James Bond 007 Nightfire.fgd

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From: James Bond 007: Nightfire James Bond 007: Nightfire SDK

NightFire.fgd
Forge Game Data
// // James Bond 007: Nightfire game definition file (.fgd) // // For use with GearCraft 5.0 and above, VEGA 1.0 and above // Last update: 07/05/06 // // Version 1.4 // 07/05/06 007 Tres // // - Compatible with Nightfire Map Editor (Gearcraft) // - Fixed model crashes // // 02/04/06 007 Tres // // - Added ZHLT Lightflags for hammer // - fixed sounds entities for doors // - added the aiscripted_sequence, cycler_pdrdoid, cycler_sprite, cycler_wreckage, enemy_drake, // item_explosive, item_longjump, item_security, item_scuba_suit, item_space_suit, weaponbag // world_items // - organised on correct order // - Repaired the ctf entities for Hammer // - Added model HL support for some entities // - Updated the Worldspawn information (Map Properties) // // 07/23/02 David Mertz // // - added the weapon_raptor // - added additional description text to the properties and flags for the trigger_objective // - added additional description text to the properties and flags for the trigger_hudmessage // - added default grapple_point.mdl to the item_grappletarget // - changed trigger_objective spawnflag "No Hint List" to "No Objective Screen" // - env_virtualexplosion added // // 07/21/02 David Mertz\Patrick Deupree // // - added Hidden Text to the trigger_objective // - changed the AutoShow to Show Immediate to trigger_hudmessage // - moved the Intro Movie (intromovie) field to the beginning of the worldspawn entity // - moved the Level Fade In (startdark) field to the beginning of the worldspawn entity // - changed the color of the trigger_objective to a bright reddish purple to help differentiate it from // the trigger_objective and other entities // - changed the color of the trigger_hudmessage to a lighter color purple to help differentiate it from // the trigger_objective and other entities // - changed the color of the trigger_playmovie to a light blue to help differentiate it from other entities // // 07/10/02 David Mertz\Patrick Deupree // // - added Tesselation(tesselation) value to func_water // - added Texture(texture) value to func_water // - made the default value for health 90 for item_lasertarget // - added body field to the item_locktarget // - added trigger_hudmessage and trigger_objective // - added env_scoring entity // - general cleaning // // 06/29/02 David Mertz // // - Fixed the item_lasertarget and item_locktarget so that the studio() field was blank // and moved the models so that the entity has a default model. // // - Fixed the size and color of the trigger_relay entity (16 units cubed, color purple). // // - Removed ammo_ronin, weapon_ronin will be picked up by the player to get more of this weapon. // - Added Player Start name descriptor to the trigger_changelevel field for Landmark name. // - New Level Unit spawnflag added to trigger_changelevel // - env_weather was removed // // 06/27/02 Patrick Deupree // // - added ammo entities // 06/04/02 Patrick Deupree // // - added new fields for the npc_aigeneric to allow more control over it. // - changed the base name "monster" to "Character" (just to get rid of that whole "monster" concept). // 03/21/02 David Mertz // // - added targetname to button_target // - converted light_spot over to Light baseclass // - removed "pitch" from light_spot and light_environment // 02/25/02 Sean Cavanaugh\Patrick Deupree\David Mertz // // - General cleanup, organization, and alphabetizing // - .spz support added // - Spawnflag "Parachute" added to info_player_start // - New entities added // - enemy_generic // - item_lasertarget // - item_padlock // - multi_kill_manager // - npc_generic // - trigger_bit // - trigger_bit_counter // - trigger_playerfreeze // - trigger_endcinematic // - weapon_bondmine // - weapon_commando // 10/30/01 David Mertz // // - Massive cleanup // - Renamed and reorganized entities // - Alphabetized majority of entities // - Partially alphabetized BaseClasses // - Temporarily grouped some entities by type not alphabetically // - Preliminary changes for release to end user community. // - Standardized spacing and formatting // 10/31/01 David Mertz // // - Removed fixedlight property from BaseClass RenderFields // - Removed effects spawnflag from BaseClass RenderFields // - Created new BaseClass, ModelFixedLight that contains fixedlight and effects properties // - Added BaseClass ModelFixedLight to the BaseClasses: // - Ammo // - Weapon // - Monster // - Added BaseClass ModelFixedLight to the following model based entities: // - item_breakable // - item_generic // - physics_lantern // - Moved all spawnflag definitions to the end of the entity description // - Changed spawnflag to Spawnflag (aesthetics) // - Renamed compile tool names in worldspawn // - Fixed entity description spelling errors. // - Grouping reorganization for entities // 11/01/01 David Mertz // // - Replaced TalkMonster baseclass with TalkCharacter baseclass // - Modified entities and baseclasses such that most commonly used fields are better organized. // - Removed func_aiplayerclip // 11/07/01 Christopher McArthur // // - Added "Seamless" flag to trigger_changelevel // - Added env_snow and env_rain // // 11/13/01 // - Added fogstart fogend fields to env_fog // // 12/02/01 // - added info_snow entity // // // Level Worldspawn // // // @SolidClass = worldspawn : "World entity" [ message(string) : "Map Description / Title" intromovie(string) : "Intro Movie" : "" startdark(choices) : "Level Fade In" : 0 = [ 0 : "No" 1 : "Yes" ] skydome(choices) : "Name of the sky dome file": "sky_dome_romania" = [ "none" : "NONE" "sky_dome_austria" : "austria" "sky_dome_caviar" : "caviar" "sky_dome_island01" : "island01" "sky_dome_island03" : "island03" "sky_dome_knox" : "knox" "sky_dome_lightning" : "lightning" "sky_dome_missile02" : "missile02" "sky_dome_night" : "night" "sky_dome_romania" : "romania" "sky_dome_space" : "space" "sky_dome_tokyo_day" : "tokyo day" "sky_dome_tokyo_night" : "tokyo night" "sky_dome_tokyo_sunrise_01" : "sunrise 1" "sky_dome_tokyo_sunrise_02" : "sunrise 2" ] skycloudlow(choices) : "Name of the cloud texture": "sky_lower_afghanistan" = [ "none" : "NONE" "sky_lower_afghanistan" : "afghanistan" "sky_lower_austria" : "austria" "sky_lower_island01" : "island01" "sky_lower_island03" : "island03" "sky_lower_knox" : "knox" "sky_lower_lightning" : "lightning" "sky_lower_night" : "night" "sky_lower_romania" : "romania" "sky_lower_tokyo_sunrise_01" : "sunrise 1" "sky_lower_tokyo_sunrise_02" : "sunrise 2" ] skycloudhigh(string) : "Sky(upper) cloud layer name (sv_sky_cloudhigh)" skyterrain(choices) : "Name of the sky terrain model": "sky_terrain_afghanistan" = [ "none" : "NONE" "sky_terrain_afghanistan" : "afghanistan" "sky_terrain_airfield" : "airfield" "sky_terrain_austria" : "austria" "sky_terrain_caviar" : "caviar" "sky_terrain_island01" : "island01" "sky_terrain_island03" : "island03" "sky_terrain_knox" : "knox" "sky_terrain_missile01" : "missile01" "sky_terrain_missile02" : "missile02" "sky_terrain_missile03" : "missile03" "sky_terrain_night" : "night" "sky_terrain_romania" : "romania" "sky_terrain_tokyo_day" : "tokyo day" "sky_terrain_tokyo_night" : "tokyo night" "sky_terrain_tokyo_sunrise_01" : "sunrise 1" "sky_terrain_tokyo_sunrise_02" : "sunrise 2" ] skycloudlow_speed(string) : "Sky(lower) cloud speed (s t)" : "0.025 -0.0019" skycloudlow_height(integer) : "Sky(lower) cloud height" : 2000 skycloudlow_lightning(choices) : "Lighting of lower Sky": 1 = [ 0 : "No" 1 : "Yes" ] skycloudhigh_speed(string) : "Sky(upper) cloud speed (s t)" : "0.035 0.0029" skycloudhigh_height(integer) : "Sky(upper) cloud height" : 1500 skycloudhigh_lightning(choices) : "Lighting of higher Sky": 1 = [ 0 : "No" 1 : "Yes" ] skylightning(integer) : "Sky lightning (overall) enabled" : 0 skyocean(string) : "Sky(ocean) model name (sv_sky_ocean)" sounds(integer) : "CD track to play" : 1 light(integer) : "Default light level" WaveHeight(string) : "Default Water Wave Height" MaxRange(string) : "Max viewable distance" : "16384" chaptertitle(string) : "Chapter Title Message" 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" defaultteam(choices) : "Default Team" : 0 = [ 0 : "Fewest Players" 1 : "First Team" ] defaultctf(choices) : "Default CTF" : 0 = [ 0 : "Not CTF map (DM)" 1 : "CTF map" ] csg_options(string) : "Oven BCSG Compile Options" bsp_options(string) : "Oven BBSP Compile Options" vis_options(string) : "Oven BVIS Compile Options" rad_options(string) : "Oven BRAD Compile Options" radfile(string) : "Oven RAD file to use" ] // // // BaseClass Definitions // // // @BaseClass = Appearflags [ Spawnflags(Flags) = [ 2048 : "Not in Deathmatch" : 0 ] ] @BaseClass = BeamStartEnd [ LightningStart(target_destination) : "Start Entity" LightningEnd(target_destination) : "Ending Entity" ] @BaseClass = wldmaterial [ wld_(choices) :"World Material" : "wld_lightmap" = [ "lightmap" : "Lightmap (Default)" "chrome" : "Chrome" "envmapglass" : "Enviromental Map glass" "envmapsolid" : "Enviromental Map solid" "glass" : "Glass" "glassadditive" : "Glass Additive" "glasssimple" : "Glass Simple" "lightmapclampU" : "Lightmap Clamp U" "lightmapclampUV" : "Lightmap Clamp Uv" "lightmapclampV" : "Lightmap Clamp V" "lightmapselfillum" : "Lightmap Self Illumination" "masked" : "Masked" "maskedenvmapglass" : "Masked Enviromental Map Glass" "maskedenvmapsolid" : "Masked Enviromental Map Solid" "maskedmultiglass" : "Masked Multi Glass" "maskedmultisolid" : "Masked Multi Solid" "multiglass" : "Multi Glass" "multisolid" : "Multi