//
// Half-Life OPPOSING FORCE game definition file (.fgd)
// based on version 1.52 with changes and additions for
// Opposing Force addon pack; for use with
// Worldcraft 2.0 and above, and Half-Life 1.0.0.9 and above
// last update: 12/01/1999
//
// FINAL VERSION 1.0a
// external
// Chris "autolycus" Bokitch changes
//
// 1201 - version 1.0a --
// 1201 - changed item_generic default model to models/egg.mdl
// 1201 - changed OpFor item baseclasses from TargetX to
// Targetx
// 1201 - removed Target and Targetname baseclasses from
// OpFor items (as they were already present)
// 1201 - thanks to Mr. White for pointing out the problem
//
// 1124 - changed engineer's default weapon to the pistol
// 1121 - clarified "suspicious" property values
// David "Alpha_Male" Mertz changes
//
// 1119 - removed info_pitworm (never fully implemented)
// 1112 - added 'scale' back into env_spritetrain (unsupported)
// 1112 - fixed some minor spelling mistakes
// 1112 - removed 'gravity(string)' from env_shooter (never implemented)
// 1112 - double checked and included halflife.fgd version 1.6 changes
// 1112 - included halflife.fgd version 1.6 changes to Op For entities
// 1112 - removed RenderFxChoices from ammo entities
// 1112 - removed RenderFxChoices from weapon entities
// 1112 - added RenderFields to ammo entities
// 1112 - added RenderFields to weapon entities
// 1111 - general clean up for public release
// 1111 - replaced 'hgrunt' with 'grunt' for "mapteams(string)" in worldspawn
// 1111 - removed trigger_displacersave (obsolete)
// 1111 - removed trigger_kill_nogib (never implemented)
// 1111 - added description comments for ammo_spore
// 1111 - added description comments for displacer target entities
// 1111 - reorganization and partial alphabetizing
// 1111 - added separation headers for Op For classes (.fgd organization)
// John's changes:
// ---------------
// 1025 - added render properties to weapons
// 1024 - added trigger_xen_return
// 1021 - removed default speed value from path_track and path_corner
// 1020 - added dead vortigaunt
// 1018 - added monster_op4loader
// 1015 - added head controller support for monster_generic
// 1011 - removed support for rotation from spritetrain, changed rope defaults
// 1008 - added 'disable' to rope and wire
// 1007 - added trigger_kill_nogib
// 1007 - added zoffset to blowercannon
// 0929 - updated male assassin
// 0925 - added displacer targets
// 0920 - fixed male assassin, added body to item_suit
// 0917 - added dead human grunt ally (patrick)
// 0917 - added monster_blkop_osprey, monster_blkop_apache
// 0916 - updated monster_cycler, env_shooter
// 0914 - added gonome
// 0824 - added trigger_playerfreeze and gene worm
// 0820 - added displacer targets
// 0820 - added torch_ally
// 0820 - cleanup for mapper delivery
// 0813 - added mortar and controller
// 0804 - fixed ammo_762
// 0802 - added all the new OpFor ents
// Rob's changes:
// --------------
// 0603 - added 'globalname' to func_plat
// 0413 - rolled in changes from version 1.52
// 0410 - added 'targetname' keyvalue to func_ladder so they can be killed
// 0406 - changed description for 'listener' keyvalue in scripted_sentence
// 0407 - added 'speed' to func_plat
// External Changes:
// -----------------
// 1122 - added func_tankcontrols
// 1128 - added RenderFields to monsters
// 1129 - added _minlight to most func_s
// 1207 - added cute little monster_babycrab entity
// 1208 - added ammo_9mmbox, 200 9mm shells
// 1208 - added monster_rat, has limited animations, no ai
// 1208 - added monster_snark (thanks HB :)
// 0201 - changed worldspawn variable types
// 0218 - removed unneeded properties from trigger_monsterjump
// 0218 - increased func_rot_button speed from 5 to 50
// 0218 - increased momentary_rot_button speed from 5 to 50
// 0218 - removed master from trigger_cdaudio
// 0222 - added targetname to func_plat
// 0222 - cleaned up func_platrot a bit
// 0224 - removed info_player_start2
// 0302 - changed cycler_weapon size info
// 0302 - removed MoveTarget (target) from Monster definition
// 0302 - redid cycler properties
// 0302 - redid cycler_sprite properties and size
// 0305 - removed obsolete flags from scripted_sequence (oops)
// 0308 - removed obsolete flags from BaseTank entity baseclass
// affecting func_tank, -laser, -mortar, and -rockets.
// 0312 - added speed to func_platrot
// 0312 - added sequence to weapon_crossbow
// 0312 - added rendering properties to button_target
// 0315 - added first set of game_ ents: _counter, _counter_set,
// _end, _player_hurt, _score, _team_master, _team_master_set,
// _text, and _zone_player (1.0.0.9 only)
// 0319 - rearranged env_beam
// 0319 - added Targetname reference to Weapon BaseClass
// 0324 - added game_player_equip
// 0401 - added game_player_team
// 0401 - made changes to various game_ ents
// 0410 - added master to BaseTank baseclass
// 0411 - removed Appearflags from monsters (duh)
// 0411 - typo fixed env_sound - "meejum"
// 0411 - changed defauly env_sprite to sprites/glow01.spr
// (sprites/glow.spr was not valid)
// 0411 - gave env_glow a default sprite of sprites/glow01.spr
// 0412 - added speed to func_plat
// 0412 - added mapteams and defaultteam to worldspawn
// 0428 - removed master from trigger_relay
// - set all choice default values to their first ordinal value
// 0429 - changed instances of wait(string) to wait(integer)
// 0506 - added Target to light_spot
// - changed light_spot _cone and _cone2 descriptions and defaults
// - added a Multithreaded flag to the multi_manager
// 0510 - commented out master in game_zone_player
// - commented out dmdelay in func_recharge and func_healthcharger
// 0518 - added Weapon and Targetx bases to items
// 0524 - added Targetname to func_illusionary
// 0910 - various minor fixes and improvements
// - changed entity coloring on some things
// - added rendering properties to various things
//
// worldspawn
//
@SolidClass = worldspawn : "World entity"
[
message(string) : "Map Description / Title"
skyname(string) : "environment map (cl_skyname)"
sounds(integer) : "CD track to play" : 1
light(integer) : "Default light level"
WaveHeight(string) : "Default Wave Height"
MaxRange(string) : "Max viewable distance" : "4096"
chaptertitle(string) : "Chapter Title Message"
startdark(choices) : "Level Fade In" : 0 =
[
0 : "No"
1 : "Yes"
]
gametitle(choices) : "Display game title" : 0 =
[
0 : "No"
1 : "Yes"
]
newunit(choices) : "New Level Unit" : 0 =
[
0 : "No, keep current"
1 : "Yes, clear previous levels"
]
mapteams(string) : "Map Team List" : "grunt;scientist"
defaultteam(choices) : "Default Team" : 0 =
[
0 : "Fewest Players"
1 : "First Team"
]
]
//
// BaseClasses
//
@BaseClass = Appearflags
[
spawnflags(Flags) =
[
2048 : "Not in Deathmatch" : 0
]
]
@BaseClass size(0 0 0, 32 32 32) color(80 0 200) base(Appearflags) = Ammo []
@BaseClass = Targetname
[
targetname(target_source) : "Name"
]
@BaseClass = Target
[
target(target_destination) : "Target"
]
@BaseClass size(-16 -16 0, 16 16 32) color(0 0 200) base(Targetname, Appearflags) = Weapon []
@BaseClass = Global
[
globalname(string) : "Global Entity Name"
]
@BaseClass base(Target) = Targetx
[
killtarget(target_destination) : "KillTarget"
delay(string) : "Delay before trigger" : "0"
]
@BaseClass = RenderFxChoices
[
renderfx(choices) :"Render FX" : 0 =
[
0: "Normal"
1: "Slow Pulse"
2: "Fast Pulse"
3: "Slow Wide Pulse"
4: "Fast Wide Pulse"
9: "Slow Strobe"
10: "Fast Strobe"
11: "Faster Strobe"
12: "Slow Flicker"
13: "Fast Flicker"
5: "Slow Fade Away"
6: "Fast Fade Away"
7: "Slow Become Solid"
8: "Fast Become Solid"
14: "Constant Glow"
15: "Distort"
16: "Hologram (Distort + fade)"
]
]
@BaseClass base(RenderFxChoices) = RenderFields
[
rendermode(choices) : "Render Mode" : 0 =
[
0: "Normal"
1: "Color"
2: "Texture"
3: "Glow"
4: "Solid"
5: "Additive"
]
renderamt(integer) : "FX Amount (1 - 255)"
rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
]
@BaseClass base(Appearflags) size(-16 -16 -36, 16 16 36) color(0 255 0) = PlayerClass []
@BaseClass base(Target, Targetname, RenderFields) color(0 200 200) = Monster
[
TriggerTarget(String) : "TriggerTarget"
TriggerCondition(Choices) : "Trigger Condition" : 0 =
[
0 : "No Trigger"
