Condition_Zero_Deleted_Scenes.fgd

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Revision as of 08:09, 30 November 2011 by Mattshu (talk | contribs)

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Note:Hammer 3.5 only supports entity classnames with up to 32 characters. Beyond that, such as monster_terrorist_arctic_grenader, you'll need to export the map to a .map file and fix them manually (Notepad) before compiling.
///////////////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
// Counter-Strike Condition Zero Deleted Scenes //  \\                                              \\
// Valve Hammer Editor 3.5                     //    \\Converting brush entities into point entities\\
// Last Edited: Friday, October 13, 2006      //      \\  Make a point entity where you would like. \\
//                                           //        \\  Write down the origin of the entity.     \\
// for trouble, contact tsdodo@gmail.com    //          \\  Change the name of the entity to the    \\
//                                         //            \\          func one you would like.       \\
// credits                                //              \\  Add the corresponding model to        \\
// ts2do:                                //                \\          the model key field.         \\
//  Research of Condition Zero and      //                  \\  Treat body and skin how you would   \\
//  additions of the entity definitions//                    \\          with a normal model entity.\\
// tommy14:                           //                      \\  Make sure you add the origin of   \\
//  Tommy's version of CS            //                        \\           your point entity to    \\
//  Expert fgd 7.9.3c -             //                          \\           this one as they don't \\
//  cs_expert-tom793               // FFFFFFFFFFFFFFFFFFFFFFFFF  \\           get saved by default. \\
//                                // FFFFFFFFFFFFFFFFFFFFFFFFF    \\                                \\
//                               // FFF                            \\  WARNING:                     \\
//                              // FFF                              \\       You will not be able to\\
//                             // FFF                                \\      see the entity next    \\
//                            // FFF                                  \\     time you load it       \\
//                           // FFF                                    \\    on hammer. Next time   \\
//                          // FFF                                      \\   you save, the origin   \\
//                         // FFF                                        \\  will be erased.        \\
//                        // FFFFFFFFFFFFFFFFF                            \\                        \\
//                       // FFFFFFFFFFFFFFFF                               \\                       \\
//                      // FFF                                              \\                      \\
//                     // FFF                                                \\                     \\
//                    // FFF                    GGGGGGGGGGGGG                 \\                    \\
//                   // FFF                    GGGGGGGGGGGGG                   \\                   \\
//                  // FFF                   GGGG                               \\                  \\
//                 // FFF                    GGGG                                \\                 \\
//                // FFF                     GGGG                                 \\                \\
//               //                         GGGG                                   \\               \\
//              //                          GGGGG      GG                           \\              \\
//             //                           GGGG     GGGGGG                          \\             \\
//            //                            GGGG     GG  GGG     DDDD                 \\            \\
//           //                             GGGG          GGG    DDDDDD                \\           \\
//          //                               GGGG         GGG     DD  DDDD              \\          \\
//         //                                 GGGGGGGGGGGGGG       DD    DDD             \\         \\
//        //                                    GGGGGGGGGG          DD     DD             \\        \\
//       //                                                         DDD     DD             \\       \\
//      //                                                           DD     DD              \\      \\
//     //                                                             DD     DD              \\     \\
//    //                                                              DD     DD               \\    \\
//   //                                                                DD    DD                \\   \\
//  //                                                                 DD  DDD                  \\  \\
// //                                                                   DDDDD                    \\ \\
