Difference between revisions of "Condition Zero Deleted Scenes.fgd"

From Valve Developer Community
Jump to: navigation, search
m
(FGD: Use correct base class for item_armor)
 
(15 intermediate revisions by 4 users not shown)
Line 1: Line 1:
 +
{{otherlang2
 +
|zh-cn=Condition_Zero_Deleted_Scenes.fgd:zh-cn}}
 
{{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.}}
+
 
<pre><nowiki>
+
=Important=
///////////////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
+
Hammer 3.5 only supports entity classnames with up to 32 characters. Therefore, entities matching monster_ct_* and monster_terrorist_* have been replaced with cz_ct_* and cz_t_*, and an extra build step is necessary to rename cz_ct_* and cz_t_* to their correct names. A solution in way of a Perl script is provided in the following section. It is meant to be executed with the source argument being your compiled BSP file, and only the output of this script should be tested in-game. If no destination argument is given, the script will rewrite the source BSP file. Though this script is not tested beyond looking at the final BSP's binary data, it is believed to be correct. Contact tsdodo@gmail.com if it breaks everything.
// Counter-Strike Condition Zero Deleted Scenes //  \\                                              \\
+
 
// Valve Hammer Editor 3.5                    //    \\Converting brush entities into point entities\\
+
=czds_ents.pl=
// Last Edited: Friday, October 13, 2006      //      \\  Make a point entity where you would like. \\
+
<pre><nowiki>#!/usr/bin/perl -w
//                                          //        \\  Write down the origin of the entity.    \\
+
use strict;
// for trouble, contact tsdodo@gmail.com    //          \\  Change the name of the entity to the    \\
+
use warnings;
//                                        //            \\          func one you would like.      \\
+
undef $/;
// credits                                //              \\  Add the corresponding model to        \\
+
my $num_args = $#ARGV + 1;
// ts2do:                                //                \\          the model key field.        \\
+
if (not $num_args ~~ [1..2]) {
//  Research of Condition Zero and      //                  \\  Treat body and skin how you would  \\
+
print "Usage: czds_ents.pl <source.bsp> [destination.bsp]";
//  additions of the entity definitions//                    \\          with a normal model entity.\\
+
die;
// tommy14:                          //                      \\  Make sure you add the origin of  \\
+
}
//  Tommy's version of CS            //                        \\          your point entity to    \\
+
my $source = $ARGV[0];
//  Expert fgd 7.9.3c -            //                          \\          this one as they don't \\
+
my $destination = $ARGV[$num_args - 1];
//  cs_expert-tom793              // FFFFFFFFFFFFFFFFFFFFFFFFF  \\          get saved by default. \\
+
(open BSPFILE, "<", $source) or die "Error opening \"$source\" for reading";
//                                // FFFFFFFFFFFFFFFFFFFFFFFFF    \\                                \\
+
binmode BSPFILE;
//                              // FFF                            \\  WARNING:                    \\
+
my $headerWordLen = 1 + 2 * 15;
//                              // FFF                              \\      You will not be able to\\
+
my $headerLen = $headerWordLen * 4;
//                            // FFF                                \\      see the entity next    \\
+
my $headerBin;
//                            // FFF                                  \\    time you load it      \\
+
(read BSPFILE, $headerBin, $headerLen) == $headerLen or die "Error reading BSP file";
//                          // FFF                                    \\    on hammer. Next time  \\
+
my @headerData = unpack "V$headerWordLen", $headerBin;
//                         // FFF                                      \\  you save, the origin  \\
+
$headerData[0] == 30 or die "Incorrect version in BSP header";
//                        // FFF                                        \\  will be erased.        \\
+
my ($beforeEntBin, $entBin, $afterEntBin);
//                        // FFFFFFFFFFFFFFFFF                            \\                        \\
+
my $entOffset = $headerData[1],
//                      // FFFFFFFFFFFFFFFF                              \\                      \\
+
my $origEntLength = $headerData[2];
//                      // FFF                                              \\                      \\
+
(read BSPFILE, $beforeEntBin, $entOffset - tell BSPFILE) or die "Error reading BSP file";
//                    // FFF                                                \\                    \\
+
(read BSPFILE, $entBin, $origEntLength) == $origEntLength or die "Error reading BSP file";
//                    // FFF                    GGGGGGGGGGGGG                \\                    \\
+
$afterEntBin = <BSPFILE>;
//                  // FFF                    GGGGGGGGGGGGG                  \\                  \\
+
close BSPFILE;
//                  // FFF                  GGGG                              \\                  \\
+
$entBin =~ s/"(classname"\s+")cz_ct_/$1monster_ct_/g;
//                // FFF                    GGGG                                \\                \\
+
$entBin =~ s/"(classname"\s+")cz_t_/$1monster_terrorist_/g;
//                // FFF                    GGGG                                \\                \\
+
my $entLength = length $entBin;
//              //                        GGGG                                  \\              \\
+
my $entGrowth = $entLength - $origEntLength;
//              //                          GGGGG      GG                          \\              \\
+
$headerData[2] = $entLength;
//            //                          GGGG    GGGGGG                          \\            \\
+
for (my $i = 1; $i < 15; ++$i) {
//            //                            GGGG    GG  GGG    DDDD                \\            \\
+
my $j = 2 * $i + 1;
//           //                            GGGG          GGG    DDDDDD                \\          \\
+
if ($headerData[$j] > $entOffset) {
//          //                              GGGG        GGG    DD  DDDD              \\          \\
+
$headerData[$j] += $entGrowth;
//        //                                GGGGGGGGGGGGGG      DD    DDD            \\        \\
+
}
//       //                                   GGGGGGGGGG          DD    DD            \\        \\
+
}
//       //                                                         DDD    DD            \\      \\
+
(open OUTFILE, ">", $destination) or die "Error opening \"$destination\" for output";
//     //                                                           DD    DD              \\      \\
+
binmode OUTFILE;
//     //                                                             DD    DD              \\    \\
+
print OUTFILE (pack "V$headerWordLen", @headerData), $beforeEntBin, $entBin, $afterEntBin;
//   //                                                             DD    DD              \\    \\
+
close OUTFILE;</nowiki></pre>
//   //                                                               DD    DD                \\  \\
+
 
// //                                                                 DD  DDD                  \\  \\
+
=FGD=
// //                                                                   DDDDD                    \\ \\
+
<pre><nowiki>////////////////////////////////////////////////////////////////////////////////
////                                                                   DD                        \\\\
+
// Counter-Strike Condition Zero Deleted Scenes
///                                                                                               \\\
+
// Valve Hammer Editor 3.5
//                                                                                                 \\
+
// Last Edited: Friday, February 9, 2013
///////////////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
 
 
//
 
//
// 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 82:
 
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 123:
 
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 149:
 
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) : "Class type (TS1/TS2/CTS1/CTS2/CIV)"
// 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 253:
 