1 : "See Player, Mad at Player"
2 : "Take Damage"
3 : "50% Health Remaining"
4 : "Death"
5 : "(N/A) Squad Member Dead"
6 : "(N/A)Squad Leader Dead"
7 : "Hear World"
8 : "Hear Player"
9 : "Hear Combat"
10: "See Player Unconditional"
11: "See Player, Not In Combat"
]
spawnflags(Flags) =
[
1 : "WaitTillSeen" : 0
2 : "Gag" : 0
4 : "MonsterClip" : 0
16: "Prisoner" : 0
128: "WaitForScript" : 0
256: "Pre-Disaster" : 0
512: "Fade Corpse" : 0
]
]
@BaseClass = TalkMonster
[
UseSentence(String) : "Use Sentence"
UnUseSentence(String) : "Un-Use Sentence"
]
@BaseClass size(-16 -16 -16, 16 16 16) = gibshooterbase
[
targetname (target_source) : "Name"
// 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"
style(Choices) : "Appearance" : 0 =
[
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"
]
@BaseClass base(Targetname,Global) = 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"
]
explosion(choices) : "Gibs Direction" : 0 =
[
0: "Random"
1: "Relative to Attack"
]
delay(string) : "Delay before fire" : "0"
gibmodel(string) : "Gib Model" : ""
spawnobject(choices) : "Spawn On Break" : 0 =
[
0: "Nothing"
1: "Battery"
2: "Healthkit"
3: "9mm Handgun"
4: "9mm Clip"
5: "Machine Gun"
6: "Machine Gun Clip"
7: "Machine Gun Grenades"
8: "Shotgun"
9: "Shotgun Shells"
10: "Crossbow"
11: "Crossbow Bolts"
12: "357"
13: "357 clip"
14: "RPG"
15: "RPG Clip"
16: "Gauss clip"
17: "Hand grenade"
18: "Tripmine"
19: "Satchel Charge"
20: "Snark"
21: "Hornet Gun"
]
explodemagnitude(integer) : "Explode Magnitude (0=none)" : 0
]
@BaseClass base(Appearflags, Targetname, RenderFields, Global) = Door
[
killtarget(target_destination) : "KillTarget"
speed(integer) : "Speed" : 100
master(string) : "Master"
movesnd(choices) : "Move Sound" : 0 =
[
0: "No Sound"
1: "Servo (Sliding)"
2: "Pneumatic (Sliding)"
3: "Pneumatic (Rolling)"
4: "Vacuum"
5: "Power Hydraulic"
6: "Large Rollers"
7: "Track Door"
8: "Snappy Metal Door"
9: "Squeaky 1"
10: "Squeaky 2"
]
stopsnd(choices) : "Stop Sound" : 0 =
[
0: "No Sound"
1: "Clang with brake"
2: "Clang reverb"
3: "Ratchet Stop"
4: "Chunk"
5: "Light airbrake"
6: "Metal Slide Stop"
7: "Metal Lock Stop"
8: "Snappy Metal Stop"
]
wait(choices) : "Delay before close" : 4 =
[
-1 : "Stays open"
]
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
]
// 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"
]
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"
]
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"
]
_minlight(string) : "Minimum light level"
]
@BaseClass base(Targetname, Target, RenderFields, Global) = 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(string) : "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) = Trigger
[
killtarget(target_destination) : "Kill target"
netname(target_destination) : "Target Path"
style(integer) : "Style" : 32
master(string) : "Master"
sounds(choices) : "Sound style" : 0 =
[
0 : "No Sound"
]
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) size(-16 -16 0, 16 16 72) color(255 0 255) = aiscripted_sequence : "AI Scripted 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 base(Targetname) = ambient_generic : "Universal Ambient"
[
message(string) : "Path/filename.wav of WAV"
health(integer) : "Volume (10 = loudest)" : 10
preset(choices) :"Dynamic Presets" : 0 =
[
0: "None"
1: "Huge Machine"
2: "Big Machine"
3: "Machine"
4: "Slow Fade in"
5: "Fade in"
6: "Quick Fade in"
7: "Slow Pulse"
8: "Pulse"
9: "Quick pulse"
10: "Slow Oscillator"
11: "Oscillator"
12: "Quick Oscillator"
13: "Grunge pitch"
14: "Very low pitch"
15: "Low pitch"
16: "High pitch"
17: "Very high pitch"
18: "Screaming pitch"
19: "Oscillate spinup/down"
20: "Pulse spinup/down"
21: "Random pitch"
22: "Random pitch fast"
23: "Incremental Spinup"
24: "Alien"
25: "Bizzare"
26: "Planet X"
27: "Haunted"
]
volstart(integer) : "Start Volume" : 0
fadein(integer) : "Fade in time (0-100)" : 0
fadeout(integer) : "Fade out time (0-100)" : 0
pitch(integer) : "Pitch (> 100 = higher)" : 100
pitchstart(integer) : "Start Pitch" : 100
spinup(integer) : "Spin up time (0-100)" : 0
spindown(integer) : "Spin down time (0-100)" : 0
lfotype(integer) : "LFO type 0)off 1)sqr 2)tri 3)rnd" : 0
lforate(integer) : "LFO rate (0-1000)" : 0
lfomodpitch(integer) : "LFO mod pitch (0-100)" : 0
lfomodvol(integer) : "LFO mod vol (0-100)" : 0
cspinup(integer) : "Incremental spinup count" : 0
spawnflags(flags) =
[
1: "Play Everywhere" : 0
2: "Small Radius" : 0
4: "Medium Radius" : 1
8: "Large Radius" : 0
16:"Start Silent":0
32:"Is NOT Looped":0
]
]
//
// ammo
//
@PointClass base(Weapon, Targetx, RenderFields) = ammo_9mmclip : "9mm Pistol Ammo" []
@PointClass base(Weapon, Targetx, RenderFields) = ammo_9mmAR : "9mm Assault Rifle Ammo" []
@PointClass base(Weapon, Targetx, RenderFields) = ammo_9mmbox : "box of 200 9mm shells" []
@PointClass base(Weapon, Targetx, RenderFields) = ammo_ARgrenades : "Assault Grenades" []
@PointClass base(Weapon, Targetx, RenderFields) = ammo_buckshot : "Shotgun Ammo" []
@PointClass base(Weapon, Targetx, RenderFields) = ammo_357 : "357 Ammo" []
@PointClass base(Weapon, Targetx, RenderFields) = ammo_rpgclip : "RPG Ammo" []
@PointClass base(Weapon, Targetx, RenderFields) = ammo_gaussclip : "Gauss Gun Ammo" []
@PointClass base(Weapon, Targetx, RenderFields) = ammo_crossbow : "Crossbow Ammo" []
@SolidClass base(Target) = button_target : "Target Button"
[
spawnflags(flags) =
[
1: "Use Activates" : 1
2: "Start On" : 0
]
master(string) : "Master"
renderfx(choices) :"Render FX" : 0 =
[
0: "Normal"
1: "Slow Pulse"
2: "Fast Pulse"
3: "Slow Wide Pulse"
4: "Fast Wide Pulse"
9: "Slow Strobe"
10: "Fast Strobe"
11: "Faster Strobe"
12: "Slow Flicker"
13: "Fast Flicker"
5: "Slow Fade Away"
6: "Fast Fade Away"
7: "Slow Become Solid"
8: "Fast Become Solid"
14: "Constant Glow"
15: "Distort"
16: "Hologram (Distort + fade)"
]
rendermode(choices) : "Render Mode" : 0 =
[
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"
]
//
// cyclers
//
@PointClass base(Targetname) size(-16 -16 0, 16 16 72) = cycler : "Monster Cycler"
[
model(string) : "Model"
renderfx(choices) :"Render FX" : 0 =
[
0: "Normal"
1: "Slow Pulse"
2: "Fast Pulse"
3: "Slow Wide Pulse"
4: "Fast Wide Pulse"
9: "Slow Strobe"
10: "Fast Strobe"
11: "Faster Strobe"
12: "Slow Flicker"
13: "Fast Flicker"
5: "Slow Fade Away"
6: "Fast Fade Away"
7: "Slow Become Solid"
8: "Fast Become Solid"
14: "Constant Glow"
15: "Distort"
16: "Hologram (Distort + fade)"
]
rendermode(choices) : "Render Mode" : 0 =
[
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"
bodygroup(integer) : "Body Group" : 0
]
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = cycler_sprite : "Sprite Cycler"
[
model(string) : "Sprite"
framerate(integer) : "Frames per second" : 10
renderfx(choices) :"Render FX" : 0 =
[
0: "Normal"
1: "Slow Pulse"
2: "Fast Pulse"
3: "Slow Wide Pulse"
4: "Fast Wide Pulse"
9: "Slow Strobe"
10: "Fast Strobe"
11: "Faster Strobe"
12: "Slow Flicker"
13: "Fast Flicker"
5: "Slow Fade Away"
6: "Fast Fade Away"
7: "Slow Become Solid"
8: "Fast Become Solid"
14: "Constant Glow"
15: "Distort"
16: "Hologram (Distort + fade)"
]
rendermode(choices) : "Render Mode" : 0 =
[
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"
]
@PointClass base(Monster) size(-16 -16 -16, 16 16 16) = cycler_weapon : "Weapon Cycler"
[
model(string) : "model"
]
//
// 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) = env_beam : "Energy Beam Effect"
[
renderamt(integer) : "Brightness (1 - 255)" : 100
rendercolor(color255) : "Beam Color (R G B)" : "0 0 0"
Radius(integer) : "Radius" : 256
life(string) : "Life (seconds 0 = infinite)" : "1"
BoltWidth(integer) : "Width of beam (pixels*0.1 0-255)" : 20
NoiseAmplitude(integer) : "Amount of noise (0-255)" : 0
texture(string) : "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) size(-4 -4 -4, 4 4 4) = env_beverage : "Beverage Dispenser"
[
health(integer) : "Capacity" : 10
skin(choices) : "Beverage Type" : 0 =
[
0 : "Coca-Cola"
1 : "Sprite"
2 : "Diet Coke"
3 : "Orange"
4 : "Surge"
5 : "Moxie"
6 : "Random"
]
]
@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) color(255 0 0) = env_blood : "Blood Effects"
[
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
]
]
@SolidClass base(Targetname) = env_bubbles : "Bubble Volume"
