env_global



env_global | |
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![]() | |
Type | Point entity |
Engine | ![]() ![]() |
Availability | In all games |
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CEnvGlobal defined in ![]() logicentities.cpp
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env_global
is a point entity available in all Source games. It controls game-specific global states, such as whether the gravity gun should become the super gravity gun in
Half-Life 2 .
Global states persist across level transitions, regardless of their status. Global states are not stored until an env_global
receives any commands that modify the state, such as turning it on or off or changing the counter. Use the Set Initial State
flag for the global to be added on spawn.
To remove a global from the table entirely, set the global's state to "Dead" using the Remove
input. This will cause the global to remove itself on the next level transition.
Globals and their current state (in integer form) are added to all entities' response data for use in the Response System.

on
.




env_global
in 
Contents
ConVars/Commands
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
dump_globals |
| Dumps data for all set global states. | |
global_set | globalname state | Set the status of a global state. First parameter is the name of it, second is a number.
|
Flags
- [
1
] : Set Initial State
Whether this entity defines the global state when the map starts.
Keyvalues
- Global State to Set
(globalstate)
<choices> - The global state this entity is linked to. Valve's FGDs always include the HL2 states, but the actual functional ones vary by game. Global states are not exclusive to these choices and any text can be used, though they will not have any special behavior.
Half-Life 2
Internal Name | Editor Name | Description |
---|---|---|
gordon_precriminal | Gordon pre-criminal | Creates the pre-criminal behavior seen in Point Insertion. |
antlion_allied | Antlions are player allies | Makes antlions friendly to the player and allows them to listen to bugbait, as seen in the Nova Prospekt chapters. |
suit_no_sprint | Suit sprint function not yet enabled | Disables the HEV suit's sprint function. (not required if the HEV suit is not equipped) |
super_phys_gun | Super phys gun is enabled | Enables the supercharged gravity gun seen in the Citadel levels of Half-Life 2 and Episode One.![]() |
friendly_encounter | Friendly encounter sequence (lower weapons, etc.) | Indicates a friendly encounter sequence. (This appears to just keep the player's weapons lowered.) |
citizens_passive !FGD | Citizens are *not* player allies (cannot be commanded) | Makes citizens neutral to the Combine and the player. (also done by gordon_precriminal )
|
gordon_invulnerable | Gordon is invulnerable | Makes the player invulnerable to damage. (Retains knockback, view punches, etc. unlike god mode) |
no_seagulls_on_jeep | Don't spawn seagulls on the jeep | Prevents seagulls from spawning on the jeep. |
ep2_alyx_injured | Episode 2: Alyx injured | (in all games since ![]()
![]() weapon_alyxgun , not just Alyx. |
ep_alyx_darknessmode | Episodic: Alyx darkness mode | (in all games since ![]() Despite the name, this also affects the player, zombies, and even fires in various ways to make them more suitable for darkness. |
hunters_to_run_over | Ep2 Counter: Hunters to run over before they dodge | (in all games since ![]() By default, hunters will try to dodge incoming vehicles. If this global is declared and its counter is greater than 0, hunters will not try to dodge incoming vehicles. Instead, this global's counter will decrement by 1 each time a hunter is killed by a vehicle. When it reaches 0, hunters will return to dodging vehicles. |
Counter-Strike: Source,
Counter-Strike: Global Offensive
Internal Name | Editor Name | Description |
---|---|---|
is_pc | Game is running on a PC | Whether the game is running on a PC. |
is_console | Game is running on a console | Whether the game is running on a console.[Clarify] |
Portal 2 !FGD
Internal Name | Editor Name | Description |
---|---|---|
portalgun_nospawn | Spawn without Portalgun | Disables the player recieving the Portal Gun on spawn.
![]() mp_coop_start , but doesn't seem to do anything. See here for how to prevent the player from spawning with a portal gun. |
no_pinging_blue | Prevent Pinging ATLAS | In Co-op, prevents ATLAS (blue ballbot) from using their Ping Tool. |
no_pinging_orange | Prevent Pinging P-Body | In Co-op, prevents P-Body (orange eggbot) from using their Ping Tool. |
no_taunting_blue | Prevent Taunting ATLAS | In Co-op, prevents ATLAS (blue ballbot) from performing gestures. |
no_taunting_orange | Prevent Taunting P-Body | In Co-op, prevents P-Body (orange eggbot) from performing gestures. |
Black Mesa
Internal Name | Editor Name | Description |
---|---|---|
predisaster | Pre-Disaster | Makes scientist and guard NPCs use pre-disaster speech (greetings, idles, busy responses). |
friendly_encounter | Friendly encounter sequence (lower weapons, etc.) | Indicates a friendly encounter sequence. (This appears to just keep the player's weapons lowered.) |
gordon_invulnerable | Gordon is invulnerable | Makes the player invulnerable to damage. (Retains knockback, view punches, etc. unlike god mode) |

Targetname:
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
- Initial State
(initialstate)
<choices> - Used by
Set Initial State
to determine what the global state should be set to when the map starts.- 0: Off
- 1: On
- 2: Dead
- Counter
(counter)
<integer> (in all games since)
- An integer counter value associated with this global.

Inputs
TurnOn
- Sets the global's state to ON.
TurnOff
- Sets the global's state to OFF.
Toggle
- Switches state of the global between ON and OFF.
Remove
- Set state of global to DEAD.
AddToCounter
<integer> (in all games since)
- Adds the specified amount to the counter.
SetCounter
<integer> (in all games since)
- Sets the value of the counter.
Outputs
Counter
<integer> (in all games since)
- Outputs the integer value of this entity. May depend on global state.