidClass base(Door, FuncAddition) = func_water : "Liquid"
[
	spawnflags(flags) =
	[
		1 : "Starts Open" : 0
		256 : "Use Only" : 0
	]
	skin(choices) : "Contents" : -3 =
	[
		0 : "Default"
		-1 : "Empty"
		-3 : "Water"
		-4 : "Slime"
		-5 : "Lava"
		-16 : "Ladder (only with non-! texture)"
	]
	WaveHeight(integer) : "Wave Height"
]

////////////////////////////////////////////////////////////////////////////////
// GAME PLAYER ENTITIES
////////////////////////////////////////////////////////////////////////////////

@PointClass base(Targetname, Targetx) iconsprite("sprites/CS/GameCounter.spr") = game_counter : "Fires when it hits limit"
[
	spawnflags(flags) =
	[
		1 : "Remove On fire" : 0
		2 : "Reset On fire" : 1
	]
	master(string) : "Master"
	frags(integer) : "Initial Value" : 0
	health(integer) : "Limit Value" : 10
]

@PointClass base(Targetname, Target) iconsprite("sprites/CS/GameCounterSet.spr") = game_counter_set : "Sets a game_counter"
[
	spawnflags(flags) =
	[
		1 : "Remove On fire" : 0
	]
	master(string) : "Master"
	frags(integer) : "New Value" : 10
]

@PointClass base(Targetname) iconsprite("sprites/CS/GamePlayerEquip.spr") = game_player_equip : "Initial player equipment"
[
	master(string) : "Team Master"
	playerhealth(integer) : "# HP"
	spawnflags(flags) =
	[
		1 : "Use Only" : 0
	]
	nightvision(choices) : "Give Nightvision" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]
	weapon_briefcase(choices) : "Give Briefcase" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]
	weapon_knife (choices) : "Give Knife" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]
	weapon_radio (choices) :"Give Radio" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]
	weapon_usp (choices) : "Give USP45 (45acp Calibre)" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]
	ammo_generic(integer) : "Give generic ammo #"
	weapon_radiocontrolledbomb (choices) : "Give RC Bomb" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]
	weapon_blowtorch (choices) : "Give Blow Torch" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]
	weapon_fiberopticcamera (choices) : "Give FO Camera" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]
	weapon_camera (choices) : "Give Camera" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]
	weapon_glock18 (choices) : "Give Glock 18 (9mm Calibre)" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]

	weapon_deagle (choices) : "Give Desert Eagle (50ae Calibre)" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]

	weapon_p228 (choices) : "Give P-228 (357sig Calibre)" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]

	weapon_elite (choices) : "Give Beretta Elites (9mm Calibre)" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]

	weapon_fiveseven (choices) : "Give Five-Seven (57mm Calibre)" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]

	weapon_m3 (choices) : "Give Benelli M3 (12 Gauge)" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]

	weapon_xm1014 (choices) : "Give Benelli XM1014 (12 Gauge)" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]

	weapon_mp5navy (choices) : "Give MP5/Navy (9mm Calibre)" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]

	weapon_tmp (choices) : "Give TMP (9mm Calibre)" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]

	weapon_p90 (choices) : "Give FN P90 (57mm Calibre)" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]

	weapon_mac10 (choices) : "Give Mac-10 (45acp Calibre)" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]

	weapon_ump45 (choices) : "Give UMP 45 (45acp Calibre)" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]

	weapon_ak47 (choices) : "Give AK-47 (762nato Calibre)" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]

	weapon_sg552 (choices) : "Give SG552 (556nato Calibre)" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]

	weapon_m4a1 (choices) : "Give M4A1 (556nato Calibre)" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]

	weapon_aug (choices) : "Give Aug (556nato Calibre)" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]

	weapon_scout (choices) : "Give Scout (762nato Calibre)" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]

	weapon_awp (choices) : "Give AWP (338magnum Calibre)" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]

	weapon_g3sg1 (choices) : "Give G3/SG-1 (762nato Calibre)" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]

	weapon_sg550 (choices) : "Give SG550 (556nato Calibre)" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]

	weapon_m249 (choices) : "Give M249 (556natobox Calibre)" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]

	item_kevlar (choices) : "Give Kevlar Vest" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]

	item_assaultsuit (choices) : "Give Kevlar Vest+Ballistic Helmet" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]

	weapon_flashbang (choices) : "Give Flash Bang" : 0 =
	[
		0 : "No"
		1 : "1"
		2 : "2"
	]

	weapon_hegrenade (choices) : "Give High-Explosive Grenade" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]

	weapon_smokegrenade (choices) : "Give Smoke Grenade" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]

	item_thighpack (choices) : "Give Defuse Kit" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]

	weapon_c4 (choices) : "Give C4 Plastique Bomb" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]

	ammo_9mm (choices) : "Give 9mm Parabellum Ammo" : 0 =
	[
		0 : "No"
		1 : "1 Clip (30 Bullets Per Clip)"
		2 : "2 Clips"
		3 : "3 Clips (Fill Glock 18)"
		4 : "4 Clips (Fill Elites, MP5 & TMP)"
	]