[
density(integer) : "Bubble density" : 2
frequency(integer) : "Bubble frequency" : 2
current(integer) : "Speed of Current" : 0
spawnflags(Flags) =
[
1 : "Start Off" : 0
]
]
@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = env_explosion : "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
]
]
@PointClass base(Targetname) color(255 255 128) = 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 base(Targetname, RenderFields) size(-4 -4 -4, 4 4 4) color(30 100 0) = env_glow : "Light Glow/Haze"
[
model(string) : "model" : "sprites/glow01.spr"
]
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = env_fade : "Screen Fade"
[
spawnflags(flags) =
[
1: "Fade From" : 0
2: "Modulate" : 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) size(-16 -16 -16, 16 16 16) = env_funnel : "Large Portal Funnel"
[
spawnflags(flags) =
[
1: "Reverse" : 0
]
]
@PointClass base(Targetname, RenderFxChoices) size(-16 -16 -16, 16 16 16) = env_laser : "Laser Beam Effect"
[
LaserTarget(target_destination) : "Target of Laser"
renderamt(integer) : "Brightness (1 - 255)" : 100
rendercolor(color255) : "Beam Color (R G B)" : "0 0 0"
width(integer) : "Width of beam (pixels*0.1 0-255)" : 20
NoiseAmplitude(integer) : "Amount of noise (0-255)" : 0
texture(string) : "Sprite Name" : "sprites/laserbeam.spr"
EndSprite(string) : "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
]
]
// use game_text instead
@PointClass base(Targetname, Target) size(-8 -8 -8, 8 8 8) = env_message : "HUD Text Message"
[
message(string) : "Message Name"
spawnflags(flags) =
[
1: "Play Once" : 0
2: "All Clients" : 0
]
messagesound(string) : "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, RenderFields) size(-16 -16 -16, 16 16 16) color(100 100 0) = env_render : "Render Controls"
[
spawnflags(flags) =
[
1: "No Renderfx" : 0
2: "No Renderamt" : 0
4: "No Rendermode" : 0
8: "No Rendercolor" : 0
]
]
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = env_shake : "Screen 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) = env_shooter : "Model Shooter"
[
shootmodel(string) : "Model" : ""
shootsounds(choices) :"Material Sound" : -1 =
[
-1: "None"
0: "Glass"
1: "Wood"
2: "Metal"
3: "Flesh"
4: "Concrete"
]
scale(string) : "Gib Scale" : ""
skin(integer) : "Gib Skin" : 0
]
@PointClass size(-8 -8 -8, 8 8 8) = env_sound : "DSP Sound"
[
radius(integer) : "Radius" : 128
roomtype(Choices) : "Room Type" : 0 =
[
0 : "Normal (off)"
1 : "Generic"
2 : "Metal Small"
3 : "Metal Medium"
4 : "Metal Large"
5 : "Tunnel Small"
6 : "Tunnel Medium"
7 : "Tunnel Large"
8 : "Chamber Small"
9 : "Chamber Medium"
10: "Chamber Large"
11: "Bright Small"
12: "Bright Medium"
13: "Bright Large"
14: "Water 1"
15: "Water 2"
16: "Water 3"
17: "Concrete Small"
18: "Concrete Medium"
19: "Concrete Large"
20: "Big 1"
21: "Big 2"
22: "Big 3"
23: "Cavern Small"
24: "Cavern Medium"
25: "Cavern Large"
26: "Weirdo 1"
27: "Weirdo 2"
28: "Weirdo 3"
]
]
@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = env_spark : "Spark"
[
MaxDelay(string) : "Max Delay" : "0"
spawnflags(flags) =
[
32: "Toggle" : 0
64: "Start ON" : 0
]
]
@PointClass base(Targetname, RenderFields) size(-4 -4 -4, 4 4 4) = env_sprite : "Sprite Effect"
[
framerate(string) : "Framerate" : "10.0"
model(string) : "Sprite Name" : "sprites/glow01.spr"
scale(string) : "Scale" : ""
spawnflags(flags) =
[
1: "Start on" : 0
2: "Play Once" : 0
]
]
@SolidClass base(Breakable, RenderFields) = func_breakable : "Breakable Object"
[
spawnflags(flags) =
[
1 : "Only Trigger" : 0
2 : "Touch" : 0
4 : "Pressure" : 0
256: "Instant Crowbar" : 1
]
_minlight(string) : "Minimum light level"
]
@SolidClass base(Targetname, RenderFields) = func_button : "Button"
[
speed(integer) : "Speed" : 5
target(target_destination) : "Targetted object"
netname(target_destination) : "Target Path"
// Path Target overrides Targetted Object
health(integer) : "Health (shootable if > 0)"
lip(integer) : "Lip"
master(string) : "Master"
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"
]
wait(choices) : "Delay before reset" : 3 =
[
-1: "Stays pressed"
]
delay(string) : "Delay before trigger" : "0"
spawnflags(flags) =
[
1: "Don't move" : 0
32: "Toggle" : 0
64: "Sparks" : 0
256:"Touch Activates": 0
]
locked_sound(choices) : "Locked Sound" : 0 =
[
0: "None"
2: "Access Denied"
8: "Small zap"
10: "Buzz"
11: "Buzz Off"
12: "Latch Locked"
]
unlocked_sound(choices) : "Unlocked Sound" : 0 =
[
0: "None"
1: "Big zap & Warmup"
3: "Access Granted"
4: "Quick Combolock"
5: "Power Deadbolt 1"
6: "Power Deadbolt 2"
7: "Plunger"
8: "Small zap"
9: "Keycard Sound"
10: "Buzz"
13: "Latch Unlocked"
14: "Lightswitch"
]
locked_sentence(choices) : "Locked Sentence" : 0 =
[
0: "None"
1: "Gen. Access Denied"
2: "Security Lockout"
3: "Blast Door"
4: "Fire Door"
5: "Chemical Door"
6: "Radiation Door"
7: "Gen. Containment"
8: "Maintenance Door"
9: "Broken Shut Door"
]
unlocked_sentence(choices) : "Unlocked Sentence" : 0 =
[
0: "None"
1: "Gen. Access Granted"
2: "Security Disengaged"
3: "Blast Door"
4: "Fire Door"
5: "Chemical Door"
6: "Radiation Door"
7: "Gen. Containment"
8: "Maintenance area"
]
_minlight(string) : "Minimum light level"
]
@SolidClass base(RenderFields, Targetname) = func_conveyor : "Conveyor Belt"
[
spawnflags(flags) =
[
1 : "No Push" : 0
2 : "Not Solid" : 0
]
speed(string) : "Conveyor Speed" : "100"
_minlight(string) : "Minimum light level"
]
@SolidClass base(Door) = func_door : "Basic door" []
@SolidClass base(Door) = func_door_rotating : "Rotating door"
[
spawnflags(flags) =
[
2 : "Reverse Dir" : 0
16: "One-way" : 0
64: "X Axis" : 0
128: "Y Axis" : 0
]
distance(integer) : "Distance (deg)" : 90
angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
]
@SolidClass base(Appearflags, RenderFields) = func_friction : "Surface with a change in friction"
[
modifier(integer) : "Percentage of standard (0 - 100)" : 15
]
@SolidClass base(Targetname, RenderFields, Global) = func_guntarget : "Moving platform"
[
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(Global, RenderFields) = func_healthcharger: "Wall health recharger"
[
// dmdelay(integer) : "Deathmatch recharge delay" : 0
_minlight(string) : "Minimum light level"
]
@SolidClass base(Targetname, RenderFields) = func_illusionary : "Fake Wall/Light"
[
skin(choices) : "Contents" : -1 =
[
-1: "Empty"
-7: "Volumetric Light"
]
_minlight(string) : "Minimum light level"
]
// THIS CREATES AN INVISIBLE CLIMBABLE FIELD
// You must create the physical ladder yourself
@SolidClass = func_ladder : "Ladder"
[
targetname(string) : "Name"
]
// blocks monster path ai
@SolidClass base(Targetname) = func_monsterclip : "Monster clip brush" []
@SolidClass base(Targetname) = func_mortar_field : "Mortar Field"
[
m_flSpread(integer) : "Spread Radius" : 64
m_iCount(integer) : "Repeat Count" : 1
m_fControl(Choices) : "Targeting" : 0 =
[
0 : "Random"
1 : "Activator"
2 : "Table"
]
m_iszXController(target_destination) : "X Controller"
m_iszYController(target_destination) : "Y Controller"
]
// not fully implemented
@SolidClass base(Appearflags, Targetname, RenderFields) = func_pendulum : "Swings back and forth"
[
speed(integer) : "Speed" : 100
distance(integer) : "Distance (deg)" : 90
damp(integer) : "Damping (0-1000)" : 0
dmg(integer) : "Damage inflicted when blocked" : 0
spawnflags(flags) =
[
1: "Start ON" : 0
8: "Passable" : 0
16: "Auto-return" : 0
64: "X Axis" : 0
128: "Y Axis" : 0
]
_minlight(integer) : "_minlight"
angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
]
@SolidClass base(Targetname, RenderFields, PlatSounds) = func_plat : "Elevator"
[
spawnflags(Flags) =
[
1: "Toggle" : 0
]
speed(integer) : "Speed" : 100
height(integer) : "Travel altitude (can be negative)" : 0
speed(integer) : "Speed" : 50
globalname(string) : "Global Entity Name"
_minlight(string) : "Minimum light level"
]
@SolidClass base(Targetname, RenderFields, PlatSounds) = func_platrot : "Moving Rotating platform"
[
spawnflags(Flags) =
[
1: "Toggle" : 1
64: "X Axis" : 0
128: "Y Axis" : 0
]
speed(integer) : "Speed of rotation" : 50
height(integer) : "Travel altitude (can be negative)" : 0
rotation(integer) : "Spin amount" : 0
angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
_minlight(string) : "Minimum light level"
]