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"
+
deathtrigger(target_destination) : "Death Trigger"
language(string) : "Language (AM, SP, JA)"
+
deadanim(string) : "Dead animation name"
cantmove(choices):"Movement":0=
+
language(string) : "Language for sequences (AM, SP, JA)"
 +
cantmove(choices) : "Movement" : 0 =
 +
[
 +
0 : "Normal"
 +
1 : "1 (Sniper/No Movement)"
 +
2 : "2 (Turret)"
 +
]
 +
weaponaccuracy(integer) : "Weapon accuracy"
 +
healthmult(string) : "Health Multiplier"
 +
netname(target_destination) : "Netname"
 +
unkillable(integer) : "Unkillable" : 0 =
 
[
 
[
0:"Normal"
+
0 : "No"
1:"1 (Sniper)"
+
1 : "Yes"
2:"2 (Turret)"
+
]
 +
invulnerable(integer) : "Invulnerable" : 0 =
 +
[
 +
0 : "No"
 +
1 : "Yes"
 
]
 
]
weaponaccuracy(integer):"Weapon accuracy"
+
idleanim(string) : "Idle anim name"
healthmult(integer):"Health Mult(iplier?)"
+
cower(integer) : "Cower"
netname(target_destination):"Netname"
+
head(integer) : "Head"
invulnerable(integer):"Invulnerability"
+
provoke(integer) : "Provoke"
idleanim(string):"Idle anim name"
 
cower(integer):"Cower"
 
head(integer):"Head"
 
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 (?)"
 +
]
 +
silentdeath(choices) : "Silent Death" : 0 =
 +
[
 +
0 : "No"
 +
1 : "Yes"
 
]
 
]
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 441:
 
[
 
[
 
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 512:
 
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 585:
 
[
 
[
 
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 601:
 
[
 
[
 
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 613:
 
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 740: Line 624:
 
2 : "Inverse Square"
 
2 : "Inverse Square"
 
]
 
]
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 691:
 
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 703:
 
]
 
]
 
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 732:
 
1 : "Ambush"
 
1 : "Ambush"
 
]
 
]
spawnflags(Flags) =  
+
spawnflags(flags) =
 
[
 
[
4 : "Repeatable" : 0
+
4 : "Repeatable" : 0
8 : "Leave Corpse" : 0
+
8 : "Leave Corpse" : 0
 +
32 : "No Interruptions" : 0
 +
128 : "No Script Movement" : 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 751:
 
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 794:
 
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 844:
 
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 859:
 
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 869:
 
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"
 
]
 
]
  
@PointClass base(TargetName) = cycler_weapon : "cycler_weapon"
+
@PointClass base(Targetname) = cycler_weapon : "cycler_weapon"
 
[
 
[
 
model(studio) : "Model"
 
model(studio) : "Model"
 
]
 
]
  
@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 894:
 
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 918:
 
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 926:
 
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 949:
 
]
 
]
  
@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 958:
 
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 992:
 
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 1,020:
  
  
//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 1,068:
 
]
 
]
  
@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 1,086:
 
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 1,143:
 
]
 
]
  
@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 1,230:
 
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 1,285:
 
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 1,305:
 
]
 
]
  
@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 1,356:
 
]
 
]
 
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 1,375:
 
@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 1,398:
 
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 1,430:
 
@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 1,444:
 
]
 
]
  
@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 1,452:
 
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 1,528:
 
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 1,546:
 
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 1,571:
 
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 1,610:
 
]
 
]
  
@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 1,622:
 
@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 1,641:
 
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 1,653:
 
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 1,696:
 
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 1,717:
 
]
 
]
  
@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 1,728:
 
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 1,741:
 
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 1,752:
 
]
 
]
  
@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 1,772:
 
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 1,795:
 
]
 
]
  
@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 1,830:
 
]
 
]
  
@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 1,840:
 
]
 
]
  
@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 =
 
[
 
0: "No"
 
1: "Yes"
 
]
 
  
weapon_tmp (choices) : "Give TMP (9mm Calibre)" : 0 =  
+
weapon_mp5navy (choices) : "Give MP5/Navy (9mm Calibre)" : 0 =
 
[
 
[
0: "No"
+
0 : "No"
1: "Yes"
+
1 : "Yes"
]
+
]
  
weapon_p90 (choices) : "Give FN P90 (57mm Calibre)" : 0 =  
+
weapon_tmp (choices) : "Give TMP (9mm Calibre)" : 0 =
 
[
 
[
0: "No"
+
0 : "No"
1: "Yes"
+
1 : "Yes"
 
]
 
]
  
weapon_mac10 (choices) : "Give Mac-10 (45acp Calibre)" : 0 =  
+
weapon_p90 (choices) : "Give FN P90 (57mm Calibre)" : 0 =
 
[
 
[
0: "No"
+
0 : "No"
1: "Yes"
+
1 : "Yes"
]
+
]
  
weapon_ump45 (choices) : "Give UMP 45 (45acp Calibre)" : 0 =  
+
weapon_mac10 (choices) : "Give Mac-10 (45acp Calibre)" : 0 =
 
[
 
[
0: "No"
+
0 : "No"
1: "Yes"
+
1 : "Yes"
]
+
]
  
weapon_ak47 (choices) : "Give AK-47 (762nato Calibre)" : 0 =  
+
weapon_ump45 (choices) : "Give UMP 45 (45acp Calibre)" : 0 =
 
[
 
[
0: "No"
+
0 : "No"
1: "Yes"
+
1 : "Yes"
]
+
]
  
weapon_sg552 (choices) : "Give SG552 (556nato Calibre)" : 0 =  
+
weapon_ak47 (choices) : "Give AK-47 (762nato Calibre)" : 0 =
 
[
 
[
0: "No"
+
0 : "No"
1: "Yes"
+
1 : "Yes"
]
+
]
  
weapon_m4a1 (choices) : "Give M4A1 (556nato Calibre)" : 0 =  
+
weapon_sg552 (choices) : "Give SG552 (556nato Calibre)" : 0 =
 
[
 
[
0: "No"
+
0 : "No"
1: "Yes"
+
1 : "Yes"
]
+
]
  
weapon_aug (choices) : "Give Aug (556nato Calibre)" : 0 =  
+
weapon_m4a1 (choices) : "Give M4A1 (556nato Calibre)" : 0 =
 
[
 
[
0: "No"
+
0 : "No"
1: "Yes"
+
1 : "Yes"
]
+
]
  
weapon_scout (choices) : "Give Scout (762nato Calibre)" : 0 =  
+
weapon_aug (choices) : "Give Aug (556nato Calibre)" : 0 =
 
[
 
[
0: "No"
+
0 : "No"
1: "Yes"
+
1 : "Yes"
]
+
]
 
 
weapon_awp (choices) : "Give AWP (338magnum Calibre)" : 0 =
 
[
 
0: "No"
 
1: "Yes"
 
]
 
  
weapon_g3sg1 (choices) : "Give G3/SG-1 (762nato Calibre)" : 0 =  
+
weapon_scout (choices) : "Give Scout (762nato Calibre)" : 0 =
 