Solid" ] ] @BaseClass = ModelFixedLight [ Effects(Flags) = [ 256: "Fixed Light Value" : 0 ] fixedlight(color255) : "Fixed Lighting Color (R G B)" : "0 0 0" ] @BaseClass base(ModelFixedLight)size(0 0 0, 32 32 32) color(80 0 200) base(Appearflags) = Ammo [] @BaseClass size(-16 -16 -16, 16 16 16) = gibshooterbase [ targetname (target_source) : "Name" m_iGibs(integer) : "Number of Gibs" : 3 delay(string) : "Delay between shots" : "0" m_flVelocity(integer) : "Gib Velocity" : 200 m_flVariance(string) : "Course Variance" : "0.15" m_flGibLife(string) : "Gib Life" : "4" Spawnflags(Flags) = [ 1 : "Repeatable" : 0 ] ] @BaseClass = CTFAttributes [ skin(integer) : "Skin" : 0 goal_no(Choices) : "Team" : 1 = [ 1 : "MI6" 2 : "Phoenix" ] goal_min(string) : "Min Bounds" : "-16 -16 0" goal_max(string) : "Max Bounds" : "16 16 72" ] @BaseClass = CTFItem [ spawnflags(flags) = [ 4: "Random Spawn" : 1 ] team_no(Choices) : "Team" : 0 = [ 0 : "Random" 1 : "MI6" 2 : "Phoenix" ] ] @BaseClass = Global [ globalname(string) : "Global Entity Name" ] @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 = Targetname [ targetname(target_source) : "Name" ] @BaseClass = Target [ target(target_destination) : "Target" ] @BaseClass base(Appearflags, Targetname, ModelFixedLight) size(-16 -16 0, 16 16 32) color(0 0 200) = Weapon [ player_index(integer) : "Player Index" : 0 Spawnflags(Flags) = [ 1 : "Don't Drop" : 0 ] ] @BaseClass base(Target) = Targetx [ delay(string) : "Delay before trigger" : "0" killtarget(target_destination) : "KillTarget" ] @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)" 17: "Tree" ] ] @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(Targetname, Target, RenderFields, ModelFixedLight) color(0 200 200) = Character [ 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" // 7 : "Hear World" // 8 : "Hear Player" // 9 : "Hear Combat" // 10: "See Player Unconditional" // 11: "See Player, Not In Combat" // 12: "Special Death" // ] TriggerCondition(Flags) = [ 1 : "See Player, Mad at Player" : 0 2 : "Take Damage" : 0 4 : "50% Health Remaining" : 0 8 : "Death" : 0 // 16 : "Squad Member Die" : 0 // 32 : "Squad Leader Die" : 0 64 : "Hear World" : 0 128 : "Hear Player" : 0 256 : "Hear Combat" : 0 512: "See Player Unconditional" : 0 1024: "See Player, Not In Combat" : 0 2048: "Special Death" : 0 4096: "Knocked Out" : 0 ] deathtarget(String) : "Death Target" : "" minpatroldist (String) : "Min Patrol Dist" : "128.0" maxpatroldist (String) : "Max Patrol Dist" : "768.0" maxpatrolpath (String) : "Max Path Dist" : "2048.0" waitpatroltime (String) : "Patrol Wait Time" : "0.0" Spawnflags(Flags) = [ 1 : "WaitTillSeen" : 0 2 : "Gag" : 0 4 : "CharacterClip" : 0 8 : "Head Turn" : 0 16: "Prisoner" : 0 64: "Player Ally" : 0 128: "WaitForScript" : 0 256: "Pre-Disaster" : 0 512: "Fade Corpse" : 0 8192: "Ignore Player" : 0 16384: "Break Script" : 0 32768: "No Cover" : 0 65536: "Patrol" : 0 262144: "Death Cam" : 0 524288: "Initial Event" : 0 1048576: "Don't Move" : 0 2097152: "Is Guard" : 0 4194304: "Is Deaf" : 0 8388608: "Is Enemy" : 0 16777216: "Female" : 0 ] message (String) : "Hostage Group" : "" skin (integer) : "Skin" : 0 initeventid (Choices) : "Initial AI Event" : 0 = [ 0 : "None" 1 : "Killed" 2 : "Move" 3 : "Use Constant" 4 : "Use Toggle" 5 : "New Enemy" 6 : "Node See Enemy" ] deathcam (String) : "Death Camera" : "" excludeaievents(Flags) = [ 1: "Killed" : 0 2: "Move" : 0 4: "Use Continuous" : 0 8: "Use Toggle" : 0 16: "New Enemy" : 0 32: "Node See Enemy" : 0 ] cameratarget (String) : "Camera Target" : "" ] @BaseClass = TalkCharacter [ UseSentence(String) : "Use Sentence" UnUseSentence(String) : "Un-Use Sentence" usetarget(String) : "Use Target" ] @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" _fade(integer) : "Fade Value (1/dist^2*fade)" _falloff(choices) : "Falloff Type" : 2 = [ 1: "Inverse Linear" 2: "Inverse Square" ] _mindist(integer) : "Falloff start distance" : 0 _maxdist(integer) : "Maximum light distance" : 0 ] @BaseClass base(Global, Targetname) = 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(studio) : "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, Global, RenderFields, Targetname) = Door [ killtarget(target_destination) : "KillTarget" speed(integer) : "Speed" : 100 master(string) : "Master" movement_noise(sound) : ".wav File Name" movesnd(choices) : "Move Sound" : 0 = [ 0: "No Sound" 1: "Servo (Sliding)" 2: "Pneumatic (Sliding)" 3: "Pneumatic (Rolling)" 4: "Vacuum" 5: "Power Hydraulic" 6: "Large Rollers" 7: "Track Door" 8: "Snappy Metal Door" 9: "Squeaky 1" 10: "Squeaky 2" ] stopsnd(choices) : "Stop Sound" : 0 = [ 0: "No Sound" 1: "Clang with brake" 2: "Clang reverb" 3: "Ratchet Stop" 4: "Chunk" 5: "Light airbrake" 6: "Metal Slide Stop" 7: "Metal Lock Stop" 8: "Snappy Metal Stop" ] wait(integer) : "delay before close, -1 stay open " : 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 locked_audio(string) : "Locked WAV" num_locked_audio(integer) : "Num Locked WAV" : 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" ] 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" Spawnflags(flags) = [ 1 : "Starts Open" : 0 4 : "Don't link" : 0 8: "Passable" : 0 32: "Toggle" : 0 256:"Use Only" : 0 512: "Characters Can't" : 0 ] ] @BaseClass base(RenderFields, Global, Targetname, Target) = BaseTank [ 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" maxammo(integer) : "Maximum Ammo" : 0 Spawnflags(flags) = [ 1 : "Active" : 0 16: "Only Direct" : 0 32: "Controllable" : 0 64: "AI Control" : 0 ] ] @BaseClass base(Global, PlatSounds, RenderFields, Targetname) = Trackchange [ height(integer) : "Travel altitude" : 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 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 ] ] @BaseClass base(Target, Targetname) = Trigger [ killtarget(target_destination) : "Kill target" netname(target_destination) : "Target Path" master(string) : "Master" sounds(choices) : "Sound style" : 0 = [ 0 : "No Sound" ] delay(string) : "Delay before trigger" : "0" message(string) : "Message (set sound too!)" player_index(integer) : "Player Index" : 1 Spawnflags(flags) = [ 1: "Enemies" : 0 2: "No Clients" : 0 4: "Pushables" : 0 8: "NPC's" : 0 256: "Player CoOp": 0 ] ] @BaseClass = ZHLTOptions [ zhlt_lightflags(choices) : 0 = [ 0 : "Default" 1 : "Embedded fix" 2 : "Opaque / Block light" 3 : "Opaque + Embedded fix" 4 : "Concave fix" 6 : "Opaque + Concave fix" ] light_origin(target_destination) : "Light origin" ] // // // Entities // // // // // Ammo // // // Audio // @PointClass base(Targetname, Targetx) size(-16 -16 0, 16 16 72) color(255 0 255) = aiscripted_sequence : "AI Scripted Sequence" [ m_iszEntity(string) : "Target NPC" 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 Group("Sound") iconsprite("sprites/ambient_generic.spz") base(Targetname) size(-8 -8 -8, 8 8 8) = ambient_generic : "Universal Ambient" [ message(sound) : ".wav File Name" 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 64:"At Player":0 ] skilllevel(Choices) : "Skill Level" : 0 = [ 0 : "None" 1 : "Easy" 2 : "Medium" 3 : "Hard" ] ] @PointClass Group("Sound") iconsprite("sprites/ambient_generic.spz") base(Targetname) size(-8 -8 -8, 8 8 8) = ambient_lightning : "Ambient Lightning sound" [] @PointClass Group("Ammo") studio("models/p_tripmine.mdl") base(ModelFixedLight) size(-8 -8 0, 8 8 8) = ammo_bondmine : "BondMine Ammo" [] @PointClass Group("Ammo") studio("models/w_ammo_commando.mdl") base(ModelFixedLight) size(-8 -8 0, 8 8 8) = ammo_commando : "Commando Ammo" [] @PointClass Group("Ammo") studio("models/w_ammo_darts.mdl") base(ModelFixedLight) size(-8 -8 0, 8 8 8) = ammo_darts : "Pen Dart Ammo" [] @PointClass Group("Ammo") studio("models/p_grenade.mdl") base(ModelFixedLight) size(-8 -8 0, 8 8 8) = ammo_flashgrenade : "Flash Grenade Ammo" [] @PointClass Group("Ammo") studio("models/p_grenade.mdl") base(ModelFixedLight) size(-8 -8 0, 8 8 8) = ammo_fraggrenade : "Frag Grenade Ammo" [] @PointClass Group("Ammo") studio("models/w_ammo_grenadelauncher.mdl") base(ModelFixedLight) size(-8 -8 0, 8 8 8) = ammo_grenadelauncher : "Grenadelauncher Ammo" [] @PointClass Group("Ammo") studio("models/w_ammo_kowloon.mdl") base(ModelFixedLight) size(-8 -8 0, 8 8 8) = ammo_kowloon : "Kowloon Ammo" [] @PointClass Group("Ammo") studio("models/w_ammo_mp9.mdl") base(ModelFixedLight) size(-8 -8 0, 8 8 8) = ammo_mp9 : "MP9 Ammo" [] @PointClass Group("Ammo") studio("models/w_ammo_p99.mdl") base(ModelFixedLight) size(-8 -8 0, 8 8 8) = ammo_p99 : "P99 Ammo" [] @PointClass Group("Ammo") studio("models/w_ammo_pdw.mdl") base(ModelFixedLight) size(-8 -8 0, 8 8 8) = ammo_pdw90 : "PDW90 Ammo" [] @PointClass Group("Ammo") studio("models/w_357ammobox.mdl") base(ModelFixedLight) size(-8 -8 0, 8 8 8) = ammo_raptor : "Raptor Ammo" [] @PointClass Group("Ammo") studio("models/rpgrocket.mdl") base(ModelFixedLight) size(-8 -8 0, 8 8 8) = ammo_rocketlauncher : "Rocketlauncher Ammo" [] @PointClass Group("Ammo") studio("models/w_357ammobox.mdl") base(ModelFixedLight) size(-8 -8 0, 8 8 8) = ammo_shotgun : "Shotgun Ammo" [] @PointClass Group("Ammo") studio("models/p_grenade.mdl") base(ModelFixedLight) size(-8 -8 0, 8 8 8) = ammo_smokegrenade : "Smoke Grenade Ammo" [] @PointClass Group("Ammo") studio("models/w_ammo_sniper.mdl") base(ModelFixedLight) size(-8 -8 0, 8 8 8) = ammo_sniper : "Sniper Ammo" [] @PointClass Group("Ammo") studio("models/w_ammo_up11.mdl") base(ModelFixedLight) size(-8 -8 0, 8 8 8) = ammo_up11 : "UP11 Ammo" [] @SolidClass Group("Buttons") base(Targetname,Target) = button_target : "Target Button" [ 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" Spawnflags(flags) = [ 1: "Use Activates" : 1 2: "Start