////                                                                    DD                        \\\\
///                                                                                                \\\
//                                                                                                  \\
///////////////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
//
// Friday, March 31, 2006:
//	*Changed WaveHeight in worldspawn from string to integer
//	*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:
//	*Added support for model based func entities
//	*Added key density for env_fog.
//	*Removed distance keys for env_fog.
//	*Added magnitude key to env_explosion.
//	*Created sprites for all point based trigger and env entities.
//	*Added new keys to the base class Monster for more condition zero support.
//	*Added env_liveammoshooter which currently supports 3 ammo types (research if you'd like)
//	*Removed Appearflags base class because this is only a single player game!
//	*Added chaptertitle key from the half-life fgd.
//	*General world weapon update.
//	*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"
[
	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 = SniperRifle[]
@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" 
]
//Based from the expert fgd for cs 1.6 by Tommy
@BaseClass = Target 
[ 
	target(target_destination) : "Target" 
]
@BaseClass = Targetname 
[ 
	targetname(target_source) : "Name"
]
@BaseClass = Netname
[
	netname(target_destination) : "Ent-Specific Target"
]
@BaseClass = Classtype
[
	//For example:
	//	TS1
	//	TS2
	//	CTS1
	//	CTS2
	classtype(string) : "Team"
]
@BaseClass base(Target) = Targetx 
[
	delay(float) : "Delay before trigger" : "0.0"
	killtarget(target_destination) : "KillTarget"
]
@BaseClass = Angles
[
	Angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
]
@BaseClass base(Target, Targetname, RenderFields, Angles) color(0 200 200) = Monster 
[
	TriggerTarget(target_destination) : "TriggerTarget"	TriggerCondition(Choices) : "Trigger Condition" : 0 =
	[
		0 : "No Trigger"
		1 : "See Player, Mad at Player"
		2 : "Take Damage"
		3 : "50% Health Remaining"
		4 : "Death"
		7 : "Hear World"
		8 : "Hear Player"
		9 : "Hear Combat"
		10: "See Player Unconditional"
		11: "See Player, Not In Combat"
	]
	spawnflags(Flags) = 
	[
		1 : "WaitTillSeen" 	: 0
		2 : "Gag"		: 0
		4 : "MonsterClip"	: 0
		16: "Prisoner"		: 0
		128: "WaitForScript" 	: 0
		256: "Pre-Disaster" 	: 0
		512: "Fade Corpse"	: 0
	]
	fadespeed(integer) : "Fade Speed"
	deathfadedelay(integer) : "Death Fade Delay"
	deathfade(integer) : "Death Fade"
	deathangle(integer):"Death Angle"
	deathanim(string):"Death animation name"
	deadanim(string):"Dead animation name"
	language(string) : "Language (AM, SP, JA)"
	cantmove(choices):"Movement":0=
	[
		0:"Normal"
		1:"1 (Sniper)"
		2:"2 (Turret)"
	]
	weaponaccuracy(integer):"Weapon accuracy"
	healthmult(integer):"Health Mult(iplier?)"
	netname(target_destination):"Netname"
	invulnerable(integer):"Invulnerability"
	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" =
	[
		"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(integer):"Weapons(numbers determined how?)"
	behavior(integer):"Behavior(for what?)"
	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(float):"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":"LAW (Guessed)"
		"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(float) : "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):"Grenadetouch" : 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":"Laws"
	]
	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(float) : "Yaw rate" : "30.0"
	yawrange(float) : "Yaw range" : "180.0"
	yawtolerance(float) : "Yaw tolerance" : "15.0"
	pitchrate(float) : "Pitch rate" : "0.0"
	pitchrange(float) : "Pitch range" : "0.0"
	pitchtolerance(float) : "Pitch tolerance" : "5.0"
	barrel(float) : "Barrel Length" : "0.0"
	barrely(float) : "Barrel Horizontal" : "0.0"
	barrelz(float) : "Barrel Vertical" : "0.0"
	spritesmoke(sprite) : "Smoke Sprite" : ""
	spriteflash(sprite) : "Flash Sprite" : ""
	spritescale(float) : "Sprite scale" : "1.0"
	rotatesound(sound) : "Rotate Sound" : ""
	firerate(float) : "Rate of Fire" : "1.0"
	bullet_damage(integer) : "Damage Per Bullet" : "0"
	persistence(float) : "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(float) : "Minimum target range" : "0.0"
	maxRange(float) : "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"
	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(float) : "Delay between shots" : "0.0"
	m_flVelocity(float) : "Gib Velocity" : "0.0"
	m_flVariance(float) : "Course Variance" : "0.0"
	m_flGibLife(float) : "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(float) : "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(float) : "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(float) : "Search Radius" : "512.0"
	m_flRepeat(float) : "Repeat Rate ms" : "0.0"
	m_fMoveTo(Choices) : "Move to Position" : 0 =
	[
		0 : "No"
		1 : "Walk"
		2 : "Run"
		4 : "Instantaneous"
		5 : "No - Turn to Face"
	]
	m_iFinishSchedule(Choices) : "AI Schedule when done" : 0 =
	[
		0 : "Default AI"
		1 : "Ambush"
	]
	spawnflags(Flags) = 
	[
		4 : "Repeatable"		: 0
		8 : "Leave Corpse"	: 0
	]
]