[
 
[
0: "No"
+
0 : "No"
1: "Yes"
+
1 : "Yes"
]
+
]
  
weapon_sg550 (choices) : "Give SG550 (556nato Calibre)" : 0 =  
+
weapon_awp (choices) : "Give AWP (338magnum Calibre)" : 0 =
 
[
 
[
0: "No"
+
0 : "No"
1: "Yes"
+
1 : "Yes"
]
+
]
  
weapon_m249 (choices) : "Give M249 (556natobox Calibre)" : 0 =  
+
weapon_g3sg1 (choices) : "Give G3/SG-1 (762nato Calibre)" : 0 =
 
[
 
[
0: "No"
+
0 : "No"
1: "Yes"
+
1 : "Yes"
]
+
]
  
item_kevlar (choices) : "Give Kevlar Vest" : 0 =  
+
weapon_sg550 (choices) : "Give SG550 (556nato Calibre)" : 0 =
 
[
 
[
0: "No"
+
0 : "No"
1: "Yes"
+
1 : "Yes"
]
+
]
  
item_assaultsuit (choices) : "Give Kevlar Vest+Ballistic Helmet" : 0 =  
+
weapon_m249 (choices) : "Give M249 (556natobox Calibre)" : 0 =
 
[
 
[
0: "No"
+
0 : "No"
1: "Yes"
+
1 : "Yes"
]
+
]
  
weapon_flashbang (choices) : "Give Flash Bang" : 0 =  
+
item_kevlar (choices) : "Give Kevlar Vest" : 0 =
 
[
 
[
0: "No"
+
0 : "No"
1: "1"
+
1 : "Yes"
2: "2"
+
]
]
 
  
weapon_hegrenade (choices) : "Give High-Explosive Grenade" : 0 =  
+
item_assaultsuit (choices) : "Give Kevlar Vest+Ballistic Helmet" : 0 =
 
[
 
[
0: "No"
+
0 : "No"
1: "Yes"
+
1 : "Yes"
]
+
]
  
weapon_smokegrenade (choices) : "Give Smoke Grenade" : 0 =  
+
weapon_flashbang (choices) : "Give Flash Bang" : 0 =
 
[
 
[
0: "No"
+
0 : "No"
1: "Yes"
+
1 : "1"
]
+
2 : "2"
 +
]
  
item_thighpack (choices) : "Give Defuse Kit" : 0 =  
+
weapon_hegrenade (choices) : "Give High-Explosive Grenade" : 0 =
 
[
 
[
0: "No"
+
0 : "No"
1: "Yes"
+
1 : "Yes"
]
+
]
 
 
weapon_c4 (choices) : "Give C4 Plastique Bomb" : 0 =
 
[
 
0: "No"
 
1: "Yes"
 
]
 
  
ammo_9mm (choices) : "Give 9mm Parabellum Ammo" : 0 =  
+
weapon_smokegrenade (choices) : "Give Smoke Grenade" : 0 =
 
[
 
[
0: "No"
+
0 : "No"
1: "1 Clip (30 Bullets Per Clip)"
+
1 : "Yes"
2: "2 Clips"
+
]
3: "3 Clips (Fill Glock 18)"
 
4: "4 Clips (Fill Elites, MP5 & TMP)"
 
]
 
  
ammo_45acp (choices) : "Give .45 ACP Ammo" : 0 =  
+
item_thighpack (choices) : "Give Defuse Kit" : 0 =
 
[
 
[
0: "No"
+
0 : "No"
1: "1 Clip (12 Bullets Per Clip)"
+
1 : "Yes"
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 =  
+
weapon_c4 (choices) : "Give C4 Plastique Bomb" : 0 =
 
[
 
[
0: "No"
+
0 : "No"
1: "1 Clip (7 Bullets Per Clip)"
+
1 : "Yes"
2: "2 Clips"
+
]
3: "3 Clips"
 
4: "4 Clips"
 
5: "5 Clips (Fill Desert Eagle)"
 
]
 
  
ammo_57mm (choices) : "Give 5.7mm Ammo" : 0 =  
+
ammo_9mm (choices) : "Give 9mm Parabellum Ammo" : 0 =
 
[
 
[
0: "No"
+
0 : "No"
1: "1 Clip (50 Bullets Per Clip)"
+
1 : "1 Clip (30 Bullets Per Clip)"
2: "2 Clips (Fill Five-Seven & P90)"
+
2 : "2 Clips"
]
+
3 : "3 Clips (Fill Glock 18)"
 +
4 : "4 Clips (Fill Elites, MP5 & TMP)"
 +
]
  
ammo_357sig (choices) : "Give .357 SIG Ammo" : 0 =  
+
ammo_45acp (choices) : "Give .45 ACP Ammo" : 0 =
 
[
 
[
0: "No"
+
0 : "No"
1: "1 Clip (13 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 P-228)"
+
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_buckshot (choices) : "Give 12 Gauge Ammo" : 0 =  
+
ammo_50ae (choices) : "Give .50 Action Express Ammo" : 0 =
 
[
 
[
0: "No"
+
0 : "No"
1: "1 Clip (8 Shells Per Clip)"
+
1 : "1 Clip (7 Bullets Per Clip)"
2: "2 Clips"
+
2 : "2 Clips"
3: "3 Clips"
+
3 : "3 Clips"
4: "4 Clips (Fill Benelli M3, XM1014)"
+
4 : "4 Clips"
]
+
5 : "5 Clips (Fill Desert Eagle)"
 +
]
  
ammo_762nato (choices) : "Give 7.62mm NATO Ammo" : 0 =  
+
ammo_57mm (choices) : "Give 5.7mm Ammo" : 0 =
 
[
 
[
0: "No"
+
0 : "No"
1: "1 Clip (30 Bullets Per Clip)"
+
1 : "1 Clip (50 Bullets Per Clip)"
2: "2 Clips (Fill Scout & G3/S-G1)"
+
2 : "2 Clips (Fill Five-Seven & P90)"
3: "3 Clips (Fill AK-47)"
+
]
]
 
  
ammo_556nato (choices) : "Give 5.56mm NATO Ammo" : 0 =  
+
ammo_357sig (choices) : "Give .357 SIG Ammo" : 0 =
 
[
 
[
0: "No"
+
0 : "No"
1: "1 Clip (30 Bullets Per Clip)"
+
1 : "1 Clip (13 Bullets Per Clip)"
2: "2 Clips"
+
2 : "2 Clips"
3: "3 Fill SG552 M4A1 Aug SG550"
+
3 : "3 Clips"
]
+
4 : "4 Clips (Fill P-228)"
 +
]
  
ammo_556natobox (choices) : "Give 5.56mm NATO Box Ammo" : 0 =  
+
ammo_buckshot (choices) : "Give 12 Gauge Ammo" : 0 =
 
[
 
[
0: "No"
+
0 : "No"
1: "1 Clip (30 Bullets Per Clip)"
+
1 : "1 Clip (8 Shells Per Clip)"
2: "2 Clips"
+
2 : "2 Clips"
3: "3 Clips"
+
3 : "3 Clips"
4: "4 Clips"
+
4 : "4 Clips (Fill Benelli M3, XM1014)"
5: "5 Clips"
+
]
6: "6 Clips"
 