	ammo_45acp (choices) : "Give .45 ACP Ammo" : 0 =
	[
		0 : "No"
		1 : "1 Clip (12 Bullets Per Clip)"
		2 : "2 Clips"
		3 : "3 Clips"
		4 : "4 Clips (Fill USP45)"
		5 : "5 Clips"
		6 : "6 Clips"
		7 : "7 Clips"
		8 : "8 Clips (Fill Mac-10)"
		9 : "9 Clips (Fill UMP 45)"
	]

	ammo_50ae (choices) : "Give .50 Action Express Ammo" : 0 =
	[
		0 : "No"
		1 : "1 Clip (7 Bullets Per Clip)"
		2 : "2 Clips"
		3 : "3 Clips"
		4 : "4 Clips"
		5 : "5 Clips (Fill Desert Eagle)"
	]

	ammo_57mm (choices) : "Give 5.7mm Ammo" : 0 =
	[
		0 : "No"
		1 : "1 Clip (50 Bullets Per Clip)"
		2 : "2 Clips (Fill Five-Seven & P90)"
	]

	ammo_357sig (choices) : "Give .357 SIG Ammo" : 0 =
	[
		0 : "No"
		1 : "1 Clip (13 Bullets Per Clip)"
		2 : "2 Clips"
		3 : "3 Clips"
		4 : "4 Clips (Fill P-228)"
	]

	ammo_buckshot (choices) : "Give 12 Gauge Ammo" : 0 =
	[
		0 : "No"
		1 : "1 Clip (8 Shells Per Clip)"
		2 : "2 Clips"
		3 : "3 Clips"
		4 : "4 Clips (Fill Benelli M3, XM1014)"
	]

	ammo_762nato (choices) : "Give 7.62mm NATO Ammo" : 0 =
	[
		0 : "No"
		1 : "1 Clip (30 Bullets Per Clip)"
		2 : "2 Clips (Fill Scout & G3/S-G1)"
		3 : "3 Clips (Fill AK-47)"
	]

	ammo_556nato (choices) : "Give 5.56mm NATO Ammo" : 0 =
	[
		0 : "No"
		1 : "1 Clip (30 Bullets Per Clip)"
		2 : "2 Clips"
		3 : "3 Fill SG552 M4A1 Aug SG550"
	]

	ammo_556natobox (choices) : "Give 5.56mm NATO Box Ammo" : 0 =
	[
		0 : "No"
		1 : "1 Clip (30 Bullets Per Clip)"
		2 : "2 Clips"
		3 : "3 Clips"
		4 : "4 Clips"
		5 : "5 Clips"
		6 : "6 Clips"
		7 : "7 Clips (Fill FN M249 Para)"
	]

	ammo_338magnum (choices) : "Give .338 Lapua Magnum Ammo" : 0 =
	[
		0 : "No"
		1 : "1 Clip (10 Bullets Per Clip)"
		2 : "2 Clips"
		3 : "3 Clips (Fill AWP)"
	]

	item_healthkit (choices) : "Give Health Kit" : 0 =
	[
		0 : "+0 HP"
		1 : "+15 HP"
		2 : "+30 HP"
		3 : "+45 HP"
		4 : "+60 HP"
		5 : "+75 HP"
		6 : "+90 HP"
		7 : "+100 HP"
	]

	item_battery (choices) : "Give Armor" : 0 =
	[
		0 : "+0 AP"
		1 : "+15 AP"
		2 : "+30 AP"
		3 : "+45 AP"
		4 : "+60 AP"
		5 : "+75 AP"
		6 : "+90 AP"
		7 : "+100 AP"
	]
	item_longjump (choices) : "Give Long Jump Module (Supported?)" : 0 =
	[
		0 : "No"
		1 : "Yes (An Unrealistic Item)"
	]
	item_armor(choices) : "Give Armor" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]
]

@PointClass base(Targetname) iconsprite("sprites/CS/GamePlayerHurt.spr") = game_player_hurt : "Hurts player who fires"
[
	master(string) : "Master"
	dmg(string) : "Damage To Apply" : "999"
	spawnflags(flags) =
	[
		1 : "Remove On fire" : 0
	]
]

@PointClass base(Targetname, Targetx) iconsprite("sprites/CS/GameTeamMaster.spr") = game_team_master : "Team based master/relay"
[
	spawnflags(flags) =
	[
		1 : "Remove On fire" : 0
	]
	triggerstate(choices) : "Trigger State" : 0 =
	[
		0 : "Off"
		1 : "On"
		2 : "Toggle"
	]
	teamindex(integer) : "Team Index (-1 = no team)" : -1
	master(string) : "Master"
]

@PointClass base(Targetname, Targetx) iconsprite("sprites/CS/GameTeamSet.spr") = game_team_set : "Sets team of team_master"
[
	spawnflags(flags) =
	[
		1 : "Remove On fire" : 0
	]
	master(string) : "Master"
]

@PointClass base(Targetname, Target) iconsprite("sprites/CS/GameText.spr") = game_text : "HUD Text Message"
[
	spawnflags(flags) =
	[
		1 : "All Players" : 0
	]

	message(string) : "Message Text"
	x(integer) : "X (0 - 1.0 = left to right) (-1 centers)" : -1
	y(integer) : "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"
	]
	master(string) : "Master"
]