On" : 0 ] ] @PointClass Group("CTF") shape(D6) base(Target, Targetname) size(-16 -16 -16, 16 16 16) = ctf_hudicon : "Custom Hud Icon" [ icon_name(string) : "Icon Name" : "" icon_index(integer) : "Icon Index" : 0 rendercolor(color255) : "Icon Color (R G B)" : "255 255 255" icon_left(integer) : "Icon Left" : 0 icon_top(integer) : "Icon Top" : 0 icon_width(integer) : "Icon Width" : 32 icon_height(integer) : "Icon Height" : 32 ] // // Cyclers // @PointClass Group("Scripting") base(Targetname) size(-16 -16 0, 16 16 72) = cycler : "Cycler" [ model(studio) : "Model" body(Integer) : "Body" : 0 head(integer) : "Head" : 0 accessory(integer) : "Accessory" : 0 skeleton(integer) : "Skeleton" : 0 skin(integer) : "Skin" : 0 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(Targetname) size(-8 -8 -8, 8 8 8) = cycler_prdroid : "Prdroid Cycler" [] @PointClass Group("Scripting") sprite() base(Targetname) = cycler_sprite : "Sprite Cycler" [ model(sprite) : "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 Group("Scripting") base(Character) size(-16 -16 -16, 16 16 16) = cycler_weapon : "Weapon Cycler" [ model(studio) : "Model" ] @PointClass Group("Effects") iconsprite("sprites/debrisshooter.spz") base(Targetname) size(-16 -16 -16, 16 16 16) color(255 0 0) = debrisshooter : "Debris Shooter" [ m_iDebrisModel(string) : "Model for debris" : "models/osprey_enginegibs.mdl" m_iDebrisCapacity(integer) : "Number of Debris" : 3 delay(string) : "Delay between shots" : "0" m_flDebrisVelocity(integer) : "Debris Velocity" : 200 m_flVariance(string) : "Course Variance" : "0.15" m_flDebrisLife(string) : "Debris Life" : "4" m_flDebrisPitch(string) : "Debris Pitch" : "0" Spawnflags(flags) = [ 1 : "Repeatable" : 0 ] ] @PointClass base(Targetname, RenderFields) size(-4 -4 -4, 4 4 4) = cycler_wreckage : "Wreckage" [ framerate(string) : "Framerate" : "10.0" model(string) : "Sprite Name" : "sprites/fire.spr" scale(string) : "Scale" : "1.0" spawnflags(flags) = [ 32: "Toggle" : 0 64: "Start ON" : 0 ] ] // // Enemies // @PointClass Group("Enemies") studio("models/osato_gunship.mdl") base(Targetname, Target, RenderFields, ModelFixedLight) size(-360 -360 -172, 360 360 8) = enemy_attackcopter : "Enemy Attackcopter" [ 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" // 7 : "Hear World" // 8 : "Hear Player" // 9 : "Hear Combat" // 10: "See Player Unconditional" // 11: "See Player, Not In Combat" // 12: "Special Death" // ] TriggerCondition(Flags) = [ 1 : "See Player, Mad at Player" : 0 2 : "Take Damage" : 0 4 : "50% Health Remaining" : 0 8 : "Death" : 0 // 16 : "Squad Member Die" : 0 // 32 : "Squad Leader Die" : 0 64 : "Hear World" : 0 128 : "Hear Player" : 0 256 : "Hear Combat" : 0 512: "See Player Unconditional" : 0 1024: "See Player, Not In Combat" : 0 2048: "Special Death" : 0 4096: "Knocked Out" : 0 ] deathtarget(String) : "Death Target" : "" spawnflags(Flags) = [ 8 : "NoWreckage" : 0 64 : "Start Inactive" : 0 32 : "Random Path" : 0 8192: "Ignore Player" : 0 1048576: "Don't Move" : 0 ] skin (integer) : "Skin" : 0 cameratarget (String) : "Camera Target" : "" pathtarget0(string) : "Path Target 0" : "" pathtarget1(string) : "Path Target 1" : "" pathtarget2(string) : "Path Target 2" : "" pathtarget3(string) : "Path Target 3" : "" pathtarget4(string) : "Path Target 4" : "" ] @PointClass Group("Enemies") base(Character) size(-16 -16 0, 16 16 72) = enemy_generic : "Generic Enemy" [ model(studio) : "Model" netname(string) : "Squad Name" sight_dist(integer) : "Sight Distance" : 2048 Spawnflags(Flags) = [ 32 : "SquadLeader" : 0 ] primary_weapon(choices) : "Primary Weapon" : 1 = [ 0 : "None" 1 : "Commando" 2 : "Frinesi" 3 : "MP9" 4 : "MP9 Silenced" 5 : "L96" 6 : "L96 Arctic" 7 : "Kowloon" 8 : "PDW90" ] secondary_weapon(choices) : "Secondary Weapon" : 0 = [ 0 : "None" 1 : "Flash Grenade" 2 : "Smoke Grenade" 3 : "Frag Grenade" ] num_grenades(integer) : "Number of Grenades" : 0 body_index(integer) : "Body Index" : 0 head_index(integer) : "Head Index" : 0 gun_index(integer) : "Gun Index" : 1 accessory_index(integer) : "Accessory Index" : 0 voice_pitch(integer) : "Voice Pitch" : 100 char_name(string) : "Character directory" : "" sent_prefix(string) : "Sentences File Prefix" : "" ] @PointClass Group("Enemies") studio("models/helicopter_austria_02.mdl") base(Targetname, Target, RenderFields, ModelFixedLight) size(-360 -360 -172, 360 360 8) = enemy_helicopter : "Enemy Helicopter" [ 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" // 7 : "Hear World" // 8 : "Hear Player" // 9 : "Hear Combat" // 10: "See Player Unconditional" // 11: "See Player, Not In Combat" // 12: "Special Death" // ] TriggerCondition(Flags) = [ 1 : "See Player, Mad at Player" : 0 2 : "Take Damage" : 0 4 : "50% Health Remaining" : 0 8 : "Death" : 0 // 16 : "Squad Member Die" : 0 // 32 : "Squad Leader Die" : 0 64 : "Hear World" : 0 128 : "Hear Player" : 0 256 : "Hear Combat" : 0 512: "See Player Unconditional" : 0 1024: "See Player, Not In Combat" : 0 2048: "Special Death" : 0 4096: "Knocked Out" : 0 ] deathtarget(String) : "Death Target" : "" spawnflags(Flags) = [ 8 : "NoWreckage" : 0 64 : "Start Inactive" : 0 32 : "Random Path" : 0 8192: "Ignore Player" : 0 1048576: "Don't Move" : 0 ] skin (integer) : "Skin" : 0 cameratarget (String) : "Camera Target" : "" pathtarget0(string) : "Path Target 0" : "" pathtarget1(string) : "Path Target 1" : "" pathtarget2(string) : "Path Target 2" : "" pathtarget3(string) : "Path Target 3" : "" pathtarget4(string) : "Path Target 4" : "" ] @PointClass Group("Enemies") studio("models/ninja.mdl") base(Targetname, Target, RenderFields, ModelFixedLight) size(-16 -16 0, 16 16 72) = enemy_ninja : "Ninja" [ 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" // 7 : "Hear World" // 8 : "Hear Player" // 9 : "Hear Combat" // 10: "See Player Unconditional" // 11: "See Player, Not In Combat" // 12: "Special Death" // ] TriggerCondition(Flags) = [ 1 : "See Player, Mad at Player" : 0 2 : "Take Damage" : 0 4 : "50% Health Remaining" : 0 8 : "Death" : 0 // 16 : "Squad Member Die" : 0 // 32 : "Squad Leader Die" : 0 64 : "Hear World" : 0 128 : "Hear Player" : 0 256 : "Hear Combat" : 0 512: "See Player Unconditional" : 0 1024: "See Player, Not In Combat" : 0 2048: "Special Death" : 0 4096: "Knocked Out" : 0 ] deathtarget(String) : "Death Target" : "" Spawnflags(Flags) = [ 1 : "WaitTillSeen" : 0 2 : "Gag" : 0 4 : "CharacterClip" : 0 8 : "Head Turn" : 0 16: "Prisoner" : 0 128: "WaitForScript" : 0 512: "Fade Corpse" : 0 8192: "Ignore Player" : 0 16384: "Break Script" : 0 32768: "No Cover" : 0 65536: "Patrol" : 0 262144: "Death Cam" : 0 524288: "Initial Event" : 0 1048576: "Don't Move" : 0 2097152: "Is Guard" : 0 4194304: "Is Deaf" : 0 ] message (String) : "Hostage Group" : "" skin (integer) : "Skin" : 0 initeventid (Choices) : "Initial AI Event" : 0 = [ 0 : "None" 1 : "Killed" 2 : "Move" 3 : "Use Constant" 4 : "Use Toggle" 5 : "New Enemy" 6 : "Node See Enemy" ] deathcam (String) : "Death Camera" : "" excludeaievents(Flags) = [ 1: "Killed" : 0 2: "Move" : 0 4: "Use Continuous" : 0 8: "Use Toggle" : 0 16: "New Enemy" : 0 32: "Node See Enemy" : 0 ] cameratarget (String) : "Camera Target" : "" ] @PointClass Group("Enemies") base(Targetname, Target, RenderFields, ModelFixedLight) size(-16 -16 0, 16 16 72) = enemy_sentry : "Sentry Turret Gun" [ model(studio) : "Model" netname(string) : "Squad Name" spawnflags(Flags) = [ 32 : "Autostart" : 0 64 : "Start Inactive" : 0 ] ] @PointClass Group("Enemies") base(Targetname, Target, RenderFields, ModelFixedLight) size(-16 -16 0, 16 16 72) = enemy_scubasteve : "Scuba Steve" [ model(studio) : "Model" head(integer) : "Head" : 0 netname(string) : "Squad Name" ] @PointClass Group("Enemies") studio("models/yakuza_driver.mdl") base(Character) size(-16 -16 0, 16 16 72) = enemy_yakuza_driver : "Yakuza Driver" [ netname(string) : "Squad Name" sight_dist(integer) : "Sight Distance" : 512 Spawnflags(Flags) = [ 32 : "SquadLeader" : 0 4096 : "Hazard Team" : 0 ] ] @PointClass Group("Enemies") studio("models/spotlight.mdl") base(Global, Targetname, Target, RenderFields, ModelFixedLight) = enemy_searchlight : "Enemy Searchlight" [ sequencename(String) : "Sequence Name" : "idle1" Spawnflags(flags) = [ 1: "Drop to Floor" : 0 2: "Start Off" : 0 4: "Don't Track" : 0 ] alarmtarget(string) : "Alarm Target" : "" brokentarget(string) : "Broken Target" : "" netname(string) : "Squad Name" : "" alarmsquad(string) : "Alarm Squad" : "" alarmdist(string) : "Alarm Distance" : "0.0" alarmaccuracy(string) : "Alarm Accuracy" : "0.0" moverate(string) : "Movement Rate" : "0.5" ] @PointClass Group("Enemies") base(Targetname, Target) = enemy_searchlight_target : "Enemy Searchlight Target" [] @PointClass Group("Enemies") studio("models/sec_camera1.mdl") base(Global, Targetname, Target, RenderFields, ModelFixedLight) = enemy_videocamera : "Enemy Video Camera" [ sequencename(String) : "Sequence Name" : "idle1" Spawnflags(flags) = [ 1: "Drop to Floor" : 0 2: "Start Off" : 0 4: "Don't Track" : 0 ] alarmtarget(string) : "Alarm Target" : "" netname(string) : "Squad Name" : "" alarmsquad(string) : "Alarm Squad" : "" alarmdist(string) : "Alarm Distance" : "0.0" alarmaccuracy(string) : "Alarm Accuracy" : "0.0" moverate(string) : "Movement Rate" : "0.5" fieldofview(string) : "Field Of View" : "0.0" distlook(string) : "View Distance" : "0.0" alarmtime(string) : "Alarm Time" : "0.0" ] @PointClass Group("Enemies") base(Targetname, Target) = enemy_videocamera_target : "Enemy Video Camera Target" [] @PointClass Group("Enemies") shape(D8) base(Target, Targetname) size( -16 -16 -16, 16 16 16) = virtual_enemy_snowguard : "Virtual Snow Guard" [] // // Environmental