7: "7 Clips (Fill FN M249 Para)"
 
  
]
+
ammo_762nato (choices) : "Give 7.62mm NATO 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 (30 Bullets Per Clip)"
2: "2 Clips"
+
2 : "2 Clips (Fill Scout & G3/S-G1)"
3: "3 Clips (Fill AWP)"
+
3 : "3 Clips (Fill AK-47)"
]
+
]
  
item_healthkit (choices) : "Give Health Kit" : 0 =  
+
ammo_556nato (choices) : "Give 5.56mm NATO Ammo" : 0 =
 
[
 
[
0: "No"
+
0 : "No"
1: "1 Healthkit = 15 Health Points"
+
1 : "1 Clip (30 Bullets Per Clip)"
2: "2 Healthkits = 30 Health Points"
+
2 : "2 Clips"
3: "3 Healthkits = 45 Health Points"
+
3 : "3 Fill SG552 M4A1 Aug SG550"
4: "4 Healthkits = 60 Health Points"
+
]
5: "5 Healthkits = 75 Health Points"
+
 
6: "6 Healthkits = 90 Health Points"
+
ammo_556natobox (choices) : "Give 5.56mm NATO Box Ammo" : 0 =
7: "7 Healthkits = 100 Health Points"
+
[
]
+
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_battery (choices) : "Give HEV Battery" : 0 =  
+
item_healthkit (choices) : "Give Health Kit" : 0 =
 
[
 
[
0: "No"
+
0 : "+0 HP"
1: "1 Battery = 15 Kevlar Points"
+
1 : "+15 HP"
2: "2 Batteries = 30 Kevlar Points"
+
2 : "+30 HP"
3: "3 Batteries = 45 Kevlar Points"
+
3 : "+45 HP"
4: "4 Batteries = 60 Kevlar Points"
+
4 : "+60 HP"
5: "5 Batteries = 75 Kevlar Points"
+
5 : "+75 HP"
6: "6 Batteries = 90 Kevlar Points"
+
6 : "+90 HP"
7: "7 Batteries = 100 Kevlar Points"
+
7 : "+100 HP"
]
+
]
item_longjump (choices) : "Give Long Jump Module" : 0 =  
+
 
 +
item_battery (choices) : "Give Armor" : 0 =
 
[
 
[
0: "No"
+
0 : "+0 AP"
1: "Yes (An Unrealistic Item)"
+
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 =
 
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 2,245:
 
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 2,265:
 
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 2,293:
 
]
 
]
  
@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 2,299:
 
@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(Angles) = 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:
+
// LIGHT ENTITIES
//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////
 
/////////////////////
 
  
 
@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 2,337:
 
_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 2,350:
 
]
 
]
  
  /////////////////////////
+
////////////////////////////////////////////////////////////////////////////////
///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 2,362:
 
]
 
]
  
@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 2,390:
 
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
@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"[]
+
spawnflags(flags) =
 
 
@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=
 
 
[
 
[
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/turret.mdl") = monster_turret : "Turret"
 
 
@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) =
 
[
 
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 =
 
orientation(Choices) : "Orientation" : 0 =
Line 2,668: Line 2,461:
 
1 : "Ceiling Mount"
 
1 : "Ceiling Mount"
 
]
 
]
maxsleep(integer) : "Time Before Deactivating" : 15
+
maxsleep(integer) : "Time Before Deactivating" : 7
spawnflags(Flags) =  
+
spawnflags(flags) =
 
[
 
[
 
32 : "Autostart" : 0
 
32 : "Autostart" : 0
Line 2,676: Line 2,469:
 
]
 
]
  
@PointClass base(Monster) studio("models/turret.mdl") = monster_turret : "Turret"
+
@PointClass base(Monster) studio("models/sentry.mdl") = monster_sentry : "Sentry"
 
[
 
[
orientation(Choices) : "Orientation" : 0 =
+
spawnflags(flags) =
[
 
0 : "Floor Mount"
 
1 : "Ceiling Mount"
 
]
 
maxsleep(integer) : "Time Before Deactivating" : 7
 
spawnflags(Flags) =  
 
 
[
 
[
 
32 : "Autostart" : 0
 
32 : "Autostart" : 0
Line 2,691: Line 2,478:
 
]
 
]
  
@PointClass base(Monster) studio("models/sentry.mdl") = monster_sentry : "Sentry"
+
@PointClass base(Monster, Angles) studio("models/roach.mdl") = monster_cockroach : "Cockroach"
 
[
 
[
spawnflags(Flags) =  
+
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,Angles) studio("models/roach.mdl") = monster_cockroach : "Cockroach"
+
@PointClass base(Monster, Angles) studio("models/rat.mdl") = monster_rat : "Rat"
 
[
 
[
spawnflags(Flags) =  
+
spawnflags(flags) =
        [
+
[
              1 : "WaitTillSeen"
+
1 : "WaitTillSeen" : 0
              2 : "Gag"
+
2 : "Gag" : 0
              4 : "MonsterClip"
+
4 : "MonsterClip" : 0
              16 : "Prisoner"
+
16 : "Prisoner" : 0
              128 : "WaitForScript"
+
128 : "WaitForScript" : 0
              256 : "Pre-Disaster"
+
256 : "Pre-Disaster" : 0
              512 : "Fade Corpse"
+
512 : "Fade Corpse" : 0
        ]
+
]
 
]
 
]
  
@PointClass base(Monster,Angles) studio("models/rat.mdl") = monster_rat : "Rat"
+
@PointClass studio("models/hostage.mdl") base(Angles, Targetname, PlayerClass, RenderFields) = monster_hostage : "Hostage"
 
[
 
[
spawnflags(Flags) =
+
// Notice: Hostage model apparently depends on targetname
        [
+
// Targetnames seen:
              1 : "WaitTillSeen"
+
//  hostage_male1
              2 : "Gag"
+
//  hostage_female1
              4 : "MonsterClip"
+
//  embassy_judge
              16 : "Prisoner"
+
//  foxy_lady
              128 : "WaitForScript"
 
              256 : "Pre-Disaster"
 
              512 : "Fade Corpse"
 
        ]
 
]
 