@SolidClass base(Targetname) = game_zone_player : "Player Zone"
[
	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"
	// master(string) : "Master"
]

////////////////////////////////////////////////////////////////////////////////
// INFO ENTITIES
////////////////////////////////////////////////////////////////////////////////

@PointClass iconsprite("sprites/CS/HostageRescue.spr") = info_hostage_rescue : "Hostage rescue point" []

@PointClass base(Targetname, Angles) = info_landmark : "Transition Landmark" []

@PointClass base(Targetname) iconsprite("sprites/CS/EnvTarget.spr")  = info_null : "info_null (spotlight target)" []

@PointClass base(Angles) size(-24 -24 -4, 24 24 4) color(255 255 0) = info_node : "ai node"
[
	hinttype(integer) : "Hint type"
]

@PointClass base(info_node) size(-32 -32 0, 32 32 64) color(255 255 0) = info_node_air : "ai air node" []

@PointClass base(PlayerClass) size(-16 -16 -36, 16 16 36) color(0 0 255) = info_player_start : "Player start" []

@PointClass = info_camera : "Info Camera"
[
	targetname(string) : "Name"
	target(string) : "Target"
]

@PointClass base(Targetname, Angles) size(-4 -4 -4, 4 4 4) color(200 100 50) iconsprite("sprites/CS/EnvTarget.spr") = info_target : "Beam Target" []

@PointClass size(-8 -8 0, 8 8 16) base(Targetname, PlayerClass) = info_teleport_destination : "Teleport destination" []

@PointClass color(255 128 0) = info_texlights : "Texture Light Config" []

@PointClass decal() base(Targetname, Angles) = infodecal : "Decal"
[
	texture(decal)
]

////////////////////////////////////////////////////////////////////////////////
// ITEM ENTITIES
////////////////////////////////////////////////////////////////////////////////

@PointClass base(Angle) = item_armor : "Armor" []

@PointClass studio() base(Angles, Targetname, ModelFile, RenderFields) = item_generic
[
	removeonuse(integer) : "Remove on use" : 0
	lightmultiplier(integer) : "Light Multiplier" : 0
	sequencename(string) : "Sequence Name"
	scale(integer) : "Scale"
	nopvs(choices) : "Include in Potentially Visible Set(PVS)" : 0 =
	[
		0 : "Yes"
		1 : "No"
	]
]

@PointClass = item_healthkit : "HealthKit" []

////////////////////////////////////////////////////////////////////////////////
// LIGHT ENTITIES
////////////////////////////////////////////////////////////////////////////////

@PointClass iconsprite("sprites/lightbulb.spr") base(Targetname, Target, Light) = light : "Invisible lightsource" []

@PointClass base(Targetname, Target, Light) iconsprite("sprites/CS/LightEnvironment.spr")  = light_environment : "Environment"
[
	angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 270 0"
	pitch(integer) : "Pitch" : -90
	_diffuse_light(color255) : "Diffuse Light" : "0 0 0 0"
]

@PointClass base(Targetname, Target, Angles, Light) iconsprite("sprites/CS/LightSpot.spr") = light_spot : "Spotlight"
[
	pitch(integer) : "Pitch" : -90
	_cone(integer) : "Inner (bright) angle" : 30
	_cone2(integer) : "Outer (fading) angle" : 45
	_sky(Choices) : "Is Sky" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]
]

////////////////////////////////////////////////////////////////////////////////
// MOMENTARY ENTITIES
////////////////////////////////////////////////////////////////////////////////

@SolidClass base(Door, ZHLT) = momentary_door : "Momentary/Continuous door"
[
	spawnflags(flags) =
	[
		1 : "Starts Open" : 0
	]
]

@SolidClass base(Targetname, Master, Angles, RenderFields, ZHLT) = momentary_rot_button : "Direct wheel control"
[
	target(target_destination) : "Targeted object"
	speed(integer) : "Speed" : 50
	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"
		10 : "Buzz"
		13 : "Latch Unlocked"
		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 usable" : 0
		16 : "Auto Return" : 0
		64 : "X Axis" : 0
		128 : "Y Axis" : 0
	]
	_minlight(integer) : "Minimum light level" : 0
]

////////////////////////////////////////////////////////////////////////////////
// MONSTER ENTITIES
////////////////////////////////////////////////////////////////////////////////

@BaseClass = Grenadier
[
	hegrenadeonly(choices) : "HE Grenade Only" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]
]

@PointClass studio("models/props/helicopter_blackhawk.mdl") base(Monster, Angles, Classtype, ModelFile) = monster_apache : "Apache" []

@PointClass base(Monster, Angles, Classtype, ModelFile, Netname) = monster_counter_terrorist_repel : "CT Repel"
[
	repelskin(integer) : "Repel skin"
	repelhead(integer) : "Repel head"
	type(integer) : "Type (?)"
]

