Codename: Loop.fgd

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January 2024


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This page documents information about a third-party game running on a non-Valve engine. This information is documented here because it has technical and/or historical relevance to Valve's engines.

FGD file for Codename: Loop Codename: Loop.

FGD

This is a text file used internally by a Valve Valve Software technology, such as Source Source and GoldSrc GoldSrc Engine.
To open this file, copy the following text into a text editor such as Notepad++ Notepad++, and save it with "save as type" being "all files" and .FGD appended to the file name. Then open the file in the appropriate tool.
loop.fgd
Forge Game Data
// // Half-Life game definition file (.fgd) // for Jackhammer 1.0 and above // // updated by Chris Bokitch // [email protected] // http://www.valve-erc.com/ // modified by XaeroX / [email protected] // adapted to Half-Life: Loop by Pinky / https://twitter.com/Pinky_GameDev // // // worldspawn // @SolidClass = worldspawn : "This is the world entity. Each map can only contain one, and it's automatically created for you." : "https://www.codenameloop.com/entities/point-entities/others/world/worldspawn" [ message(string) : "Map Description / Title" skyname(sky) : "Environment map (cl_skyname)" : : "Lets you choose what sky image you want. Values are: 2desert, alien1, alien2, alien3, black, city, cliff, desert, dusk, morning, neb1, neb2, neb6, neb7, night, space, xen8, xen9, xen10. More skies exist in Half-Life modifications, and you can also make your own skies." sounds(choices) : "CD track to play" : 0 : "CD track to play when the level begins."= [ -1 : "Stop" 0 : "None" 2 : "Half-Life01.mp3" 3 : "Prospero01.mp3" 4 : "Half-Life12.mp3" 5 : "Half-Life07.mp3" 6 : "Half-Life10.mp3" 7 : "Suspense01.mp3" 8 : "Suspense03.mp3" 9 : "Half-Life09.mp3" 10 : "Half-Life02.mp3" 11 : "Half-Life13.mp3" 12 : "Half-Life04.mp3" 13 : "Half-Life15.mp3" 14 : "Half-Life14.mp3" 15 : "Half-Life16.mp3" 16 : "Suspense02.mp3" 17 : "Half-Life03.mp3" 18 : "Half-Life08.mp3" 19 : "Prospero02.mp3" 20 : "Half-Life05.mp3" 21 : "Prospero04.mp3" 22 : "Half-Life11.mp3" 23 : "Half-Life06.mp3" 24 : "Prospero03.mp3" 25 : "Half-Life17.mp3" 26 : "Prospero05.mp3" 27 : "Suspense05.mp3" 28 : "Suspense07.mp3" 29 : "gamestartup.mp3" 31 : "Custom" ] musicName(string) : "Custom Music" musicFade(choices) : "Fade-In Start Music" : 0 = [ 0 : "No" 1 : "Yes" ] musicLoop(choices) : "Loop Start Music" : 0 = [ 0 : "No" 1 : "Yes" ] costume(choices) : "Costume" : -1 : "Enforce a specific costume for this chapter."= [ 0 : "User Costume" 1 : "Gordon Freeman (Default)" 2 : "Dr Gordon Freeman (Lab coat)" 3 : "HEV Scientist (Helmet)" 4 : "Gordon (Deathmatch)" 5 : "HEV Scientist (Deathmatch)" 6 : "Gordon Freeman (HL2 Suit)" 7 : "Gordon Freeman (Citizen)" 8 : "Gordon Freeman (Beta)" 9 : "Ivan The Space Biker (Quiver)" 10 : "Barney Calhoun (Blue Shift)" 11 : "Walter Bennet" 12 : "Gus (Forklift)" 13 : "GMan" 14 : "Vortigaunt" 15 : "Vortigaunt Freeman (Decay)" 16 : "Skeleton Freeman (Brutal HL)" 17 : "player.mdl (HL2)" 18 : "Gordon Freeman (Dreamcast)" 19 : "Adrian Shephard (Opposing Force)" 20 : "They Hunger" 21 : "Gorgeous Freeman" 22 : "Terrorist (Counter Strike)" 23 : "Skeleton" 24 : "David Leatherhoff (AoM)" 25 : "Aleph (Prospero)" 26 : "Duskdude (Dusk)" 27 : "Gina Cross (Decay)" 28 : "Colette Green (Decay)" 29 : "Mr Valve" 30 : "Nick Farrel (Delta)" 31 : "Gordon Freeman (Signal Lost)" 32 : "info_player_start" 33 : "Half Life Miami" 34 : "Magic Nipples" 35 : "Urby" 36 : "Valentina (Rogue Mansion)" 37 : "error.mdl" ] hevsuit(choices) : "Starts with HEV Suit" : 0 = [ 0 : "No (Default)" 1 : "Yes" ] kevlar(choices) : "HEV Suit Mode" : 0 = [ 0 : "Default" 1 : "Power armor (Muted Voice)" 2 : "No HEV (Blue Shift Vest)" 3 : "No HEV (Generic Vest)" ] view(choices) : "Default View" : 0 = [ 0 : "Isometric" 1 : "Over The Shoulder" 2 : "First Person" ] light(integer) : "Default light level" //WaveHeight(string) : "Default Wave Height" : : "Set the default wave height here (can be overridden by the properties in func_water)." //MaxRange(string) : "Max viewable distance" : "4096" : "Maximum distance the player can see." chaptertitle(string) : "Chapter Title Message" : "" : "Text displayed when entering the level." startdark(choices) : "Level Fade In" : 0 : "If Yes, then the level will start black and fade into normal light." = [ 0 : "No" 1 : "Yes" ] gametitle(choices) : "Display game title" : 0 : "Game title that appears onscreen when this level starts." = [ 0 : "No" : "Don't display game title sprite." 1 : "Yes" : "Display game title sprite." ] newunit(choices) : "New Level Unit" : 0 : "Used to clear out savegame data of previous levels to keep the savegame size as small as possible. Only set it to Yes if the player cannot return to any previous levels." = [ 0 : "No, keep current" : "Keeps all globals alive." 1 : "Yes, clear previous levels" : "Flushes all globals." ] //mapteams(string) : "Map Team List" : : "This will be copied into the mp_teamlist while your map is running if the server allows maps to override the team list." //defaultteam(choices) : "Default Team" : 0 = //[ // 0 : "Fewest Players" // 1 : "First Team" //] ] // // BaseClasses // @BaseClass = Sequence [ sequence(integer) : "Animation Sequence (editor)" : : "Sequence to display in Jackhammer. This does not affect gameplay." ] @BaseClass = ZHLT [ zhlt_lightflags(choices) : "ZHLT Lightflags" : 0 = [ 0 : "Default" 1 : "Embedded Fix" 2 : "Opaque (blocks light)" 3 : "Opaque + Embedded fix" 6 : "Opaque + Concave Fix" ] light_origin(string) : "Light Origin Target" ] @BaseClass = ZHLT_point [ _fade(string) : "ZHLT Fade" : "1.0" _falloff(choices) : "ZHLT Falloff" : 0 = [ 0 : "Default" 1 : "Inverse Linear" 2 : "Inverse Square" ] ] @BaseClass = Appearflags [ spawnflags(Flags) = [ //2048 : "Not in Deathmatch" : 0 524288 : "Not Fade" : 0 ] ] @BaseClass = Angles [ angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" : "Sets the pitch (up / down), yaw (left / right) and roll (bank) respectively. The compass in Jackhammer corresponds to Yaw. The settings are not always (or not all) used." ] @BaseClass size(0 0 0, 32 32 32) color(80 0 200) = Ammo [] @BaseClass = EntName [ targetname(target_source) : "Name" : : "Property used to identify entities." ] @BaseClass = Parentname [ parentname(target_destination) : "Parent" : : "When a group of entities are parented together, they form a rigid movement hierarchy family which will move together as if all the entities were one physical object. Each child-entity will follow its parent's movement. (All entities can have parents, but may not necessarily function correctly)" ] @BaseClass base(EntName, Parentname) = Targetname [] @BaseClass = Target [ target(target_destination) : "Target" : : "When an entity is activated, it triggers the entity with the name specified by Target." ] @BaseClass = TargetSpot [ target(target_destination) : "Entity to Point At (override angles)" ] @BaseClass = TargetPath [ target(target_destination) : "Path To Follow" : : "Name of the path_corner you want the monster to use to patrol." ] @BaseClass size(-16 -16 0, 16 16 36) color(0 0 200) base(EntName) = Weapon [ chance(string) : "Chance of appearing (1-100)" : "100" : "This is the chance that this entity has to spawn on the level." spawnflags(Flags) = [ 1 : "Ignore Gravity" : 0 ] ] @BaseClass = Global [ globalname(string) : "Global Entity Name" ] @BaseClass base(Target) = Targetx [ killtarget(target_destination) : "KillTarget" : : "When an entity is triggered, it will remove from the game the entity specified by this property." ] @BaseClass base(Target) = TargetDelay [ delay(string) : "Delay before trigger" : "0" : "Usually the time in seconds before an entity should trigger its target (after being triggered itself). Under other SmartEdit names, delay might also be the time to wait before performing some other action." ] @BaseClass base(Target) = TargetDelayX [ killtarget(target_destination) : "KillTarget" : : "When an entity is triggered, it will remove from the game the entity specified by this property." delay(string) : "Delay before trigger" : "0" : "Usually the time in seconds before an entity should trigger its target (after being triggered itself). Under other SmartEdit names, delay might also be the time to wait before performing some other action." ] @BaseClass = RenderFxChoices [ ] @BaseClass base(RenderFxChoices) = RenderFields [ rendermode(choices) : "Render Mode" : 0 : "Controls the type of rendering that is used for an object. Options are:" = [ 0: "Normal" 1: "Color" 2: "Texture" 3: "Glow" 4: "Solid" 5: "Additive" ] renderamt(integer) : "FX Amount (1 - 255)" rendercolor(color255) : "FX Color (R G B)" : "0 0 0" ] @BaseClass = RenderFxChoicesTrigger [ rendermode(integer) : "Render Mode" : 2 renderamt(integer) : "FX Amount (1 - 255)" : 100 ] @BaseClass base(Angles) flags(Angle) size(-16 -16 -36, 16 16 36) color(0 255 0) offset(0 0 36) = PlayerClass [] @BaseClass base(EntName, TargetPath, Angles) flags(Angle) color(0 200 200) = Monster [ TriggerTarget(target_destination) : "Trigger Target" : : "The event to trigger when the Trigger Condition is met. Used by monsters." TriggerCondition(Choices) : "Trigger Condition" : 0 : "This controls the condition under which a monster will trigger its TriggerTarget. The options are:" = [ 0 : "No Trigger" 2 : "Take Damage" 3 : "50% Health Remaining" 4 : "Death" 10: "See Player" ] monstercategory(Choices) : "Category" : 0 : "This controls if the monster is an Ally or a Foe. The options are:" = [ 0 : "Default" 1 : "Ally" 2 : "Foe" ] netname(string) : "Squad Name" chance(string) : "Chance of appearing (1-100)" : "100" : "This is the chance that this entity has to spawn on the level." spawnflags(Flags) = [ 1 : "Wait Till Seen" : 0 2 : "Gag" : 0 32 : "SquadLeader" : 0 64: "Random Rotation" : 0 128: "Wait ForScript" : 0 256: "Pre-Disaster" : 0 2048: "Hunt" : 0 ] ] @BaseClass = TalkMonster [ UseSentence(String) : "Use Sentence" UnUseSentence(String) : "Un-Use Sentence" ] @BaseClass base(Targetname, Angles) size(-16 -16 -16, 16 16 16) flags(Angle) iconsprite("editor/sprites/gibshooter.spr") = gibshooterbase : "Gib shooter" : "https://www.codenameloop.com/entities/point-entities/others/world/gibshooter" [ // how many pieces to create m_iGibs(integer) : "Number of Gibs" : 3 // delay (in seconds) between shots. If 0, all gibs shoot at once. delay(string) : "Delay between shots" : "0" // how fast the gibs are fired m_flVelocity(integer) : "Gib Velocity" : 200 // Course variance m_flVariance(string) : "Course Variance" : "0.15" // Time in seconds for gibs to live +/- 5% m_flGibLife(string) : "Gib Life" : "4" spawnflags(Flags) = [ 1 : "Repeatable" : 0 ] ] @BaseClass = Light [ _light(color255) : "Brightness" : "255 255 128 200" : "First three integer numbers are the color (RGB). The fourth number is the brightness." //style(Choices) : "Appearance" : 0 : "Light appearance. Values:" = //[ //0 : "Normal" //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" // ] // pattern(string) : "Custom Appearance" : : "Use a string of letters to provide a custom light style. The property allows you to enter a string of letters from a to z, representing brightness. If you entered 'abcdefghihgfedcba' then the light would go from bright to dim and back again and then repeat. Complicating things, to use this feature, you must name the light. However, if you then use a trigger to activate it, then it will behave as a normal light." ] @BaseClass = LightDynamic [ _light(color255) : "Light Color" : "255 255 128 200" : "First three integer numbers are the color (RGB). The fourth number is the