@SolidClass base(Breakable, RenderFields) = func_pushable : "Pushable object"
[
size(choices) : "Hull Size" : 0 =
[
0: "Point size"
1: "Player size"
2: "Big Size"
3: "Player duck"
]
spawnflags(flags) =
[
128: "Breakable" : 0
]
friction(integer) : "Friction (0-400)" : 50
buoyancy(integer) : "Buoyancy" : 20
_minlight(string) : "Minimum light level"
]
@SolidClass base(RenderFields) = func_recharge: "Battery recharger"
[
// dmdelay(integer) : "Deathmatch recharge delay" : 0
_minlight(string) : "Minimum light level"
]
@SolidClass base(Targetname, Global, RenderFields) = func_rot_button : "RotatingButton"
[
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"
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
]
_minlight(integer) : "_minlight"
angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
]
@SolidClass base(Targetname, RenderFields) = func_rotating : "Rotating Object"
[
speed(integer) : "Rotation Speed" : 0
volume(integer) : "Volume (10 = loudest)" : 10
fanfriction(integer) : "Friction (0 - 100%)" : 20
sounds(choices) : "Fan Sounds" : 0 =
[
0 : "No Sound"
1 : "Fast Whine"
2 : "Slow Rush"
3 : "Medium Rickety"
4 : "Fast Beating"
5 : "Slow Smooth"
]
message(string) : "Path/filename.wav of WAV"
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"
angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
spawnorigin(string) : "X Y Z - Move here after lighting" : "0 0 0"
dmg(integer) : "Damage inflicted when blocked" : 0
]
// don't forget func_tankcontrols
@SolidClass base(BaseTank) = func_tank : "Brush Gun Turret"
[
bullet(choices) : "Bullets" : 0 =
[
0: "None"
1: "9mm"
2: "MP5"
3: "12mm"
]
]
@SolidClass = func_tankcontrols : "Tank controls"
[
target(target_destination) : "Tank entity name"
]
// don't forget func_tankcontrols
@SolidClass base(BaseTank) = func_tanklaser : "Brush Laser Turret"
[
laserentity(target_source) : "env_laser Entity"
]
// don't forget func_tankcontrols
@SolidClass base(BaseTank) = func_tankrocket : "Brush Rocket Turret" []
// don't forget func_tankcontrols
@SolidClass base(BaseTank) = func_tankmortar : "Brush Mortar Turret"
[
iMagnitude(Integer) : "Explosion Magnitude" : 100
]
@SolidClass base(Trackchange) = func_trackautochange : "Automatic track changing platform"
[
_minlight(string) : "Minimum light level"
]
@SolidClass base(Trackchange) = func_trackchange : "Train track changing platform"
[
_minlight(string) : "Minimum light level"
]
@SolidClass base(Targetname, RenderFields, Global) = func_tracktrain : "Track Train"
[
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"
[
target(target_destination) : "Train Name"
]
@SolidClass base(Targetname, RenderFields, Global) = func_train : "Moving platform"
[
target(target_source) : "First stop target"
movesnd(choices) : "Move Sound" : 0 =
[
0: "No Sound"
1: "big elev 1"
2: "big elev 2"
3: "tech elev 1"
4: "tech elev 2"
5: "tech elev 3"
6: "freight elev 1"
7: "freight elev 2"
8: "heavy elev"
9: "rack elev"
10: "rail elev"
11: "squeek elev"
12: "odd elev 1"
13: "odd elev 2"
]
stopsnd(choices) : "Stop Sound" : 0 =
[
0: "No Sound"
1: "big elev stop1"
2: "big elev stop2"
3: "freight elev stop"
4: "heavy elev stop"
5: "rack stop"
6: "rail stop"
7: "squeek stop"
8: "quick stop"
]
speed(integer) : "Speed (units per second)" : 64
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, Global) = func_wall : "Wall"
[
_minlight(string) : "Minimum light level"
]
@SolidClass base(func_wall) = func_wall_toggle : "Toggleable geometry"
[
spawnflags(flags) =
[
1 : "Starts Invisible" : 0
]
]
@SolidClass base(Door) = func_water : "Liquid"
[
spawnflags(flags) =
[
1 : "Starts Open" : 0
256:"Use Only" : 0
]
skin(choices) : "Contents" : -3 =
[
-3: "Water"
-4: "Slime"
-5: "Lava"
]
WaveHeight(string) : "Wave Height" : "3.2"
]
//
// game entities (requires Half-Life 1.0.0.9)
//
@PointClass base(Targetname, Targetx) = game_counter : "Fires when it hits limit"
[
spawnflags(flags) =
[
1: "Remove On fire" : 0
2: "Reset On fire" : 1
]
master(string) : "Master"
frags(integer) : "Initial Value" : 0
health(integer) : "Limit Value" : 10
]
@PointClass base(Targetname, Target) = game_counter_set : "Sets a game_counter"
[
spawnflags(flags) =
[
1: "Remove On fire" : 0
]
master(string) : "Master"
frags(integer) : "New Value" : 10
]
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = game_end : "End this multiplayer game"
[
master(string) : "Master"
]
@PointClass base(Targetname) = game_player_equip : "Initial player equipment"
[
spawnflags(flags) =
[
1: "Use Only" : 0
]
master(string) : "Team Master"
]
@PointClass base(Targetname) = game_player_hurt : "Hurts player who fires"
[
dmg(string) : "Damage To Apply" : "999"
spawnflags(flags) =
[
1: "Remove On fire" : 0
]
master(string) : "Master"
]
@PointClass base(Targetname) = game_player_team : "Allows player to change teams"
[
spawnflags(flags) =
[
1 : "Remove On fire" : 0
2 : "Kill Player" : 0
4 : "Gib Player" : 0
]
target(string) : "game_team_master to use"
master(string) : "Master"
]
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = game_score : "Award/Deduct Points"
[
spawnflags(flags) =
[
1: "Allow Negative" : 0
2: "Team Points" : 0
]
points(integer) : "Points to add (+/-)" : 1
master(string) : "Master"
]
@PointClass base(Targetname, Targetx) = game_team_master : "Team based master/relay"
[
spawnflags(flags) =
[
1: "Remove On fire" : 0
]
triggerstate(choices) : "Trigger State" : 0 =
[
0: "Off"
1: "On"
2: "Toggle"
]
teamindex(integer) : "Team Index (-1 = no team)" : -1
master(string) : "Master"
]
@PointClass base(Targetname, Targetx) = game_team_set : "Sets team of team_master"
[
spawnflags(flags) =
[
1: "Remove On fire" : 0
]
master(string) : "Master"
]
@PointClass base(Targetname, Target) size(-8 -8 -8, 8 8 8) = game_text : "HUD Text Message"
[
spawnflags(flags) =
[
1: "All Players" : 0
]
message(string) : "Message Text"
x(string) : "X (0 - 1.0 = left to right) (-1 centers)" : "-1"
y(string) : "Y (0 - 1.0 = top to bottom) (-1 centers)" : "-1"
effect(Choices) : "Text Effect" : 0 =
[
0 : "Fade In/Out"
1 : "Credits"
2 : "Scan Out"
]
color(color255) : "Color1" : "100 100 100"
color2(color255) : "Color2" : "240 110 0"
fadein(string) : "Fade in Time (or character scan time)" : "1.5"
fadeout(string) : "Fade Out Time" : "0.5"
holdtime(string) : "Hold Time" : "1.2"
fxtime(string) : "Scan time (scan effect only)" : "0.25"
channel(choices) : "Text Channel" : 1 =
[
1 : "Channel 1"
2 : "Channel 2"
3 : "Channel 3"
4 : "Channel 4"
]
master(string) : "Master"
]
@SolidClass base(Targetname) = game_zone_player : "Player Zone brush"
[
intarget(target_destination) : "Target for IN players"
outtarget(target_destination) : "Target for OUT players"
incount(target_destination) : "Counter for IN players"
outcount(target_destination) : "Counter for OUT players"
// master(string) : "Master"
]
@PointClass base(gibshooterbase) = gibshooter : "Gib Shooter" []
//
// info entities
//
@PointClass base(Targetname, Appearflags) size(-8 -8 -8, 8 8 8) = infodecal : "Decal"
[
texture(decal)
]
@PointClass base(Targetname) size(-24 -24 0, 24 24 16) color(20 190 60) = info_bigmomma : "Big Mamma Node"
[
spawnflags(Flags) =
[
1 : "Run To Node" : 0
2 : "Wait Indefinitely" : 0
]
target(target_destination) : "Next node"
radius(string) : "Radius" : "0"
reachdelay(string) : "Wait after approach" : "0"
killtarget(target_destination) : "KillTarget"
reachtarget(target_destination) : "Fire on approach"
reachsequence(string) : "Sequence on approach" : ""
health(string) : "Health on approach" : ""
presequence(string) : "Sequence before approach" : ""
]
@PointClass base(Target) size(-4 -4 -4, 4 4 4) color(0 255 0) = info_intermission : "Intermission Spot" []
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = info_landmark : "Transition Landmark" []
@PointClass size(-24 -24 -4, 24 24 4) color(255 255 0) = info_node : "ai node"
[
hinttype(choices) : "Hint" : 0 =
[
0 : "None"
1: "World: Door"
2: "World: Window"
3: "World: Button"
4: "World: Machinery"
5: "World: Ledge"
6: "World: Light Source"
7: "World: Heat Source"
8: "World: Blinking Light"
9: "World: Bright Colors"
10: "World: Human Blood Decal"
11: "World: Alien Blood Decal"
300: "Stuka: Ceiling Perch"
301: "Stuka: Landing spot"
]
activity(choices) : "Activity" : 45 =