  ///////////////////////
 ///AMBIENT ENTITIES////
///////////////////////
@PointClass base(Targetname,Angles) iconsprite("sprites/CZ/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/CZ/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/CZ/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/CZ/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/CZ/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/CZ/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/CZ/Ammo.spr") = ammo_buckshot : "12 Gauge Ammo"[]

@PointClass base(Ammo) iconsprite("sprites/CZ/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(float) : "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(float) : "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) 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 =
	[
		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(float) : "Scale" : "1.0"
	spawnflags(flags) =
	[
		32: "Toggle" : 0
		64: "Start ON" : 0
	]
]

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

@PointClass iconsprite("sprites/CZ/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(float) : "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(float) : "Strike again time (secs)" : "0.0"
	damage(float) : "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/CZ/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/CZ/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/CZ/EnvSpark.spr") = env_debris : "Spark" 
[
	MaxDelay(float) : "Max Delay" : "0.0"
	spawnflags(flags) =
	[
		32: "Toggle" : 0
		64: "Start ON" : 0
	]
]

@PointClass base(Targetname) iconsprite("sprites/CZ/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(float):"Scale":"1.0"
	skin(integer):"Skin"
]

@PointClass iconsprite("sprites/CZ/EnvFade.spr") base(Targetname) = env_fade : "Screen Fade" 
[
	spawnflags(flags) =
	[
		1: "Fade From" : 0
		2: "Modulate" : 0
		4: "Activator Only" : 0
	]
	duration(float) : "Duration (seconds)" : "2.0"
	holdtime(float) : "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(float):"Load time"
	holdtime(float):"Hold time"
	duration(float):"Duration"
]

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

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

@PointClass iconsprite("sprites/CZ/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(float) : "Sprite Scale" : "1.0"
]

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

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

@PointClass iconsprite("sprites/CZ/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/CZ/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/CZ/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/CZ/EnvShake.spr") base(Targetname) = env_shake : "Screen Shake" 
[
	spawnflags(flags) =
	[
		1: "GlobalShake" : 0
	]
	amplitude(float) : "Amplitude 0-16" : "4.0"
	radius(float) : "Effect radius" : "500.0"
	duration(float) : "Duration (seconds)" : "1.0"
	frequency(float) : "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"
[
	shootmodel(studio) : "Model" : ""
	shootsounds(choices) :"Material Sound" : -1 =
	[
		-1: "None"
		0: "Glass"
		1: "Wood"
		2: "Metal"
		3: "Flesh"
		4: "Concrete"  
	]
	scale(float) : "Gib Scale" : "1.0"
	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" 
[
	health(integer) : "Strength" : 1
	scale(float) : "Smoke Scale" : "1.0"
]

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

@PointClass iconsprite("sprites/CZ/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/CZ/EnvSpark.spr") = env_spark : "Spark" 
[
	MaxDelay(float) : "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(float) : "Framerate" : "0.0"
	model(sprite) : "Sprite Name"
	scale(float) : "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 Targeted 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
	]
	_minlight(string) : "Minimum light level"
]

@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(string) : "Minimum light level"
]

@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 with a change in friction" 
[
	modifier(integer) : "Percentage of standard (0 - 100)" : 15
]

@SolidClass = func_grencatch : "Grenade Check"
[
	triggerongrenade(string) : "Trigger When Grenade Hits"
	grenadetype(choices): "grenade type" : 0 =
	[
		0: "flash"
		1: "smoke"
		2:"he(supported with cz?)"
	]
	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(string) : "Minimum light level"
]

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

@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(string) : "Minimum light level"
]