Effects // @PointClass Group("Effects") shape(D4) base(Targetname, BeamStartEnd, RenderFxChoices) size(-16 -16 -16, 16 16 16) color(255 64 64) = 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(sprite) : "Sprite Name" : "sprites/laserbeam.spz" 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" : 0 512: "IR Bright" : 0 ] ] @PointClass Group("Effects") shape(InvertedD4) 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 Group("Effects") 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 Group("Scripting") shape(D6) base(Targetname) = env_deathcamera : "Death Camera" [] @PointClass Group("Effects") iconsprite("sprites/env_explosion.spz") 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 Group("Effects") iconsprite("sprites/env_explosion.spz") base(Target, Targetname) size(-16 -16 -16, 16 16 16) = env_virtualexplosion : "Virtual Explosion" [ iMagnitude(Integer) : "Magnitude" : 100 Spawnflags(flags) = [ 64: "Hit Usable" : 0 ] ] @PointClass Group("Weather Effects") base(Targetname) = env_fog : "Environmental Fog" [ density(string) : "Density" : "1.0" rendercolor(color255) : "Color (R G B)" : "75 75 75" fogstart(string) : "Fog Start" : "1500" fogend(string) : "Fog End" : "2000" ] @PointClass Group("Scripting") shape(D20) base(Targetname) color(128 255 128) = 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 Group("Effects") sprite() base(Targetname, RenderFields) color(30 100 0) = env_glow : "Light Glow/Haze" [ model(sprite) : "Sprite Name" : "sprites/glow01.spz" scale(integer) : "Scale" : 1 ] @PointClass Group("Effects") iconsprite("sprites/env_fade.spz" kRenderTransAdd) base(Targetname) size(-8 -8 -8, 8 8 8) = env_fade : "Screen Fade" [ 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" Spawnflags(flags) = [ 1: "Fade From" : 0 2: "Modulate" : 0 4: "Activator Only" : 0 ] ] @PointClass Group("Effects") shape(D4) base(Targetname, RenderFxChoices) size(-16 -16 -16, 16 16 16) color(255 64 64) = env_laser : "Laser Beam Effect" [ LaserTarget(target_destination) : "Target of Laser" renderamt(integer) : "Brightness (1 - 255)" : 100 rendercolor(color255) : "Beam Color (R G B)" : "0 0 0" width(integer) : "Width of beam (pixels*0.1 0-255)" : 20 NoiseAmplitude(integer) : "Amount of noise (0-255)" : 0 texture(sprite) : "Sprite Name" : "sprites/laserbeam.spz" EndSprite(sprite) : "End Sprite" : "" TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35 framestart(integer) : "Starting Frame" : 0 damage(string) : "Damage / second" : "100" message(string) : "env_render target name" : "" Spawnflags(flags) = [ 1 : "Start On" : 0 16: "StartSparks" : 0 32: "EndSparks" : 0 64: "Decal End" : 0 ] ] @PointClass Group("Scripting") iconsprite("sprites/env_message.spz") size(-16 -16 -16, 16 16 16) base(Targetname, Target) = env_message : "HUD Text Message" [ message(string) : "Message Name" 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" ] Spawnflags(flags) = [ 1: "Play Once" : 0 2: "All Clients" : 0 ] skilllevel(Choices) : "Skill Level" : 0 = [ 0 : "None" 1 : "Easy" 2 : "Medium" 3 : "Hard" ] ] @SolidClass Group("Effects") = env_rain : "Rain Zone" [ ] @PointClass Group("Effects") shape(D10) base(Targetname, Target, RenderFields) size(-16 -16 -16, 16 16 16) color(100 100 0) = env_render : "Render Controls" [ message(string) : "Targeted name" : "" Spawnflags(flags) = [ 1: "No Renderfx" : 0 2: "No Renderamt" : 0 4: "No Rendermode" : 0 8: "No Rendercolor" : 0 65536: "Use Targeted" : 0 ] ] @PointClass Group("Scripting") shape(D20) color(128 255 128) = env_scoring : "Global Scoring State" [ bondmoments(integer) : "Bond Moments" : 0 bondsecrets(integer) : "Bond Secrets" : 0 ] @PointClass Group("Effects") iconsprite("sprites/env_shake.spz") base(Targetname) size(-8 -8 -8, 8 8 8) = env_shake : "Screen Shake" [ 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" Spawnflags(flags) = [ 1: "GlobalShake" : 0 ] ] @PointClass Group("Effects") iconsprite("sprites/env_shooter.spz") base(gibshooterbase, RenderFields) size(-16 -16 -16, 16 16 16) = env_shooter : "Model Shooter" [ shootmodel(studio) : "Model or Sprite name" : "" shootsounds(choices) :"Material Sound" : -1 = [ -1: "None" 0: "Glass" 1: "Wood" 2: "Metal" 3: "Flesh" 4: "Concrete" ] scale(string) : "Gib Sprite Scale" : "" skin(integer) : "Gib Skin" : 0 ] @SolidClass Group("Effects") = env_snow : "Snow Zone" [ ] @PointClass Group("Sound") iconsprite("sprites/env_sound.spz") 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 Group("Effects") iconsprite("sprites/env_spark.spz") base(Targetname) size(-8 -8 -8, 8 8 8) = env_spark : "Spark" [ MaxDelay(string) : "Max Delay" : "0" Spawnflags(flags) = [ 32: "Toggle" : 0 64: "Start ON" : 0 ] ] @PointClass Group("Effects") sprite() base(Targetname, RenderFields) = env_sprite : "Sprite Effect" [ framerate(string) : "Framerate" : "10.0" model(sprite) : "Sprite Name" : "sprites/glow01.spz" scale(string) : "Scale" : "" Spawnflags(flags) = [ 1: "Start on" : 0 2: "Play Once" : 0 ] ] @SolidClass Group("Misc") base(Targetname) = func_balancebeam : "Balance Beam" [ firsttarget(target_source) : "Start Point" lasttarget(target_source) : "End Point" Spawnflags(flags) = [ 1: "Start OFF" : 0 ] ] @SolidClass Group("Misc") base(Breakable, ZHLTOptions, RenderFields) = func_breakable : "Breakable Object" [ _minlight(string) : "Minimum light level" Spawnflags(flags) = [ 1 : "Only Trigger" : 0 2 : "Touch" : 0 4 : "Pressure" : 0 8 : "Fancy" : 0 256: "Instant Crowbar" : 1 65536 : "Allow Bullets" : 0 ] ] @SolidClass Group("Buttons") base(Global, Targetname, Target, RenderFields, ZHLTOptions) = func_button : "Button" [ speed(integer) : "Speed" : 5 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(integer) : "delay before reset (-1 stay)" : 3 delay(string) : "Delay before trigger" : "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" Spawnflags(flags) = [ 1: "Don't move" : 0 32: "Toggle" : 0 64: "Sparks" : 0 256:"Touch Activates": 0 ] ] @SolidClass Group("Misc") base(Targetname) = func_climbable : "Wall Climbing Area" [ ] @SolidClass Group("Movers") base(Global,RenderFields, Targetname, ZHLTOptions) = func_conveyor : "Conveyor Belt" [ speed(string) : "Conveyor Speed" : "100" _minlight(string) : "Minimum light level" Spawnflags(flags) = [ 1 : "No Push" : 0 2 : "Not Solid" : 0 ] ] @SolidClass Group("Doors") base(Door, ZHLTOptions) = func_door : "Basic door" [ Spawnflags(flags) = [ 65536 : "Allow Bullets" : 0 ] ] @SolidClass Group("Doors") base(Door, ZHLTOptions) = func_door_rotating : "Rotating door" [ distance(integer) : "Distance (deg)" : 90 angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" Spawnflags(flags) = [ 2 : "Reverse Dir" : 0 16: "One-way" : 0 64: "X Axis" : 0 128: "Y Axis" : 0 65536 : "Allow Bullets" : 0 ] ] @SolidClass Group("Misc") base(Appearflags, RenderFields) = func_friction : "Surface with a change in friction" [ modifier(integer) : "Percentage of standard (0 - 100)" : 15 ] @SolidClass Group("Movers") 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 Group("Misc") base(Targetname) = func_huggable : "Wall Hugging Area" [ idealexityaw(string) : "Ideal Exit Yaw" : "0.0" ] @SolidClass Group("Misc") base(Targetname) = func_handoverhand : "Hand Over Hand Wire" [ firsttarget(target_source) : "Start Point" lasttarget(target_source) : "End Point" Spawnflags(flags) = [ 1: "Start OFF" : 0 ] ] @SolidClass Group("Misc") base(Targetname, RenderFields, ZHLTOptions) = func_illusionary : "Fake Wall/Light" [ skin(choices) : "Contents" : -1 = [ -1: "Empty" -7: "Volumetric Light" ] _minlight(string) : "Minimum light level" ] @SolidClass Group("Misc") base(Targetname) = func_ladder : "Ladder" [] @SolidClass Group("Misc") base(Targetname) = func_ledgehang : "Ledge to hang on" [ firsttarget(target_source) : "Start Point" lasttarget(target_source) : "End Point" Spawnflags(flags) = [ 1: "Start OFF" : 0 ] ] @SolidClass Group("Misc") base(Targetname, Global, RenderFields) = func_modeltrainclip : "Associated model train clip brush" [] @SolidClass Group("Misc") base(Targetname) = func_monsterclip : "Monster clip brush" [] @SolidClass Group("Misc") base(Targetname) = func_characterclip : "Character clip brush" [] @SolidClass Group("Misc") base(Targetname, Global, RenderFields) = func_pathtruck_clip : "Associated path truck clip brush" [] @SolidClass Group("Misc") base(Targetname, Global, RenderFields) = func_pathvehicle_clip : "Associated path vehicle clip brush" [] @SolidClass Group("Movers") base(Global,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 _minlight(integer) : "_minlight" angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" Spawnflags(flags) = [ 1: "Start ON" : 0 8: "Passable" : 0 16: "Auto-return" : 0 64: "X Axis" : 0 128: "Y Axis" : 0 ] ] @SolidClass Group("Movers") base(Targetname,Global,RenderFields, PlatSounds) = func_plat : "Elevator" [ height(integer) : "Travel altitude (can be negative)" : 0 speed(integer) : "Speed" : 50 _minlight(string) : "Minimum light level" Spawnflags(Flags) = [ 1: "Toggle" : 0 ] ] @SolidClass Group("Movers") base(Targetname, Global, RenderFields, PlatSounds) = func_platrot : "Moving Rotating platform" [ 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" Spawnflags(Flags) = [ 1: "Toggle" : 1 64: "X Axis" : 0 128: "Y Axis" : 0 ] ] @SolidClass Group("Misc") base(Breakable, RenderFields) = func_pushable : "Pushable object" [ size(choices) : "Hull Size" : 0 = [ 0: "Point size" 1: "Player size" 2: "Big Size" 3: "Player duck" ] friction(integer) : "Friction (0-400)" : 50 buoyancy(integer) : "Buoyancy" : 20 _minlight(string) : "Minimum light level" Spawnflags(flags) = [ 128: "Breakable" : 0 ] ] @SolidClass Group("Misc") base(Targetname) = func_ropeclimb : "Climbable Rope" [ ] @SolidClass Group("Buttons") base(Targetname, Global, RenderFields) = func_rot_button : "RotatingButton" [ target(target_destination) : "Targetted object" 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 _minlight(integer) : "_minlight" angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" 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 ] ] @SolidClass Group("Movers") base(Targetname, Global, 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(sound) : "WAV Name" _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 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 ] ] @SolidClass Group("Turrets") base(BaseTank) = func_tank : "Brush Gun Turret" [ bullet(choices) : "Bullets" : 0 = [ 0: "None" 1: "9mm" 2: "MP5" 3: "12mm" ] ] @SolidClass Group("Turrets") = func_tankcontrols : "Tank controls" [ target(target_destination) : "Tank entity name" ] @SolidClass Group("Turrets") base(BaseTank) = func_tanklaser : "Brush Laser Turret" [ laserentity(target_source) : "env_laser Entity" ] @SolidClass Group("Turrets") base(BaseTank) = func_tankrocket : "Brush Rocket Turret" [] @SolidClass Group("Turrets") base(BaseTank) = func_tankmortar : "Brush Mortar Turret" [ iMagnitude(Integer) : "Explosion Magnitude" : 100 ] @SolidClass Group("Movers") base(Trackchange) = func_trackautochange : "Automatic track changing platform" [ _minlight(string) : "Minimum light level" ] @SolidClass Group("Movers") base(Trackchange) = func_trackchange : "Train track changing platform" [ _minlight(string) : "Minimum light level" ] @SolidClass Group("Movers") base(Targetname, Global, RenderFields) = func_tracktrain : "Track Train" [ 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" Spawnflags(flags) = [ 1 : "No Pitch (X-rot)" : 0 2 : "No User Control" : 0 8 : "Passable" : 0 ] ] @SolidClass Group("Movers") = func_traincontrols : "Train Controls" [ target(target_destination) : "Train Name" ] @SolidClass Group("Movers") base(Targetname, Global, RenderFields) = 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" _minlight(string) : "Minimum light level" Spawnflags(flags) = [ 8 : "Not solid" : 0 ] ] @SolidClass Group("Misc") base(Targetname, Appearflags, RenderFields, Global, ZHLTOptions) = func_wall : "Wall" [ _minlight(string) : "Minimum light level" Spawnflags(flags) = [ 65536 : "Allow Bullets" : 0 ] ] @SolidClass Group("Misc") base(func_wall) = func_wall_toggle : "Toggleable geometry" [ Spawnflags(flags) = [ 1 : "Starts Invisible" : 0 2 : "Allow Path" : 0 65536 : "Allow Bullets" : 0 ] ] @SolidClass Group("Movers") base(Door, ZHLTOptions) = func_water : "Liquid" [ skin(choices) : "Contents" : -3 = [ -3: "Water" -4: "Slime" -5: "Lava" ] WaveHeight(string) : "Wave Height" : "3.2" watermodel(string) : "Water model" Spawnflags(flags) = [ 1 : "Starts Open" : 0 2 : "No model" : 0 256:"Use Only" : 0 ] tesselation(integer) : "Tesselation" : 0 texture(string) : "Texture" : "" ] // // Multiplayer Game Entities // @PointClass Group("Multiplayer") shape(D8) base(Targetname, Targetx) = game_counter : "Fires when it hits limit" [ master(string) : "Master" frags(integer) : "Initial Value" : 0 health(integer) : "Limit Value" : 10 Spawnflags(flags) = [ 1: "Remove On fire" : 0 2: "Reset On fire" : 1 ] ] @PointClass Group("Multiplayer") shape(D8) base(Targetname, Target) = game_counter_set : "Sets a game_counter" [ master(string) : "Master" frags(integer) : "New Value" : 10 Spawnflags(flags) = [ 1: "Remove On fire" : 0 ] ] @PointClass Group("Multiplayer") shape(D8) base(Targetname) = game_end : "End this multiplayer game" [ master(string) : "Master" ] @PointClass Group("Multiplayer") shape(D8) base(Targetname) = game_player_equip : "Initial player equipment" [ default_weapon(string) : "Default Weapon" master(string) : "Team Master" Spawnflags(flags) = [ 1: "Use Only" : 0 ] ] @PointClass Group("Multiplayer") shape(D8) base(Targetname) = game_player_hurt : "Hurts player who fires" [ dmg(string) : "Damage To Apply" : "999" master(string) : "Master" Spawnflags(flags) = [ 1: "Remove On fire" : 0 ] ] @PointClass Group("Multiplayer") shape(D8) base(Targetname) = game_player_team : "Allows player to change teams" [ target(string) : "game_team_master to use" master(string) : "Master" Spawnflags(flags) = [ 1 : "Remove On fire" : 0 2 : "Kill Player" : 0 4 : "Gib Player" : 0 ] ] @PointClass Group("Multiplayer") shape(D8) base(Targetname) = game_score : "Award/Deduct Points" [ points(integer) : "Points to add (+/-)" : 1 master(string) : "Master" Spawnflags(flags) = [ 1: "Allow Negative" : 0 2: "Team Points" : 0 ] ] @PointClass Group("Multiplayer") shape(D8) base(Targetname, Targetx) = game_team_master : "Team based master/relay" [ triggerstate(choices) : "Trigger State" : 0 = [ 0: "Off" 1: "On" 2: "Toggle" ] teamindex(integer) : "Team Index (-1 = no team)" : -1 master(string) : "Master" Spawnflags(flags) = [ 1: "Remove On fire" : 0 ] ] @PointClass Group("Multiplayer") shape(D8) base(Targetname, Targetx) = game_team_set : "Sets team of team_master" [ master(string) : "Master" Spawnflags(flags) = [ 1: "Remove On fire" : 0 ] ] @PointClass Group("Multiplayer") shape(D8) base(Targetname, Target) = game_text : "HUD Text Message" [ 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" Spawnflags(flags) = [ 1: "All Players" : 0 ] ] @SolidClass Group("Multiplayer") 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 Group("Effects") iconsprite("sprites/gibshooter.spz") base(gibshooterbase) size(-8 -8 -8, 8 8 8) = gibshooter : "Gib Shooter" [] // // Info Entities // @PointClass Group("Scripting") shape(BOXDIAMOND) base(Targetname, Targetx) size(-16 -16 0, 16 16 72) color(255 128 0) = info_aievent : "Squad Leader AI Event" [ m_iszEntity(string) : "Target Character" 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" ] eventtype(Choices) : "Event Type" : 0 = [ 0 : "None" 1 : "Killed" 2 : "Move" 3 : "Use Constant" 4 : "Use Toggle" 5 : "New Enemy" 6 : "Node See Enemy" ] anglerange(string) : "Angle Range" : "15" animcount(integer) : "Anim Count" : 1 Spawnflags(Flags) = [ 4 : "Repeatable" : 0 8 : "Leave Corpse" : 0 256 : "Check Direction" : 0 512 : "Turn To Face" : 1 ] probability(string) : "Probability" : "1.0" usetarget(string) : "Use Target" : "" ] @PointClass Group("Scripting") shape(InvertedD6) base(Target, Targetname) color(255 255 64) = info_camera : "Camera" [ wait(string) : "Wait Time" : "0.0" pathindex(integer) : "Path Index" : 0 acceleration(string) : "Acceleration" : "0.0" deceleration(string) : "Deceleration" : "0.0" viewent(string) : "View Entity" : "" Spawnflags(Flags) = [ 4 : "Lock Player" : 0 ] ] @PointClass Group("Scripting") shape(InvertedD4) base(Target, Targetname) color(64 255 255) = info_camera_node : "Camera Node" [ wait(string) : "Wait Time" : "0.0" acceleration(string) : "Acceleration" : "0.0" deceleration(string) : "Deceleration" : "0.0" viewent(string) : "View Entity" : "" wavefile(string) : "Sound" : "" targetent(string) : "Target Entity" : "" ] @PointClass Group("Scripting") shape(InvertedD4) base(Targetname) color(255 64 255) = info_camera_viewnode : "Camera View Node" [] @PointClass Group("Items") studio("models/player.mdl") base(PlayerClass) = info_ctfspawn : "Player CTF Start" [ team_no(Choices) : "Team" : 0 = [ 0 : "Random" 1 : "MI6" 2 : "Phoenix" ] ] @PointClass Group("Items") shape(D6) = info_ctfdetect : "CTF Detect" [ flagreturntime(string) : "Flag Return Time" : "30.0" basedefenddist(string) : "Base Defend Distance" : "192.0" defendcarriertime(string) : "Defend Carrier Time" : "10.0" captureassisttime(string) : "Capture Assist Time" : "10.0" poweruprespawntime(string) : "Powerup Respawn Time" : "30.0" score_icon_namebm(string) : "Non-Flag MI6 icon" : "item_ctfscorebm" score_icon_nameof(string) : "Non-Flag Phoenix icon" : "item_ctfscoreof" map_score_max(string) : "Maximum Map Team Score" : "0" ] @PointClass Group("Effects") decal() size(-4 -4 -4, 4 4 4) color(0 0 0) base(Targetname, Appearflags) = infodecal : "Decal" [ texture(decal) ] @PointClass Group("Scripting") shape(D6) base(Target) size(-4 -4 -4, 4 4 4) color(0 255 0) = info_intermission : "Intermission Spot" [] @PointClass Group("Scripting") shape(InvertedD4) base(Targetname) color(255 255 0) = info_landmark : "Transition Landmark" [] @PointClass Group("Nodes") shape(InvertedBoxPyramid) node() size(-24 -24 -12, 24 24 4) color(255 255 0) = info_node : "ai node" [ nodetype(Flags) = [ 1 : "Land" : 0 2 : "Air" : 0 4 : "Water" : 0 8 : "Override" : 0 16 : "Patrol" : 0 32 : "Patrol Face" : 0 64 : "Boss Jump" : 0 128 : "Boss Only" : 0 ] Spawnflags(Flags) = [ 1 : "Sweep" : 0 2 : "Sweep Run" : 0 4 : "Crouch" : 0 8 : "Stand" : 0 16 : "Jump" : 0 32 : "Wall Cover" : 0 536870912 : "Air Node" : 0 1073741824 : "Water Node" : 0 2147483648 : "Land Node" : 0 ] ] @PointClass Group("Nodes") shape(BoxPyramid) node() size(-24 -24 -4, 24 24 12) color(200 200 255) = info_node_air : "ai air node" [] @PointClass Group("Targets") shape(D6) base(Targetname) = info_null : "info_null (spotlight target)" [] @PointClass Group("Targets") shape(D6) base(Target) = info_picture_target : "Picture Target" [] @PointClass Group("Player") studio("models/holo.mdl") base(PlayerClass) = info_player_coop : "Player cooperative start" [ index(integer) : "Index" : 0 ] @PointClass Group("Player") studio("models/player.mdl") base(PlayerClass) = info_player_deathmatch : "Player deathmatch start" [ target(target_destination) : "Target" master(string) : "Master" ] @PointClass Group("Player") studio("models/player.mdl") base(Targetname) base(PlayerClass) = info_player_start : "Player 1 start" [ spawnflags(flags) = [ 1: "Parachute" : 0 2: "Zero G" : 0 ] ] @Pointclass