brightness." style(Choices) : "Appearance" : 0 : "Light appearance. Values:" = [ 0 : "Normal" 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" ] pattern(string) : "Custom Appearance" : : "Use a string of letters to provide a custom light style. The property allows you to enter a string of letters from a to z, representing brightness. If you entered 'abcdefghihgfedcba' then the light would go from bright to dim and back again and then repeat. Complicating things, to use this feature, you must name the light. However, if you then use a trigger to activate it, then it will behave as a normal light." ] @BaseClass base(Appearflags) = DynamicEnt [ spawnflags(Flags) = [ 1024 : "Dynamic Light" : 0 8192: "Ignore Nav Mesh" : 0 ] ] @BaseClass base(EntName) = Breakable [ target(target_destination) : "Target on break" health(integer) : "Strength" : 1 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" 9: "Military" 10: "Medical" 11: "Tech" 12: "Concrete" 13: "Catwalk" 14: "Metal Plate" 15: "Chrome" 16: "Metal Barrel" 17: "Vent" 18: "Books" 19: "Office" 20: "Garbage" 21: "Web" ] //explosion(choices) : "Gibs Direction" : 0 = //[ // 0: "Random" // 1: "Relative to Attack" //] //delay(string) : "Delay before fire" : "0" //gibmodel(studio) : "Gib Model" : "" spawnobject(choices) : "Spawn On Break" : 0 = [ 0: "Nothing" 1: "Battery" 2: "Healthkit" 3: "Glock" 4: "Glock Ammo" 5: "Mp5" 6: "Mp5 Ammo" 7: "Mp5 Grenades" 8: "Shotgun" 9: "Shotgun Ammo" 10: "Crossbow" 11: "Crossbow Ammo" 12: "Revolver" 13: "Revolver Ammo" 14: "RPG" 15: "RPG Ammo" 16: "Uranium" 17: "Hand grenade" 18: "Tripmine" 19: "Satchel Charge" 20: "Snark" 21: "Hivehand" 22: "Crowbar" 23: "Gauss" 24: "Egon" 25: "Long Jump" 26: "Suit" ] itemmaker(target_destination) : "Item Maker" : : "The name of the itemmaker or itemmaker_random entity to trigger on break. (This will cause the itemmaker entity to spawn the item on this position regardless of the itemmaker position and will ignore if there was a previous item spawned)" delay(string) : "Delay before fire" : "0" explodemagnitude(integer) : "Explode Magnitude (0=none)" : 0 chance(string) : "Chance of appearing (1-100)" : "100" : "This is the chance that this entity has to spawn on the level." ] @BaseClass base(Targetname, Appearflags, RenderFields, Angles) = Door [ killtarget(target_destination) : "KillTarget" speed(integer) : "Speed" : 100 master(string) : "Master" itemsrequired(string) : "Items Required" objectivesrequired(string) : "Objectives Required" 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" ] CustomDoorMoveSound(sound) : "Custom Move Sound (This replaces the selected Move Sound with a custom one)" 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" ] CustomDoorStopSound(sound) : "Custom Stop Sound (This replaces the selected Stop Sound with a custom one)" wait(integer) : "delay before close, -1 stay open " : 4 lip(integer) : "Lip" dmg(integer) : "Damage inflicted when blocked" : 0 message(string) : "Message if triggered" target(target_destination) : "Target" delay(integer) : "Delay before fire" netname(string) : "Fire on Close" health(integer) : "Health (shoot open)" : 0 spawnflags(flags) = [ 1 : "Starts Open" : 0 //4 : "Don't link" : 0 8: "Passable" : 0 32: "Toggle" : 0 256:"Use Only" : 0 512: "Monsters Can't" : 0 2048: "Ignore Highlight" : 0 8192: "Ignore Nav Mesh" : 0 ] // NOTE: must be duplicated in BUTTON locked_sound(choices) : "Locked Sound" : 0 = [ 0: "None" 2: "Access Denied" 8: "Small zap" 10: "Buzz" 11: "Buzz Off" 12: "Latch Locked" ] CustomLockedSound(sound) : "Custom Locked Sound (This replaces the selected Locked Sound with a custom one)" 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" ] CustomUnlockedSound(sound) : "Custom Unlocked Sound (This replaces the selected Unlocked Sound with a custom one)" 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" ] 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" ] chance(string) : "Chance of appearing (1-100)" : "100" : "This is the chance that this entity has to spawn on the level." _minlight(string) : "Minimum light level" ] @BaseClass base(Targetname, Target, RenderFields, Global, Angles) = BaseTank [ spawnflags(flags) = [ 1 : "Active" : 0 16: "Only Direct" : 0 32: "Controllable" : 0 ] // Mainly for use with 1009 team settings (game_team_master) master(string) : "(Team) Master" yawrate(string) : "Yaw rate" : "30" yawrange(string) : "Yaw range" : "180" yawtolerance(string) : "Yaw tolerance" : "15" pitchrate(string) : "Pitch rate" : "0" pitchrange(string) : "Pitch range" : "0" pitchtolerance(string) : "Pitch tolerance" : "5" barrel(string) : "Barrel Length" : "0" barrely(string) : "Barrel Horizontal" : "0" barrelz(string) : "Barrel Vertical" : "0" spritesmoke(string) : "Smoke Sprite" : "" spriteflash(string) : "Flash Sprite" : "" spritescale(string) : "Sprite scale" : "1" rotatesound(sound) : "Rotate Sound" : "" firerate(string) : "Rate of Fire" : "1" bullet_damage(string) : "Damage Per Bullet" : "0" persistence(string) : "Firing persistence" : "1" firespread(choices) : "Bullet accuracy" : 0 = [ 0: "Perfect Shot" 1: "Small cone" 2: "Medium cone" 3: "Large cone" 4: "Extra-large cone" ] minRange(string) : "Minmum target range" : "0" maxRange(string) : "Maximum target range" : "0" _minlight(string) : "Minimum light level" ] @BaseClass = PlatSounds [ movesnd(choices) : "Move Sound" : 0 = [ 0: "No Sound" 1: "big elev 1" 2: "big elev 2" 3: "tech elev 1" 4: "tech elev 2" 5: "tech elev 3" 6: "freight elev 1" 7: "freight elev 2" 8: "heavy elev" 9: "rack elev" 10: "rail elev" 11: "squeek elev" 12: "odd elev 1" 13: "odd elev 2" ] stopsnd(choices) : "Stop Sound" : 0 = [ 0: "No Sound" 1: "big elev stop1" 2: "big elev stop2" 3: "freight elev stop" 4: "heavy elev stop" 5: "rack stop" 6: "rail stop" 7: "squeek stop" 8: "quick stop" ] volume(string) : "Sound Volume 0.0 - 1.0" : "0.85" ] @BaseClass base(Targetname, RenderFields, Global, PlatSounds) = Trackchange [ height(integer) : "Travel altitude" : 0 spawnflags(flags) = [ 1: "Auto Activate train" : 0 2: "Relink track" : 0 8: "Start at Bottom" : 0 16: "Rotate Only" : 0 64: "X Axis" : 0 128: "Y Axis" : 0 ] rotation(integer) : "Spin amount" : 0 train(target_destination) : "Train to switch" toptrack(target_destination) : "Top track" bottomtrack(target_destination) : "Bottom track" speed(integer) : "Move/Rotate speed" : 0 ] @BaseClass base(Target, Targetname, RenderFxChoicesTrigger) = Trigger [ killtarget(target_destination) : "Kill target" netname(target_destination) : "Target Path" master(string) : "Master" itemsrequired(string) : "Items Required" objectivesrequired(string) : "Objectives Required" delay(string) : "Delay before trigger" : "0" message(string) : "Message (set sound too!)" spawnflags(flags) = [ 1: "Monsters" : 0 2: "No Clients" : 0 4: "Pushables": 0 ] ] // // Entities // @PointClass base(Targetname, Targetx, Angles) flags(Angle) size(-16 -16 0, 16 16 72) color(255 0 255) iconsprite("editor/sprites/aiscripted_sequence.spr")=aiscripted_sequence:"AI Scripted Sequence" : "https://www.codenameloop.com/entities/point-entities/others/others/aiscripted_sequence" [ m_iszEntity(string) : "Target Monster" m_iszPlay(string) : "Action Animation" : "" m_flRadius(integer) : "Search Radius" : 512 m_flRepeat(integer) : "Repeat Rate ms" : 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 ] ] @PointClass iconsprite("editor/sprites/ambient_generic.spr") base(Targetname) = ambient_generic : "Sound player" : "https://www.codenameloop.com/entities/point-entities/others/sound/ambient_generic" [ message(sound) : "WAV Name" health(integer) : "Volume (10 = loudest)" : 10 fadein(integer) : "Fade in time (0-100)" : 0 fadeout(integer) : "Fade out time (0-100)" : 0 pitch(integer) : "Pitch (> 100 = higher)" : 100 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 64 : "Dynamic Pitch":0 128 : "Loop":0 ] ] // // ammo // @PointClass base(Weapon, Targetx) studio("editor/models/ammo_glock.mdl") = ammo_glock : "Spawns ammo for the glock." : "https://www.codenameloop.com/entities/point-entities/items/ammo/ammo_glock" [] @PointClass base(Weapon, Targetx) studio("editor/models/ammo_mp5.mdl") = ammo_mp5 : "Spawns ammo for the mp5." : "https://www.codenameloop.com/entities/point-entities/items/ammo/ammo_mp5" [] @PointClass base(Weapon, Targetx) studio("editor/models/ammo_mp5grenades.mdl") = ammo_mp5grenades : "Spawns 2 grenades for the MP5's secondary fire." : "https://www.codenameloop.com/entities/point-entities/items/ammo/ammo_mp5grenades" [] @PointClass base(Weapon, Targetx) studio("editor/models/ammo_shotgun.mdl") = ammo_shotgun : "Spawns ammo for the shotgun." : "https://www.codenameloop.com/entities/point-entities/items/ammo/ammo_shotgun" [] @PointClass base(Weapon, Targetx) studio("editor/models/ammo_revolver.mdl") = ammo_revolver : "Spawns ammo for the .357 Magnum." : "https://www.codenameloop.com/entities/point-entities/items/ammo/ammo_revolver" [] @PointClass base(Weapon, Targetx) studio("editor/models/ammo_rpg.mdl") = ammo_rpg : "Spawns rockets for the RPG." : "https://www.codenameloop.com/entities/point-entities/items/ammo/ammo_rpg" [] @PointClass base(Weapon, Targetx) studio("editor/models/ammo_uranium.mdl") = ammo_uranium : "Spawns ammo for the gauss and egon weapons." : "https://www.codenameloop.com/entities/point-entities/items/ammo/ammo_uranium" [] @PointClass base(Weapon, Targetx) studio("editor/models/ammo_crossbow.mdl") = ammo_crossbow : "Spawns crossbow ammo." : "https://www.codenameloop.com/entities/point-entities/items/ammo/ammo_crossbow" [] // // Environmental effects // @BaseClass = BeamStartEnd [ LightningStart(target_destination) : "Start Entity" LightningEnd(target_destination) : "Ending Entity" ] @PointClass base(Targetname, BeamStartEnd, RenderFxChoices) size(-16 -16 -16, 16 16 16) iconsprite("editor/sprites/env_beam.spr") = env_beam : "Energy Beam Effect" : "https://www.codenameloop.com/entities/point-entities/others/world/env_beam" [ renderamt(integer) : "Brightness (1 - 255)" : 100 rendercolor(color255) : "Beam Color (R G B)" : "0 0 0" Radius(integer) : "Radius" : 256 life(string) : "Life (seconds 0 = infinite)" : "1" 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)" : 35 framerate(integer) : "Frames per 10 seconds" : 0 framestart(integer) : "Starting Frame" : 0 StrikeTime(string) : "Strike again time (secs)" : "1" damage(string) : "Damage / second" : "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 base(Targetname, Angles) size(-4 -4 -4, 4 4 4) iconsprite("editor/sprites/env_beverage.spr") flags(Angle) = env_beverage : "Beverage Dispenser" : "https://www.codenameloop.com/entities/point-entities/others/world/env_beverage" [ skin(choices) : "Beverage Type" : 6 = [ 0 : "Hai!" 1 : "Glub" 2 : "Grape" 3 : "Guthrie" 4 : "Yuck" 5 : "Dante" 6 : "Random" ] health(integer) : "Capacity" : 10 points(integer) : "Points to Heal" : 5 ] @PointClass base(Targetname, Angles) size(-16 -16 -16, 16 16 16) iconsprite("editor/sprites/env_blood.spr") color(255 0 0) = env_blood : "Blood Effects" : "https://www.codenameloop.com/entities/point-entities/others/world/env_blood" [ color(choices) : "Blood Color" : 0 = [ 0 : "Red (Human)" 1 : "Yellow (Alien)" ] //amount(string) : "Amount of blood (damage to simulate)" : "100" spawnflags(flags) = [ // 1: "Random Direction" : 0 // 2: "Blood Stream" : 0 4: "On Player" : 0 //8: "Spray decals" : 0 ] ] @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) iconsprite("editor/sprites/env_explosion.spr") = env_explosion : "Explosion" : "https://www.codenameloop.com/entities/point-entities/others/world/env_explosion" [ iMagnitude(Integer) : "Magnitude" : 100 spawnflags(flags) = [ 1: "No Damage" : 0 2: "Repeatable" : 0 4: "No Fireball" : 0 8: "No Smoke" : 0 16: "No Decal" : 0 32: "No Sparks" : 0 64: "No Audio" : 0 128: "No