@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"
	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(string) : "Minimum light level"
]	

@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(string) : "Minimum light level"
]

@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(string) : "Minimum light level"
]

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

@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) : "_minlight"
]

@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) : "_minlight"
	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(integer):"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(string) : "Minimum light level"
]

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

@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"
	_minlight(string) : "Minimum light level"
]

@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(string) : "Minimum light level"
]

@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"
	_minlight(string) : "Minimum light level"
]

@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(string) : "Minimum light level"
	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/CZ/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/CZ/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/CZ/GamePlayerEquip.spr") = game_player_equip : "Initial player equipment"
[
	master(string) : "Team Master"
	playerhealth(integer):"# HP"
	nightvision(choices) : "Give Nightvision" : 0 = 
	[
		0: "No"
		1: "Yes"
	]
	weapon_briefcase(choices) : "Give Nightvision" : 0 = 
	[
		0: "No"
		1: "Yes"
	]
	spawnflags(flags) =
	[
		1: "Use Only" : 0
	]
	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: "No"
		1: "1 Healthkit = 15 Health Points"
		2: "2 Healthkits = 30 Health Points"
		3: "3 Healthkits = 45 Health Points"
		4: "4 Healthkits = 60 Health Points"
		5: "5 Healthkits = 75 Health Points"
		6: "6 Healthkits = 90 Health Points"
		7: "7 Healthkits = 100 Health Points"
	]	

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

@PointClass base(Targetname) iconsprite("sprites/CZ/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/CZ/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/CZ/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/CZ/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(integer) : "Fade in Time (or character scan time)" : 1.5
	fadeout(integer) : "Fade Out Time" : 0.5
	holdtime(integer) : "Hold Time" : 1.2
	fxtime(integer) : "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 brush"
[
	intarget(target_destination) : "Target for IN players"
	outtarget(target_destination) : "Target for OUT players"
	incount(target_destination) : "Counter for IN players"
	outcount(target_destination) : "Counter for OUT players"
	// master(string) : "Master" 
]

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

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

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

@PointClass base(Targetname) iconsprite("sprites/CZ/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/CZ/EnvTarget.spr") = info_target : "Beam Target" []

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

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

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

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

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

@PointClass = item_healthkit: "HealthKit"[]

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

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

@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" 
[
	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/CZ/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) : "_minlight"
]

  ///////////////////////
 ///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?)"
[
	repelskin(integer):"Repel skin"
	repelhead(integer):"Repel head"
	type(integer):"Type (for what?)"
]


@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 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"
[
	hegrenadeonly(choices):"He Nade Only":0=
	[
		0:"No"
		1:"Yes"
	]
]

@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 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=
	[
		0:"No"
		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 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"[]

@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_spetsnaz_machinegun : "CT Spetsnaz Machine Gun"[]

@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_spetsnaz_melee : "CT Spetsnaz Melee"[]

@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_spetsnaz_mp5 : "CT Spetsnaz MP5"[]

@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_spetsnaz_pistol : "CT Spetsnaz Pistol"[]

@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_spetsnaz_shotgun : "CT Spetsnaz Shotgun"[]

@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_spetsnaz_smg : "CT Spetsnaz SMG"[]

@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_spetsnaz_sniperrifle : "CT Spetsnaz Sniper Rifle"[]


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

@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"
		1:"Yes"
	]
]

@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 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 =
	[
		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"
               2 : "Gag"
               4 : "MonsterClip"
               16 : "Prisoner"
               128 : "WaitForScript"
               256 : "Pre-Disaster"
               512 : "Fade Corpse"
        ]
]

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

@PointClass studio("models/hostage.mdl") base(Angles,Targetname,PlayerClass, RenderFields) = monster_hostage : "Hostage" 
[
	//INFO:
	//hostage model depends
	//on their targetnames
	//Targetnames seen:
	//hostage_male1
	//hostage_female1
	//embassy_judge
	//foxy_lady
	//Classtypes seen:
	//CIV
	classtype(string):"Team":"CIV"
	skin(integer):"Skin":0
	head(integer):"Head":0//0 through 4 seen
	//I saw a hostage with rescued target as a counter that targeted the hostage rescued sequence
	//the rescue target happens after the hostage is rescued
	//if there is more than 1 hostage in the map then set the countdown for the trigger_counter
	//to the amount of hostages needed to be rescued before the trigger will happen
	rescuetarget(target_destination):"Rescued Target":""
	noautoremove(integer):"No auto remove on rescue":0
	spawnflags(flags) =
	[
		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"
	]
	//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/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_arctic_law : "Terrorist Arctic Law"[]