Group("Effects") = info_snow : "Snow Settings" [ snow_distance(integer) : "Snow Distnace" : 1000 snow_interval(integer) : "Snow Info" : 90 snow_amount(integer) : "Number Of Flakes" : 200 ] @PointClass Group("Targets") iconsprite("sprites/info_target.spz") base(Targetname) size(-4 -4 -4, 4 4 4) color(200 100 50) = info_target : "Beam Target" [] @PointClass Group("Targets") shape(D6) size(-8 -8 0, 8 8 16) base(PlayerClass, Targetname) = info_teleport_destination : "Teleport destination" [] // // Items // @PointClass Group("Items") studio("models/w_armor_plate.mdl") = item_armor_plate : "Armor Plate" [] @PointClass Group("Items") studio("models/w_suit.mdl") = item_armor_vest : "Armor Vest" [] @PointClass Group("World Items") base(Targetname, Target, RenderFields, ModelFixedLight) = item_breakable : "Breakable scenery item" [ model(studio) : "Model" sequencename(String) : "Sequence Name" : "idle1" usesequencename(String) : "Use Sequence Name" : "" usebody(integer) : "Use Body" : 0 useskin(integer) : "Use Skin" : 0 skin(Integer) : "Skin" : 0 body(Integer) : "Body" : 0 gibmodel(studio) : "Gib Model" : "none" papermodel(sprite) : "Paper Model" : "none" hitanim(String) : "Damage Animation" : "none" hitidle(String) : "Damaged Idle" : "none" posthitanim(String) : "Already Damaged Damage Anim" : "none" damagedbody(Integer) : "Damaged Body" : 0 material(choices) : "Material" : 0 = [ 0: "Generic" 1: "Glass" 2: "Pottery" 3: "Paper" 4: "Sparks" ] Spawnflags(flags) = [ 1: "Drop to Floor" : 0 2: "Solid" : 0 4: "Kill When Damaged" : 1 8: "Fall" : 0 16: "Wait For Trigger" : 0 32: "Use Once" : 0 64: "No Damage When Broken" : 0 128: "Player Usable" : 0 256: "Spotlight" : 0 512: "Gib Once" : 0 ] max_health(integer) : "Starting Health" : 1 explosionscale(integer) : "Explosion Scale" : 0 ] @PointClass Group("Items") studio("models/w_glasses.mdl") base(CTFItem) size(-16 -16 0, 16 16 36) = item_ctflongjump : "Longjump Module for CTF" [] @PointClass Group("Items") studio("models/battery_powerup.mdl") base(CTFItem) size(-16 -16 0, 16 16 36) = item_ctfportablebattery : "Portable Battery charger for CTF" [] @PointClass Group("Items") studio("models/armor_vest_powerup.mdl") base(CTFItem) size(-16 -16 0, 16 16 36) = item_ctfregeneration : "Health regeneration for CTF" [] @PointClass Group("Items") studio("models/skull_powerup.mdl") base(CTFItem) size(-16 -16 0, 16 16 36) = item_ctfaccelerator : "Double Weapon Damage for CTF" [] @PointClass Group("Items") studio("models/ammo_powerup.mdl") base(CTFItem) size(-16 -16 0, 16 16 36) = item_ctfbackpack : "Backpack Powerup for CTF" [] @PointClass base(CTFItem) size(-16 -16 0, 16 16 36) = item_ctfspeed : "Speed Powerup for CTF" [] @PointClass Group("Items") studio("models/servant_girl.mdl") base(CTFAttributes) size(-16 -16 0, 16 16 72) = item_ctfflag : "CTF Flag" [ model(studio) : "Model" : "models/servant_girl.mdl" ] @PointClass Group("Items") studio("models/koi_large.mdl") base(CTFAttributes) size(-16 -16 0, 16 16 72) = item_ctfbase : "CTF Goal" [ model(choices) : "Model" : "models/ctf_flag_stand_mi6.mdl" = [ "models/ctf_flag_stand_mi6.mdl" : "ctf_flag_stand_mi6.mdl" "models/ctf_flag_stand_phoenix.mdl" : "ctf_flag_stand_phoenix.mdl" ] ] @PointClass Group("World Items") studio("models/worm_drive.mdl") base(Targetname, Target, RenderFields, ModelFixedLight) = item_drivetarget : "QDrive" [ body(Integer) : "Body" : 0 decodesound(string) : "Decode Sound" : "misc/padlock.wav" Spawnflags(flags) = [ 1: "Drop to Floor" : 0 2: "Stay Around" : 0 ] ] @PointClass Group("World Items") base(Targetname, Target, RenderFields, ModelFixedLight) = item_generic : "Generic scenery item" [ model(studio) : "Model" sequencename(String) : "Sequence Name" : "idle1" usesequencename(String) : "Use Sequence Name" : "" usebody(integer) : "Use Body" : 0 useskin(integer) : "Use Skin" : 0 skin(Integer) : "Skin" : 0 body(Integer) : "Body" : 0 Spawnflags(flags) = [ 1: "Drop to Floor" : 0 2: "Solid" : 0 4: "Break" : 0 8: "Fall" : 0 16: "Wait For Trigger" : 0 32: "Use Once" : 0 128: "Player Usable" : 0 256: "Spotlight" : 0 ] brokenbody(integer) : "Broken Body" : 0 fallingbody(integer) : "Falling Body" : 0 minbbox(string) : "Min BBox" : "0 0 0" maxbbox(string) : "Max BBox" : "0 0 0" gibmodel(studio) : "Gib Model" fallanim(string) : "Fall Animation" : "" initialbody2(integer) : "Initial Body 2" : 0 initialbody3(integer) : "Initial Body 3" : 0 initialbody4(integer) : "Initial Body 4" : 0 initialbody5(integer) : "Initial Body 5" : 0 ] @PointClass size(-16 -16 0, 16 16 36) base(Targetx) = item_grappletarget : "Grapple Target" [] @PointClass Group("World Items") studio("models/padlock.mdl") base(Targetname, Target, RenderFields, ModelFixedLight) = item_padlock : "Breakable padlock" [ Spawnflags(flags) = [ 1: "Drop to Floor" : 0 ] health(integer) : "Strength" : 60 ] @PointClass Group("World Items") base(Targetname, Target, RenderFields, ModelFixedLight) = item_lasertarget : "Laser Breakable Item" [ model(studio) : "Model" : "models/padlock.mdl" Spawnflags(flags) = [ 1: "Drop to Floor" : 0 2: "Stay Around" : 0 ] breaksound(string) : "Break Sound" : "misc/padlock.wav" breakbody(integer) : "Break Body" : 0 breakskin(integer) : "Break Skin" : 0 health(integer) : "Strength" : 90 ] @PointClass Group("World Items") base(Targetname, Target, RenderFields, ModelFixedLight) = item_locktarget : "Electronic Lock" [ model(studio) : "Model" : "models/keypad.mdl" Spawnflags(flags) = [ 1: "Drop to Floor" : 0 2: "Stay Around" : 0 ] unlocksound(string) : "Unlock Sound" : "misc/padlock.wav" lockedtarget(string) : "Locked Target" : "" body(Integer) : "Body" : 0 unlockbody(integer) : "Unlock Body" : 0 unlockskin(integer) : "Unlock Skin" : 0 health(string) : "Time" : "5.0" ] @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_scubasuit : "Scuba Suit" [] @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) = item_space_suit : "Space Suit" [] // // Lighting // @PointClass Group("Lighting") sprite("sprites/lightbulb.spr") base(Target, Targetname, Light) size(-8 -8 -8, 8 8 8) = entity_light : "Entity Lightsource" [ Spawnflags(Flags) = [ 1 : "Initially dark" : 0 2 : "Entity Lighting" : 1 ] ] @PointClass Group("Lighting") studio("models/bulb.mdl") base(Targetname, Target, Light) size(-8 -8 -8, 8 8 8) = light : "Invisible lightsource" [ Spawnflags(Flags) = [ 1 : "Initially dark" : 0 2 : "Entity Lighting" : 0 ] ] @PointClass Group("Lighting") studio("models/bulb.mdl") size(-8 -8 -8, 8 8 8) = light_environment : "Environment" [ _light(color255) : "Brightness" : "255 255 128 200" _fade(integer) : "Fade Value (1/dist^2*fade)" pitch(string) : "Pitch of the sun" : "-75" _falloff(choices) : "Falloff Type" : 2 = [ 1: "Inverse Linear" 2: "Inverse Square" ] ] @PointClass Group("Lighting") studio("models/bulb.mdl") base(Targetname, Target, Light) size(-8 -8 -8, 8 8 8) = light_spot : "Spotlight" [ _cone(integer) : "Inner (bright) angle" : 30 _cone2(integer) : "Outer (fading) angle" : 45 _sky(Choices) : "Is Sky" : 0 = [ 0 : "No" 1 : "Yes" ] Spawnflags(Flags) = [ 1 : "Initially dark" : 0 2 : "Entity Lighting" : 0 ] ] @SolidClass Group("Doors") base(Door) = momentary_door : "Momentary/Continuous door" [ Spawnflags(flags) = [ 1 : "Starts Open" : 0 ] ] @SolidClass Group("Buttons") 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 _minlight(integer) : "_minlight" angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" Spawnflags(flags) = [ 1: "Door Hack" : 0 2: "Not useable" : 0 16: "Auto Return" : 0 64: "X Axis" : 0 128: "Y Axis" : 0 ] ] @PointClass Group("Scripting") iconsprite("sprites/multi_manager.spz") base(Targetname) color(255 128 0) size(-8 -8 -8, 8 8 8) = multi_kill_manager : "MultiKill Manager" [ spawnflags(Flags) = [ 1 : "multithreaded" : 0 ] ] @PointClass Group("Scripting") iconsprite("sprites/multi_manager.spz") base(Targetname) color(255 128 0) size(-8 -8 -8, 8 8 8) = multi_manager : "MultiTarget Manager" [ Spawnflags(Flags) = [ 1 : "multithreaded" : 0 ] ] @PointClass Group("Scripting") iconsprite("sprites/multisource.spz") base(Targetname, Target) color(128 255 128) size(-8 -8 -8, 8 8 8) = multisource : "Multisource" [ globalstate(string) : "Global State Master" ] // // Non-Player Characters (NPCs) // @PointClass Group("NPCs") base(Character, TalkCharacter) size(-16 -16 -36, 16 16 36) = npc_aigeneric : "Generic NPC with AI" [ model(studio) : "Model" sight_dist(integer) : "Sight Distance" : 2048 body(Integer) : "Body" : 0 // These next three are left over. I've changed names to comply with the way enemy_generics work head(integer) : "Head" : 0 accessory(integer) : "Accessory" : 0 body_index(integer) : "Body Index" : 0 head_index(integer) : "Head Index" : 0 gun_index(integer) : "Gun Index" : 0 accessory_index(integer) : "Accessory Index" : 0 char_name(string) : "Character directory" : "" sent_prefix(string) : "Sentences File Prefix" : "" max_health(integer) : "Max Health" : 8 rescuetarget (String) : "Rescue Target" : "" Spawnflags(Flags) = [ 32: "Pain Sentence" : 0 ] ] @PointClass Group("NPCs") base(Character, RenderFields) size(-16 -16 -36, 16 16 36) = npc_generic : "Generic NPC" [ model(studio) : "Model" sight_dist(integer) : "Sight Distance" : 2048 body(Integer) : "Body" : 0 head(integer) : "Head" : 0 accessory(integer) : "Accessory" : 0 skin(integer) : "Skin" : 0 target_trigger(string) : "Target Trigger" : "" trigger_hits(integer) : "Trigger Hits" : 4 Spawnflags(Flags) = [ 4 : "Not solid" : 0 8 : "Turn Head" : 0 131072 : "Dummy" : 0 ] max_health(integer) : "Max Health" : 8 rescuetarget (String) : "Rescue Target" : "" ] @PointClass Group("NPCs") base(Character) size(-6 -6 0, 6 6 6) = npc_koi : "Koi" [ model(studio) : "Model" ] @PointClass