Shake" : 0 ] ] @PointClass base(EntName) color(255 255 128) iconsprite("editor/sprites/env_global.spr") = 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) size(-4 -4 -4, 4 4 4) color(30 100 0) = env_glow : "Light Glow/Haze" : "https://www.codenameloop.com/entities/point-entities/others/world/env_glow" [ renderfx(choices) : "Render FX" : 0 = [ 0 : "Normal" 14 : "Constant Glow" ] model(sprite) : "Sprite Name" : "sprites/glow01.spr" scale(integer) : "Scale" : 1 ] @PointClass base(Targetname) iconsprite("editor/sprites/env_fade.spr") = env_fade : "Screen Fade" : "https://www.codenameloop.com/entities/point-entities/others/world/env_fade" [ spawnflags(flags) = [ 1: "Fade From" : 0 2: "Modulate" : 0 // 4: "Activator Only" : 0 ] duration(string) : "Duration (seconds)" : "2" holdtime(string) : "Hold Fade (seconds)" : "0" renderamt(integer) : "Fade Alpha" : 255 rendercolor(color255) : "Fade Color (R G B)" : "0 0 0" ] @PointClass base(Targetname) iconsprite("editor/sprites/game_restart.spr") = game_restart : "Restart Current Map" : "https://www.codenameloop.com/entities/point-entities/others/others/game_restart" [ master(string) : "Master" objectivesrequired(string) : "Objectives Required" duration(string) : "Duration (seconds)" : "2" messagetime(string) : "Show Message delay (seconds)" : "1" message(string) : "Message Name" loadtime(string) : "Reload delay (seconds)" : "3.5" renderamt(integer) : "Fade Alpha" : 255 rendercolor(color255) : "Fade Color (R G B)" : "0 0 0" ] @PointClass base(Targetname) iconsprite("editor/sprites/game_transition.spr") = game_transition : "Go to next section" : "https://www.codenameloop.com/entities/point-entities/others/others/game_transition" [ master(string) : "Master" objectivesrequired(string) : "Objectives Required" target(target_destination) : "Destination" duration(string) : "Hold time (seconds)" : "0" start_sound(sound) : "Start sound" end_sound(sound) : "End sound" onTransition(target_destination) : "Target on transition" ] @PointClass base(Targetname) iconsprite("editor/sprites/game_gravity.spr") = game_gravity : "Change Gravity" : "https://www.codenameloop.com/entities/point-entities/others/others/game_gravity" [ master(string) : "Master" gravity(string) : "Gravity | 1=Default (Only affects the player and monsters)" : "1.0" ] @PointClass base(Targetname) iconsprite("editor/sprites/game_nextlevel.spr") = game_nextlevel : "Load Next Map" : "https://www.codenameloop.com/entities/point-entities/others/others/game_nextlevel" [ master(string) : "Master" objectivesrequired(string) : "Objectives Required" changetarget(target_destination) : "Change Target" changedelay(string) : "Delay before change target" : "0" duration(string) : "Duration (seconds)" : "2" messagetime(string) : "Show Message delay (seconds)" : "1" message(string) : "Message Name" loadtime(string) : "Load delay (seconds)" : "3.5" renderamt(integer) : "Fade Alpha" : 255 rendercolor(color255) : "Fade Color (R G B)" : "0 0 0" ] @PointClass base(Targetname, RenderFxChoices, Angles) size(-16 -16 -16, 16 16 16) iconsprite("editor/sprites/env_laser.spr") = env_laser : "Laser Beam Effect" : "https://www.codenameloop.com/entities/point-entities/others/world/env_laser" [ 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)" : 35 framestart(integer) : "Starting Frame" : 0 damage(string) : "Damage / second" : "100" spawnflags(flags) = [ 1 : "Start On" : 0 16: "StartSparks" : 0 32: "EndSparks" : 0 64: "Decal End" : 0 1024: "Invert Scroll Movement" : 0 ] ] @PointClass base(EntName, Target) iconsprite("editor/sprites/env_message.spr") = env_message : "HUD Text Message" : "https://www.codenameloop.com/entities/point-entities/others/display/env_message" [ message(string) : "Message Name" spawnflags(flags) = [ 1: "Play Once" : 0 // 2: "All Clients" : 0 ] messagesound(sound) : "Sound Effect" messagevolume(string) : "Volume 0-10" : "10" messageattenuation(Choices) : "Sound Radius" : 0 = [ 0 : "Small Radius" 1 : "Medium Radius" 2 : "Large Radius" 3 : "Play Everywhere" ] ] @PointClass base(Targetname, Target) iconsprite("editor/sprites/env_dialogue.spr") = env_dialogue : "Dialogue" : "https://www.codenameloop.com/entities/point-entities/others/display/env_dialogue" [ message(string) : "Dialogue Name" spawnflags(flags) = [ 1: "Play Once" : 0 2: "Wait For End" : 0 4: "Play Everywhere" : 0 8: "Small Radius" : 0 16: "Medium Radius" : 0 32: "Large Radius" : 0 ] ] @PointClass iconsprite("editor/sprites/dialogue_entry.spr") = dialogue_entry : "Runtime Dialogue Entry" : "https://www.codenameloop.com/entities/point-entities/others/display/dialogue_entry" [ targetname(string) : "Entry Name" actor(string) : "Subject Name" color(color255) : "Color" : "255 255 255 0" : "First three integer numbers are the color (RGB). The fourth number is not used." message(string) : "Text" sentence(string) : "Sentence / Sound" nextentry(target_destination) : "Next Entry" ] @PointClass base(EntName, Target, RenderFields) size(-16 -16 -16, 16 16 16) color(100 100 0) iconsprite("editor/sprites/env_render.spr") = env_render : "Render Controls" : "https://www.codenameloop.com/entities/point-entities/others/world/env_render" [ spawnflags(flags) = [ //1: "No Renderfx" : 0 2: "No Renderamt" : 0 4: "No Rendermode" : 0 8: "No Rendercolor" : 0 ] ] @PointClass base(Targetname) iconsprite("editor/sprites/env_shake.spr") = env_shake : "Screen Shake" : "https://www.codenameloop.com/entities/point-entities/others/env_shake" [ spawnflags(flags) = [ 1: "GlobalShake" : 0 ] amplitude(string) : "Amplitude 0-16" : "4" radius(string) : "Effect radius" : "500" duration(string) : "Duration (seconds)" : "1" frequency(string) : "0.1 = jerk, 255.0 = rumble" : "2.5" ] @PointClass base(gibshooterbase, RenderFields) size(-16 -16 -16, 16 16 16) flags(Angle) iconsprite("editor/sprites/env_shooter.spr") = env_shooter : "Sprite Shooter" : "https://www.codenameloop.com/entities/point-entities/others/world/env_shooter" [ shootmodel(sprite) : "Sprite name (Only SPR)" : "" shootsounds(choices) :"Material Sound" : -1 = [ -1: "None" 0: "Glass" 1: "Wood" 2: "Metal" 3: "Flesh" 4: "Concrete" ] scale(string) : "Sprite Scale" : "" ] @PointClass base(EntName) iconsprite("editor/sprites/env_sound.spr") = env_sound : "Set Room Reverb" : "https://www.codenameloop.com/entities/point-entities/others/sound/env_sound" [ radius(integer) : "Radius" : 128 room(Choices) : "Room Type" : 0 = [ 0 : "Normal (off)" 1 : "Generic" 2 : "PaddedCell" 3 : "Room" 4 : "Bathroom" 5 : "Livingroom" 6 : "Stoneroom" 7 : "Auditorium" 8 : "Concerthall" 9 : "Cave" 10: "Arena" 11: "Hangar" 12: "CarpetedHallway" 13: "Hallway" 14: "StoneCorridor" 15: "Alley" 16: "Forest" 17: "City" 18: "Mountains" 19: "Quarry" 20: "Plain" 21: "ParkingLot" 22: "SewerPipe" 23: "Underwater" 24: "Drugged" 25: "Dizzy" 26: "Psychotic" ] ] @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) iconsprite("editor/sprites/player_freeze.spr") = player_freeze : "Player Freeze" : "https://www.codenameloop.com/entities/point-entities/others/others/player_freeze" [ mode(choices) : "Freeze Mode" : 0 = [ 0: "Only Movement" 1: "Only Shooting" 2: "Movement and Shooting" ] spawnflags(flags) = [ 1 : "Only Once" : 0 2: "Start ON" : 0 ] ] @PointClass base(Targetname, Angles) size(-16 -16 -16, 16 16 16) iconsprite("editor/sprites/env_spark.spr") = env_spark : "Spark" : "https://www.codenameloop.com/entities/point-entities/others/world/env_spark" [ MaxDelay(string) : "Max Delay" : "0" spawnflags(flags) = [ 32: "Toggle" : 0 64: "Start ON" : 0 ] ] @PointClass sprite() base(Targetname, RenderFields, Angles) size(-4 -4 -4, 4 4 4) = env_sprite : "Sprite Effect" : "https://www.codenameloop.com/entities/point-entities/others/world/env_sprite" [ renderfx(choices) : "Render FX" : 0 = [ 0 : "Normal" 14 : "Constant Glow" ] framerate(string) : "Framerate" : "10.0" model(sprite) : "Sprite Name" : "sprites/glow01.spr" scale(string) : "Scale" : "" spawnflags(flags) = [ 1: "Start on" : 0 2: "Play Once" : 0 ] ] @SolidClass base(Breakable, Appearflags, RenderFields, ZHLT) = func_breakable : "Breakable Object" : "https://www.codenameloop.com/entities/brush-entities/func/func_breakable" [ spawnflags(flags) = [ 1 : "Only Trigger" : 0 2 : "Touch" : 0 4 : "Pressure" : 0 8 : "Can be Targeted (Secondary)" : 0 16 : "Can be Targeted (Primary)" : 0 256: "Instant Crowbar" : 0 ] _minlight(string) : "Minimum light level" ] @SolidClass base(Targetname, Target, RenderFields, Angles, Appearflags, ZHLT) = func_button : "Button" : "https://www.codenameloop.com/entities/brush-entities/func/func_button" [ speed(integer) : "Speed" : 5 health(integer) : "Health (shootable if > 0)" lip(integer) : "Lip" master(string) : "Master" itemsrequired(string) : "Items Required" objectivesrequired(string) : "Objectives Required" 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" ] customusesound(sound) : "Custom Sound (This replaces the selected Sound with a custom one)" wait(integer) : "delay before reset (-1 stay)" : 3 delay(string) : "Delay before trigger" : "0" spawnflags(flags) = [ 1: "Don't move" : 0 32: "Toggle" : 0 64: "Sparks" : 0 256:"Touch Activates": 0 512:"Ignore Collision": 0 2048: "Ignore Highlight" : 0 4096: "Invisible" : 0 8192: "Ignore Nav Mesh" : 0 ] locked_sound(choices) : "Locked Sound" : 0 = [ 0: "None" 2: "Access Denied" 8: "Small zap" 10: "Buzz" 11: "Buzz Off" 12: "Latch Locked" ] CustomLockedSound(sound) : "Custom Locked Sound (This replaces the selected Locked Sound with a custom one)" 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" ] CustomUnlockedSound(sound) : "Custom Unlocked Sound (This replaces the selected Unlocked Sound with a custom one)" 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" ] 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" ] chance(string) : "Chance of appearing (1-100)" : "100" : "This is the chance that this entity has to spawn on the level." _minlight(string) : "Minimum light level" ] @SolidClass base(RenderFields, Targetname, Angles, Appearflags, ZHLT) = func_conveyor : "Conveyor Belt" : "https://www.codenameloop.com/entities/brush-entities/func/func_conveyor" [ spawnflags(flags) = [ 1 : "No Push" : 0 2 : "Not Solid" : 0 4 : "Pushables" : 0 8 : "No Clients" : 0 16 : "No Monsters" : 0 32 : "Ignore Throwables" : 0 64 : "Start Off" : 0 ] speed(string) : "Conveyor Speed" : "100" toggleConveyor(choices) : "Trigger Mode" : 0 = [ 0: "Change Direction" 1: "Toggle" ] _minlight(string) : "Minimum light level" ] @SolidClass base(Door, ZHLT) = func_door : "Basic door" : "https://www.codenameloop.com/entities/brush-entities/func/func_door" [ chance(string) : "Chance of appearing (1-100)" : "100" : "This is the chance that this entity has to spawn on the level." ] @SolidClass base(Door, ZHLT) = func_door_rotating : "Rotating door" : "https://www.codenameloop.com/entities/brush-entities/func/func_door_rotating" [ spawnflags(flags) = [ 2 : "Reverse Dir" : 0 16: "One-way" : 0 64: "X Axis" : 0 128: "Y Axis" : 0 ] distance(integer) : "Distance (deg)" : 90 ] @SolidClass base(Parentname, Appearflags, RenderFields, ZHLT) = func_friction : "Surface with a change in friction" : "https://www.codenameloop.com/entities/brush-entities/func/func_friction" [ modifier(integer) : "Percentage of standard (0 - 100)" : 15 spawnflags(flags) = [ 1 : "Start Off" : 0 ] ] @SolidClass base(Targetname, RenderFields, DynamicEnt, ZHLT) = func_guntarget : "Moving platform" : "https://www.codenameloop.com/entities/brush-entities/func/func_guntarget" [ speed(integer) : "Speed (units per second)" : 100 target(target_source) : "First stop target" message(target_source) : "Fire on damage" health(integer) : "Damage to Take" : 0 _minlight(string) : "Minimum light level" ] @SolidClass base(Targetname, Targetx, RenderFields, Appearflags, ZHLT) = func_healthcharger: "Wall health recharger" : "https://www.codenameloop.com/entities/brush-entities/func/func_healthcharger" [ // dmdelay(integer) : "Deathmatch recharge delay" : 0 quantity(integer) : "Quantity" : 50 _minlight(string) : "Minimum light level" spawnflags(flags) = [ 1: "Skip Dynamic Light" : 0 ] ] @SolidClass base(Targetname, Appearflags, RenderFields, ZHLT) = func_illusionary : "Fake Wall/Light" : "https://www.codenameloop.com/entities/brush-entities/func/func_illusionary" [ skin(choices) : "Contents" : -1 = [ -1: "Empty" -7: "Volumetric Light" ] _minlight(string) : "Minimum light level" ] @SolidClass base(Targetname, Appearflags, RenderFxChoicesTrigger) = func_ladder : "Ladder" : "https://www.codenameloop.com/entities/brush-entities/func/func_ladder" [] @SolidClass base(Targetname) = func_monsterclip : "Monster clip brush" : "https://www.codenameloop.com/entities/brush-entities/func/func_monsterclip" [] @SolidClass base(Appearflags, Targetname, RenderFields, DynamicEnt, Angles, ZHLT) = func_pendulum : "Swings back and forth" : "https://www.codenameloop.com/entities/brush-entities/func/func_pendulum" [ 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: "Passable" : 0 16: "Auto-return" : 0 64: "X Axis" : 0 128: "Y Axis" : 0 ] _minlight(integer) : "_minlight" ] @SolidClass base(Targetname,RenderFields, PlatSounds, DynamicEnt, ZHLT) = func_plat : "Elevator" : "https://www.codenameloop.com/entities/brush-entities/func/func_plat" [ spawnflags(Flags) = [ 1: "Toggle" : 0 2: "Start Inverted" : 0 8: "Passable" : 0 ] height(integer) : "Travel altitude (can be negative)" : 0 speed(integer) : "Speed" : 50 _minlight(string) : "Minimum light level" ] @SolidClass base(Targetname, RenderFields, PlatSounds, Angles, DynamicEnt, ZHLT) = func_platrot : "Moving Rotating platform" : "https://www.codenameloop.com/entities/brush-entities/func/func_platrot" [ spawnflags(Flags) = [ 1: "Toggle" : 0 2: "Start Inverted" : 0 8: "Passable" : 0 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, DynamicEnt, ZHLT) = func_pushable : "Pushable object" : "https://www.codenameloop.com/entities/brush-entities/func/func_pushable" [ spawnflags(flags) = [ 128: "Breakable" : 0 ] friction(integer) : "Friction (0-400)" : 50 // buoyancy(integer) : "Buoyancy" : 20 _minlight(string) : "Minimum light level" ] @SolidClass base(Targetname, Targetx, RenderFields, Appearflags, ZHLT) = func_recharge: "Battery recharger" : "https://www.codenameloop.com/entities/brush-entities/func/func_recharge" [ // dmdelay(integer) : "Deathmatch recharge delay" : 0 quantity(integer) : "Quantity" : 50 _minlight(string) : "Minimum light level" spawnflags(flags) = [ 1: "Skip Dynamic Light" : 0 ] ] @SolidClass base(Targetname, RenderFields, Angles, Appearflags, ZHLT) = func_rot_button : "RotatingButton" : "https://www.codenameloop.com/entities/brush-entities/func/func_rot_button" [ target(target_destination) : "Targetted object" // changetarget will change the button's target's TARGET field to the button's changetarget. changetarget(target_destination) : "ChangeTarget Name" master(string) : "Master" itemsrequired(string) : "Items Required" objectivesrequired(string) : "Objectives Required" 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" : 3 = [ -1: "Stays pressed" ] delay(string) : "Delay before trigger" : "0" distance(integer) : "Distance (deg)" : 90 spawnflags(flags) = [ 1 : "Not solid" : 0 2 : "Reverse Dir" : 0 32: "Toggle" : 0 64: "X Axis" : 0 128: "Y Axis" : 0 256: "Touch Activates": 0 512: "Ignore Collision": 0 1024: "Sparks" : 0 2048: "Ignore Highlight" : 0 4096: "Invisible" : 0 ] _minlight(integer) : "_minlight" ] @SolidClass base(Targetname, RenderFields, Angles, DynamicEnt, ZHLT) = func_rotating : "Rotating Object" : "https://www.codenameloop.com/entities/brush-entities/func/func_rotating" [ 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(EntName, RenderFields, DynamicEnt, ZHLT) = func_tracktrain : "Track Train" : "https://www.codenameloop.com/entities/brush-entities/func/func_tracktrain" [ spawnflags(flags) = [ 1 : "No Pitch (X-rot)" : 0 2 : "No User Control" : 0 8 : "Passable" : 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 = func_traincontrols : "Train Controls" : "https://www.codenameloop.com/entities/brush-entities/func/func_traincontrols" [ target(target_destination) : "Train Name" ] @SolidClass base(EntName, RenderFields, DynamicEnt, ZHLT) = func_train : "Moving platform" : "https://www.codenameloop.com/entities/brush-entities/func/func_train" [ 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 Veocity (y z x)" dmg(integer) : "Damage on crush" : 0 skin(integer) : "Contents" : 0 volume(string) : "Sound Volume 0.0 - 1.0" : "0.85" spawnflags(flags) = [ 8 : "Not solid" : 0 ] _minlight(string) : "Minimum light level" ] @SolidClass base(Targetname, Appearflags, RenderFields, ZHLT) = wallBase [ _minlight(string) : "Minimum light level" ] @SolidClass base(wallBase) = func_wall : "Wall" : "https://www.codenameloop.com/entities/brush-entities/func/func_wall" [ chance(string) : "Chance of appearing (1-100)" : "100" : "This is the chance that this entity has to spawn on the level." ] @SolidClass base(wallBase) = func_wall_toggle : "Toggleable geometry" : "https://www.codenameloop.com/entities/brush-entities/func/func_wall_toggle" [ spawnflags(flags) = [ 1 : "Starts Invisible" : 0 8192: "Ignore Nav Mesh" : 0 ] ] @SolidClass base(wallBase, RenderFxChoicesTrigger) = func_collision : "Invisible Wall" : "https://www.codenameloop.com/entities/brush-entities/func/func_collision" [ _minlight(string) : "Minimum light level" spawnflags(flags) = [ 8192: "Ignore Nav Mesh" : 0 ] ] @SolidClass base(wallBase, RenderFxChoicesTrigger) = func_collision_toggle : "Toggleable Invisible Wall" : "https://www.codenameloop.com/entities/brush-entities/func/func_collision_toggle" [ spawnflags(flags) = [ 1 : "Starts Inactive" : 0 ] ] @SolidClass base(wallBase) = func_wall_fade : "Fadable Wall" : "https://www.codenameloop.com/entities/brush-entities/func/func_wall_fade" [ fade(string) : "Min Visible Value (0-90)" : "50" spawnflags(flags) = [ 1 : "Starts Invisible" : 0 2 : "Toggle Collision" : 0 8192: "Ignore Nav Mesh" : 0 ] ] @SolidClass base(Targetname, RenderFxChoicesTrigger, ZHLT) = func_fade_zone : "Fade Zone" : "https://www.codenameloop.com/entities/brush-entities/func/func_fade_zone" [ fade(string) : "Min Visible Value (0-90)" : "50" spawnflags(flags) = [ 1 : "Starts Invisible" : 0 ] ] @SolidClass base(wallBase, RenderFxChoicesTrigger) = func_clip : "Clip" : "https://www.codenameloop.com/entities/brush-entities/func/func_clip" [ spawnflags(flags) = [ 1 : "Start off" : 0 2 : "No Clients" : 0 4 : "Monsters" : 0 8 : "Pushables" : 0 ] ] @SolidClass base(Door, ZHLT) = func_water : "Liquid" : "https://www.codenameloop.com/entities/brush-entities/func/func_water" [ spawnflags(flags) = [ 1 : "Starts Open" : 0 //256:"Use Only" : 0 ] skin(choices) : "Contents" : -3 = [ -3: "Water" -4: "Slime" -5: "Lava" -6: "Electric Shock" ] //WaveHeight(string) : "Wave Height" : "3.2" ] // // game entities (requires Half-Life 1.0.0.9) // @PointClass base(EntName, Parentname, Angles) studio("models/sat_globe.mdl") = model_satglobe : "Sat Globe" : "https://www.codenameloop.com/entities/point-entities/models/model_satglobe" [ scale(string) : "Model Scale (1 = Normal Size)" : "1" sequence(Choices) : "Sequence" : 0 = [ 0 : "orbit" ] triggersequence(Choices) : "Sequence On Trigger" : 0 = [ 0 : "orbit" ] ] @PointClass base(EntName, Parentname, Angles) studio("models/skeleton.mdl") = model_skeleton : "Skeleton" : "https://www.codenameloop.com/entities/point-entities/models/model_skeleton" [ scale(string) : "Model Scale (1 = Normal Size)" : "1" sequence(Choices) : "Sequence" : 0 = [ 0 : "s_onback" 1 : "s_sitting" ] triggersequence(Choices) : "Sequence On Trigger" : 0 = [ 0 : "s_onback" 1 : "s_sitting" ] ] @PointClass base(EntName, Parentname, Angles) studio("models/apache.mdl") = model_apache : "Apache" : "https://www.codenameloop.com/entities/point-entities/models/model_apache" [ scale(string) : "Model Scale (1 = Normal Size)" : "1" sequence(Choices) : "Sequence" : 0 = [ 0 : "idle" ] triggersequence(Choices) : "Sequence On Trigger" : 0 = [ 0 : "idle" ] ] @PointClass base(EntName, Parentname, Angles) studio("models/can.mdl") = model_sodacan : "Soda Can" : "https://www.codenameloop.com/entities/point-entities/models/model_sodacan" [ scale(string) : "Model Scale (1 = Normal Size)" : "1" skin(choices) : "Beverage Type" : 0 = [ 0 : "Hai!" 1 : "Glub" 2 : "Grape" 3 : "Guthrie" 4 : "Yuck" 5 : "Dante" 6 : "Random" ] sequence(Choices) : "Sequence" : 0 = [ 0 : "idle" ] triggersequence(Choices) : "Sequence On Trigger" : 0 = [ 0 : "idle" ] ] // // // // // // // // // // // @PointClass base(EntName, Targetx) iconsprite("editor/sprites/game_counter.spr") = game_counter : "Fires when it hits limit" : "https://www.codenameloop.com/entities/point-entities/others/logic/game_counter" [ spawnflags(flags) = [ 1: "Remove On fire" : 0 2: "Reset On fire" : 0 ] master(string) : "Master" objectivesrequired(string) : "Objectives Required" frags(integer) : "Initial Value" : 0 health(integer) : "Limit Value" : 10 ] @PointClass base(EntName, Target) iconsprite("editor/sprites/game_counter_set.spr") = game_counter_set : "Sets a game_counter" : "https://www.codenameloop.com/entities/point-entities/others/logic/game_counter_set" [ spawnflags(flags) = [ 1: "Remove On fire" : 0 ] master(string) : "Master" objectivesrequired(string) : "Objectives Required" frags(integer) : "New Value" : 10 ] @PointClass base(EntName) iconsprite("editor/sprites/game_end.spr") = game_end : "Exit to Menu" : "https://www.codenameloop.com/entities/point-entities/others/others/game_end" [ master(string) : "Master" objectivesrequired(string) : "Objectives Required" ] @PointClass base(EntName) iconsprite("editor/sprites/game_player_equip.spr") = game_player_equip : "Initial player equipment" : "https://www.codenameloop.com/entities/point-entities/others/others/game_player_equip" [ spawnflags(flags) = [ 2: "Chapter Default Equipment" : 0 ] //master(string) : "Team Master" ] @PointClass base(EntName) iconsprite("editor/sprites/game_player_hurt.spr") = game_player_hurt : "Hurts player who fires" : "https://www.codenameloop.com/entities/point-entities/others/others/game_player_hurt" [ dmg(string) : "Damage To Apply" : "999" spawnflags(flags) = [ 1: "Remove On fire" : 0 ] damagetype(choices) : "Damage Type" : 0 = [ 0 : "GENERIC" 1 : "CRUSH" 2 : "BULLET" 4 : "SLASH" 8 : "BURN" 16 : "FREEZE" 32 : "FALL" 64 : "BLAST" 128 : "CLUB" 256 : "SHOCK" 512 : "SONIC" 1024 : "ENERGYBEAM" 16384: "DROWN" 32768 : "PARALYSE" 65536 : "NERVEGAS" 131072 : "POISON" 262144 : "RADIATION" 524288 : "DROWNRECOVER" 1048576 : "CHEMICAL" 2097152 : "SLOWBURN" 4194304 : "SLOWFREEZE" ] master(string) : "Master" objectivesrequired(string) : "Objectives Required" ] @PointClass base(EntName, Target) iconsprite("editor/sprites/game_text.spr") = game_text : "HUD Text Message" : "https://www.codenameloop.com/entities/point-entities/others/display/game_text" [ message(string) : "Message Text" holdtime(string) : "Hold Time" : "1.2" master(string) : "Master" objectivesrequired(string) : "Objectives Required" ] @PointClass base(gibshooterbase) = gibshooter : "Gib Shooter" [ skin(choices) :"Gib Type" : 0 = [ 0: "Human Gibs" 1: "Alien Gibs" -1: "Random" ] ] // // info entities // @PointClass decal() base(Targetname) = infodecal : "Decal" : "https://www.codenameloop.com/entities/point-entities/others/world/infodecal" [ texture(decal) ] @PointClass base(Targetname) iconsprite("editor/sprites/info_null.spr") = info_null : "info_null (spotlight target)" : "https://www.codenameloop.com/entities/point-entities/others/others/info_null" [] @PointClass