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

@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_arctic_melee : "Terrorist Arctic Melee"[]

@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_arctic_mp5 : "Terrorist Arctic MP5"[]

@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_arctic_pistol : "Terrorist Arctic Pistol"[]

@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_arctic_shotgun : "Terrorist Arctic Shotgun"[]

@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_arctic_smg : "Terrorist Arctic SMG"[]

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


@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_desert_assaultrifle : "ifle"[]

@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile)=monster_terrorist_desert_grenader:""
[
	hegrenadeonly(choices):"He Nade Only":0=
	[
		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_kamikaze : ""[]

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

@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_desert_machinegun : "un"[]

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

@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_desert_mp5 : "Terrorist Desert MP5"[]

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

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

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

@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_desert_sniperrifle : "fle"[]


@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_jungle_assaultrifle : "ifle"[]

@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile)=monster_terrorist_jungle_grenader:""
[
	hegrenadeonly(choices):"He Nade Only":0=
	[
		0:"No"
		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 studio("models/asian_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_jungle_law : "Terrorist Jungle Law"[]

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

@PointClass studio("models/asian_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_jungle_mp5 : "Terrorist Jungle MP5"[]

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

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

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

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


@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=
	[
		0:"No"
		1:"Yes"
	]
]

@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_russian_kamikaze : "e"[]

@PointClass 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 studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_russian_machinegun : "gun"[]

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

@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_russian_mp5 : "Terrorist Russian MP5"[]

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

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

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

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

@PointClass size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) size(-16 -16 -16, 16 16 16) = monstermaker : "Monster Maker"
[
	target(target_destination) : "Target On Release" 
	monstertype(string) : "Monster Type"
	netname(target_destination) : "Childrens' Name"
	forcedtarget(target_destination) : "Forced Target" : ""
	healthmult(integer):"Health Mult(iplier??)" : 0
	spawnflags(Flags) = 
	[
		1 : "Start ON" 	: 0
	// 	2 : "PVS On/Off" : 0  // not implemented
		4 : "Cyclic" : 0
		8 : "MonsterClip" : 0
	]
	body(integer):"Body":0
	skin(integer):"Skin":0
	// how many monsters the monstermaker can create (-1 = unlimited)
	monstercount(integer) : "Number of Monsters" : 1
	
	// if delay is -1, new monster will be made when last monster dies.
	// else, delay is how often (seconds) a new monster will be dookied out.
	delay(string) : "Frequency" : "5"

	// maximum number of live children allowed at one time. (New ones will not be made until one dies)
	// -1 no limit
	m_imaxlivechildren(integer) : "Max live children" : 5
	spawnawake(choices):"Spawn awake":0=
	[
		0:"0(??)"
		1:"1(??)"
	]
	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/CZ/multi_manager.spr") = multi_manager : "MultiTarget Manager" 
[
	spawnflags(Flags) = 
	[
		1 : "multithreaded" : 0
	]
]

@PointClass base(Targetname, Target) color(128 255 128) iconsprite("sprites/CZ/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/CZ/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/CZ/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"
[
	message(string) : "Sentence Group Name"
	//ARAB_OUTSIDE_YELL
	health(integer) : "Volume (10 = loudest)" : 5
	spawnflags(flags) =
	[
		1: "Start Silent" : 0
	]
]
  ///////////////////////
 ///TRIGGER ENTITIES////
///////////////////////
@PointClass base(Targetx) iconsprite("sprites/CZ/TriggerAuto.spr") = trigger_auto : "AutoTrigger"
[
	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 : "AutoSave Trigger"
[
	master(string) : "Master" 
]