Group("NPCs") base(Targetname, Target, RenderFields, ModelFixedLight) size(-16 -16 -16, 16 16 16) = npc_modeltrain : "ModelTrain" [ spawnflags(Flags) = [ 64 : "Start Inactive" : 0 65536 : "Start Animating" : 0 131072 : "Death on retrigger" : 0 262144 : "Sprite Train" : 0 ] explode_sprite(string) : "Explode Sprite" : "" body_gibs(string) : "Body Gibs" : "" model(studio) : "Model" body(Integer) : "Body" : 0 speed(integer) : "Model Speed" : 0 yaw_speed(integer) : "Model rot. Speed" : 0 running_sequence(string) : "Running Sequence" : "" framerate(string) : "Framerate (Sprite Only)" : "10.0" clip_model(string) : "Clip Brush Name" : "" ] @PointClass Group("NPCs") base(Targetname, Target, RenderFields, ModelFixedLight) size(-16 -16 -16, 16 16 16) = npc_pathtruck : "Path Truck" [ model(studio) : "Model" body(Integer) : "Body" : 0 speed(integer) : "Model Speed" : 0 yaw_speed(integer) : "Model rot. Speed" : 0 running_sequence(string) : "Running Sequence" : "" clip_model(string) : "Clip Brush Name" : "" ] @PointClass Group("NPCs") base(Targetname, Target, RenderFields, ModelFixedLight) size(-16 -16 -16, 16 16 16) = npc_pathvehicle : "Path Vehicle" [ model(studio) : "Model" body(Integer) : "Body" : 0 speed(integer) : "Model Speed" : 0 yaw_speed(integer) : "Model rot. Speed" : 0 running_sequence(string) : "Running Sequence" : "" clip_model(string) : "Clip Brush Name" : "" clip_model_shut(string) : "Closed Clip Brush Name" : "" sound(string) : "Sound" : "" ] @PointClass Group("NPCs") shape(D8) base(Target, Targetname) size( -16 -16 -16, 16 16 16) = virtual_npc_zoe : "Virtual Zoe" [] @PointClass Group("Effects") base(Targetname, RenderFields) sprite() = particle_emitter : "Particle Emitter" [ target_origin(target_source) : "Target Source" : "none" target_direction(target_destination): "Target Direction" : "" particle_speed(integer): "Particle Speed" : 100 particle_noise(integer): "Random noise" : 40 particle_count(integer): "Particles Per Bust" : 10 rnd_count(integer) : "Randomness for Particle Count" : 0 frequency(integer) : "Frequency" : 1 particle_texture(sprite) : "Texture" : "" particle_gravity(integer) : "Gravity" : 10 particle_type(choices) : "Particle Shape" : 0 = [ 0: "Sprite" 1: "Plane" 2: "Sphere" 3: "Cylinder" 4: "Disk" 5: "Cone" ] particle_scale(integer) : "Size" : 20 scale_speed(integer) : "Scale Speed" : 0 fade_speed(integer) : "Fade Speed" : 0 particle_life(integer) : "Particle Life" : 20 particle_avelocity(string) : "Angular Velocity" : "0 0 0" Spawnflags(Flags) = [ 1 : "Collide Kill" : 0 2 : "Collide World" : 0 4 : "Collide All" : 0 8: "Animate And Die" : 0 16: "Random Frame" : 0 32: "Start On" : 0 64: "Sine Wave" : 0 ] ] @PointClass Group("Nodes") shape(InvertedD4) node() base(Targetname) size(16 16 16) color(247 181 82) = path_corner : "Moving platform stop" [ 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" netname(string) : "Sequence To Play" : "" Spawnflags(Flags) = [ 1: "Wait for retrigger" : 0 2: "Teleport" : 0 4: "Fire once" : 0 16: "Reverse" : 0 ] ] @PointClass Group("Nodes") shape(InvertedD4) node() base(Targetname) size(16 16 16) = path_track : "Train Track Path" [ 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 Spawnflags(Flags) = [ 1: "Disabled" : 0 2: "Fire once" : 0 4: "Branch Reverse" : 0 8: "Disable train" : 0 ] ] @PointClass Group("World Items") base(Targetname, Target, RenderFields, ModelFixedLight) = physics_lantern : "Hanging Latern Physics object" [ model(studio) : "Model" ] // // Player Events // @PointClass Group("Scripting") shape(D6) 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 Group("Scripting") shape(D6) base(Targetname) size(-16 -16 -16, 16 16 16) = player_weaponstrip : "Strips player's weapons" [] @PointClass Group("Scripting") iconsprite("sprites/scripted_sentence.spz") base(Targetname, Targetx) size(-16 -16 0, 16 16 72) color(255 0 255) = scripted_sentence : "Scripted Sentence" [ sentence(string) : "Sentence Name" : "" entity(string) : "Speaker Type" duration(string) : "Sentence Time" : "3" radius(integer) : "Search Radius" : 512 refire(string) : "Delay Before Refire" : "3" listener(string) : "Listener Type" volume(string) : "Volume 0-10" : "10" attenuation(Choices) : "Sound Radius" : 0 = [ 0 : "Small Radius" 1 : "Medium Radius" 2 : "Large Radius" 3 : "Play Everywhere" ] Spawnflags(Flags) = [ 1 : "Fire Once" : 1 2 : "Followers Only" : 0 4 : "Interrupt Speech" : 1 8 : "Concurrent" : 0 ] ] @PointClass Group("Scripting") iconsprite("sprites/scripted_sequence.spz") base(Targetname, Targetx) size(-16 -16 0, 16 16 72) color(255 0 255) = scripted_sequence : "Scripted Sequence" [ m_iszEntity(string) : "Target Character" 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 Drop" : 0 ] ] @PointClass Group("Sound") iconsprite("sprites/speaker.spz") base(Targetname) size(-8 -8 -8, 8 8 8) = 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" health(integer) : "Volume (10 = loudest)" : 5 Spawnflags(flags) = [ 1: "Start Silent" : 0 ] ] @PointClass Group("Sound") shape(D6) 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 Group("Scripting") shape(D6) base(Targetname, Targetx) = trigger_acfiremissile : "Attack Copter Fire Missile" [ message(string) : "Missile Trigger" : "" ] @PointClass Group("Scripting") shape(D6) base(Targetx) = trigger_auto : "AutoTrigger" [ globalstate(string) : "Global State to Read" triggerstate(choices) : "Trigger State" : 0 = [ 0 : "Off" 1 : "On" 2 : "Toggle" ] Spawnflags(Flags) = [ 1 : "Remove On fire" : 1 ] ] @SolidClass Group("Triggers") base(Targetname) = trigger_autosave : "AutoSave Trigger" [ master(string) : "Master" ] @PointClass Group("Triggers") shape(D6) base(Targetname, Targetx) = trigger_bit : "Trigger Bit" [ triggerstate(choices) : "Trigger State" : 0 = [ 0: "Off" 1: "On" 2: "Toggle" ] skin(flags) = [ 1: "Bit 1" : 0 2: "Bit 2" : 0 4: "Bit 3" : 0 8: "Bit 4" : 0 16: "Bit 5" : 0 32: "Bit 6" : 0 64: "Bit 7" : 0 128: "Bit 8" : 0 256: "Bit 9" : 0 512: "Bit 10" : 0 1024: "Bit 11" : 0 2048: "Bit 11" : 0 4096: "Bit 12" : 0 8192: "Bit 13" : 0 16384: "Bit 14" : 0 32768: "Bit 15" : 0 65536: "Bit 16" : 0 131072: "Bit 17" : 0 262144: "Bit 18" : 0 524288: "Bit 19" : 0 1048576: "Bit 20" : 0 2097152: "Bit 21" : 0 4194304: "Bit 22" : 0 8388608: "Bit 23" : 0 16777216: "Bit 24" : 0 33554432: "Bit 25" : 0 67108864: "Bit 26" : 0 134217728: "Bit 27" : 0 268435456: "Bit 28" : 0 536870912: "Bit 29" : 0 1073741824: "Bit 30" : 0 2147483648: "Bit 31" : 0 ] ] @PointClass Group("Triggers") shape(D6) base(Targetname, Target) = trigger_bit_counter : "Trigger Bit Counter" [ globalstate(string) : "Global State to Set" initialstate(flags) = [ 1: "Bit 1" : 0 2: "Bit 2" : 0 4: "Bit 3" : 0 8: "Bit 4" : 0 16: "Bit 5" : 0 32: "Bit 6" : 0 64: "Bit 7" : 0 128: "Bit 8" : 0 256: "Bit 9" : 0 512: "Bit 10" : 0 1024: "Bit 11" : 0 2048: "Bit 11" : 0 4096: "Bit 12" : 0 8192: "Bit 13" : 0 16384: "Bit 14" : 0 32768: "Bit 15" : 0 65536: "Bit 16" : 0 131072: "Bit 17" : 0 262144: "Bit 18" : 0 524288: "Bit 19" : 0 1048576: "Bit 20" : 0 2097152: "Bit 21" : 0 4194304: "Bit 22" : 0 8388608: "Bit 23" : 0 16777216: "Bit 24" : 0 33554432: "Bit 25" : 0 67108864: "Bit 26" : 0 134217728: "Bit 27" : 0 268435456: "Bit 28" : 0 536870912: "Bit 29" : 0 1073741824: "Bit 30" : 0 2147483648: "Bit 31" : 0 ] triggermask(flags) = [ 1: "Bit 1" : 0 2: "Bit 2" : 0 4: "Bit 3" : 0 8: "Bit 4" : 0 16: "Bit 5" : 0 32: "Bit 6" : 0 64: "Bit 7" : 0 128: "Bit 8" : 0 256: "Bit 9" : 0 512: "Bit 10" : 0 1024: "Bit 11" : 0 2048: "Bit 11" : 0 4096: "Bit 12" : 0 8192: "Bit 13" : 0 16384: "Bit 14" : 0 32768: "Bit 15" : 0 65536: "Bit 16" : 0 131072: "Bit 17" : 0 262144: "Bit 18" : 0 524288: "Bit 19" : 0 1048576: "Bit 20" : 0 2097152: "Bit 21" : 0 4194304: "Bit 22" : 0 8388608: "Bit 23" : 0 16777216: "Bit 24" : 0 33554432: "Bit 25" : 0 67108864: "Bit 26" : 0 134217728: "Bit 27" : 0 268435456: "Bit 28" : 0 536870912: "Bit 29" : 0 1073741824: "Bit 30" : 0 2147483648: "Bit 31" : 0 ] ] @PointClass Group("Scripting") shape(D6) base(Targetname) = trigger_bondmoment : "Trigger Bond Moment" [ score_sound(string) : "Sound" : "common/mission_success.wav" message(string) : "Message" : "" ] @PointClass Group("Scripting") shape(D6) base(Targetname) = trigger_bondsecret : "Trigger Bond Secret" [ score_sound(string) : "Sound" : "common/mission_success.wav" message(string) : "Message" : "" ] @PointClass Group("Scripting") shape(D6) base(Targetx, Targetname) = trigger_camera : "Trigger Camera" [ wait(integer) : "Hold time" : 10 moveto(string) : "Path Corner" speed(string) : "Initial Speed" : "0" acceleration(string) : "Acceleration units/sec^2" : "500" deceleration(string) : "Stop Deceleration units/sec^2" : "500" heightoffset(string) : "Height Offset" : "0" Spawnflags(flags) = [ 1: "Start At Player" : 1 2: "Follow Player" : 1 4: "Freeze Player" : 0 ] ] @SolidClass Group("Sound") 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" ] ] @PointClass Group("Triggers") base(Targetname, Target) shape(D6) = trigger_changecharacter : "Trigger ChangeCharacter" [ TriggerTarget(String) : "TriggerTarget" : "" TriggerCondition(Flags) = [ 1 : "See Player, Mad at Player" : 0 2 : "Take Damage" : 0 4 : "50% Health Remaining" : 0 8 : "Death" : 0 // 16 : "Squad Member Die" : 0 // 32 : "Squad Leader Die" : 0 64 : "Hear World" : 0 128 : "Hear Player" : 0 256 : "Hear Combat" : 0 512: "See Player Unconditional" : 0 1024: "See Player, Not In Combat" : 0 2048: "Special Death" : 0 4096: "Knocked Out" : 0 ] deathtarget(String) : "Death Target" : "" minpatroldist (String) : "Min Patrol Dist" : "128.0" maxpatroldist (String) : "Max Patrol Dist" : "768.0" maxpatrolpath (String) : "Max Path Dist" : "2048.0" waitpatroltime (String) : "Patrol Wait Time" : "0.0" Spawnflags(Flags) = [ 1 : "WaitTillSeen" : 0 2 : "Gag" : 0 4 : "CharacterClip" : 0 8 : "Head Turn" : 0 16: "Prisoner" : 0 64: "Player Ally" : 0 128: "WaitForScript" : 0 256: "Pre-Disaster" : 0 512: "Fade Corpse" : 0 8192: "Ignore Player" : 0 16384: "Break Script" : 0 32768: "No Cover" : 0 65536: "Patrol" : 0 262144: "Death Cam" : 0 524288: "Initial Event" : 0 1048576: "Don't Move" : 0 2097152: "Is Guard" : 0 4194304: "Is Deaf" : 0 ] message (String) : "Hostage Group" : "" deathcam (String) : "Death Camera" : "" excludeaievents(Flags) = [ 1: "Killed" : 0 2: "Move" : 0 4: "Use Continuous" : 0 8: "Use Toggle" : 0 16: "New Enemy" : 0 32: "Node See Enemy" : 0 ] cameratarget (String) : "Camera Target" : "" sight_dist(integer) : "Sight Distance" : 2048 ] @SolidClass Group("Triggers") = trigger_changelevel : "Trigger: Change level" [ targetname(string) : "Name" map(string) : "New map name" landmark(string) : "Landmark name\Player Start name" changetarget(target_destination) : "Change Target" changedelay(string) : "Delay before change target" : "0" Spawnflags(flags) = [ 1: "No Intermission" : 0 2: "USE Only" : 0 4: "Seamless" : 0 8: "New Level Unit" : 0 ] ] @PointClass Group("Scripting") shape(D6) base(Targetx, Targetname) = trigger_changetarget : "Trigger Change Target" [ m_iszNewTarget(string) : "New Target" ] @PointClass Group("Scripting") shape(D6) base(Targetx, Targetname) = trigger_changesequence : "Trigger Change Sequence" [ m_iszNewSequence(string) : "New Sequence" ] @SolidClass Group("Triggers") base(Trigger, Targetname) = trigger_counter : "Trigger counter" [ master(string) : "Master" count(integer) : "Count before activation" : 2 Spawnflags(flags) = [ 1 : "No Message" : 0 ] ] @SolidClass Group("CTF") shape(D6) base(Target, Targetname) = trigger_ctfgeneric : "Trigger CTF Generic" [ team_no(Choices) : "Team" : 0 = [ 0 : "Both Teams" 1 : "MI6 Only" 2 : "Phoenix Only" ] trigger_delay(string) : "Re-activate delay" : "5" score(string) : "Player Score" : "0" team_score(string) : "Team Score" : "0" triggerstate(choices) : "Trigger State" : 0 = [ 0: "Off" 1: "On" 2: "Toggle" ] ] @PointClass Group("Triggers") shape(D6) base(Targetname, Target) = trigger_endcinematic : "Trigger End Cinematic" [] @PointClass Group("Triggers") shape(D6) base(Targetname) = trigger_endgame : "Trigger End Game" [] @SolidClass Group("Triggers") base(Targetname) = trigger_endsection : "EndSection Trigger" [ section(string) : "Section" Spawnflags(flags) = [ 1: "USE Only" : 0 ] ] @SolidClass Group("Triggers") base(Trigger) = trigger_gravity : "Trigger Gravity" [ gravity(integer) : "Gravity (0-1)" : 1 Spawnflags(flags) = [ 16: "Set sv_gravity" : 0 ] ] @SolidClass Group("Triggers") base(Targetname,Target) = trigger_hurt : "Trigger player hurt" [ 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" ] Spawnflags(flags) = [ 1: "Target Once" : 0 2: "Start Off" : 0 8: "No clients" : 0 16:"FireClientOnly" : 0 32:"TouchClientOnly" : 0 ] ] @SolidClass Group("Triggers") base(Trigger) = trigger_multiple : "Trigger: Activate multiple" [ wait(integer) : "Delay before reset" : 10 ] @SolidClass Group("Triggers") base(Targetname,Target) = trigger_new_hurt : "Trigger player hurt (New)" [ 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" ] Spawnflags(flags) = [ 1: "Target Once" : 0 2: "Start Off" : 0 8: "No clients" : 0 16:"FireClientOnly" : 0 32:"TouchClientOnly" : 0 ] ] @PointClass Group("Triggers") base(Targetname) shape(D4) color (255 0 128) = trigger_objective : "Trigger: Objective" [ idkey(integer) : "Objective ID" : 0 message(string) : "Objective Text (Slider Bar)" : "" netname(string) : "Hidden Objective Text (Mission Screen)" : "" completed(integer) : "Completed" : 0 duration(integer) : "Duration" : 5 Spawnflags(flags) = [ 1: "Auto Show" : 1 2: "No Objective Screen" : 0 ] ] @SolidClass Group("Triggers") base(Trigger) = trigger_once : "Trigger: Activate once" [] @PointClass Group("Triggers") base(Targetname) shape(D4) color (255 100 240) = trigger_hudmessage : "Trigger: Hud Message" [ message(string) : "Objective Text " : "" duration(integer) : "Duration" : 5 Spawnflags(flags) = [ 1: "Show Immediate" : 1 2: "No Hint List" : 0 ] skilllevel(Choices) : "Skill Level" : 0 = [ 0 : "None" 1 : "Easy" 2 : "Medium" 3 : "Hard" ] ] @PointClass Group("Scripting") shape(D6) base(Targetx, Targetname) = trigger_pathcamera : "Trigger Path Camera" [ wait(integer) : "Hold time" : 10 moveto(string) : "Path Corner" speed(string) : "Initial Speed" : "0" acceleration(string) : "Acceleration units/sec^2" : "500" deceleration(string) : "Stop Deceleration units/sec^2" : "500" Spawnflags(flags) = [ 1: "Start At Player" : 1 2: "Follow Player" : 1 4: "Freeze Player" : 0 8: "Fixed Position" : 0 ] ] @PointClass Group("Triggers") shape(D6) base(Targetname) = trigger_playerfreeze : "Trigger Player Freeze" [] @PointClass Group("Triggers") shape(D6) base(Targetname) color (128 255 255) = trigger_playmovie : "Trigger Play Movie" [ message(string) : "Movie File" ] @SolidClass Group("Triggers") base(Trigger) = trigger_push : "Trigger player push" [ speed(integer) : "Speed of push" : 40 Spawnflags(flags) = [ 1: "Once Only" : 0 2: "Start Off" : 0 ] ] @PointClass Group("Triggers") shape(D10) base(Targetname, Targetx) = trigger_random : "Trigger Random" [ spawnflags(flags) = [ 1: "Remove On fire" : 0 2: "Unique" : 0 4: "Sequential" : 0 ] triggerstate(choices) : "Trigger State" : 0 = [ 0: "Off" 1: "On" 2: "Toggle" ] randomrange(integer) : "Random Range" : 1 probability(string) : "Probability" : "0.0" usetarget(string) : "Use Target" : "" ] @PointClass Group("Scripting") shape(D6) size(-8 -8 -8, 8 8 8) color(128 0 128) base(Targetname, Targetx) = trigger_relay : "Trigger Relay" [ triggerstate(choices) : "Trigger State" : 0 = [ 0: "Off" 1: "On" 2: "Toggle" ] Spawnflags(flags) = [ 1: "Remove On fire" : 0 ] ] @PointClass Group("Triggers") shape(D6) base(Targetname) = trigger_sneak : "Trigger Sneak Mode" [] @SolidClass Group("Triggers") base(Trigger) = trigger_teleport : "Trigger teleport" [] @PointClass Group("Triggers") shape(D6) base(Targetname) = trigger_to_first : "Trigger To FirstPerson" [] @PointClass Group("Triggers") base(Trigger) = trigger_togglehud : "Toggle Hud" [] @SolidClass Group("Triggers") base(Targetname) = trigger_transition : "Trigger: Select Transition Area" [] // // Weapons and Gadgets // @PointClass Group("Weapons") studio("models/p_tripmine.mdl") base(Weapon, Targetx) = weapon_bondmine : "Bond Mine" [] @PointClass Group("Weapons") studio("models/w_commando.mdl") base(Weapon, Targetx) = weapon_commando : "Commando" [] @PointClass Group("Weapons") studio("models/w_shotgun.mdl") base(Weapon, Targetx) = weapon_frinesi : "Frinesi Shotgun" [] @PointClass Group("Weapons") studio("models/p_grenade.mdl") base(Weapon, Targetx) = weapon_flashgrenade : "Flash Grenade" [] @PointClass Group("Weapons") studio("models/p_grenade.mdl") base(Weapon, Targetx) = weapon_fraggrenade : "Frag Grenade" [] @PointClass Group("Weapons") studio("models/w_grapple.mdl") base(Weapon, Targetx) = weapon_grapple : "Grapple" [] @PointClass Group("Weapons") studio("models/w_grenadelauncher.mdl") base(Weapon, Targetx) = weapon_grenadelauncher : "Grenade Launcher" [] @PointClass Group("Weapons") studio("models/w_9mmhandgun.mdl") base(Weapon, Targetx) = weapon_kowloon : "Kowloon Pistol" [] @PointClass Group("Weapons") studio("models/w_awp.mdl") base(Weapon, Targetx) = weapon_l96a1 : "l96a1 Sniper" [] @PointClass Group("Weapons") studio("models/w_awp.mdl") base(Weapon, Targetx) = weapon_l96a1_winter : "l96a1 Sniper Winter" [] @PointClass Group("Weapons") studio("models/w_lighter.mdl") base(Weapon, Targetx) = weapon_lighter : "Lighter Camera" [] @PointClass Group("Weapons") studio("models/w_mac10.mdl") base(Weapon, Targetx) = weapon_mp9 : "MP9 Sub Machinegun" [] @PointClass Group("Weapons") studio("models/w_mac10.mdl") base(Weapon, Targetx) = weapon_mp9_silenced : "MP9 Silenced" [] @PointClass Group("Weapons") studio("models/w_p228.mdl") base(Weapon, Targetx) = weapon_pp9 : "PP9 Pistol" [] @PointClass Group("Weapons") studio("models/w_pda.mdl") base(Weapon, Targetx) = weapon_pda : "PDA" [] @PointClass Group("Weapons") studio("models/w_p90.mdl") base(Weapon, Targetx) = weapon_pdw90 : "PDW90" [] @PointClass Group("Weapons") studio("models/w_pen.mdl") base(Weapon, Targetx) = weapon_pen : "Dart Pen" [] @PointClass Group("Weapons") studio("models/w_rocketlauncher.mdl") base(Weapon, Targetx) = weapon_rocketlauncher : "Rocket Launcher" [] @PointClass Group("Weapons") studio("models/w_qworm.mdl") base(Weapon, Targetx) = weapon_qworm : "QWorm" [] @PointClass Group("Weapons") studio("models/w_raptor.mdl") base(Weapon, Targetx) = weapon_raptor : "Raptor Pistol" [] @PointClass Group("Weapons") studio("models/w_ronin.mdl") base(Weapon, Targetx) = weapon_ronin : "Ronin" [] @PointClass Group("Weapons") studio("models/p_grenade.mdl") base(Weapon, Targetx) = weapon_smokegrenade : "Smoke Grenade" [] @PointClass Group("Weapons") studio("models/w_taser.mdl") base(Weapon, Targetx) = weapon_taser : "Taser" [] @PointClass Group("Weapons") studio("models/w_up11.mdl") base(Weapon, Targetx) = weapon_up11 : "UP11" [] @PointClass Group("Weapons") studio("models/w_watch.mdl") base(Weapon, Targetx) = weapon_watch : "Watch" [] @PointClass Group("Weapons") studio("models/w_glasses.mdl") base(Weapon, Targetx) = gadget_nightvision : "Glasses" [] @PointClass base(Weapon, Targetx) = weaponbag : "Weapon Bag" [] @PointClass base(Weapon, Targetx) = world_items : "World Items" [ type(choices) :"types" : 42 = [ 42: "Antidote" 43: "Security Card" 44: "Battery" 45: "Suit" ] ] // END