[
0: "None"
35: "Eat"
45: "Inspect Ground"
46: "Inspect Wall"
]
]
@PointClass size(-32 -32 0, 32 32 64) color(255 255 0) = info_node_air : "ai air node" []
@PointClass base(Targetname) = info_null : "info_null (spotlight target)" []
@PointClass base(PlayerClass) = info_player_coop : "Player cooperative start" []
@PointClass base(PlayerClass) = info_player_deathmatch : "Player deathmatch start"
[
target(target_destination) : "Target"
master(string) : "Master"
]
@PointClass base(PlayerClass) = info_player_start : "Player 1 start" []
@PointClass base(Targetname) size(-4 -4 -4, 4 4 4) color(200 100 50) = info_target : "Beam Target" []
@PointClass size(-8 -8 0, 8 8 16) base(PlayerClass, Targetname) = info_teleport_destination : "Teleport destination" []
//
// items
//
@PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) = item_airtank : "Oxygen tank" []
@PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) = item_antidote : "Poison antidote" []
@PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) = item_battery : "HEV battery" []
@PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) = item_healthkit : "Small Health Kit" []
@PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) = item_longjump : "Longjump Module" []
@PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) = item_security : "Security card" []
@PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) = item_suit : "HEV Suit"
[
body(Choices) : "Body" : 0 =
[
0 : "Standing"
1 : "Laying Flat"
]
spawnflags(Flags) =
[
1 : "Short Logon" : 0
]
]
//
// lights
//
@PointClass size(-8 -8 -8, 8 8 8) base(Target, Targetname, Light) = light : "Invisible lightsource"
[
spawnflags(Flags) = [ 1 : "Initially dark" : 0 ]
]
@PointClass base(Targetname, Target) = light_spot : "Spotlight"
[
_cone(integer) : "Inner (bright) angle" : 30
_cone2(integer) : "Outer (fading) angle" : 45
pitch(integer) : "Pitch" : -90
_light(color255) : "Brightness" : "255 255 128 200"
_sky(Choices) : "Is Sky" : 0 =
[
0 : "No"
1 : "Yes"
]
spawnflags(Flags) = [ 1 : "Initially dark" : 0 ]
style(Choices) : "Appearance" : 0 =
[
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"
]
@PointClass = light_environment : "Environment"
[
pitch(integer) : "Pitch" : 0
_light(color255) : "Brightness" : "255 255 128 200"
]
@SolidClass base(Door) = momentary_door : "Momentary/Continuous door"
[
spawnflags(flags) =
[
1 : "Starts Open" : 0
]
]
@SolidClass base(RenderFields, Targetname) = momentary_rot_button : "Direct wheel control"
[
target(target_destination) : "Targetted object"
speed(integer) : "Speed" : 50
master(string) : "Master"
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"
21: "Squeaky"
22: "Squeaky Pneumatic"
23: "Ratchet Groan"
24: "Clean Ratchet"
25: "Gas Clunk"
]
distance(integer) : "Distance (deg)" : 90
returnspeed(integer) : "Auto-return speed" : 0
spawnflags(flags) =
[
1: "Door Hack" : 0
2: "Not useable" : 0
16: "Auto Return" : 0
64: "X Axis" : 0
128: "Y Axis" : 0
]
_minlight(integer) : "_minlight"
angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
]
//
// monsters
//
@PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_alien_controller : "Controller" []
@PointClass base(Monster) size(-32 -32 0, 32 32 64) = monster_alien_grunt : "Alien Grunt"
[
netname(string) : "Squad Name"
spawnflags(Flags) =
[
32 : "SquadLeader" : 0
]
]
@PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_alien_slave : "Vortigaunt"
[
netname(string) : "Squad Name"
spawnflags(Flags) =
[
32 : "SquadLeader" : 0
64 : "IgnorePlayer" : 0
]
]
@PointClass base(Monster) size(-360 -360 -172, 360 360 8) = monster_apache : "Apache"
[
spawnflags(Flags) =
[
8 : "NoWreckage" : 0
64 : "Start Inactive" : 0
]
]
@PointClass base(Monster) size(-16 -16 0, 16 16 36) = monster_babycrab : "Baby Headcrab" []
@PointClass base(RenderFields) size(-16 -16 -36, 16 16 0) = monster_barnacle : "Barnacle Monster" []
@PointClass base(Monster,TalkMonster) size(-16 -16 0, 16 16 72) = monster_barney : "Barney"
[
suspicious(choices) : "Suspicious" : 0 =
[
0 : "No"
1 : "Yes"
]
]
@PointClass base(RenderFields,Appearflags) size(-16 -16 0, 16 16 72) = monster_barney_dead : "Dead Barney"
[
pose(Choices) : "Pose" : 0 =
[
0 : "On back"
1 : "On side"
2 : "On stomach"
]
]
@PointClass base(Monster) size(-95 -95 0, 95 95 190) = monster_bigmomma : "Big Mamma"
[
netname(string) : "First node" : ""
]
@PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_bloater : "Bloater" []
@PointClass base(Monster) size(-32 -32 0, 32 32 64) = monster_bullchicken : "BullChicken" []
@PointClass base(Monster) size(-3 -3 0, 3 3 3) = monster_cockroach : "Cockroach" []
@PointClass base(Monster) size(-16 -16 0, 16 16 16) = monster_flyer_flock : "Flock of Flyers"
[
iFlockSize(Integer) : "Flock Size" : 8
flFlockRadius(Integer) : "Flock Radius" : 128
]
@PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_furniture : "Monster Furniture"
[
model(string) : "model"
]
@PointClass base(Monster) size(-32 -32 0, 32 32 128) = monster_gargantua : "Gargantua" []
@PointClass base(Monster, RenderFields) size(-16 -16 -36, 16 16 36) = monster_generic : "Generic Script Monster"
[
spawnflags(Flags) =
[
4 : "Not solid" : 0
8 : "Head Controller" : 0
]
model(string) : "model"
body(Integer) : "Body" : 0
]
@PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_gman : "G-Man" []
@PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_grunt_repel : "Human Grunt (Repel)" []
@PointClass base(Weapon, Targetx, RenderFields) = monster_handgrenade : "Live Handgrenade" []
@PointClass base(Monster) size(-16 -16 0, 16 16 36) = monster_headcrab : "Head Crab" []
@PointClass base(Appearflags,RenderFields) size(-16 -16 0, 16 16 72) = monster_hevsuit_dead : "Dead HEV Suit"
[
pose(Choices) : "Pose" : 0 =
[
0 : "On back"
1 : "Seated"
2 : "On stomach"
3 : "On Table"
]
]
@PointClass base(Appearflags,RenderFields) size(-16 -16 0, 16 16 72) = monster_hgrunt_dead : "Dead Human Grunt"
[
pose(Choices) : "Pose" : 0 =
[
0 : "On stomach"
1 : "On side"
2 : "Seated"
]
body(Choices) : "Body" : 0 =
[
0 : "Grunt with Gun"
1 : "Commander with Gun"
2 : "Grunt no Gun"
3 : "Commander no Gun"
]
]
@PointClass base(Monster) size(-16 -16 0, 16 16 36) = monster_houndeye : "Houndeye"
[
netname(string) : "Squad Name"
spawnflags(Flags) =
[
32 : "SquadLeader" : 0
]
]
@PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_human_assassin : "Human Assassin" []
@PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_human_grunt : "Human Grunt (camo)"
[
spawnflags(Flags) =
[
32 : "SquadLeader" : 0
]
netname(string) : "Squad Name"
weapons(Choices) : "Weapons" : 3 =
[
1 : "9mmAR"
3 : "9mmAR + HG"
5 : "9mmAR + GL"
8 : "Shotgun"
10 : "Shotgun + HG"
]
]
@PointClass base(Monster) size(-32 -32 0, 32 32 64) = monster_ichthyosaur : "Ichthyosaur" []
@PointClass base(Monster) size(-6 -6 0, 6 6 6) = monster_leech : "Leech" []
@PointClass base(Monster) size(-16 -16 -32, 16 16 32) = monster_miniturret : "Mini Auto Turret"
[
orientation(Choices) : "Orientation" : 0 =
[
0 : "Floor Mount"
1 : "Ceiling Mount"
]
spawnflags(Flags) =
[
32 : "Autostart" : 0
64 : "Start Inactive" : 0
]
]
@PointClass base(Monster) size(-192 -192 0, 192 192 384) = monster_nihilanth : "Nihilanth" []
@PointClass base(Monster) size(-480 -480 -112, 480 480 24) = monster_osprey : "Osprey"
[
spawnflags(Flags) =
[
64 : "Start Inactive" : 0
]
]
@PointClass base(Monster) size(-6 -6 0, 6 6 6) = monster_rat : "Rat (no ai?)" []
@PointClass base(Weapon, Targetname, Targetx,RenderFields) = monster_satchelcharge : "Live Satchel Charge" []
@PointClass base(Monster, TalkMonster) size(-16 -16 0, 16 16 72) = monster_scientist : "Scared Scientist"
[
body(Choices) : "Body" : -1 =
[
-1 : "Random"
0 : "Glasses"
1 : "Einstein"
2 : "Luther"
3 : "Slick"
]
suspicious(choices) : "Suspicious" : 0 =
[
0 : "No"
1 : "Yes"
]
]
@PointClass base(Appearflags,RenderFields) size(-16 -16 0, 16 16 72) = monster_scientist_dead : "Dead Scientist"
[
body(Choices) : "Body" : -1 =
[
-1 : "Random"
0 : "Glasses"
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"
]
]
@PointClass base(Monster) size(-14 -14 22, 14 14 72) = monster_sitting_scientist : "Sitting Scientist"
[
body(Choices) : "Body" : -1 =
[
-1 : "Random"
0 : "Glasses"
1 : "Einstein"
2 : "Luther"
3 : "Slick"