@PointClass base(Targetname, Targetx) iconsprite("sprites/CZ/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/CZ/TriggerCDAudio.spr") = trigger_cdaudio : "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/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
		2: "USE Only" : 0
	]
]

@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"
		8 : "BURN"
		16 : "FREEZE"
		32 : "FALL"
		64 : "BLAST"
		128 : "CLUB"
		256 : "SHOCK"
		512 : "SONIC"
		1024 : "ENERGYBEAM"
		16384: "DROWN"
		32768 : "PARALYSE"
		65536 : "NERVEGAS"
		131072 : "POISON"
		262144 : "RADIATION"
		524288 : "DROWNRECOVER"
		1048576 : "CHEMICAL"
		2097152 : "SLOWBURN"
		4194304 : "SLOWFREEZE"
	]
]

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

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

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

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


@SolidClass base(Trigger,Master) = trigger_once : "Trigger: Activate once"
[
	style(choices):"Style":0=
	[
		0:"0(??)"
		32:"32(??)"
	]
]

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

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

@PointClass base(Targetname) iconsprite("sprites/CZ/TriggerSequence.spr") = trigger_sequence : "Sequence File trigger"
[
	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 : "Tool Use Zone"
[
	//INFO:
	//Have this entity target something when a tool is used in the zone...
	//(??) 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":"weapon_fiberopticcamera"
		"weapon_radio":"weapon_radio"
		"weapon_camera":"weapon_camera"
		"weapon_blowtorch":"weapon_blowtorch"
		"weapon_radiocontrolledbomb":"weapon_radiocontrolledbomb"
		"bomb_defuse":"bomb_defuse"
	]
	tooltarget(string) : "Tool Target"
	toolset(choices):"Tool set (guessed choices)":4=
	[
		4:"Camera"
		16:"Radio"
		32:"RC Bomb"
	]
	spawnflags(flags) =
	[
		1: "Start on???" : 0
	]
	bombdefusetime(integer):"Bomb defuse time"
]
@SolidClass base(Targetname) = trigger_transition : "Trigger: Select Transition Area" []

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

@PointClass iconsprite("sprites/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_C4 is a planted bomb that requires defusing. 
// If the entity is left un-named, it will be be planted automatically at the start of each round. 
// If the entity is named, then only when it is targeted will the bomb will be planted.
// A brief "click" is heard when the bomb is planted, but the voice "The bomb has been planted" does not play.
// The bomb falls to the ground directly beneath the point at which the entity is placed in the map.
// no func_bombtargets or info_bombtargets are needed. Defuse is normal. The bomb cannot be picked up.
// The best way for mappers to control timing is through the use of an outside timer/trigger,
// rather than changing the detonatedelay, which might be overridden by servers.
// "Trigger When Detonated" and "Trigger When Defused" are ONLY for planted bombs.
// If these fields are given targetnames for something that cannot be
// triggered(has no entity), it WILL have unwanted effects.
// MAY HAVE CHANGED WITH CONDITION ZERO DELETED SCENES
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_c4 : "C4 Plastique Bomb"
[
detonatedelay(float) : "C4 Detonate Delay" : "20.0"
detonatetarget(target_destination) : "Trigger When Detonated"
defusetarget(target_destination) : "Trigger When Defused"
]

@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_camera : "Camera"[]

@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_deagle : "Deagle pistol"[]

@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_elite : "Elite pistol"[]

@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_fiberopticcamera : "FO Camera"[]

@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_flashbang : "Flashbang"[]

@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_g3sg1 : "G3SG1"[]

@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_hegrenade : "HE Grenade"[]

@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_knife : "Knife"[]

@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_mp5navy : "MP5"[]

@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_m60 : "M60"[]

@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_m4a1 : "Colt"[]

@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_radio : "Radio"[]

@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_radiocontrolledbomb : "RC Bomb"[]

@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_scout : "Scout"[]

@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_sg552 : "G552"[]

@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_smokegrenade : "Smoke nade"[]

@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_ump45 : "UMP45"[]

@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_usp : "USP"[]

@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_xm1014 : "XM1014"[]