@PointClass studio() base(Monster, RenderFields, ModelFile) size(-16 -16 -36, 16 16 36) = monster_generic : "Generic Script Monster"
[
	spawnflags(flags) =
	[
		4 : "Not solid" : 0
	]
	health(integer) : "Health"
	deathanim(string) : "Death Animation Name"
]

@PointClass base(Monster) = monster_tripmine : "Active Tripmine"
[
	spawnflags(Flags) =
	[
		1 : "Instant On" : 1
	]
]

@PointClass base(Monster) studio("models/miniturret.mdl") = monster_miniturret : "Mini Auto Turret"
[
	orientation(Choices) : "Orientation" : 0 =
	[
		0 : "Floor Mount"
		1 : "Ceiling Mount"
	]
	maxsleep(integer) : "Time Before Deactivating" : 15
	spawnflags(Flags) =
	[
		32 : "Autostart" : 0
		64 : "Start Inactive" : 0
	]
]

@PointClass base(Monster) studio("models/turret.mdl") = monster_turret : "Turret"
[
	orientation(Choices) : "Orientation" : 0 =
	[
		0 : "Floor Mount"
		1 : "Ceiling Mount"
	]
	maxsleep(integer) : "Time Before Deactivating" : 7
	spawnflags(Flags) =
	[
		32 : "Autostart" : 0
		64 : "Start Inactive" : 0
	]
]

@PointClass base(Monster) studio("models/sentry.mdl") = monster_sentry : "Sentry"
[
	spawnflags(flags) =
	[
		32 : "Autostart" : 0
		64 : "Start Inactive" : 0
	]
]

@PointClass base(Monster, Angles) studio("models/roach.mdl") = monster_cockroach : "Cockroach"
[
	spawnflags(Flags) =
	[
		1 : "WaitTillSeen" : 0
		2 : "Gag" : 0
		4 : "MonsterClip" : 0
		16 : "Prisoner" : 0
		128 : "WaitForScript" : 0
		256 : "Pre-Disaster" : 0
		512 : "Fade Corpse" : 0
	]
]

@PointClass base(Monster, Angles) studio("models/rat.mdl") = monster_rat : "Rat"
[
	spawnflags(Flags) =
	[
		1 : "WaitTillSeen" : 0
		2 : "Gag" : 0
		4 : "MonsterClip" : 0
		16 : "Prisoner" : 0
		128 : "WaitForScript" : 0
		256 : "Pre-Disaster" : 0
		512 : "Fade Corpse" : 0
	]
]

@PointClass studio("models/hostage.mdl") base(Angles, Targetname, PlayerClass, RenderFields) = monster_hostage : "Hostage"
[
	// Notice: Hostage model apparently depends on targetname
	// Targetnames seen:
	//  hostage_male1
	//  hostage_female1
	//  embassy_judge
	//  foxy_lady

	// Classtypes seen:
	//  CIV
	classtype(string) : "Team" : "CIV"
	skin(integer) : "Skin" : 0
	head(choices) : "Head" : 0 =
	[
		0 : "0 (?)"
		1 : "1 (?)"
		2 : "2 (?)"
		3 : "3 (?)"
		4 : "4 (?)"
	]
	// I saw a hostage with rescued target as a counter that targeted the hostage rescued sequence
	// the rescue target happens after the hostage is rescued
	// if there is more than 1 hostage in the map then set the countdown for the trigger_counter
	// to the amount of hostages needed to be rescued before the trigger will happen
	rescuetarget(target_destination) : "Rescue Target" : ""
	noautoremove(choices) : "Auto Remove on Rescue" : 0 =
	[
		0 : "Yes"
		1 : "No"
	]
	spawnflags(flags) =
	[
		2 : "(?)" : 0
	]
]

@PointClass studio() base(Monster, Angles, Classtype, ModelFile, Targetname) = monster_npc : "NPC" []

@PointClass studio() size(-16 -16 0, 16 16 72) color(255 255 255) base(Monster, Angles, Angles, ModelFile) = monster_npc_dead : "Dead NPC"
[
	pose(Choices) : "Pose" : 0 =
	[
		0 : "On back"
		1 : "Seated"
		2 : "On stomach"
		3 : "On Table"
	]
]

@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_gsg9_assaultrifle : "CT - GSG9 - Assault Rifle" []
@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile, Grenadier) = monster_ct_gsg9_grenader : "CT - GSG9 - Grenadier" []
@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_gsg9_kamikaze : "CT - GSG9 - Kamikaze" []
@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_gsg9_law : "CT - GSG9 - M72 LAW" []
@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_gsg9_machinegun : "CT - GSG9 - Machine Gun" []
@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_gsg9_melee : "CT - GSG9 - Melee" []
@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_gsg9_mp5 : "CT - GSG9 - MP5" []
@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_gsg9_pistol : "CT - GSG9 - Pistol" []
@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_gsg9_shotgun : "CT - GSG9 - Shotgun" []
@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_gsg9_smg : "CT - GSG9 - SMG" []
@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_gsg9_sniperrifle : "CT - GSG9 - Sniper Rifle" []