]
suspicious(choices) : "Suspicious" : 0 =
[
0 : "No"
1 : "Yes"
]
]
@PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_sentry : "Sentry Turret Gun"
[
spawnflags(Flags) =
[
32 : "Autostart" : 0
64 : "Start Inactive" : 0
]
]
@PointClass base(Monster) size(-16 -16 0, 16 16 36) = monster_snark : "Armed Snark" []
@PointClass base(Monster) size(-32 -32 0, 32 32 64) = monster_tentacle : "Tentacle Arm"
[
spawnflags(Flags) =
[
64 : "Tentacle3" : 0
]
sweeparc(integer) : "Sweep Arc" : 130
sound(Choices) : "Tap Sound" : -1 =
[
-1 : "None"
0 : "Silo"
1 : "Dirt"
2 : "Water"
]
]
@PointClass base(Monster) size(-8 -8 -8, 8 8 8) = monster_tripmine : "Active Tripmine"
[
spawnflags(Flags) =
[
1 : "Instant On" : 1
]
]
@PointClass base(Monster) size(-32 -32 -32, 32 32 32) = monster_turret : "Auto Turret"
[
orientation(Choices) : "Orientation" : 0 =
[
0 : "Floor Mount"
1 : "Ceiling Mount"
]
spawnflags(Flags) =
[
32 : "Autostart" : 0
64 : "Start Inactive" : 0
]
]
@PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_zombie : "Scientist Zombie" []
@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = monstermaker : "Monster Maker"
[
target(string) : "Target On Release"
monstertype(string) : "Monster Type"
netname(string) : "Childrens' Name"
spawnflags(Flags) =
[
1 : "Start ON" : 0
2 : "PVS On/Off" : 0
4 : "Cyclic" : 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) color(255 128 0) = multi_manager : "MultiTarget Manager"
[
spawnflags(Flags) =
[
1 : "multithreaded" : 0
]
]
@PointClass base(Targetname, Target) color(128 255 128) = multisource : "Multisource"
[
globalstate(string) : "Global State Master"
]
@PointClass base(Targetname) size(16 16 16) color(247 181 82) = path_corner : "Moving platform stop"
[
spawnflags(Flags) =
[
1: "Wait for retrigger" : 0
2: "Teleport" : 0
4: "Fire once" : 0
]
target(target_destination) : "Next stop target"
message(target_destination) : "Fire On Pass"
wait(integer) : "Wait here (secs)" : 0
speed(integer) : "New Train Speed" : 0
yaw_speed(integer) : "New Train rot. Speed" : 0
angles(string) : "X Y Z angles"
]
@PointClass base(Targetname) size(16 16 16) = path_track : "Train Track Path"
[
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(Targetname) size(-16 -16 -16, 16 16 16) = player_loadsaved : "Load Auto-Saved game"
[
duration(string) : "Fade Duration (seconds)" : "2"
holdtime(string) : "Hold Fade (seconds)" : "0"
renderamt(integer) : "Fade Alpha" : 255
rendercolor(color255) : "Fade Color (R G B)" : "0 0 0"
messagetime(string) : "Show Message delay" : "0"
message(string) : "Message To Display" : ""
loadtime(string) : "Reload delay" : "0"
]
@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = player_weaponstrip : "Strips player's weapons" []
@PointClass base(Targetname, Targetx) size(-16 -16 0, 16 16 72) color(255 0 255) = scripted_sentence : "Scripted Sentence"
[
spawnflags(Flags) =
[
1 : "Fire Once" : 1
2 : "Followers Only" : 0
4 : "Interrupt Speech" : 1
8 : "Concurrent" : 0
]
sentence(string) : "Sentence Name" : ""
entity(string) : "Speaker Entity"
duration(string) : "Sentence Time" : "3"
radius(integer) : "Search Radius" : 512
refire(string) : "Delay Before Refire" : "3"
listener(string) : "Listener"
volume(string) : "Volume 0-10" : "10"
attenuation(Choices) : "Sound Radius" : 0 =
[
0 : "Small Radius"
1 : "Medium Radius"
2 : "Large Radius"
3 : "Play Everywhere"
]
]
@PointClass base(Targetname, Targetx) size(-16 -16 0, 16 16 72) color(255 0 255) = scripted_sequence : "Scripted Sequence"
[
m_iszEntity(string) : "Target Monster"
m_iszPlay(string) : "Action Animation" : ""
m_iszIdle(string) : "Idle Animation" : ""
m_flRadius(integer) : "Search Radius" : 512
m_flRepeat(integer) : "Repeat Rate ms" : 0
m_fMoveTo(choices) : "Move to Position" : 0 =
[
0 : "No"
1 : "Walk"
2 : "Run"
4 : "Instantaneous"
5 : "No - Turn to Face"
]
spawnflags(Flags) =
[
4 : "Repeatable" : 0
8 : "Leave Corpse" : 0
32: "No Interruptions" : 0
64: "Override AI" : 0
128: "No Script Movement" : 0
256: "No Reset Entity" : 0
]
]
@PointClass = speaker : "Announcement Speaker"
[
preset(choices) :"Announcement Presets" : 0 =
[
0: "None"
1: "C1A0 Announcer"
2: "C1A1 Announcer"
3: "C1A2 Announcer"
4: "C1A3 Announcer"
5: "C1A4 Announcer"
6: "C2A1 Announcer"
7: "C2A2 Announcer"
// 8: "C2A3 Announcer"
9: "C2A4 Announcer"
// 10: "C2A5 Announcer"
11: "C3A1 Announcer"
12: "C3A2 Announcer"
]
message(string) : "Sentence Group Name"
targetname(target_source) : "Target Name"
health(integer) : "Volume (10 = loudest)" : 5
spawnflags(flags) =
[
1: "Start Silent" : 0
]
]
@PointClass base(Targetname) = target_cdaudio : "CD Audio Target"
[
health(choices) : "Track #" : -1 =
[
-1 : "Stop"
1 : "Track 1"
2 : "Track 2"
3 : "Track 3"
4 : "Track 4"
5 : "Track 5"
6 : "Track 6"
7 : "Track 7"
8 : "Track 8"
9 : "Track 9"
10 : "Track 10"
11 : "Track 11"
12 : "Track 12"
13 : "Track 13"
14 : "Track 14"
15 : "Track 15"
16 : "Track 16"
17 : "Track 17"
18 : "Track 18"
19 : "Track 19"
20 : "Track 20"
21 : "Track 21"
22 : "Track 22"
23 : "Track 23"
24 : "Track 24"
25 : "Track 25"
26 : "Track 26"
27 : "Track 27"
28 : "Track 28"
29 : "Track 29"
30 : "Track 30"
]
radius(string) : "Player Radius"
]
//
// Triggers
//
@PointClass base(Targetx) = trigger_auto : "AutoTrigger"
[
spawnflags(Flags) =
[
1 : "Remove On fire" : 1
]
globalstate(string) : "Global State to Read"
triggerstate(choices) : "Trigger State" : 0 =
[
0 : "Off"
1 : "On"
2 : "Toggle"
]
]
@SolidClass base(Targetname) = trigger_autosave : "AutoSave Trigger"
[
master(string) : "Master"
]
@PointClass base(Targetx, Targetname) = trigger_camera : "Trigger Camera"
[
wait(integer) : "Hold time" : 10
moveto(string) : "Path Corner"
spawnflags(flags) =
[
1: "Start At Player" : 1
2: "Follow Player" : 1
4: "Freeze Player" : 0
]
speed(string) : "Initial Speed" : "0"
acceleration(string) : "Acceleration units/sec^2" : "500"
deceleration(string) : "Stop Deceleration units/sec^2" : "500"
]
@SolidClass base(Targetname) = trigger_cdaudio : "Trigger CD Audio"
[
health(choices) : "Track #" : -1 =
[
-1 : "Stop"
1 : "Track 1"
2 : "Track 2"
3 : "Track 3"
4 : "Track 4"
5 : "Track 5"
6 : "Track 6"
7 : "Track 7"
8 : "Track 8"
9 : "Track 9"
10 : "Track 10"
11 : "Track 11"
12 : "Track 12"
13 : "Track 13"
14 : "Track 14"
15 : "Track 15"
16 : "Track 16"
17 : "Track 17"
18 : "Track 18"
19 : "Track 19"
20 : "Track 20"
21 : "Track 21"
22 : "Track 22"
23 : "Track 23"
24 : "Track 24"
25 : "Track 25"
26 : "Track 26"
27 : "Track 27"
28 : "Track 28"
29 : "Track 29"
30 : "Track 30"
]
]
@SolidClass = trigger_changelevel : "Trigger: Change level"
[
targetname(string) : "Name"
map(string) : "New map name"
landmark(string) : "Landmark name"
changetarget(target_destination) : "Change Target"
changedelay(string) : "Delay before change target" : "0"
spawnflags(flags) =
[
1: "No Intermission" : 0
2: "USE Only" : 0
]
]
@PointClass base(Targetx, Targetname) = trigger_changetarget : "Trigger Change Target"
[
m_iszNewTarget(string) : "New Target"
]
@SolidClass base(Trigger, Targetname) = trigger_counter : "Trigger counter"
[
spawnflags(flags) =
[
1 : "No Message" : 0
]
master(string) : "Master"
count(integer) : "Count before activation" : 2
]
@SolidClass base(Targetname) = trigger_endsection : "EndSection Trigger"
[
section(string) : "Section"
spawnflags(flags) =
[
1: "USE Only" : 0
]
]
@SolidClass base(Trigger) = trigger_gravity : "Trigger Gravity"
[
gravity(integer) : "Gravity (0-1)" : 1
]
@SolidClass base(Targetname,Target) = trigger_hurt : "Trigger player hurt"
[
spawnflags(flags) =
[
1: "Target Once" : 0
2: "Start Off" : 0
8: "No clients" : 0
16:"FireClientOnly" : 0
32:"TouchClientOnly" : 0
]
master(string) : "Master"
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 = trigger_monsterjump : "Trigger monster jump"
[
master(string) : "Master"
speed(integer) : "Jump Speed" : 40
height(integer) : "Jump Height" : 128
]
@SolidClass base(Trigger) = trigger_multiple : "Trigger: Activate multiple"
[
wait(integer): "Delay before reset" : 10
]
@SolidClass base(Trigger) = trigger_once : "Trigger: Activate once" []
@SolidClass base(Trigger) = trigger_push : "Trigger player push"
[
spawnflags(flags) =
[
1: "Once Only" : 0
2: "Start Off" : 0
]
speed(integer) : "Speed of push" : 40
]