base(PlayerClass) sequence(1) studio("editor/models/info_companion_start.mdl") = info_companion_start : "Companion Start Point" : "https://www.codenameloop.com/entities/point-entities/others/others/info_companion_start" [] @PointClass base(Targetx, PlayerClass) sequence(1) studio("editor/models/info_player_start.mdl") = info_player_start : "This is where the player will start on the map, if there is more than one of these in the map the player will randomly spawn on one of them" : "https://www.codenameloop.com/entities/point-entities/others/others/info_player_start" [] @PointClass base(Targetname) size(-4 -4 -4, 4 4 4) color(200 100 50) iconsprite("editor/sprites/info_target.spr") = info_target : "Target" : "https://www.codenameloop.com/entities/point-entities/others/others/info_target" [] @PointClass size(-8 -8 0, 8 8 16) base(PlayerClass, Targetname) iconsprite("editor/sprites/info_teleport_destination.spr") flags(Angle) = info_teleport_destination : "Teleport destination" : "https://www.codenameloop.com/entities/point-entities/others/others/info_teleport_destination" [] // // items // @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) studio("editor/models/item_battery.mdl") = item_battery : "HEV battery" : "https://www.codenameloop.com/entities/point-entities/items/items/item_battery" [] @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) studio("editor/models/item_healthkit.mdl") = item_healthkit : "Small Health Kit" : "https://www.codenameloop.com/entities/point-entities/items/items/item_healthkit" [] @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) studio("editor/models/item_longjump.mdl") = item_longjump : "Longjump Module" : "https://www.codenameloop.com/entities/point-entities/items/items/item_longjump" [ spawnflags(Flags) = [ 2 : "Consumable" : 0 ] ] @PointClass size(-16 -16 0, 16 16 36) base(Targetx) studio("models/w_suit.mdl") = item_suit : "HEV Suit" : "https://www.codenameloop.com/entities/point-entities/items/items/item_suit" [ chance(string) : "Chance of appearing (1-100)" : "100" : "This is the chance that this entity has to spawn on the level." spawnflags(Flags) = [ 1 : "Short Logon" : 0 ] ] // // lights // @PointClass iconsprite("editor/sprites/light.spr") base(Light, ZHLT_point) flags(Light) = light : "Invisible lightsource." : "https://www.codenameloop.com/entities/point-entities/others/world/light" [ ] @PointClass iconsprite("editor/sprites/light_dynamic.spr") base(Targetname, LightDynamic) flags(Light) = light_dynamic : "Invisible dynamic lightsource." : "https://www.codenameloop.com/entities/point-entities/others/world/light_dynamic" [ spawnflags(Flags) = [ 1 : "Initially dark" : 0 : "If this is enabled, the entity will need to be triggered to work." ] ] @PointClass iconsprite("editor/sprites/light_spot.spr") base(TargetSpot, Angles, ZHLT_point) flags(Light) = light_spot : "The light_spot entity allows you to create direct beams of light (like from a, err, spotlight)." : "https://www.codenameloop.com/entities/point-entities/others/world/light_spot" [ _cone(integer) : "Inner (bright) angle" : 30 : "The angle of the cone formed around the directional axis. The area inside this cone will contain the brightest light." _cone2(integer) : "Outer (fading) angle" : 45 : "As above, although the area inside this cone will fade increasingly towards the outer edges." pitch(integer) : "Pitch" : -90 : "The pitch of the light (-90 is straight down, 90 is straight up)." _light(color255) : "Brightness" : "255 255 128 200" : "First three integer numbers are the color (RGB). The fourth number is the brightness." _sky(Choices) : "Is Sky" : 0 : "If Yes, the spot_light will affect the sky brushes, rather than project any light itself." = [ 0 : "No" 1 : "Yes" ] spawnflags(Flags) = [ 1 : "Initially dark" : 0 : "If this is enabled, the entity will need to be triggered to work." ] style(Choices) : "Appearance" : 0 : "Light appearance. Values:" = [ 0 : "Normal" 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" ] pattern(string) : "Custom Appearance" : : "Use a string of letters to provide a custom light style. The property allows you to enter a string of letters from a to z, representing brightness. If you entered 'abcdefghihgfedcba' then the light would go from bright to dim and back again and then repeat. Complicating things, to use this feature, you must name the light. However, if you then use a trigger to activate it, then it will behave as a normal light." ] @PointClass iconsprite("editor/sprites/light_spot_dynamic.spr") base(Targetname, TargetSpot, Angles) flags(Light) = light_spot_dynamic : "The light_spot entity_dynamic allows you to create a dynamic direct beams of light (like from a, err, spotlight)." : "https://www.codenameloop.com/entities/point-entities/others/world/light_spot_dynamic" [ _cone(integer) : "Inner (bright) angle" : 30 : "The angle of the cone formed around the directional axis. The area inside this cone will contain the brightest light." _cone2(integer) : "Outer (fading) angle" : 45 : "As above, although the area inside this cone will fade increasingly towards the outer edges." pitch(integer) : "Pitch" : -90 : "The pitch of the light (-90 is straight down, 90 is straight up)." _light(color255) : "Brightness" : "255 255 128 200" : "First three integer numbers are the color (RGB). The fourth number is the brightness." _sky(Choices) : "Is Sky" : 0 : "If Yes, the spot_light will affect the sky brushes, rather than project any light itself." = [ 0 : "No" 1 : "Yes" ] spawnflags(Flags) = [ 1 : "Initially dark" : 0 : "If this is enabled, the entity will need to be triggered to work." ] style(Choices) : "Appearance" : 0 : "Light appearance. Values:" = [ 0 : "Normal" 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" ] pattern(string) : "Custom Appearance" : : "Use a string of letters to provide a custom light style. The property allows you to enter a string of letters from a to z, representing brightness. If you entered 'abcdefghihgfedcba' then the light would go from bright to dim and back again and then repeat. Complicating things, to use this feature, you must name the light. However, if you then use a trigger to activate it, then it will behave as a normal light." ] @PointClass base(Angles, ZHLT_point) iconsprite("editor/sprites/light_environment.spr") flags(Light) = light_environment : "This entity makes a map's sky emit light. The only practical way of lighting outdoor maps." : "https://www.codenameloop.com/entities/point-entities/others/world/light_environment" [ _light(color255) : "Brightness" : "255 255 128 200" : "First three integer numbers are the color (RGB). The fourth number is the brightness." pitch(integer) : "Pitch" : 0 : "A negative number will give downward pitch (which is normally what you want)." ] // // monsters // @PointClass base(EntName, Angles, Sequence) size(-16 -16 0, 16 16 72) studio("models/sentry.mdl") sequence(1) = monster_sentry : "Sentry Turret Gun" [ TriggerTarget(target_destination) : "Trigger Target" : : "The event to trigger when the Trigger Condition is met. Used by monsters." TriggerCondition(Choices) : "Trigger Condition" : 0 : "This controls the condition under which a monster will trigger its TriggerTarget. The options are:" = [ 0 : "No Trigger" 2 : "Take Damage" 3 : "50% Health Remaining" 4 : "Death" 10: "See Player" ] monstercategory(Choices) : "Category" : 0 : "This controls if the monster is an Ally or a Foe. The options are:" = [ 0 : "Default" 1 : "Ally" 2 : "Foe" ] chance(string) : "Chance of appearing (1-100)" : "100" : "This is the chance that this entity has to spawn on the level." spawnflags(Flags) = [ 32 : "Start Active" : 0 ] ] @PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/agrunt.mdl") = monster_alien_grunt : "Alien Grunt" : "https://www.codenameloop.com/entities/point-entities/monsters/foes/monster_alien_grunt" [ sequence(Choices) : "Animation Sequence (editor)" : 0 = [ 0 : "idle1" 1 : "threat" 2 : "walk" 3 : "run" 4 : "turnl" 5 : "turnr" 6 : "smallflinch" 7 : "bigflinch" 8 : "mattack2" 9 : "mattack3" 10 : "victorysquat" 11 : "victoryeat" 12 : "victorysquat" 13 : "larmflinch" 14 : "llegflinch" 15 : "rarmflinch" 16 : "rlegflinch" 17 : "attack3" 18 : "attack3" 19 : "hornetattack" 20 : "quickshoot" 21 : "longshoot" 22 : "diehead" 23 : "diegut" 24 : "dieforward" 25 : "diesimple" 26 : "diebackward" 27 : "float" 28 : "scare" 29 : "bigopen" 30 : "smashrail" 31 : "landhard" ] ] @PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 72) studio("models/islave.mdl") = monster_vortigaunt : "Vortigaunt" : "https://www.codenameloop.com/entities/point-entities/monsters/foes/monster_vortigaunt" [ spawnflags(Flags) = [ 1024 : "Ignore Player" : 0 ] sequence(Choices) : "Animation Sequence (editor)" : 0 = [ 0 : "idle1" 1 : "idle2" 2 : "idle3" 3 : "crouch" 4 : "walk1" 5 : "walk2" 6 : "run1" 7 : "right" 8 : "left" 9 : "jump" 10 : "stairsup" 11 : "attack1" 12 : "zapattack1" 13 : "flinch2" 14 : "laflinch" 15 : "rafflinch" 16 : "llflinch" 17 : "rlflinch" 18 : "dieheadshot" 19 : "diesimple" 20 : "diebackward" 21 : "dieforward" 22 : "collar1" 23 : "collar2" 24 : "pushup" 25 : "grab" 26 : "updown" 27 : "downup" 28 : "jibber" 29 : "jabber" ] ] @PointClass base(Sequence) size(-16 -16 -36, 16 16 0) studio("models/barnacle.mdl") = monster_barnacle : "Barnacle Monster" : "https://www.codenameloop.com/entities/point-entities/monsters/foes/monster_barnacle" [ autoadjust(Choices) : "Auto adjust height" : 0 = [ 0 : "No" 1 : "Yes" ] chance(string) : "Chance of appearing (1-100)" : "100" : "This is the chance that this entity has to spawn on the level." ] @PointClass base(Monster,TalkMonster, Sequence) size(-16 -16 0, 16 16 72) studio("models/barney.mdl") = monster_barney : "Barney" : "https://www.codenameloop.com/entities/point-entities/monsters/allies/monster_barney" [ spawnflags(Flags) = [ 1024 : "Keep Weapon" : 0 ] sequence(choices) : "Animation Sequence (editor)" : 0 = [ 0 : "idle1" 1 : "idle2" 2 : "idle3" 3 : "idle4" 4 : "walk" 5 : "run" 6 : "shootgun" 7 : "shootgun2" 8 : "draw" 9 : "disarm" 10 : "reload" 11 : "turnleft" 12 : "turnright" 13 : "laflinch" 14 : "raflinch" 15 : "llflinch" 16 : "rlflinch" 17 : "smlflinch" 18 : "cower_stand" 19 : "locked_door" 20 : "fall_loop" 21 : "barn_wave" 22 : "beat_grunt" 23 : "beat_gruntidle" 24 : "flashlight" 25 : "diesimple" 26 : "dieviolent" 27 : "diegutshot" 28 : "dieforward" 29 : "diebackward" 30 : "diecrump" 31 : "barnaclehit" 32 : "barnaclepull" 33 : "barnaclecrunch" 34 : "barnaclechew" 35 : "lying_on_back" 36 : "lying_on_side" 37 : "lying_on_stomach" 38 : "stuffed_in_vent" 39 : "standing_idle" 40 : "cprbarney" 41 : "cprbarneyrevive" 42 : "barney_dragvent" 43 : "dying_barney" 44 : "dying_barneyidle" 45 : "dying_friend" 46 : "dying_friendidle" 47 : "c1a3_bidle" 48 : "c1a3_ventb" 49 : "c1a3_emergeidle" 50 : "c1a3_emerge " 51 : "haulbarney" 52 : "intropush" 53 : "fence" 54 : "sit1" 55 : "almostidle" 56 : "almost " 57 : "laseridle" 58 : "laser_top" 59 : "laser_bottom" 60 : "barneyfallidle" 61 : "barneyfall " 62 : "c3a2_draw" 63 : "unlatch" 64 : "retina" 65 : "relaxstand" 66 : "assassinated" 67 : "trackswitch" 68 : "pepsiswing" 69 : "pepsipush" 70 : "buttonpush" ] ] @PointClass base(Targetname, Target, Angles, Sequence) size(-16 -16 0, 16 16 72) studio("models/barney.mdl") sequence(35) = monster_barney_dead : "Dead Barney" : "https://www.codenameloop.com/entities/point-entities/monsters/corpses/monster_barney_dead" [ pose(Choices) : "Pose" : 0 = [ 0 : "On back" 1 : "On side" 2 : "On stomach" ] sequence(Choices) : "Animation Sequence (editor)" : 35 = [ 35 : "lying_on_back" 36 : "lying_on_side" 37 : "lying_on_stomach" ] spawnflags(Flags) = [ 1 : "Wounded" : 0 ] ] @PointClass base(Monster, Sequence) size(-32 -32 0, 32 32 