@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_spetsnaz_assaultrifle : "CT - Spetsnaz - Assault Rifle" []
@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile, Grenadier) = monster_ct_spetsnaz_grenader : "CT - Spetsnaz - Grenadier" []
@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_spetsnaz_kamikaze : "CT - Spetsnaz - Kamikaze" []
@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_spetsnaz_law : "CT - Spetsnaz - M72 LAW" []
@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_spetsnaz_machinegun : "CT - Spetsnaz - Machine Gun" []
@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_spetsnaz_melee : "CT - Spetsnaz - Melee" []
@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_spetsnaz_mp5 : "CT - Spetsnaz - MP5" []
@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_spetsnaz_pistol : "CT - Spetsnaz - Pistol" []
@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_spetsnaz_shotgun : "CT - Spetsnaz - Shotgun" []
@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_spetsnaz_smg : "CT - Spetsnaz - SMG" []
@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_spetsnaz_sniperrifle : "CT - Spetsnaz - Sniper Rifle" []

@PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_swat_assaultrifle : "CT - SWAT - Assault Rifle" []
@PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile, Grenadier) = monster_ct_swat_grenader : "CT - SWAT - Grenadier" []
@PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_swat_kamikaze : "CT - SWAT - Kamikaze" []
@PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_swat_law : "CT - SWAT - M72 LAW"[ ]
@PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_swat_machinegun : "CT - SWAT - Machine Gun" []
@PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_swat_melee : "CT - SWAT - Melee" []
@PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_swat_mp5 : "CT - SWAT - MP5" []
@PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_swat_pistol : "CT - SWAT - Pistol" []
@PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_swat_shotgun : "CT - SWAT - Shotgun" []
@PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_swat_smg : "CT - SWAT - SMG" []
@PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_swat_sniperrifle : "CT - SWAT - Sniper Rifle" []

@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_arctic_assaultrifle : "Terrorist - Arctic - Assault Rifle" []
@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile, Grenadier) = monster_terrorist_arctic_grenader : "Terrorist - Arctic - Grenadier" []
@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_arctic_kamikaze : "Terrorist - Arctic - Kamikaze" []
@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_arctic_law : "Terrorist - Arctic - M72 LAW" []
@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_arctic_machinegun : "Terrorist - Arctic - Machine Gun" []
@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_arctic_melee : "Terrorist - Arctic - Melee" []
@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_arctic_mp5 : "Terrorist - Arctic - MP5" []
@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_arctic_pistol : "Terrorist - Arctic - Pistol" []
@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_arctic_shotgun : "Terrorist - Arctic - Shotgun" []
@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_arctic_smg : "Terrorist - Arctic - SMG" []
@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_arctic_sniperrifle : "Terrorist - Arctic - Sniper Rifle" []

@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_desert_assaultrifle : "Terrorist - Desert - Assault Rifle" []
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile, Grenadier) = monster_terrorist_desert_grenader : "Terrorist - Desert - Grenadier" []
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_desert_kamikaze : "Terrorist - Desert - Kamikaze" []
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_desert_law : "Terrorist - Desert - M72 LAW" []
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_desert_machinegun : "Terrorist - Desert - Machine Gun" []
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_desert_melee : "Terrorist - Desert - Melee" []
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_desert_mp5 : "Terrorist - Desert - MP5" []
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_desert_pistol : "Terrorist - Desert - Pistol" []
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_desert_shotgun : "Terrorist - Desert - Shotgun" []
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_desert_smg : "Terrorist - Desert - SMG" []
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_desert_sniperrifle : "Terrorist - Desert - Sniper Rifle" []

@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_jungle_assaultrifle : "Terrorist - Jungle - Assault Rifle" []
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile, Grenadier) = monster_terrorist_jungle_grenader : "Terrorist - Jungle - Grenadier" []
@PointClass studio("models/asian_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_jungle_kamikaze : "Terrorist - Jungle - Kamikaze" []
@PointClass studio("models/asian_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_jungle_law : "Terrorist - Jungle - M72 LAW" []
@PointClass studio("models/asian_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_jungle_machinegun : "Terrorist - Jungle - Machine Gun" []
@PointClass studio("models/asian_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_jungle_melee : "Terrorist - Jungle - Melee" []
@PointClass studio("models/asian_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_jungle_mp5 : "Terrorist - Jungle - MP5" []
@PointClass studio("models/asian_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_jungle_pistol : "Terrorist - Jungle - Pistol" []
@PointClass studio("models/asian_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_jungle_shotgun : "Terrorist - Jungle - Shotgun" []
@PointClass studio("models/asian_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_jungle_smg : "Terrorist - Jungle - SMG" []
@PointClass studio("models/asian_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_jungle_sniperrifle : "Terrorist - Jungle - Sniper Rifle" []

@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_russian_assaultrifle : "Terrorist - Russian - Assault Rifle" []
@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile, Grenadier) = monster_terrorist_russian_grenader : "Terrorist - Russian - Grenadier" []
@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_russian_kamikaze : "Terrorist - Russian - Kamikaze" []
@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_russian_law : "Terrorist - Russian - M72 LAW" []
@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_russian_machinegun : "Terrorist - Russian - Machine Gun" []
@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_russian_melee : "Terrorist - Russian - Melee" []
@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_russian_mp5 : "Terrorist - Russian - MP5" []
@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_russian_pistol : "Terrorist - Russian - Pistol" []
@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_russian_shotgun : "Terrorist - Russian - Shotgun" []
@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_russian_smg : "Terrorist - Russian - SMG" []
@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_russian_sniperrifle : "Terrorist - Russian - Sniper Rifle" []