  
@PointClass studio("models/hostage.mdl") base(Angles,Targetname,PlayerClass, RenderFields) = monster_hostage : "Hostage"
+
// Classtypes seen:
[
+
// CIV
//INFO:
+
classtype(string) : "Team" : "CIV"
//hostage model depends
+
skin(integer) : "Skin" : 0
//on their targetnames
+
head(choices) : "Head" : 0 =
//Targetnames seen:
+
[
//hostage_male1
+
0 : "0 (?)"
//hostage_female1
+
1 : "1 (?)"
//embassy_judge
+
2 : "2 (?)"
//foxy_lady
+
3 : "3 (?)"
//Classtypes seen:
+
4 : "4 (?)"
//CIV
+
]
classtype(string):"Team":"CIV"
+
// I saw a hostage with rescued target as a counter that targeted the hostage rescued sequence
skin(integer):"Skin":0
+
// the rescue target happens after the hostage is rescued
head(integer):"Head":0//0 through 4 seen
+
// if there is more than 1 hostage in the map then set the countdown for the trigger_counter
//I saw a hostage with rescued target as a counter that targeted the hostage rescued sequence
+
// to the amount of hostages needed to be rescued before the trigger will happen
//the rescue target happens after the hostage is rescued
+
rescuetarget(target_destination) : "Rescue Target" : ""
//if there is more than 1 hostage in the map then set the countdown for the trigger_counter
+
noautoremove(choices) : "Auto Remove on Rescue" : 0 =
//to the amount of hostages needed to be rescued before the trigger will happen
+
[
rescuetarget(target_destination):"Rescued Target":""
+
0 : "Yes"
noautoremove(integer):"No auto remove on rescue":0
+
1 : "No"
 +
]
 
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 2,765: Line 2,553:
 
2 : "On stomach"
 
2 : "On stomach"
 
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/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile)=monster_terrorist_arctic_grenader:""
 
[
 
hegrenadeonly(choices):"He Nade Only":0=
 
[
 
0:"No"
 
1:"Yes"
 
 
]
 
]
 
]
 
]
  
@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/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = cz_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) = cz_ct_gsg9_grenader : "CT - GSG9 - 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_law : "Terrorist Arctic Law"[]
+
@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = cz_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) = cz_ct_gsg9_law : "CT - GSG9 - 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 : "un"[]
+
@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = cz_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) = cz_ct_gsg9_melee : "CT - GSG9 - 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_melee : "Terrorist Arctic Melee"[]
+
@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = cz_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) = cz_ct_gsg9_pistol : "CT - GSG9 - 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_mp5 : "Terrorist Arctic MP5"[]
+
@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = cz_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) = cz_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) = cz_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_pistol : "Terrorist Arctic Pistol"[]
+
@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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_shotgun : "Terrorist Arctic Shotgun"[]
+
@PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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_sniperrifle : "fle"[]
+
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_jungle_sniperrifle : "Terrorist - Jungle - 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 : "ifle"[]
+
@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_russian_sniperrifle : "Terrorist - Russian - 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_grenader:""
+
@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"
 
[
 
[
hegrenadeonly(choices):"He Nade Only":0=
+
target(target_destination) : "Target On Release"
 +
monstertype(string) : "Monster Type"
 +
netname(target_destination) : "Childrens' Name"
 +
forcedtarget(target_destination) : "Forced Target" : ""
 +
spawnflags(flags) =
 
[
 
[
0:"No"
+
1 : "Start On"  : 0
1:"Yes"
+
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/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_desert_kamikaze : ""[]
+
// 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/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"[]
+
// 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
@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"[]
+
spawnawake(choices) : "Spawn awake" : 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_melee : "Terrorist Desert Melee"[]
+
0 : "No (?)"
 
+
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_mp5 : "Terrorist Desert MP5"[]
+
]
 
+
dontspawninview(choices) : "Spawn in view" : 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_pistol : "Terrorist Desert Pistol"[]
+
[
 
+
0 : "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_shotgun : "Terrorist Desert Shotgun"[]
+
1 : "No"
 
+
]
@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"[]
+
monstermodel(studio) : "Monster model"
 +
]
  
@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"[]
+
////////////////////////////////////////////////////////////////////////////////
 +
// 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_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=
+
spawnflags(flags) =
 
[
 
[
0:"No"
+
1 : "multithreaded" : 0
1:"Yes"
 
 
]
 
]
 
]
 
]
  
@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 : ""[]
+
@PointClass base(Targetname, Target) color(128 255 128) iconsprite("sprites/CS/MultiSource.spr") = multisource : "Multisource"
 +
[
 +
globalstate(string) : "Global State Master"
 +
]
  
@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"[]
+
////////////////////////////////////////////////////////////////////////////////
 +
// PATH 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_machinegun : "un"[]
+
@PointClass base(Targetname, Angles) size(16 16 16) color(247 181 82) = path_corner : "Moving platform stop"
 
+
[
@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"[]
+
spawnflags(flags) =
 
+
[
@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"[]
+
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/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 base(Targetname) size(16 16 16) = path_track : "Train Track Path"
 
 
@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 : ""[]
 
 
 
 
 
@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=
+
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/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_russian_kamikaze : "e"[]
+
////////////////////////////////////////////////////////////////////////////////
 +
// PLAYER 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_law : "Terrorist Russian Law"[]
+
@PointClass base(Targetname) iconsprite("sprites/CS/PlayerLoadSaved.spr") = player_loadsaved : "Load Auto-Saved game"
 
+
[
@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"[]
+
duration(string) : "Fade Duration (seconds)" : "2"
 
+
holdtime(string) : "Hold Fade (seconds)" : "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"[]
+
renderamt(integer) : "Fade Alpha" : 255
 
+
rendercolor(color255) : "Fade Color (R G B)" : "0 0 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_mp5 : "Terrorist Russian MP5"[]
+
messagetime(string) : "Show Message delay" : "0"
 +
message(string) : "Message To Display" : ""
 +
loadtime(string) : "Reload delay" : "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_pistol : "Terrorist Russian Pistol"[]
+
@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) iconsprite("sprites/CS/PlayerWeaponStrip.spr") = player_weaponstrip : "Strips player's weapons" []
  
@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"[]
+
////////////////////////////////////////////////////////////////////////////////
 +
// SCRIPTED 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_smg : "Terrorist Russian SMG"[]
+
@PointClass base(Targetname, Targetx) size(-16 -16 0, 16 16 72) color(255 0 255) = scripted_sentence : "Scripted Sentence"
 
 
@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"
+
spawnflags(flags) =
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 : "Fire Once" : 1
// 2 : "PVS On/Off" : 0 // not implemented
+
2 : "Followers Only" : 0
4 : "Cyclic" : 0
+
4 : "Interrupt Speech" : 1
8 : "MonsterClip" : 0
+
8 : "Concurrent" : 0
 
]
 
]
body(integer):"Body":0
+
sentence(string) : "Sentence Name" : ""
skin(integer):"Skin":0
+
entity(string) : "Speaker Type"
// how many monsters the monstermaker can create (-1 = unlimited)
+
duration(string) : "Sentence Time" : "3"
monstercount(integer) : "Number of Monsters" : 1
+
radius(integer) : "Search Radius" : 512
+
refire(string) : "Delay Before Refire" : "3"
// if delay is -1, new monster will be made when last monster dies.
+
listener(string) : "Listener Type"
// else, delay is how often (seconds) a new monster will be dookied out.
+
volume(string) : "Volume 0-10" : "10"
delay(string) : "Frequency" : "5"
+
attenuation(Choices) : "Sound Radius" : 0 =
 
 
// 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 : "Small Radius"
1:"1(??)"
+
1 : "Medium Radius"
 +
2 : "Large  Radius"
 +
3 : "Play Everywhere"
 