64) studio("models/bullsquid.mdl") sequence(7) = monster_bullsquid : "BullChicken" : "https://www.codenameloop.com/entities/point-entities/monsters/foes/monster_bullsquid" [ sequence(Choices) : "Animation Sequence (editor)" : 7 = [ 0 : "walk" 1 : "run" 2 : "suprisedhop" 3 : "flinchs" 4 : "flinchb" 5 : "turnleft" 6 : "turnright" 7 : "idle" 8 : "whip" 9 : "bite" 10 : "range" 11 : "look" 12 : "seecrab" 13 : "eat" 14 : "inspectdown" 15 : "sniff" 16 : "die" 17 : "die1" 18 : "bulljump" 19 : "draggruntidle" 20 : "draggrunt" 21 : "scare" 22 : "squidfallidle" 23 : "squidfall" ] ] @PointClass base(Angles) size(-3 -3 0, 3 3 3) studio("models/roach.mdl") = monster_cockroach : "Cockroach" : "https://www.codenameloop.com/entities/point-entities/monsters/others/monster_cockroach" [ chance(string) : "Chance of appearing (1-100)" : "100" : "This is the chance that this entity has to spawn on the level." ] @PointClass base(Monster, Sequence) size(-16 -16 -36, 16 16 36) studio("models/forklift.mdl") = monster_forklift : "Gus" : "https://www.codenameloop.com/entities/point-entities/monsters/others/monster_forklift" [ sequence(Choices) : "Animation Sequence (editor)" : 0 = [ 0 : "dummy" 1 : "drive" 2 : "drive2" 3 : "jockey" 4 : "idle2" 5 : "patha" 6 : "pathb" ] ] @PointClass base(Monster, Sequence) size(-16 -16 -36, 16 16 36) sequence(2) offset(0 0 36) studio("models/holo.mdl") = monster_holo : "Holo" : "https://www.codenameloop.com/entities/point-entities/monsters/others/monster_holo" [ sequence(Choices) : "Animation Sequence (editor)" : 2 = [ 0 : "walk" 1 : "longjump" 2 : "troom_talkidle" 3 : "troom_quadjump" 4 : "troom_intro" 5 : "quadtalk" 6 : "troom_talkidle" 7 : "cjump_hole" 8 : "scharge" 9 : "crouch_hole" 10 : "jump_module" 11 : "longjumptalk" 12 : "healthkit" 13 : "completed" 14 : "target" 15 : "kickup" 16 : "treadwater" 17 : "dive" 18 : "divetalk" 19 : "aqua_exit" 20 : "divetalk" 21 : "train" 22 : "crate" 23 : "pull_box" 24 : "crate_exit" 25 : "bust_wall" 26 : "ladder" ] ] @PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 72) studio("editor/models/monsters/gman.mdl") = monster_gman : "G-Man" : "https://www.codenameloop.com/entities/point-entities/monsters/allies/monster_gman" [ sequence(Choices) : "Animation Sequence (editor)" : 0 = [ 0 : "idle01" 1 : "idlebrush" 2 : "idlelook" 3 : "idle02" 4 : "open" 5 : "stand" 6 : "walk" 7 : "yes" 8 : "no" 9 : "bigno" 10 : "bigyes" 11 : "listen" 12 : "lookdown" 13 : "lookdown2" 14 : "run" 15 : "push_button" 15 : "retina" 16 : "die_simple" ] ] @PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 36) studio("models/headcrab.mdl") = monster_headcrab : "Head Crab" : "https://www.codenameloop.com/entities/point-entities/monsters/foes/monster_headcrab" [ sequence(Choices) : "Animation Sequence (editor)" : 0 = [ 0 : "idle1" 1 : "idle2" 2 : "idle3" 3 : "walk" 4 : "run" 5 : "angry" 6 : "flinch" 7 : "dieback" 8 : "180_left" 9 : "180_right" 10 : "jump" 11 : "jump_variation1" 12 : "jump_variation2" 13 : "yaw_adjustment" 14 : "headcrabbed#1" 15 : "headcrabbed#2" 16 : "headidle" 17 : "crashidle" 18 : "crash" 19 : "hstruggleidle" 20 : "hstruggle" ] ] @PointClass base(Targetname, Target, Angles, Sequence) size(-16 -16 0, 16 16 72) = monster_hevsuit_dead : "Dead HEV Suit" : "https://www.codenameloop.com/entities/point-entities/monsters/corpses/monster_hevsuit_dead" [ pose(Choices) : "Pose" : 0 = [ 0 : "On back" 1 : "Seated" 2 : "On stomach" 3 : "On Table" ] spawnflags(Flags) = [ 1 : "Wounded" : 0 ] ] @PointClass base(Targetname, Target, Angles) size(-16 -16 0, 16 16 72) studio("models/hgrunt.mdl") = monster_hgrunt_dead : "Dead Human Grunt" : "https://www.codenameloop.com/entities/point-entities/monsters/corpses/monster_hgrunt_dead" [ pose(Choices) : "Pose" : 0 = [ 0 : "On stomach" 1 : "On side" 2 : "Seated" ] body(Choices) : "Skin" : 0 = [ 0 : "Grunt with Gun" 1 : "Commander with Gun" 2 : "Grunt no Gun" 3 : "Commander no Gun" ] sequence(Choices) : "Animation Sequence (editor)" : 44 = [ 44 : "deadstomach" 45 : "deadside" 46 : "deadsitting" ] spawnflags(Flags) = [ 1 : "Wounded" : 0 ] ] @PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 36) studio("models/houndeye.mdl") = monster_houndeye : "Houndeye" : "https://www.codenameloop.com/entities/point-entities/monsters/foes/monster_houndeye" [ sequence(Choices) : "Animation Sequence (editor)" : 0 = [ 0 : "idle1" 1 : "idle2" 2 : "idle3" 3 : "run(1)" 4 : "run(2)" 5 : "run(3)" 6 : "die" 7 : "die1" 8 : "die2" 9 : "die3" 10 : "attack" 11 : "flinch_small" 12 : "flinch_small2" 13 : "die_crumple" 14 : "walk_limp" 15 : "walk2" 16 : "leaderlook" 17 : "sleep" 18 : "gotosleep" 19 : "sleeptostand" 20 : "madidle" 21 : "madidle2" 22 : "madidle3" 23 : "inspect" 24 : "eat" 25 : "180l" 26 : "180r" 27 : "jumpback" 28 : "wakefast" 29 : "whimper" 30 : "jumpwindow" ] ] @PointClass base(Monster,TalkMonster, Sequence) size(-16 -16 0, 16 16 72) studio("models/hassassin.mdl") = monster_human_assassin : "Female Assassin" : "https://www.codenameloop.com/entities/point-entities/monsters/foes/monster_human_assassin" [ spawnflags(Flags) = [ 1024 : "Keep Weapon" : 0 ] sequence(choices) : "Animation Sequence (editor)" : 0 = [ 0 : "idle1" 1 : "idle3" 2 : "idle2" 3 : "run" 4 : "walk" 5 : "shoot" 6 : "grenadethrow" 7 : "kick" 8 : "kickshort" 9 : "death_during_run" 10 : "die_backwards" 11 : "die_simple" 12 : "jump" 13 : "fly_up" 14 : "fly_down" 15 : "fly_attack" 16 : "landfromjump" ] ] @PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/hgrunt.mdl") = monster_human_grunt : "Human Grunt" : "https://www.codenameloop.com/entities/point-entities/monsters/foes/monster_human_grunt" [ spawnflags(Flags) = [ 1024 : "Keep Weapon" : 0 ] weapons(Choices) : "Weapons" : 0 = [ 0 : "Random" 1 : "Mp5" 3 : "Mp5 + Grenades" 8 : "Shotgun" 10 : "Shotgun + Grenades" ] sequence(Choices) : "Animation Sequence (editor)" : 11 = [ 0 : "walk1" 1 : "run" 2 : "victorydance" 3 : "cower" 4 : "smflinch" 5 : "leftlegsmflinch" 6 : "rightlegsmflinch" 7 : "rightarmflinch" 8 : "leftarmflinch" 9 : "launchgrenade" 10 : "throwgrenade" 11 : "idle1" 12 : "idle2" 13 : "combatidle" 14 : "frontkick" 15 : "crouching_idle" 16 : "crouching_wait" 17 : "crouching_mp5" 18 : "standing_mp5" 19 : "reload_mp5" 20 : "crouching_shotgun" 21 : "standing_shotgun" 22 : "reload_shotgun" 23 : "advance_signal" 24 : "flank_signal" 25 : "retreat_signal" 26 : "drop_grenade" 27 : "limpingwalk" 28 : "limpingrun" 29 : "180L" 30 : "180R" 31 : "strafeleft" 32 : "straferight" 33 : "dieback1" 34 : "dieforward" 35 : "diesimple" 36 : "diebackwards" 37 : "dieheadshot" 38 : "diegutshot" 39 : "barnacled1" 40 : "barnacled2" 41 : "barnacled3" 42 : "barnacled4" 43 : "dead_on_stomach" 44 : "deadstomach" 45 : "deadside" 46 : "deadsitting" 47 : "repel_jump" 48 : "repel_repel" 49 : "repel_shoot" 50 : "repel_land" 51 : "repel_die" 52 : "dragholeidle" 53 : "draghole" 54 : "bustwall" 55 : "hoprail" 56 : "converse1" 57 : "converse2" 58 : "startleleft" 59 : "startleright" 60 : "divecover" 61 : "defuse" 62 : "corner1" 63 : "corner2" 64 : "stonetoss" 65 : "cliffdie" 66 : "diveaside_idle" 67 : "diveaside" 68 : "kneeldive_idle" 69 : "kneeldive" 70 : "WM_button" 71 : "WM_moatjump" 72 : "bustwindow" 73 : "dragleft" 74 : "dragright" 75 : "trackwave" 76 : "trackdive" 77 : "flyback" 78 : "impaled" 79 : "jumptracks" 80 : "pipetoss" 81 : "plunger" ] ] @PointClass base(Monster, TalkMonster) size(-16 -16 0, 16 16 72) studio("models/scientist.mdl") = monster_scientist : "Scared Scientist" : "https://www.codenameloop.com/entities/point-entities/monsters/allies/monster_scientist" [ body(Choices) : "Skin" : -1 = [ -1 : "Random" 0 : "Walter" 1 : "Einstein" 2 : "Luther" 3 : "Slick" ] sequence(Choices) : "Animation Sequence (editor)" : 13 = [ 0 : "walk" 1 : "walk_scared" 2 : "run" 3 : "run1" 4 : "run2" 5 : "180_Left" 6 : "180_Right" 7 : "flinch" 8 : "flinch1" 9 : "laflinch" 10 : "raflinch" 11 : "llflinch" 12 : "rlflinch" 13 : "idle1" 14 : "idle3" 15 : "idle4" 16 : "idle5" 17 : "idle6" 18 : "idle7" 19 : "crouchstand" 20 : "crouch_idle" 21 : "crouch_idle2" 22 : "crouch_idle3" 23 : "crouch_idle3" 24 : "panic" 25 : "fear1" 26 : "fear2" 27 : "eye_wipe" 28 : "pull_needle" 29 : "return_needle" 30 : "give_shot" 31 : "diesimple" 32 : "dieforward" 33 : "dieforward1" 34 : "diebackward" 35 : "headshot" 36 : "gutshot" 37 : "lying_on_back" 38 : "lying_on_stomach" 39 : "dead_sitting" 40 : "dead_table1" 41 : "dead_table2" 42 : "dead_table3" 43 : "barnacled1" 44 : "barnacled2" 45 : "barnacled3" 46 : "barnacled4" 47 : "console" 48 : "checktie" 49 : "dryhands" 50 : "tieshoe" 51 : "whiteboard" 52 : "studycart" 53 : "lean" 54 : "pondering" 55 : "pondering2" 56 : "pondering3" 57 : "buysoda" 58 : "pause" 59 : "yes" 60 : "no" 61 : "push_button" 62 : "converse1" 63 : "converse2" 64 : "retina" 65 : "talkleft" 66 : "talkright" 67 : "deskidle" 68 : "coffee" 69 : "franticbutton" 70 : "startle" 71 : "sitlookleft" 72 : "sitlookright" 73 : "sitscared" 74 : "sitting2" 75 : "sitting3" 76 : "cprscientist" 77 : "cprscientistrevive" 78 : "cowering_in_corner" 79 : "sstruggleidle" 80 : "sstruggle" 81 : "headcrabbed" 82 : "c1a0_catwalkidle" 83 : "c1a0_catwalk" 84 : "ceiling_dangle" 85 : "ventpull1" 86 : "ventpull2" 87 : "ventpullidle1" 88 : "ventpullidle2" 89 : "sitidle" 90 : "sitstand" 91 : "keypad" 92 : "panic1" 93 : "lookwindow" 94 : "wave" 95 : "pulldoor" 96 : "beatdoor" 97 : "fallingloop" 98 : "crawlwindow" 99 : "divewindow" 100 : "locked_door" 101 : "push_button2" 102 : "unlock_door" 103 : "quicklook" 104 : "handrailidle" 105 : "handrail" 106 : "hanging_idle" 107 : "fall" 108 : "scientist_get_pulled" 109 : "hanging_idle2" 110 : "fall_elevator" 111 : "scientist_idlewall" 112 : "ickyjump_sci" 113 : "haulscientist" 114 : "c1a4_wounded_idle" 115 : "c1a4_dying_speech" 116 : "tentacle_grab" 117 : "helicack" 118 : "windive" 119 : "scicrashidle" 120 : "scicrash" 121 : "onguard" 122 : "seeya" 123 : "rocketcrawl" 124 : "portal" 125 : "gluonshow" 126 : "crouch" 127 : "kneel" ] ] @PointClass base(Angles) size(-16 -16 0, 16 16 72) studio("models/scientist.mdl") = monster_scientist_dead : "Dead Scientist" : "https://www.codenameloop.com/entities/point-entities/monsters/corpses/monster_scientist_dead" [ body(Choices) : "Skin" : -1 = [ -1 : "Random" 0 : "Walter" 1 : "Einstein" 2 : "Luther" 3 : "Slick" ] pose(Choices) : "Pose" : 0 = [ 0 : "On back" 1 : "On Stomach" 2 : "Sitting" 3 : "Hanging" 4 : "Table1" 5 : "Table2" 6 : "Table3" ] sequence(Choices) : "Animation Sequence (editor)" : 37 = [ 37 : "lying_on_back" 38 : "lying_on_stomach" 39 : "dead_sitting" 40 : "dead_table1" 41 : "dead_table2" 42 : "dead_table3" ] spawnflags(Flags) = [ 1 : "Wounded" : 0 ] ] @PointClass base(Monster) size(-14 -14 22, 14 14 72) studio("models/scientist.mdl") = monster_sitting_scientist : "Sitting Scientist" : "https://www.codenameloop.com/entities/point-entities/monsters/allies/monster_sitting_scientist" [ body(Choices) : "Body" : -1 = [ -1 : "Random" 0 : "Glasses" 1 : "Einstein" 2 : "Luther" 3 : "Slick" ] sequence(Choices) : "Animation Sequence (editor)" : 73 = [ 71 : "sitlookleft" 72 : "sitlookright" 73 : "sitscared" 74 : "sitting2" 75 : "sitting3" ] ] @PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 36) studio("models/w_squeak.mdl") = monster_snark : "Snark" : "https://www.codenameloop.com/entities/point-entities/monsters/foes/monster_snark" [] @PointClass base(Targetx, Angles) studio("models/v_tripmine.mdl") body(3) sequence(7) = monster_tripmine : "Active Tripmine" : "https://www.codenameloop.com/entities/point-entities/monsters/others/monster_tripmine" [ chance(string) : "Chance of appearing (1-100)" : "100" : "This is the chance that this entity has to spawn on the level." ] @PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 72) studio("models/zombie.mdl") = monster_zombie : "Scientist