@PointClass size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) size(-16 -16 -16, 16 16 16) = monstermaker : "Monster Maker"
[
	target(target_destination) : "Target On Release"
	monstertype(string) : "Monster Type"
	netname(target_destination) : "Childrens' Name"
	forcedtarget(target_destination) : "Forced Target" : ""
	spawnflags(flags) =
	[
		1 : "Start On"  : 0
		2 : "PVS On/Off (NoImpl)" : 0
		4 : "Cyclic" : 0
		8 : "MonsterClip" : 0
	]
	body(integer) : "Body" : 0
	skin(integer) : "Skin" : 0
	monstercount(integer) : "Number of Monsters (-1 = unlimited)" : 1

	// if delay is -1, new monster will be made when last monster dies.
	// else, delay is how often (seconds) a new monster will be dookied out.
	delay(integer) : "Frequency (-1 = on child death)" : 5

	// maximum number of live children allowed at one time. (New ones will not be made until one dies)
	m_imaxlivechildren(integer) : "Max live children (-1 = unlimited)" : 5
	spawnawake(choices) : "Spawn awake" : 0 =
	[
		0 : "No (?)"
		1 : "Yes (?)"
	]
	dontspawninview(choices) : "Spawn in view" : 0 =
	[
		0 : "Yes"
		1 : "No"
	]
	monstermodel(studio) : "Monster model"
]

////////////////////////////////////////////////////////////////////////////////
// MULTI ENTITIES
////////////////////////////////////////////////////////////////////////////////

@PointClass base(Targetname) color(255 128 0) iconsprite("sprites/CS/multi_manager.spr") = multi_manager : "MultiTarget Manager"
[
	spawnflags(Flags) =
	[
		1 : "multithreaded" : 0
	]
]

@PointClass base(Targetname, Target) color(128 255 128) iconsprite("sprites/CS/MultiSource.spr") = multisource : "Multisource"
[
	globalstate(string) : "Global State Master"
]

////////////////////////////////////////////////////////////////////////////////
// PATH ENTITIES
////////////////////////////////////////////////////////////////////////////////

@PointClass base(Targetname, Angles) size(16 16 16) color(247 181 82) = path_corner : "Moving platform stop"
[
	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) : "New Train Speed" : 0
	yaw_speed(integer) : "New Train rot. Speed" : 0
]

@PointClass base(Targetname) size(16 16 16) = path_track : "Train Track Path"
[
	target(target_destination) : "Next stop target"
	spawnflags(Flags) =
	[
		1 : "Disabled" : 0
		2 : "Fire once" : 0
		4 : "Branch Reverse" : 0
		8 : "Disable train" : 0
	]
	message(target_destination) : "Fire On Pass"
	altpath(target_destination) : "Branch Path"
	netname(target_destination) : "Fire on dead end"
	speed(integer) : "New Train Speed" : 0
]

////////////////////////////////////////////////////////////////////////////////
// PLAYER ENTITIES
////////////////////////////////////////////////////////////////////////////////

@PointClass base(Targetname) iconsprite("sprites/CS/PlayerLoadSaved.spr") = 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) iconsprite("sprites/CS/PlayerWeaponStrip.spr") = player_weaponstrip : "Strips player's weapons" []

////////////////////////////////////////////////////////////////////////////////
// SCRIPTED ENTITIES
////////////////////////////////////////////////////////////////////////////////

@PointClass base(Targetname, Targetx) size(-16 -16 0, 16 16 72) color(255 0 255) = scripted_sentence : "Scripted Sentence"
[
	spawnflags(Flags) =
	[
		1 : "Fire Once" : 1
		2 : "Followers Only" : 0
		4 : "Interrupt Speech" : 1
		8 : "Concurrent" : 0
	]
	sentence(string) : "Sentence Name" : ""
	entity(string) : "Speaker Type"
	duration(string) : "Sentence Time" : "3"
	radius(integer) : "Search Radius" : 512
	refire(string) : "Delay Before Refire" : "3"
	listener(string) : "Listener Type"
	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(Targetname, Targetx, Angles) size(-16 -16 0, 16 16 72) color(255 0 255) = scripted_sequence : "Scripted Sequence"
[
	m_iszEntity(string) : "Target Monster"
	m_iszPlay(string) : "Action Animation" : ""
	m_iszIdle(string) : "Idle Animation" : ""
	m_flRadius(integer) : "Search Radius" : 512
	m_flRepeat(integer) : "Repeat Rate ms (m_flRepeat)" : 0
	m_fRepeat(integer) : "Repeat Rate ms (m_fRepeat)" : 0
	m_fMoveTo(choices) : "Move to Position" : 0 =
	[
		0 : "No"
		1 : "Walk"
		2 : "Run"
		4 : "Instantaneous"
		5 : "No - Turn to Face"
	]
	spawnflags(Flags) =
	[
		4 : "Repeatable" : 0
		8 : "Leave Corpse" : 0
		32 : "No Interruptions" : 0
		64 : "Override AI" : 0
		128 : "No Script Movement" : 0
	]
]