]
 
]
dontspawninview(choices):"Spawn in view":0=
+
]
 +
 
 +
@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:"Yes"
+
0 : "No"
1:"No"
+
1 : "Walk"
 +
2 : "Run"
 +
4 : "Instantaneous"
 +
5 : "No - Turn to Face"
 
]
 
]
monstermodel(studio):"Monster model"
+
spawnflags(flags) =
]
 
  /////////////////////
 
///MULTI ENTITIES////
 
/////////////////////
 
@PointClass base(Targetname) color(255 128 0) iconsprite("sprites/CZ/multi_manager.spr") = multi_manager : "MultiTarget Manager"
 
[
 
spawnflags(Flags) =  
 
 
[
 
[
1 : "multithreaded" : 0
+
4 : "Repeatable" : 0
 +
8 : "Leave Corpse" : 0
 +
32 : "No Interruptions" : 0
 +
64 : "Override AI" : 0
 +
128 : "No Script Movement" : 0
 
]
 
]
 
]
 
]
  
@PointClass base(Targetname, Target) color(128 255 128) iconsprite("sprites/CZ/MultiSource.spr") = multisource : "Multisource"
+
////////////////////////////////////////////////////////////////////////////////
[
+
// SPEAKER ENTITY
globalstate(string) : "Global State Master"
+
////////////////////////////////////////////////////////////////////////////////
]
 
  ////////////////////
 
///PATH ENTITIES////
 
////////////////////
 
  
@PointClass base(Targetname, Angles) size(16 16 16) color(247 181 82) = path_corner : "Moving platform stop"
+
@PointClass iconsprite("sprites/speaker.spr") base(Targetname) = speaker : "Announcement Speaker"
 
[
 
[
spawnflags(Flags) =
+
// e.g. ARAB_OUTSIDE_YELL
 +
message(string) : "Sentence Group Name"
 +
health(integer) : "Volume (10 = loudest)" : 5
 +
spawnflags(flags) =
 
[
 
[
1: "Wait for retrigger" : 0
+
1 : "Start Silent" : 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"
+
////////////////////////////////////////////////////////////////////////////////
 +
// TRIGGER ENTITIES
 +
////////////////////////////////////////////////////////////////////////////////
 +
 
 +
@PointClass base(Targetx) iconsprite("sprites/CS/TriggerAuto.spr") = trigger_auto : "Trigger Auto"
 
[
 
[
target(target_destination) : "Next stop target"
+
spawnflags(flags) =
spawnflags(Flags) =
+
[
 +
1 : "Remove On fire" : 1
 +
]
 +
globalstate(string) : "Global State to Read"
 +
triggerstate(choices) : "Trigger State" : 0 =
 
[
 
[
1: "Disabled" : 0
+
0 : "Off"
2: "Fire once" : 0
+
1 : "On"
4: "Branch Reverse" : 0
+
2 : "Toggle"
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 base(Targetname) = trigger_autosave : "Trigger Auto-Save"
///PLAYER ENTITIES////
+
[
//////////////////////
+
master(string) : "Master"
 +
]
  
@PointClass base(Targetname) iconsprite("sprites/CZ/PlayerLoadSaved.spr") = player_loadsaved : "Load Auto-Saved game"  
+
@PointClass base(Targetname, Targetx) iconsprite("sprites/CS/TriggerCamera.spr") = trigger_camera : "Trigger Camera"
 
[
 
[
duration(string) : "Fade Duration (seconds)" : "2"
+
wait(integer) : "Hold time" : 0
holdtime(string) : "Hold Fade (seconds)" : "0"
+
moveto(string) : "Path Corner"
renderamt(integer) : "Fade Alpha" : 255
+
spawnflags(flags) =
rendercolor(color255) : "Fade Color (R G B)" : "0 0 0"
+
[
messagetime(string) : "Show Message delay" : "0"
+
1 : "Start At Player" : 1
message(string) : "Message To Display" : ""
+
2 : "Follow Player" : 1
loadtime(string) : "Reload delay" : "0"
+
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) size(-16 -16 -16, 16 16 16) iconsprite("sprites/CZ/PlayerWeaponStrip.spr") = player_weaponstrip : "Strips player's weapons" []
+
@PointClass base(Targetname) iconsprite("sprites/CS/TriggerCDAudio.spr") = trigger_cdaudio : "Trigger CD Audio"
 
 
  ////////////////////////
 
///SCRIPTED ENTITIES////
 
////////////////////////
 
@PointClass base(Targetname, Targetx) size(-16 -16 0, 16 16 72) color(255 0 255) = scripted_sentence : "Scripted Sentence"
 
 
[
 
[
spawnflags(Flags) =  
+
trackname(string) : "Track Name" : "sound/music/TITLE"
 +
loop(choices) : "Loop" : 0 =
 
[
 
[
1 : "Fire Once" : 1
+
0 : "No"
2 : "Followers Only" : 0
+
1 : "Yes"
4 : "Interrupt Speech" : 1
 
8 : "Concurrent" : 0
 
 
]
 
]
sentence(string) : "Sentence Name" : ""
+
]
entity(string) : "Speaker Type"
+
 
duration(string) : "Sentence Time" : "3"
+
@PointClass base(Targetname, Target, Global, Master, Netname, Targetx, ModelFile) iconsprite("sprites/CS/TriggerChangeKeyValue.spr") = trigger_changekeyvalue : "Trigger Change Key Value"
radius(integer) : "Search Radius" : 512
+
[
refire(string) : "Delay Before Refire" : "3"
+
angles(string) : "Pitch Yaw Roll (Y Z X) (blank: no change)"
listener(string) : "Listener Type"
+
]
volume(string) : "Volume 0-10" : "10"
+
 
attenuation(Choices) : "Sound Radius" : 0 =
+
@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) =
 
[
 
[
0 : "Small Radius"
+
1 : "No Intermission" : 0
1 : "Medium Radius"
+
2 : "USE Only" : 0
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"
+
@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"
 
[
 
[
m_iszEntity(string) : "Target Monster"
+
spawnflags(flags) =
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 : "No Message" : 0
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
 
 
]
 
]
 +
count(integer) : "Count before activation" : 2
 
]
 
]
  
  /////////////////////
+
@PointClass base(Targetname) iconsprite("sprites/CS/TriggerEndMission.spr") = trigger_endmission : "Trigger EndMission"
///SPEAKER ENTITY////
 
/////////////////////
 
@PointClass iconsprite("sprites/speaker.spr") base(Targetname) = speaker : "Announcement Speaker"
 
 
[
 
[
message(string) : "Sentence Group Name"
+
music(string) : "MP3" : "sound/music/MP3NAME"
//ARAB_OUTSIDE_YELL
+
nextmap(string) : "Next map" : ""
health(integer) : "Volume (10 = loudest)" : 5
 
spawnflags(flags) =
 
[
 
1: "Start Silent" : 0
 
]
 
 
]
 