Zombie" : "https://www.codenameloop.com/entities/point-entities/monsters/foes/monster_zombie" [ sequence(Choices) : "Animation Sequence (editor)" : 0 = [ 0 : "idle1" 1 : "turnleft" 2 : "turnright" 3 : "flinchsmall" 4 : "flinch " 5 : "bigflinch" 6 : "getup" 7 : "falling" 8 : "attack1" 9 : "attack2" 10 : "walk" 11 : "laflinch" 12 : "raflinch" 13 : "llflinch" 14 : "rlflinch" 15 : "dieheadshot" 16 : "dieheadshot2" 17 : "diesimple" 18 : "diebackward" 19 : "dieforward" 20 : "pause" 21 : "busting_through_wall" 22 : "kick_punch_wall" 23 : "bust_window" 24 : "soda" 25 : "slideidle" 26 : "slidewall" 27 : "ventclimbidle" 28 : "ventclimb " 29 : "deadidle" 30 : "deadwall" 31 : "freakdie" 32 : "freak " 33 : "eatbodytable" 34 : "eatbody " 35 : "eatbodystand" 36 : "ripdoor" 37 : "zombie_pull_scientist" 38 : "zombie_eating" 39 : "eat_to_stand" 40 : "vent_zidle" 41 : "vent_c1a3" 42 : "haulzombie" 43 : "c2a3_snack_getup" ] ] @PointClass base(Targetname, Angles) size(-16 -16 -16, 16 16 16) iconsprite("editor/sprites/monstermaker.spr") = monstermaker : "Monster Maker" : "https://www.codenameloop.com/entities/point-entities/monsters/others/monstermaker" [ target(string) : "Target On Release" killtarget(target_destination) : "KillTarget" //monstertype(string) : "Monster Type" newmonsterType(choices) : "Monster Type" : 13 = [ //0: "monster_alien_controller" 1: "monster_alien_grunt" 2: "monster_vortigaunt" //3: "monster_apache" //4: "monster_babycrab" //5: "monster_barnacle" 6: "monster_barney" //7: "monster_bigmomma" //8: "monster_bloater" 9: "monster_bullsquid" 10: "monster_cockroach" //11: "monster_gargantua" 12: "monster_gman" 13: "monster_headcrab" //14: "monster_hevsuit_dead" //15: "monster_hgrunt_dead" 16: "monster_houndeye" 17: "monster_human_assassin" 18: "monster_human_grunt" //19: "monster_ichthyosaur" //20: "monster_leech" //21: "monster_miniturret" //22: "monster_nihilanth" //23: "monster_osprey" //24: "monster_rat" 25: "monster_scientist" 26: "monster_sentry" 27: "monster_snark" //28: "monster_tentacle" //29: "monster_tripmine" //30: "monster_turret" 31: "monster_zombie" ] newmonsterType2(choices) : "Monster Type (Second Choice)" : -1 = [ -1: "None" //0: "monster_alien_controller" 1: "monster_alien_grunt" 2: "monster_vortigaunt" //3: "monster_apache" //4: "monster_babycrab" //5: "monster_barnacle" 6: "monster_barney" //7: "monster_bigmomma" //8: "monster_bloater" 9: "monster_bullsquid" 10: "monster_cockroach" //11: "monster_gargantua" 12: "monster_gman" 13: "monster_headcrab" //14: "monster_hevsuit_dead" //15: "monster_hgrunt_dead" 16: "monster_houndeye" 17: "monster_human_assassin" 18: "monster_human_grunt" //19: "monster_ichthyosaur" //20: "monster_leech" //21: "monster_miniturret" //22: "monster_nihilanth" //23: "monster_osprey" //24: "monster_rat" 25: "monster_scientist" 26: "monster_sentry" 27: "monster_snark" //28: "monster_tentacle" //29: "monster_tripmine" //30: "monster_turret" 31: "monster_zombie" ] newmonsterType3(choices) : "Monster Type (Third Choice)" : -1 = [ -1: "None" //0: "monster_alien_controller" 1: "monster_alien_grunt" 2: "monster_vortigaunt" //3: "monster_apache" //4: "monster_babycrab" //5: "monster_barnacle" 6: "monster_barney" //7: "monster_bigmomma" //8: "monster_bloater" 9: "monster_bullsquid" 10: "monster_cockroach" //11: "monster_gargantua" 12: "monster_gman" 13: "monster_headcrab" //14: "monster_hevsuit_dead" //15: "monster_hgrunt_dead" 16: "monster_houndeye" 17: "monster_human_assassin" 18: "monster_human_grunt" //19: "monster_ichthyosaur" //20: "monster_leech" //21: "monster_miniturret" //22: "monster_nihilanth" //23: "monster_osprey" //24: "monster_rat" 25: "monster_scientist" 26: "monster_sentry" 27: "monster_snark" //28: "monster_tentacle" //29: "monster_tripmine" //30: "monster_turret" 31: "monster_zombie" ] newmonsterType4(choices) : "Monster Type (Fourth Choice)" : -1 = [ -1: "None" //0: "monster_alien_controller" 1: "monster_alien_grunt" 2: "monster_vortigaunt" //3: "monster_apache" //4: "monster_babycrab" //5: "monster_barnacle" 6: "monster_barney" //7: "monster_bigmomma" //8: "monster_bloater" 9: "monster_bullsquid" 10: "monster_cockroach" //11: "monster_gargantua" 12: "monster_gman" 13: "monster_headcrab" //14: "monster_hevsuit_dead" //15: "monster_hgrunt_dead" 16: "monster_houndeye" 17: "monster_human_assassin" 18: "monster_human_grunt" //19: "monster_ichthyosaur" //20: "monster_leech" //21: "monster_miniturret" //22: "monster_nihilanth" //23: "monster_osprey" //24: "monster_rat" 25: "monster_scientist" 26: "monster_sentry" 27: "monster_snark" //28: "monster_tentacle" //29: "monster_tripmine" //30: "monster_turret" 31: "monster_zombie" ] newmonsterType5(choices) : "Monster Type (Fifth Choice)" : -1 = [ -1: "None" //0: "monster_alien_controller" 1: "monster_alien_grunt" 2: "monster_vortigaunt" //3: "monster_apache" //4: "monster_babycrab" //5: "monster_barnacle" 6: "monster_barney" //7: "monster_bigmomma" //8: "monster_bloater" 9: "monster_bullsquid" 10: "monster_cockroach" //11: "monster_gargantua" 12: "monster_gman" 13: "monster_headcrab" //14: "monster_hevsuit_dead" //15: "monster_hgrunt_dead" 16: "monster_houndeye" 17: "monster_human_assassin" 18: "monster_human_grunt" //19: "monster_ichthyosaur" //20: "monster_leech" //21: "monster_miniturret" //22: "monster_nihilanth" //23: "monster_osprey" //24: "monster_rat" 25: "monster_scientist" 26: "monster_sentry" 27: "monster_snark" //28: "monster_tentacle" //29: "monster_tripmine" //30: "monster_turret" 31: "monster_zombie" ] //netname(string) : "Childrens' Name" monstercategory(Choices) : "Category" : 0 : "This controls if the monster spawned is an Ally or a Foe. The options are:" = [ 0 : "Default" 1 : "Ally" 2 : "Foe" ] spawnflags(Flags) = [ 1 : "Start ON" : 0 2 : "Hunt" : 0 4 : "Cyclic" : 0 16 : "Maintain Monster Type" : 0 //8 : "MonsterClip" : 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 ] @PointClass base(Targetname, Angles) size(-16 -16 -16, 16 16 16) iconsprite("editor/sprites/itemmaker.spr") = itemmaker : "Item Maker" : "https://www.codenameloop.com/entities/point-entities/items/others/itemmaker" [ target(string) : "Target On Pickup" container(target_destination) : "Container" spawnflags(Flags) = [ 1 : "Only Once" : 0 ] spawnobject(choices) : "Item to Spawn" : 1 = [ 1: "Battery" 2: "Healthkit" 3: "Glock" 4: "Glock Ammo" 5: "Mp5" 6: "Mp5 Ammo" 7: "Mp5 Grenades" 8: "Shotgun" 9: "Shotgun Ammo" 10: "Crossbow" 11: "Crossbow Ammo" 12: "Revolver" 13: "Revolver Ammo" 14: "RPG" 15: "RPG Ammo" 16: "Uranium" 17: "Hand grenade" 18: "Tripmine" 19: "Satchel Charge" 20: "Snark" 21: "Hivehand" 22: "Crowbar" 23: "Gauss" 24: "Egon" 25: "Long Jump" 26: "Suit" ] ] @PointClass base(Targetname, Angles) size(-16 -16 -16, 16 16 16) iconsprite("editor/sprites/itemmaker_random.spr") = itemmaker_random : "Random Item Maker" : "https://www.codenameloop.com/entities/point-entities/items/others/itemmaker_random" [ target(string) : "Target On Pickup" container(target_destination) : "Container" spawnflags(Flags) = [ 1 : "Only Once" : 0 ] ] @PointClass base(EntName, Targetx) size(-16 -16 -16, 16 16 16) iconsprite("editor/sprites/game_objective.spr") = game_objective : "Start Objective" : "https://www.codenameloop.com/entities/point-entities/others/display/game_objective" [ objective(string) : "Objective ID (start with $ to load from file)" description(string) : "Objective Description" maxQuantity(integer) : "Objective Max Quantity" : 0 spawnflags(Flags) = [ 1 : "Start ON" : 0 ] ] @PointClass base(EntName) size(-16 -16 -16, 16 16 16) iconsprite("editor/sprites/game_objective_goal.spr") = game_objective_goal : "End Objective" : "https://www.codenameloop.com/entities/point-entities/others/display/game_objective_goal" [ objective(string) : "Objective ID" ] @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) iconsprite("editor/sprites/info_marker.spr") = info_marker : "Objective Marker" : "https://www.codenameloop.com/entities/point-entities/others/display/info_marker" [ objective(string) : "Marker Text" : "" : "A short text displayed with the marker. This can be something like: Destroy or Escape!" spawnflags(Flags) = [ 1 : "Start ON" : 0 ] ] @PointClass base(Targetname, Targetx) size(-16 -16 -16, 16 16 16) iconsprite("editor/sprites/item_charger.spr") = item_charger : "Charger Unit" : "https://www.codenameloop.com/entities/point-entities/items/others/item_charger" [ quantity(integer) : "Quantity" : 50 type(choices) : "Charger Type" : 0 = [ 0 : "Health" 1 : "Suit" 2 : "Random" ] chance(string) : "Chance of appearing (1-100)" : "100" : "This is the chance that this entity has to spawn on the level." ] @PointClass base(Targetname, Targetx) size(-16 -16 -16, 16 16 16) iconsprite("editor/sprites/item_retinalscanner.spr") = item_retinalscanner : "Retinal Scanner" : "https://www.codenameloop.com/entities/point-entities/items/others/item_retinalscanner" [ 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" ] chance(string) : "Chance of appearing (1-100)" : "100" : "This is the chance that this entity has to spawn on the level." spawnflags(Flags) = [ 1 : "Player Access" : 0 ] ] @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) studio("editor/models/item_sodacan.mdl") = item_sodacan : "Soda Can" : "https://www.codenameloop.com/entities/point-entities/items/items/item_sodacan" [ skin(choices) : "Beverage Type" : 0 = [ 0 : "Hai!" 1 : "Glub" 2 : "Grape" 3 : "Guthrie" 4 : "Yuck" 5 : "Dante" 6 : "Random" ] points(integer) : "Points to Heal" : 5 ] @PointClass base(Targetname, Angles) size(-8 -8 -8, 8 8 8) flags(Angle) iconsprite("editor/sprites/canshooter.spr") = canshooter : "Can Shooter" : "https://www.codenameloop.com/entities/point-entities/others/world/canshooter" [ skin(choices) : "Beverage Type" : 6 = [ 0 : "Hai!" 1 : "Glub" 2 : "Grape" 3 : "Guthrie" 4 : "Yuck" 5 : "Dante" 6 : "Random" ] spawnflags(Flags) = [ 1 : "Repeatable" : 0 ] ] @PointClass base(EntName) color(255 128 0) iconsprite("editor/sprites/multimanager.spr") = multi_manager : "MultiTarget Manager" : "https://www.codenameloop.com/entities/point-entities/others/logic/multi_manager" [ spawnflags(Flags) = [ 1 : "multithreaded" : 0 ] ] @PointClass base(EntName, Targetx) color(128 255 128) iconsprite("editor/sprites/multisource.spr") = multisource : "Multisource" : "https://www.codenameloop.com/entities/point-entities/others/logic/multisource" [ globalstate(string) : "Global State Master" ] @PointClass base(Targetname, Angles) flags(Path) size(16 16 16) color(247 181 82) = path_corner : "Path Corner" : "https://www.codenameloop.com/entities/point-entities/others/others/path_corner" [ spawnflags(Flags) = [ 1: "Wait for retrigger" : 0 2: "Teleport" : 0 4: "Fire once" : 0 ] target(target_destination) : "Next stop target" message(target_destination) : "Fire On Pass" wait(integer) : "Wait here (secs)" : 0 speed(integer) : "New Train Speed" : 0 //yaw_speed(integer) : "New Train rot. Speed" : 0 ] @PointClass base(Targetname, Angles) flags(Path) size(16 16 16) = path_track : "Train Track Path" : "https://www.codenameloop.com/entities/point-entities/others/others/path_track" [ spawnflags(Flags) = [ 1: "Disabled" : 0 2: "Fire once" : 0 4: "Branch Reverse" : 0 8: "Disable train" : 0 ] target(target_destination) : "Next stop target" 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 effects // @PointClass base(EntName) size(-16 -16 -16, 16 16 16) iconsprite("editor/sprites/player_weaponstrip.spr") = player_weaponstrip : "Strips player's weapons" : "https://www.codenameloop.com/entities/point-entities/others/others/player_weaponstrip" [] @PointClass base(EntName, Targetx) size(-16 -16 0, 16 16 72) color(255 0 255) iconsprite("editor/sprites/scripted_sentence.spr") = scripted_sentence : "Scripted Sentence" : "https://www.codenameloop.com/entities/point-entities/others/others/scripted_sentence" [ spawnflags(Flags) = [ 1 : "Fire Once" : 0 2 : "Followers Only" : 0 //4 : "Interrupt Speech" : 0 //8 : "Concurrent" : 0 ] sentence(string) : "Sentence Name" : "" entity(string) : "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" ] @PointClass base(Targetname, Targetx, Angles) flags(Angle) size(-16 -16 0, 16 16 72) color(255 0 255) = scripted_sequence : "Scripted Sequence" : "https://www.codenameloop.com/entities/point-entities/others/others/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" : 0 m_fMoveTo(choices) : "Move to Position" : 0 = [ 0 : "No" 1 : "Walk" 2 : "Run" 4 : "Instantaneous" 5 : "No - Turn to Face" ] eventtarget(string) : "New Animation Event Target" : "This will replace any animation event target with this one." parentsequence(string) : "Parent Sequence" spawnflags(Flags) = [ 4 : "Repeatable" : 0 8 : "Leave Corpse" : 0 32: "No Interruptions" : 0 64: "Override AI" : 0 128: "No Script Movement" : 0 256: "Always search" : 0 ] ] @PointClass base(EntName) iconsprite("editor/sprites/target_cdaudio.spr") = target_cdaudio : "CD Audio Target" : "https://www.codenameloop.com/entities/point-entities/others/sound/target_cdaudio" [ health(choices) : "Track #" : -1 = [ -1 : "Stop" 1 : "None" 2 : "Half-Life01.mp3" 3 : "Prospero01.mp3" 4 : "Half-Life12.mp3" 5 : "Half-Life07.mp3" 6 : "Half-Life10.mp3" 7 : "Suspense01.mp3" 8 : "Suspense03.mp3" 9 : "Half-Life09.mp3" 10 : "Half-Life02.mp3" 11 : "Half-Life13.mp3" 12 : "Half-Life04.mp3" 13 : "Half-Life15.mp3" 14 : "Half-Life14.mp3" 15 : "Half-Life16.mp3" 16 : "Suspense02.mp3" 17 : "Half-Life03.mp3" 18 : "Half-Life08.mp3" 19 : "Prospero02.mp3" 20 : "Half-Life05.mp3" 21 : "Prospero04.mp3" 22 : "Half-Life11.mp3" 23 : "Half-Life06.mp3" 24 : "Prospero03.mp3" 25 : "Half-Life17.mp3" 26 : "Prospero05.mp3" 27 : "Suspense05.mp3" 28 : "Suspense07.mp3" 29 : "gamestartup.mp3" 31 : "Custom" ] musicName(string) : "Custom Music" spawnflags(Flags) = [ 1 : "Fade In" : 0 2 : "Loop" : 0 ] radius(string) : "Player Radius" ] // // Triggers // @PointClass base(TargetDelayX) iconsprite("editor/sprites/trigger_auto.spr") = trigger_auto : "AutoTrigger" : "https://www.codenameloop.com/entities/point-entities/others/sound/trigger_auto" [ spawnflags(Flags) = [ 1 : "Remove On fire" : 0 ] globalstate(string) : "Global State to Read" triggerstate(choices) : "Trigger State" : 2 = [ 0 : "Off" 1 : "On" 2 : "Toggle" ] ] @PointClass base(Targetx, EntName) iconsprite("editor/sprites/trigger_cine.spr") = trigger_cine : "Trigger Cine" : "https://www.codenameloop.com/entities/point-entities/other/display/trigger_cine" [ wait(integer) : "Hold time" : 10 moveto(string) : "Path Corner" spawnflags(flags) = [ 1: "Start At Player" : 0 2: "Follow Player" : 0 4: "Freeze Player" : 0 ] speed(string) : "Initial Speed" : "0" ] @PointClass base(EntName) iconsprite("editor/sprites/game_camera.spr") = game_camera : "Change Isometric Camera Parameters" : "https://www.codenameloop.com/entities/point-entities/others/display/game_camera" [ rotation(string) : "Rotation (0 = Reset Value)" : "0" pitch(string) : "Pitch (0 = Reset Value)" : "60" distance(string) : "Distance (0 = Reset Value)" : "12" position(string) : "Position (0 0 0 = Reset Value)" : "0 0 0" spawnflags(flags) = [ 1: "Instantaneous" : 0 2: "Ignore Rotation" : 0 4: "Ignore Pitch" : 0 8: "Ignore Distance" : 0 16: "Ignore Position" : 0 ] ] @PointClass base(EntName) iconsprite("editor/sprites/game_view.spr") = game_view : "Change View" : "https://www.codenameloop.com/entities/point-entities/others/display/game_view" [ view(choices) : "Default Camera Mode" : 0 = [ 0 : "Isometric" 1 : "Over The Shoulder" 2 : "First Person" ] ] @SolidClass base(Targetname, RenderFxChoicesTrigger) = trigger_cdaudio : "Trigger CD Audio" : "https://www.codenameloop.com/entities/brush-entities/triggers/trigger_cdaudio" [ health(choices) : "Track #" : -1 = [ -1 : "Stop" 1 : "None" 2 : "Half-Life01.mp3" 3 : "Prospero01.mp3" 4 : "Half-Life12.mp3" 5 : "Half-Life07.mp3" 6 : "Half-Life10.mp3" 7 : "Suspense01.mp3" 8 : "Suspense03.mp3" 9 : "Half-Life09.mp3" 10 : "Half-Life02.mp3" 11 : "Half-Life13.mp3" 12 : "Half-Life04.mp3" 13 : "Half-Life15.mp3" 14 : "Half-Life14.mp3" 15 : "Half-Life16.mp3" 16 : "Suspense02.mp3" 17 : "Half-Life03.mp3" 18 : "Half-Life08.mp3" 19 : "Prospero02.mp3" 20 : "Half-Life05.mp3" 21 : "Prospero04.mp3" 22 : "Half-Life11.mp3" 23 : "Half-Life06.mp3" 24 : "Prospero03.mp3" 25 : "Half-Life17.mp3" 26 : "Prospero05.mp3" 27 : "Suspense05.mp3" 28 : "Suspense07.mp3" 29 : "gamestartup.mp3" 31 : "Custom" ] musicName(string) : "Custom Music" spawnflags(Flags) = [ 1 : "Fade In" : 0 2 : "Loop" : 0 ] ] @PointClass base(EntName, Targetx) iconsprite("editor/sprites/trigger_changetarget.spr") = trigger_changetarget : "Trigger Change Target" : "https://www.codenameloop.com/entities/point-entities/others/logic/trigger_changetarget" [ m_iszNewTarget(target_destination) : "New Target" ] @SolidClass base(Targetname, RenderFxChoicesTrigger) = trigger_counter : "Trigger counter" : "https://www.codenameloop.com/entities/brush-entities/triggers/trigger_counter" [ killtarget(target_destination) : "Kill target" netname(target_destination) : "Target Path" master(string) : "Master" itemsrequired(string) : "Items Required" objectivesrequired(string) : "Objectives Required" delay(string) : "Delay before trigger" : "0" message(string) : "Message (set sound too!)" spawnflags(flags) = [ 1 : "No Message" : 0 2: "No clients" : 0 4: "Pushables" : 0 8: "Monsters" : 0 16: "Others" : 0 ] count(integer) : "Count before activation" : 2 ] @SolidClass base(Targetname,Target,RenderFxChoicesTrigger) = trigger_hurt : "Trigger player hurt" : "https://www.codenameloop.com/entities/brush-entities/triggers/trigger_hurt" [ spawnflags(flags) = [ 1: "Target Once" : 0 2: "Start Off" : 0 8: "No clients" : 0 16:"FireClientOnly" : 0 32:"TouchClientOnly" : 0 64: "Monsters" : 0 128: "Pushables" : 0 256: "Others" : 0 ] master(string) : "Master" itemsrequired(string) : "Items Required" objectivesrequired(string) : "Objectives Required" dmg(integer) : "Damage" : 10 delay(string) : "Delay before trigger" : "0" damagetype(choices) : "Damage Type" : 0 = [ 0 : "GENERIC" 1 : "CRUSH" 2 : "BULLET" 4 : "SLASH" 8 : "BURN" 16 : "FREEZE" 32 : "FALL" 64 : "BLAST" 128 : "CLUB" 256 : "SHOCK" 512 : "SONIC" 1024 : "ENERGYBEAM" 16384: "DROWN" 32768 : "PARALYSE" 65536 : "NERVEGAS" 131072 : "POISON" 262144 : "RADIATION" 524288 : "DROWNRECOVER" 1048576 : "CHEMICAL" 2097152 : "SLOWBURN" 4194304 : "SLOWFREEZE" ] ] @SolidClass base(Targetname,Target,RenderFxChoicesTrigger) = trigger_pit : "Trigger pit" : "https://www.codenameloop.com/entities/brush-entities/triggers/trigger_pit" [ master(string) : "Master" itemsrequired(string) : "Items Required" objectivesrequired(string) : "Objectives Required" 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" ] ] @SolidClass base(Trigger, RenderFxChoicesTrigger) = trigger_multiple : "Trigger: Activate multiple" : "https://www.codenameloop.com/entities/brush-entities/triggers/trigger_multiple" [ wait(integer) : "Delay before reset" : 10 ] @SolidClass base(Trigger, RenderFxChoicesTrigger) = trigger_once : "Trigger: Activate once" : "https://www.codenameloop.com/entities/brush-entities/triggers/trigger_once" [] @SolidClass base(Trigger, RenderFxChoicesTrigger, Angles) = trigger_push : "Trigger player push" : "https://www.codenameloop.com/entities/brush-entities/triggers/trigger_push" [ spawnflags(flags) = [ 128: "Start Off" : 0 ] speed(integer) : "Speed of push" : 40 ] @PointClass base(EntName, TargetDelayX) iconsprite("editor/sprites/trigger_relay.spr") = trigger_relay : "Trigger Relay" : "https://www.codenameloop.com/entities/point-entities/others/logic/trigger_relay" [ spawnflags(flags) = [ 1: "Remove On fire" : 0 ] triggerstate(choices) : "Trigger State" : 2 = [ 0: "Off" 1: "On" 2: "Toggle" ] chance(string) : "Chance of triggering successfully (1-100)" : "100" ] @PointClass base(EntName) iconsprite("editor/sprites/trigger_random.spr") = trigger_random : "Trigger Random" : "https://www.codenameloop.com/entities/point-entities/others/logic/trigger_random" [ spawnflags(flags) = [ 1: "Remove On fire" : 0 ] ] @SolidClass base(Trigger) = trigger_teleport : "Trigger teleport" : "https://www.codenameloop.com/entities/brush-entities/triggers/trigger_teleport" [ spawnflags(Flags) = [ 64 : "Only Once" : 0 128 : "Start Off" : 0 ] ] // // weapons // @PointClass base(Weapon, Targetx) studio("editor/models/weapon_crowbar.mdl") = weapon_crowbar : "Crowbar" : "https://www.codenameloop.com/entities/point-entities/items/weapons/weapon_crowbar" [] @PointClass base(Weapon, Targetx) studio("editor/models/weapon_glock.mdl") = weapon_glock : "9mm Handgun" : "https://www.codenameloop.com/entities/point-entities/items/weapons/weapon_glock" [] @PointClass base(Weapon, Targetx) studio("editor/models/weapon_revolver.mdl") = weapon_revolver : "357 Handgun" : "https://www.codenameloop.com/entities/point-entities/items/weapons/weapon_revolver" [] @PointClass base(Weapon, Targetx) studio("editor/models/weapon_mp5.mdl") = weapon_mp5 : "Mp5" : "https://www.codenameloop.com/entities/point-entities/items/weapons/weapon_mp5" [] @PointClass base(Weapon, Targetx) studio("editor/models/weapon_shotgun.mdl") = weapon_shotgun : "Shotgun" : "https://www.codenameloop.com/entities/point-entities/items/weapons/weapon_shotgun" [] @PointClass base(Weapon, Targetx) studio("editor/models/weapon_rpg.mdl") = weapon_rpg : "RPG" : "https://www.codenameloop.com/entities/point-entities/items/weapons/weapon_rpg" [] @PointClass base(Weapon, Targetx) studio("editor/models/weapon_gauss.mdl") = weapon_gauss : "Gauss Gun" : "https://www.codenameloop.com/entities/point-entities/items/weapons/weapon_gauss" [] @PointClass base(Weapon, Targetx) studio("editor/models/weapon_crossbow.mdl") = weapon_crossbow : "Crossbow" : "https://www.codenameloop.com/entities/point-entities/items/weapons/weapon_crossbow" [] @PointClass base(Weapon, Targetx) studio("editor/models/weapon_egon.mdl") = weapon_egon : "Egon Gun" : "https://www.codenameloop.com/entities/point-entities/items/weapons/weapon_egon" [] @PointClass base(Weapon, Targetx) studio("editor/models/weapon_tripmine.mdl") = weapon_tripmine : "Tripmine Ammo" : "https://www.codenameloop.com/entities/point-entities/items/weapons/weapon_tripmine" [] @PointClass base(Weapon, Targetx) studio("editor/models/weapon_satchel.mdl") = weapon_satchel : "Satchel Charge Ammo" : "https://www.codenameloop.com/entities/point-entities/items/weapons/weapon_satchel" [] @PointClass base(Weapon, Targetx) studio("editor/models/weapon_handgrenade.mdl") = weapon_handgrenade : "Handgrenade Ammo" : "https://www.codenameloop.com/entities/point-entities/items/weapons/weapon_handgrenade" [] @PointClass base(Weapon, Targetx) studio("editor/models/weapon_snark.mdl") = weapon_snark : "Squeak Grenade" : "https://www.codenameloop.com/entities/point-entities/items/weapons/weapon_snark" [] @PointClass base(Weapon, Targetx) studio("editor/models/weapon_hivehand.mdl") = weapon_hivehand : "Hornet Gun" : "https://www.codenameloop.com/entities/point-entities/items/weapons/weapon_hivehand" [] @PointClass base(Weapon, Targetx) studio("editor/models/weaponbox.mdl") = weaponbox : "Weapon/Item/Ammo Container" : "https://www.codenameloop.com/entities/point-entities/items/weapons/weaponbox" [] @PointClass base(Weapon, Targetx) studio("editor/models/item_generic.mdl") = item_generic : "Generic Item" : "https://www.codenameloop.com/entities/point-entities/items/items/item_generic" [ dataname(string) : "Name of the item to refer to" displayname(string) : "The display name of the item" iconname(string) : "Item icon inside the Sprites folder" : "icon.png" spawnflags(Flags) = [ 2 : "Do not store item" : 0 ] ]