////////////////////////////////////////////////////////////////////////////////
// SPEAKER ENTITY
////////////////////////////////////////////////////////////////////////////////

@PointClass iconsprite("sprites/speaker.spr") base(Targetname) = speaker : "Announcement Speaker"
[
	// e.g. ARAB_OUTSIDE_YELL
	message(string) : "Sentence Group Name"
	health(integer) : "Volume (10 = loudest)" : 5
	spawnflags(flags) =
	[
		1 : "Start Silent" : 0
	]
]

////////////////////////////////////////////////////////////////////////////////
// TRIGGER ENTITIES
////////////////////////////////////////////////////////////////////////////////

@PointClass base(Targetx) iconsprite("sprites/CS/TriggerAuto.spr") = trigger_auto : "Trigger Auto"
[
	spawnflags(Flags) =
	[
		1 : "Remove On fire" : 1
	]
	globalstate(string) : "Global State to Read"
	triggerstate(choices) : "Trigger State" : 0 =
	[
		0 : "Off"
		1 : "On"
		2 : "Toggle"
	]
]

@SolidClass base(Targetname) = trigger_autosave : "Trigger Auto-Save"
[
	master(string) : "Master"
]

@PointClass base(Targetname, Targetx) iconsprite("sprites/CS/TriggerCamera.spr") = trigger_camera : "Trigger Camera"
[
	wait(integer) : "Hold time" : 0
	moveto(string) : "Path Corner"
	spawnflags(flags) =
	[
		1 : "Start At Player" : 1
		2 : "Follow Player" : 1
		4 : "Freeze Player" : 0
	]
	speed(string) : "Initial Speed" : "0"
	acceleration(string) : "Acceleration units/sec^2" : "500"
	deceleration(string) : "Stop Deceleration units/sec^2" : "500"
]

@PointClass base(Targetname) iconsprite("sprites/CS/TriggerCDAudio.spr") = trigger_cdaudio : "Trigger CD Audio"
[
	trackname(string) : "Track Name" : "sound/music/TITLE"
	loop(choices) : "Loop" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]
]

@PointClass base(Targetname, Target, Global, Master, Netname, Targetx, ModelFile) iconsprite("sprites/CS/TriggerChangeKeyValue.spr") = trigger_changekeyvalue : "Trigger Change Key Value"
[
	angles(string) : "Pitch Yaw Roll (Y Z X) (blank: no change)"
]

@SolidClass = trigger_changelevel : "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
	]
]

@PointClass base(Targetname, Targetx) iconsprite("sprites/CS/TriggerChangeTarget.spr") = trigger_changetarget : "Trigger Change Target"
[
	m_iszNewTarget(string) : "New Target"
]


@PointClass base(Trigger) iconsprite("sprites/CS/TriggerCounter.spr") = trigger_counter : "Trigger Counter"
[
	spawnflags(flags) =
	[
		1 : "No Message" : 0
	]
	count(integer) : "Count before activation" : 2
]

@PointClass base(Targetname) iconsprite("sprites/CS/TriggerEndMission.spr") = trigger_endmission : "Trigger EndMission"
[
	music(string) : "MP3" : "sound/music/MP3NAME"
	nextmap(string) : "Next map" : ""
]

@SolidClass base(Targetname) = trigger_endsection : "Trigger EndSection"
[
	section(string) : "Section"
	spawnflags(flags) =
	[
		1 : "USE Only" : 0
	]
]

@PointClass base(Targetname) iconsprite("sprites/CS/TriggerFreezePlayer.spr") = trigger_freezeplayer : "Trigger Freeze Player" []

@SolidClass base(Trigger) = trigger_gravity : "Trigger Gravity"
[
	gravity(string) : "Gravity" : "1.0"
]

@PointClass base(Targetname) iconsprite("sprites/CS/TriggerHud.spr") = trigger_hud : "Trigger HUD Switcher"
[
	display(choices) : "Display" : 0 =
	[
		0 : "Off"
		1 : "On"
	]
]

@SolidClass base(Targetname, Master, Target, Targetx) = trigger_hurt : "Trigger Hurt Player"
[
	delay(string) : "Delay before trigger" : "0"
	spawnflags(flags) =
	[
		1 : "Target Once" : 0
		2 : "Start Off" : 0
		8 : "No clients" : 0
		16 : "Fire Client Only" : 0
		32 : "Touch Client Only" : 0
	]
	dmg(integer) : "Damage" : 10
	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"
	]
]

@PointClass base(Targetname, Target) iconsprite("sprites/CS/TriggerKillTarget.spr") = trigger_killtarget : "Trigger Kill Target"[]

@SolidClass base(Angles) = trigger_monsterjump : "Trigger Monster Jump"
[
	master(string) : "Master"
	speed(integer) : "Jump Speed" : 40
	height(integer) : "Jump Height" : 128
]