]
  ///////////////////////
+
 
///TRIGGER ENTITIES////
+
@SolidClass base(Targetname) = trigger_endsection : "Trigger EndSection"
///////////////////////
 
@PointClass base(Targetx) iconsprite("sprites/CZ/TriggerAuto.spr") = trigger_auto : "AutoTrigger"
 
 
[
 
[
spawnflags(Flags) =
+
section(choices) : "Section" : "_oem_end_training" =
 
[
 
[
1 : "Remove On fire" : 1
+
"_oem_end_training" : "_oem_end_training"
 
]
 
]
globalstate(string) : "Global State to Read"
+
spawnflags(flags) =
triggerstate(choices) : "Trigger State" : 0 =  
 
 
[
 
[
0 : "Off"
+
1 : "USE Only" : 0
1 : "On"
 
2 : "Toggle"
 
 
]
 
]
 
]
 
]
  
@SolidClass base(Targetname) = trigger_autosave : "AutoSave Trigger"
+
@PointClass base(Targetname) iconsprite("sprites/CS/TriggerFreezePlayer.spr") = trigger_freezeplayer : "Trigger Freeze Player" []
 +
 
 +
@SolidClass base(Trigger) = trigger_gravity : "Trigger Gravity"
 
[
 
[
master(string) : "Master"  
+
gravity(string) : "Gravity" : "1.0"
 
]
 
]
  
@PointClass base(Targetname, Targetx) iconsprite("sprites/CZ/TriggerCamera.spr") = trigger_camera : "Trigger Camera"  
+
@PointClass base(Targetname) iconsprite("sprites/CS/TriggerHud.spr") = trigger_hud : "Trigger HUD Switcher"
 
[
 
[
wait(integer) : "Hold time" : 0
+
display(choices) : "Display" : 0 =
moveto(string) : "Path Corner"
 
spawnflags(flags) =
 
 
[
 
[
1: "Start At Player" : 1
+
0 : "Off"
2: "Follow Player" : 1
+
1 : "On"
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/CZ/TriggerCDAudio.spr") = trigger_cdaudio : "CD Audio"
+
@SolidClass base(Targetname, Master, Target, Targetx) = trigger_hurt : "Trigger Hurt Player"
 
[
 
[
trackname(string) : "Track Name" : "sound/music/TITLE"
+
delay(string) : "Delay before trigger" : "0"
loop(choices):"Loop":0=
+
spawnflags(flags) =
 
[
 
[
0:"No"
+
1 : "Target Once" : 0
1:"Yes"
+
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 =
@PointClass base(Targetname,Target,Global,Master,Netname,Targetx,ModelFile) iconsprite("sprites/CZ/TriggerChangeKeyValue.spr") = trigger_changekeyvalue : "Change Key Value"
 
[
 
angles(string):"Pitch Yaw Roll (Y Z X) (blank: no change)"
 
]
 
 
 
@SolidClass = trigger_changelevel : "Trigger: Change level"
 
[
 
targetname(string) : "Name"
 
map(string) : "New map name"
 
landmark(string) : "Landmark name"
 
changetarget(target_destination) : "Change Target"
 
changedelay(string) : "Delay before change target" : "0"
 
spawnflags(flags) =
 
 
[
 
[
1: "No Intermission" : 0
+
0 : "GENERIC"
2: "USE Only" : 0
+
1 : "CRUSH"
]
+
2 : "BULLET"
]
 
 
 
@PointClass base(Targetname, Targetx) iconsprite("sprites/CZ/TriggerChangeTarget.spr") = trigger_changetarget : "Trigger Change Target"
 
[
 
m_iszNewTarget(string) : "New Target"
 
]
 
 
 
 
 
@PointClass base(Trigger) iconsprite("sprites/CZ/TriggerCounter.spr") = trigger_counter : "Trigger counter"
 
[
 
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"
 
nextmap(string):"Next map":""
 
]
 
 
 
@SolidClass base(Targetname) = trigger_endsection : "EndSection Trigger"
 
[
 
section(string) : "Section"
 
spawnflags(flags) =
 
[
 
1: "USE Only" : 0
 
]
 
]
 
 
 
@PointClass base(Targetname) iconsprite("sprites/CZ/TriggerFreezePlayer.spr") = trigger_freezeplayer : "Freezeplayer"[]
 
 
 
@SolidClass base(Trigger) = trigger_gravity : "Trigger Gravity"
 
[
 
gravity(integer) : "Gravity" : 1
 
]
 
 
 
@PointClass base(Targetname) iconsprite("sprites/CZ/TriggerHud.spr") = trigger_hud : "Hud switcher"
 
[
 
display(choices):"Display":0=
 
[
 
0:"Off"
 
1:"On"
 
]
 
]
 
 
 
@SolidClass base(Targetname, Master, Target,Targetx) = trigger_hurt : "Trigger player hurt"
 
[
 
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"
 
4 : "SLASH"
 
8 : "BURN"
 
8 : "BURN"
Line 3,200: Line 2,958:
 
512 : "SONIC"
 
512 : "SONIC"
 
1024 : "ENERGYBEAM"
 
1024 : "ENERGYBEAM"
16384: "DROWN"
+
16384 : "DROWN"
 
32768 : "PARALYSE"
 
32768 : "PARALYSE"
 
65536 : "NERVEGAS"
 
65536 : "NERVEGAS"
Line 3,212: Line 2,970:
 
]
 
]
  
@PointClass base(Targetname,Target) iconsprite("sprites/CZ/TriggerKillTarget.spr") = trigger_killtarget : "Trigger: Kill target"[]
+
@PointClass base(Targetname, Target) iconsprite("sprites/CS/TriggerKillTarget.spr") = trigger_killtarget : "Trigger Kill Target"[]
  
@SolidClass base(Angles) = trigger_monsterjump : "Trigger monster jump"  
+
@SolidClass base(Angles) = trigger_monsterjump : "Trigger Monster Jump"
 
[
 
[
master(string) : "Master"  
+
master(string) : "Master"
 
speed(integer) : "Jump Speed" : 40
 
speed(integer) : "Jump Speed" : 40
 
height(integer) : "Jump Height" : 128
 
height(integer) : "Jump Height" : 128
 
]
 
]
  
@SolidClass base(Trigger) = trigger_multiple : "Trigger: Activate multiple"  
+
@SolidClass base(Trigger) = trigger_multiple : "Trigger Activate Multiple"
 
[
 
[
 
wait(integer) : "Delay before reset" : 0
 
wait(integer) : "Delay before reset" : 0
 
]
 
]
  
@PointClass base(Targetname) =  
+
@PointClass base(Targetname) = trigger_objective : "Trigger Objective"
trigger_objective : "Objective"
 
 
[
 
[
//the objectives are saved in the map's .seq file
+
// The objectives are saved in the map's .seq file
objective(string):"Objective (from MAPNAME.seq)"
+
objective(string) : "Objective (from MAPNAME.seq)"
notransition(integer):"No Transition"
+
notransition(integer) : "No Transition"
state(integer):"State (for what?)"
+
state(integer) : "State (?)"
 