@PointClass base(Targetx, Targetname) = trigger_relay : "Trigger Relay"
[
spawnflags(flags) =
[
1: "Remove On fire" : 0
]
triggerstate(choices) : "Trigger State" : 0 =
[
0: "Off"
1: "On"
2: "Toggle"
]
]
@SolidClass base(Trigger) = trigger_teleport : "Trigger teleport" []
@SolidClass base(Targetname) = trigger_transition : "Trigger: Select Transition Area" []
//
// weapons
//
@PointClass base(Weapon, Targetx, RenderFields) = weapon_crowbar : "Crowbar" []
@PointClass base(Weapon, Targetx, RenderFields) = weapon_9mmhandgun : "9mm Handgun" []
@PointClass base(Weapon, Targetx, RenderFields) = weapon_357 : "357 Handgun" []
@PointClass base(Weapon, Targetx, RenderFields) = weapon_9mmAR : "9mm Assault Rifle" []
@PointClass base(Weapon, Targetx, RenderFields) = weapon_shotgun : "Shotgun" []
@PointClass base(Weapon, Targetx, RenderFields) = weapon_rpg : "RPG" []
@PointClass base(Weapon, Targetx, RenderFields) = weapon_gauss : "Gauss Gun" []
@PointClass base(Weapon, Targetx, RenderFields) = weapon_crossbow : "Crossbow"
[
sequence(choices) : "Placement" : 0 =
[
0 : "Normal (flat)"
1 : "Realistic (tilted)"
]
]
@PointClass base(Weapon, Targetx, RenderFields) = weapon_egon : "Egon Gun" []
@PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) = weapon_tripmine : "Tripmine Ammo" []
@PointClass base(Weapon, Targetx, RenderFields) = weapon_satchel : "Satchel Charge Ammo" []
@PointClass base(Weapon, Targetx, RenderFields) = weapon_handgrenade : "Handgrenade Ammo" []
@PointClass base(Weapon, Targetx, RenderFields) = weapon_snark : "Squeak Grenade" []
@PointClass base(Weapon, Targetx, RenderFields) = weapon_hornetgun : "Hornet Gun" []
@PointClass size(-16 -16 0, 16 16 64) color(0 128 0) = weaponbox : "Weapon/Ammo Container" []
@PointClass base(Weapon, Targetx) = world_items : "World Items"
[
type(choices) :"types" : 1 =
[
44: "Battery"
42: "Antidote"
43: "Security Card"
45: "Suit"
]
]
//
// Xen
//
@PointClass base(Target, Targetname, RenderFields) size(-48 -48 0, 48 48 32 ) = xen_plantlight : "Xen Plant Light" []
@PointClass base(Targetname, RenderFields) size(-8 -8 0, 8 8 32 ) = xen_hair : "Xen Hair"
[
spawnflags(Flags) =
[
1 : "Sync Movement" : 0
]
]
@PointClass base(Targetname, RenderFields) size(-24 -24 0, 24 24 188 ) = xen_tree : "Xen Tree" []
@PointClass base(Targetname, RenderFields) size(-16 -16 0, 16 16 64 ) = xen_spore_small : "Xen Spore (small)" []
@PointClass base(Targetname, RenderFields) size(-40 -40 0, 40 40 120 ) = xen_spore_medium : "Xen Spore (medium)" []
@PointClass base(Targetname, RenderFields) size(-90 -90 0, 90 90 220 ) = xen_spore_large : "Xen Spore (large)" []
//////////////////////////////////////////////////////////////////////////////
// Opposing Force Entities //
//////////////////////////////////////////////////////////////////////////////
//
//AMMO
//
@PointClass base(Weapon, Targetx, RenderFields) = ammo_556 : "M249 Ammo" []
@PointClass base(Weapon, Targetx, RenderFields) = ammo_762 : "Sniper Ammo" []
//Spore ammo orientation refers to the direction that the base of the plant faces
@PointClass base(Weapon, Targetx, RenderFields) color(200 200 50) = ammo_spore : "Spore" []
//
// ENV ENTITIES
//
@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = env_blowercannon : "Blower Cannon"
[
delay(string) : "Delay" : "0"
zoffset(integer) : "Z Offset" : 0
target(string) : "Target" : ""
weaptype(choices) :"Weapon Type" : 1 =
[
1: "Spore (Rocket)"
2: "Spore (Grenade)"
3: "Shock Beam"
4: "Displacer Ball"
]
firetype(choices) :"Fire Type" : 1 =
[
1: "Toggle On/Off"
2: "Fire When Triggered"
]
]
@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = env_electrified_wire : "Electrified Wire"
[
segments(integer) : "Segments" : 16
sparkfrequency(integer) : "Spark Frequency" : 3
bodysparkfrequency(integer) : "Body Spark Frequency" : 3
lightningfrequency(integer) : "Lightning Frequency" : 3
xforce(integer) : "X Force" : 80000
yforce(integer) : "Y Force" : 80000
zforce(integer) : "Z Force" : 80000
disable(choices) :"Disable Use" : 0 =
[
0: "Not Disabled"
1: "Disabled"
]
endingmodel(string) : "Ending Model" : "models/wire_copper16.mdl"
bodymodel(string) : "Body Model" : "models/wire_black16.mdl"
]
@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = env_rope : "Rope"
[
segments(integer) : "Segments" : 16
disable(choices) :"Disable Use" : 0 =
[
0: "Not Disabled"
1: "Disabled"
]
endingmodel(string) : "Ending Model" : "models/rope16.mdl"
bodymodel(string) : "Body Model" : "models/rope16.mdl"
]
@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) color(0 128 255)= env_spritetrain : "Sprite Train"
[
target(target_source) : "First stop target"
model(string) : "Sprite Name" : "sprites/glow01.spr"
speed(integer) : "Speed (units per second)" : 64
scale(string) : "Sprite Scale"
]
//
// FUNC ENTITIES
//
@SolidClass base(Target) = func_op4mortarcontroller : "Op4 Mortar Controller"
[
mortar_axis(Choices) : "Axis" : 0 =
[
0 : "Vertical"
1 : "Horizontal"
]
]
@BaseClass base(Targetname, Target, RenderFields, Global) = BaseTankOF
[
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(string) : "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"
enemytype(Choices) : "Enemy Type" : 1 =
[
0: "Player"
1: "Ally"
2: "Random"
]
]
// Don't forget func_tankcontrols_of
@SolidClass base(BaseTankOF) = func_tank_of : "Brush Gun Turret"
[
bullet(choices) : "Bullets" : 0 =
[
0: "None"
1: "9mm"
2: "MP5"
3: "12mm"
]
]
@SolidClass = func_tankcontrols_of : "Tank controls"
[
target(target_destination) : "Tank entity name"
]
// Don't forget func_tankcontrols_of
@SolidClass base(BaseTankOF) = func_tanklaser_of : "Brush Laser Turret"
[
laserentity(target_source) : "env_laser Entity"
]
// Don't forget func_tankcontrols
@SolidClass base(BaseTankOF) = func_tankrocket_of : "Brush Rocket Turret" []
// Don't forget func_tankcontrols
@SolidClass base(BaseTankOF) = func_tankmortar_of : "Brush Mortar Turret"
[
iMagnitude(Integer) : "Explosion Magnitude" : 100
]
//
// INFO ENTITIES
//
// Displacer target placement represents the point where the player's feet shall be
@PointClass base(Targetname) size(-4 -4 -4, 4 4 4) color(200 100 50) = info_displacer_xen_target : "Displacer XEN Target" []
@PointClass base(Targetname) size(-4 -4 -4, 4 4 4) color(200 100 50) = info_displacer_earth_target : "Displacer EARTH Target" []
@PointClass base(Targetname, Target) = info_pitworm_steam_lock : "Pitworm Steam Lock" []
//
// ITEM ENTITIES
//
@PointClass base(Weapon, Targetx) = item_generic : "Generic scenery item"
[
model(string) : "Model" : "models/egg.mdl"
sequencename(string) : "Sequence Name" : "idle"
skin(integer) : "Skin" : 0
body(integer) : "Body" : 0
]
@PointClass base(Weapon, Targetx) size(-16 -16 0, 16 16 36) = item_nuclearbomb : "Nuclear Bomb"
[
initialstate(integer) : "Initial State" : 0
wait(integer) : "Wait" : 1
]
//
// MONSTERS
//
@PointClass base(Monster) size(-40 -40 0, 40 40 64) = monster_alien_babyvoltigore : "Baby Voltigore"
[
netname(string) : "Squad Name"
spawnflags(Flags) =
[
32 : "SquadLeader" : 0
]
]
@PointClass base(Monster) size(-80 -80 0, 80 80 90) = monster_alien_voltigore : "Voltigore"
[
netname(string) : "Squad Name"
spawnflags(Flags) =
[
32 : "SquadLeader" : 0
]
]
@PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_alien_slave_dead : "Dead Vortigaunt"
[
pose(Choices) : "Pose" : 0 =
[
0 : "On Stomach"
]
]
@PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_assassin_repel : "Male Assassin (Repel)" []
@PointClass base(Monster) size(-360 -360 -172, 360 360 8) = monster_blkop_apache : "Black Ops Apache"
[
spawnflags(Flags) =
[
8 : "NoWreckage" : 0
64 : "Start Inactive" : 0
]
]
@PointClass base(Monster) size(-480 -480 -112, 480 480 24) = monster_blkop_osprey : "Black Ops Osprey"
[
spawnflags(Flags) =
[
64 : "Start Inactive" : 0
]
]
@PointClass base(Monster, TalkMonster) size(-16 -16 0, 16 16 72) = monster_cleansuit_scientist : "Cleansuit Scientist"
[
body(Choices) : "Body" : -1 =
[
-1 : "Random"
0 : "Glasses"
1 : "Einstein"
2 : "Luther"
3 : "Slick"
]
]
@PointClass base(Appearflags,RenderFields) size(-16 -16 0, 16 16 72) = monster_cleansuit_scientist_dead : "Dead Cleansuit Scientist"
[
body(Choices) : "Body" : -1 =
[
-1 : "Random"
0 : "Glasses"
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"
7 : "Hi Mike!"