@SolidClass base(Trigger) = trigger_multiple : "Trigger Activate Multiple"
[
	wait(integer) : "Delay before reset" : 0
]

@PointClass base(Targetname) = trigger_objective : "Trigger Objective"
[
	// The objectives are saved in the map's .seq file
	objective(string) : "Objective (from MAPNAME.seq)"
	notransition(integer) : "No Transition"
	state(integer) : "State (?)"
]


@SolidClass base(Trigger, Master) = trigger_once : "Trigger Activate Once"
[
	style(integer) : "Style" : 0
]

@SolidClass base(Trigger, Angles) = trigger_push : "Trigger Push Player"
[
	spawnflags(flags) =
	[
		1 : "Once Only" : 0
		2 : "Start Off" : 0
	]
	speed(integer) : "Speed of push" : 40
]

@PointClass base(Targetname, Targetx, Angles) iconsprite("sprites/CS/TriggerRelay.spr") = trigger_relay : "Trigger Relay"
[
	spawnflags(flags) =
	[
		1 : "Remove On fire" : 0
	]
	triggerstate(choices) : "Trigger State" : 0 =
	[
		0 : "Off"
		1 : "On"
		2 : "Toggle"
	]
]

@PointClass base(Targetname) iconsprite("sprites/CS/TriggerSequence.spr") = trigger_sequence : "Trigger Sequence File"
[
	sequence_file(string) : "Sequence File" : "SEQUENCE.seq"
	sequence_id(string) : "Sequence Name" : ""
	spawnflags(flags) =
	[
		1 : "Use Once?" : 0
	]
]

@SolidClass base(Trigger) = trigger_teleport : "Trigger Teleport" []

@SolidClass base(Target, Master) = trigger_usetool : "Trigger Tool Use Zone"
[
	// Notice: Have this entity target something when a tool is used in the zone...
	// Uncertain: tooltarget is for where the player needs to be aiming
	rcbombtarget(target_destination) : "RC Bomb target"
	toolname(choices) : "Tool Name" : "No_tool_here" =
	[
		"No_tool_here" : "No Tool Here"
		"weapon_fiberopticcamera" : "Fiber-Optic Camera"
		"weapon_radio" : "Radio"
		"weapon_camera" : "Camera"
		"weapon_blowtorch" : "Blow Torch"
		"weapon_radiocontrolledbomb" : "RC Bomb"
		"bomb_defuse" : "Bomb Defuse"
	]
	tooltarget(string) : "Tool Target"
	toolset(choices) : "Tool set (?)" : 4 =
	[
		4 : "Camera"
		16 : "Radio"
		32 : "RC Bomb"
	]
	spawnflags(flags) =
	[
		1 : "Start On (?)" : 0
	]
	bombdefusetime(integer) : "Bomb defuse time"
]
@SolidClass base(Targetname) = trigger_transition : "Trigger Select Transition Area" []

////////////////////////////////////////////////////////////////////////////////
// WEAPON ENTITIES
////////////////////////////////////////////////////////////////////////////////

@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_aug : "AUG" []
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_blowtorch : "Blow Torch" []
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_briefcase : "Briefcase" []

// WEAPON_C4 is a planted bomb that requires defusing.
// If the entity is left un-named, it will be be planted automatically at the start of each round.
// If the entity is named, then only when it is targeted will the bomb will be planted.
// A brief "click" is heard when the bomb is planted, but the voice "The bomb has been planted" does not play.
// The bomb falls to the ground directly beneath the point at which the entity is placed in the map.
// no func_bombtargets or info_bombtargets are needed. Defuse is normal. The bomb cannot be picked up.
// The best way for mappers to control timing is through the use of an outside timer/trigger,
// rather than changing the detonatedelay, which might be overridden by servers.
// "Trigger When Detonated" and "Trigger When Defused" are ONLY for planted bombs.
// If these fields are given targetnames for something that cannot be
// triggered(has no entity), it WILL have unwanted effects.
// MAY HAVE CHANGED WITH CONDITION ZERO DELETED SCENES
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_c4 : "C4 Plastique Bomb"
[
	detonatedelay(string) : "C4 Detonate Delay" : "20.0"
	detonatetarget(target_destination) : "Trigger When Detonated"
	defusetarget(target_destination) : "Trigger When Defused"
]

@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_camera : "Camera" []
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_deagle : "Deagle pistol" []
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_elite : "Elite pistol" []
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_fiberopticcamera : "Fiber-Optic Camera" []
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_flashbang : "Flashbang" []
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_g3sg1 : "G3SG1" []
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_hegrenade : "HE Grenade" []
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_knife : "Knife" []
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_mp5navy : "MP5" []
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_m60 : "M60" []
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_m4a1 : "M4A1 Colt" []
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_radio : "Radio" []
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_radiocontrolledbomb : "RC Bomb" []
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_scout : "Scout" []
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_sg552 : "G552" []
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_smokegrenade : "Smoke Grenade" []
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_ump45 : "UMP45" []
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_usp : "USP" []
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_xm1014 : "XM1014" []