]
 
]
  
  
@SolidClass base(Trigger,Master) = trigger_once : "Trigger: Activate once"
+
@SolidClass base(Trigger, Master) = trigger_once : "Trigger Activate Once"
 +
[
 +
style(integer) : "Style" : 0
 +
]
 +
 
 +
@SolidClass base(Trigger, Angles) = trigger_push : "Trigger Push Player"
 
[
 
[
style(choices):"Style":0=
+
spawnflags(flags) =
 
[
 
[
0:"0(??)"
+
1 : "Once Only" : 0
32:"32(??)"
+
2 : "Start Off" : 0
 
]
 
]
 +
speed(integer) : "Speed of push" : 40
 
]
 
]
  
@SolidClass base(Trigger, Angles) = trigger_push : "Trigger player push"
+
@PointClass base(Targetname, Targetx, Angles) iconsprite("sprites/CS/TriggerRelay.spr") = trigger_relay : "Trigger Relay"
 
[
 
[
spawnflags(flags) =  
+
spawnflags(flags) =
[  
+
[
1: "Once Only" : 0
+
1 : "Remove On fire" : 0
2: "Start Off" : 0
 
 
]
 
]
speed(integer) : "Speed of push" : 40
+
triggerstate(choices) : "Trigger State" : 0 =
]
+
[
 
+
0 : "Off"
@PointClass base(Targetname, Targetx,Angles) iconsprite("sprites/CZ/TriggerRelay.spr") = trigger_relay : "Trigger Relay"
+
1 : "On"
[
+
2 : "Toggle"
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"[]
 
  
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_briefcase : "Briefcase"[]
+
////////////////////////////////////////////////////////////////////////////////
 +
// WEAPON ENTITIES
 +
////////////////////////////////////////////////////////////////////////////////
  
// 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 3,080:
 
// 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"
+
@BaseClass = C4Base
 
[
 
[
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_aug : "AUG" []
 
+
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_blowtorch : "Blow Torch" []
@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_briefcase : "Briefcase" []
 
+
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields, C4Base) = weapon_c4 : "C4 Plastique Bomb" []
@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_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_fiberopticcamera : "FO Camera"[]
+
@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_flashbang : "Flashbang"[]
+
@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_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/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_hegrenade : "HE Grenade"[]
+
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_laws : "M72 LAW" []
 
+
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_mp5navy : "MP5" []
@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_m60 : "M60" []
 
+
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_m4a1 : "M4A1 Colt" []
@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_radio : "Radio" []
 
+
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_radiocontrolledbomb : "RC Bomb" []
@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_scout : "Scout" []
 
+
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_sg552 : "G552" []
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_m4a1 : "Colt"[]
+
@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/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_radio : "Radio"[]
+
@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" []</nowiki></pre>
@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>
 
 
[[Category:Custom FGDs]]
 
[[Category:Custom FGDs]]
 +
[[Category:FGD]]

Latest revision as of 14:42, 18 July 2019

简体中文


Important

Hammer 3.5 only supports entity classnames with up to 32 characters. Therefore, entities matching monster_ct_* and monster_terrorist_* have been replaced with cz_ct_* and cz_t_*, and an extra build step is necessary to rename cz_ct_* and cz_t_* to their correct names. A solution in way of a Perl script is provided in the following section. It is meant to be executed with the source argument being your compiled BSP file, and only the output of this script should be tested in-game. If no destination argument is given, the script will rewrite the source BSP file. Though this script is not tested beyond looking at the final BSP's binary data, it is believed to be correct. Contact tsdodo@gmail.com if it breaks everything.

czds_ents.pl

#!/usr/bin/perl -w
use strict;
use warnings;
undef $/;
my $num_args = $#ARGV + 1;
if (not $num_args ~~ [1..2]) {
	print "Usage: czds_ents.pl <source.bsp> [destination.bsp]";
	die;
}
my $source = $ARGV[0];
my $destination = $ARGV[$num_args - 1];
(open BSPFILE, "<", $source) or die "Error opening \"$source\" for reading";
binmode BSPFILE;
my $headerWordLen = 1 + 2 * 15;
my $headerLen = $headerWordLen * 4;
my $headerBin;
(read BSPFILE, $headerBin, $headerLen) == $headerLen or die "Error reading BSP file";
my @headerData = unpack "V$headerWordLen", $headerBin;
$headerData[0] == 30 or die "Incorrect version in BSP header";
my ($beforeEntBin, $entBin, $afterEntBin);
my $entOffset = $headerData[1],
my $origEntLength = $headerData[2];
(read BSPFILE, $beforeEntBin, $entOffset - tell BSPFILE) or die "Error reading BSP file";
(read BSPFILE, $entBin, $origEntLength) == $origEntLength or die "Error reading BSP file";
$afterEntBin = <BSPFILE>;
close BSPFILE;
$entBin =~ s/"(classname"\s+")cz_ct_/$1monster_ct_/g;
$entBin =~ s/"(classname"\s+")cz_t_/$1monster_terrorist_/g;
my $entLength = length $entBin;
my $entGrowth = $entLength - $origEntLength;
$headerData[2] = $entLength;
for (my $i = 1; $i < 15; ++$i) {
	my $j = 2 * $i + 1;
	if ($headerData[$j] > $entOffset) {
		$headerData[$j] += $entGrowth;
	}
}
(open OUTFILE, ">", $destination) or die "Error opening \"$destination\" for output";
binmode OUTFILE;
print OUTFILE (pack "V$headerWordLen", @headerData), $beforeEntBin, $entBin, $afterEntBin;
close OUTFILE;

FGD

////////////////////////////////////////////////////////////////////////////////
// Counter-Strike Condition Zero Deleted Scenes
// Valve Hammer Editor 3.5
// Last Edited: Friday, February 9, 2013
//
// 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) : "Class type (TS1/TS2/CTS1/CTS2/CIV)"
]

@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"
	deathtrigger(target_destination) : "Death Trigger"
	deadanim(string) : "Dead animation name"
	language(string) : "Language for sequences (AM, SP, JA)"
	cantmove(choices) : "Movement" : 0 =
	[
		0 : "Normal"
		1 : "1 (Sniper/No Movement)"
		2 : "2 (Turret)"
	]
	weaponaccuracy(integer) : "Weapon accuracy"
	healthmult(string) : "Health Multiplier"
	netname(target_destination) : "Netname"
	unkillable(integer) : "Unkillable" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]
	invulnerable(integer) : "Invulnerable" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]
	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 (?)"
	]
	silentdeath(choices) : "Silent Death" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]
	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
		32 : "No Interruptions" : 0
		128 : "No Script Movement" : 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(Angles) = 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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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(choices) : "Section" : "_oem_end_training" =
	[
		"_oem_end_training" : "_oem_end_training"
	]
	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
////////////////////////////////////////////////////////////////////////////////

// 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
@BaseClass = C4Base
[
	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_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" []
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields, C4Base) = weapon_c4 : "C4 Plastique Bomb" []
@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_laws : "M72 LAW" []
@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" []