8 : "Dead Against Wall"
]
]
@PointClass base(Monster) size(-14 -14 22, 14 14 72) = monster_sitting_cleansuit_scientist : "Sitting Cleansuit Scientist"
[
body(Choices) : "Body" : -1 =
[
-1 : "Random"
0 : "Glasses"
1 : "Einstein"
2 : "Luther"
3 : "Slick"
]
]
@PointClass base(Monster,TalkMonster) size(-16 -16 0, 16 16 72) = monster_drillsergeant : "Drill Sergeant" []
@PointClass base(Monster) size(-95 -95 0, 95 95 190) = monster_geneworm : "Gene Worm" []
@PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_gonome : "Gonome" []
@PointClass base(Appearflags,RenderFields) size(-16 -16 0, 16 16 72) = monster_gonome_dead : "Dead Gonome"
[
pose(Choices) : "Pose" : 0 =
[
0 : "On Stomach"
1 : "On Back"
2 : "On Side"
]
]
@PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_houndeye_dead : "Dead Houndeye"
[
pose(Choices) : "Pose" : 0 =
[
0 : "Just plain dead"
]
]
@PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_grunt_ally_repel : "Human Grunt Ally (Repel)"
[
spawnflags(Flags) =
[
32 : "SquadLeader" : 0
]
netname(string) : "Squad Name"
weapons(Choices) : "Weapons" : 3 =
[
1 : "9mmAR"
3 : "9mmAR + HG"
5 : "9mmAR + GL"
8 : "Shotgun"
10 : "Shotgun + HG"
16 : "Saw"
]
head(Choices) : "Heads" : -1 =
[
-1 : "Default"
0 : "Gas Mask"
1 : "Beret"
2 : "Ops Mask"
3 : "Bandana White"
4 : "Bandana Black"
]
]
@PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_human_grunt_ally : "Human Grunt Ally (camo)"
[
netname(string) : "Squad Name"
spawnflags(Flags) =
[
32 : "SquadLeader" : 0
]
weapons(Choices) : "Weapons" : 3 =
[
0 : "None"
1 : "9mmAR"
3 : "9mmAR + HG"
5 : "9mmAR + GL"
8 : "Shotgun"
10 : "Shotgun + HG"
16 : "Saw"
]
head(Choices) : "Heads" : -1 =
[
-1 : "Default"
0 : "Gas Mask"
1 : "Beret"
2 : "Ops Mask"
3 : "Bandana White"
4 : "Bandana Black"
5 : "MP"
6 : "Major"
7 : "Beret (Black)"
]
]
@PointClass base(Appearflags,RenderFields) size(-16 -16 0, 16 16 72) = monster_human_grunt_ally_dead : "Dead Human Grunt Ally"
[
pose(Choices) : "Pose" : 0 =
[
0 : "On stomach"
1 : "On side"
2 : "Seated"
3 : "Dead On Back"
4 : "Dead On Stomach"
5 : "Head Crabbed"
]
weapons(Choices) : "Weapons" : 1 =
[
0 : "None"
1 : "9mmAR"
8 : "Shotgun"
16 : "Saw"
]
head(Choices) : "Heads" : 0 =
[
0 : "Gas Mask"
1 : "Beret"
2 : "Ops Mask"
3 : "Bandana White"
4 : "Bandana Black"
5 : "MP"
]
]
@PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_human_medic_ally : "Medic"
[
netname(string) : "Squad Name"
spawnflags(Flags) =
[
32 : "SquadLeader" : 0
]
head(Choices) : "Heads" : -1 =
[
-1 : "Random"
0 : "White"
1 : "Black"
]
weapons(Choices) : "Weapons" : 2 =
[
0 : "None"
1 : "Desert Eagle"
2 : "9mm Handgun"
4 : "Hypodermic Needle"
]
]
@PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_human_torch_ally : "Torch"
[
netname(string) : "Squad Name"
spawnflags(Flags) =
[
32 : "SquadLeader" : 0
]
weapons(Choices) : "Weapons" : 1 =
[
1 : "Desert Eagle"
2 : "Blow Torch"
]
]
@PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_male_assassin : "Male Assassin"
[
netname(string) : "Squad Name"
spawnflags(Flags) =
[
32 : "SquadLeader" : 0
]
head(Choices) : "Heads" : 0 =
[
-1 : "Random"
0 : "Ski Mask White"
1 : "Ski Mask Black"
2 : "Night Goggles"
]
weapons(Choices) : "Weapons" : 3 =
[
0 : "None"
1 : "9mmAR"
3 : "9mmAR + HG"
5 : "9mmAR + GL"
8 : "Sniper Rifle"
]
standgroundrange(string) : "Stand Ground Range" : "0.0"
]
@PointClass base(Monster, RenderFields) size(-16 -16 -36, 16 16 36) = monster_op4loader : "Loader machine"
[
spawnflags(Flags) =
[
4 : "Not solid" : 0
]
]
@PointClass base(Monster,TalkMonster) size(-16 -16 0, 16 16 72) = monster_otis : "Otis"
[
bodystate(Choices) : "bodystate" : -1 =
[
-1 : "Random"
0 : "Gun Holstered"
1 : "Gun Drawn"
3 : "Donut"
]
head(Choices) : "head" : -1 =
[
-1 : "Random"
0 : "Bald Head"
1 : "Head with hair"
]
suspicious(choices) : "Suspicious" : 0 =
[
0 : "No"
1 : "Yes"
]
]
@PointClass base(Appearflags) size(-16 -16 0, 16 16 72) = monster_otis_dead : "Dead Otis"
[
pose(Choices) : "Pose" : 0 =
[
0 : "On back"
1 : "On side"
2 : "On stomach"
3 : "Stuffed in Vent"
4 : "Dead Sitting"
]
]
@PointClass base(Monster) size(-24 -24 0, 24 24 32) = monster_pitdrone : "PitDrone"
[
initammo(string) : "Initial Ammo" : "6"
]
@PointClass base(Monster) size(-16 -16 0, 16 16 32) = monster_pitworm : "Pit Worm" []
@PointClass base(Monster) size(-95 -95 0, 95 95 190) = monster_pitworm_up : "Pit Worm Upright" []
@PointClass base(Monster) size(-16 -16 0, 16 16 36) = monster_shockroach : "Shock Roach" []
@PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_zombie_barney : "Barney Zombie" []
@PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_zombie_soldier : "Soldier Zombie" []
@PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_zombie_soldier_dead : "Dead Soldier Zombie"
[
pose(Choices) : "Pose" : 0 =
[
0 : "On back"
1 : "On stomach"
]
]
@PointClass base(Monster,TalkMonster) size(-16 -16 0, 16 16 72) = monster_recruit : "Recruit" []
@PointClass base(Appearflags,RenderFields) size(-16 -16 0, 16 16 72) = monster_skeleton_dead : "Dead Skeleton"
[
pose(Choices) : "Pose" : 0 =
[
0 : "On back"
1 : "Seated"
2 : "Against Wall"
3 : "On Stomach"
]
]
@PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_shocktrooper : "Shock Trooper"
[
netname(string) : "Squad Name"
spawnflags(Flags) =
[
32 : "SquadLeader" : 0
]
weapons(Choices) : "Weapons" : 3 =
[
1 : "9mmAR"
3 : "9mmAR + HG"
5 : "9mmAR + GL"
8 : "Shotgun"
10 : "Shotgun + HG"
]
]
@PointClass base(Targetname) = op4mortar : "Op4 Mortar"
[
spawnflags(Flags) =
[
1 : "Active" : 0
16 : "Line of Sight" : 1
32 : "Can Control" : 1
]
mortar_velocity(integer) : "Velocity" : 800
h_min(integer) : "Horiz MIN" : -90
h_max(integer) : "Horiz MAX" : 90
mindist(integer) : "Min Target Dist" : 256
maxdist(integer) : "Max Target Dist" : 2048
enemytype(Choices) : "Enemy Type" : 0 =
[
0 : "Player"
1 : "Ally"
2 : "Random"
]
firedelay(integer) : "Fire Rate" : 5
]
@PointClass base(gibshooterbase) = pitworm_gibshooter : "Pitworm Gib Shooter" []
//
// TRIGGERS
//
@SolidClass base(Targetname,Target) = trigger_geneworm_hit : "Trigger GeneWorm Hit"
[
spawnflags(flags) =
[
1: "Target Once" : 0
2: "Start Off" : 0
8: "No clients" : 0
16:"FireClientOnly" : 0
32:"TouchClientOnly" : 0
]
master(string) : "Master"
delay(string) : "Delay before trigger" : "0"
]
@PointClass base(Targetx, Targetname) = trigger_playerfreeze : "Trigger Player Freeze" []
@SolidClass base(Trigger) = trigger_xen_return : "Return To Earth (self-tele)" []
//
//WEAPONS
//
@PointClass base(Weapon, Targetx, RenderFields) = weapon_displacer : "Displacer" []
@PointClass base(Weapon, Targetx, RenderFields) = weapon_eagle : "Desert Eagle" []
@PointClass base(Weapon, Targetx, RenderFields) = weapon_grapple : "Barnacle Grapple" []
@PointClass base(Weapon, Targetx, RenderFields) = weapon_knife : "Knife" []
@PointClass base(Weapon, Targetx, RenderFields) = weapon_m249 : "M249 SAW" []
@PointClass base(Weapon, Targetx, RenderFields) = weapon_pipewrench : "Pipe Wrench" []
@PointClass base(Weapon, Targetx, RenderFields) = weapon_shockrifle : "Shock Roach" []
@PointClass base(Weapon, Targetx, RenderFields) = weapon_sniperrifle : "Sniper Rifle" []
@PointClass base(Weapon, Targetx, RenderFields) = weapon_sporelauncher : "Spore Launcher" []