Half-Life/halflife.fgd

common/Half-Life SDK/Hammer Editor/fgd/half-life

// // Half-Life game definition file (.fgd) // version 3.0.0.1 // for Worldcraft 3.3 and above, and Half-Life 1.0.0.9 and above // // updated by Chris Bokitch // autolycus@valvesoftware.com // http://www.valve-erc.com/ //

// // aug 28 2001 - 3.0.0.1 //	- changed IS NOT LOOPED to NOT TOGGLED on ambient_generic (royalef) //	- gave light_environment a Name //	- added Angular Velocity to func_train //	- added cycler_wreckage (Waldo) //	- created ZHLT_point baseclass //	- added ZHLT_point base to light, light_environment, and light_spot //	- created ZHLT baseclass //	- added ZHLT base to all applicable brush entities //	- above list compiled by Unquenque //

// // worldspawn //

@SolidClass = worldspawn : "World entity" [	message(string) : "Map Description / Title" skyname(string) : "environment map (cl_skyname)" sounds(integer) : "CD track to play" : 1 light(integer) : "Default light level" WaveHeight(string) : "Default Wave Height" MaxRange(string) : "Max viewable distance" : "4096" chaptertitle(string) : "Chapter Title Message" startdark(choices) : "Level Fade In" : 0 = [			0 : "No" 1 : "Yes" ]	gametitle(choices) : "Display game title" : 0 = [			0 : "No" 1 : "Yes" ]	newunit(choices) : "New Level Unit" : 0 = [		0 : "No, keep current" 1 : "Yes, clear previous levels" ]	mapteams(string) : "Map Team List" defaultteam(choices) : "Default Team" : 0 = [		0 : "Fewest Players" 1 : "First Team" ] ]

// // BaseClasses //

@BaseClass = ZHLT [	zhlt_lightflags(choices) : "ZHLT Lightflags" : 0 = [		0 : "Default" 1 : "Embedded Fix" 2 : "Opaque (blocks light)" 3 : "Opaque + Embedded fix" 6 : "Opaque + Concave Fix" ]	light_origin(string) : "Light Origin Target" ]

@BaseClass = ZHLT_point [	_fade(string) : "ZHLT Fade" : "1.0" _falloff(choices) : "ZHLT Falloff" : 0 = [		0 : "Default" 1 : "Inverse Linear" 2 : "Inverse Square" ] ]

@BaseClass = Appearflags [	spawnflags(Flags) = [		2048 : "Not in Deathmatch" : 0 ] ]

@BaseClass = Angles [	angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" ]

@BaseClass size(0 0 0, 32 32 32) color(80 0 200) base(Appearflags) = Ammo []

@BaseClass = Targetname [ 	targetname(target_source) : "Name" ] @BaseClass = Target [ 	target(target_destination) : "Target" ] @BaseClass size(-16 -16 0, 16 16 32) color(0 0 200) base(Targetname, Appearflags, Angles) = Weapon [] @BaseClass = Global [ 	globalname(string) : "Global Entity Name" ]

@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)" ] ]

@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, Angles) size(-16 -16 -36, 16 16 36) color(0 255 0) = PlayerClass []

@BaseClass base(Target, Targetname, RenderFields, Angles) color(0 200 200) = Monster [	TriggerTarget(String) : "TriggerTarget" TriggerCondition(Choices) : "Trigger Condition" : 0 = [		0 : "No Trigger" 1 : "See Player, Mad at Player" 2 : "Take Damage" 3 : "50% Health Remaining" 4 : "Death" 7 : "Hear World" 8 : "Hear Player" 9 : "Hear Combat" 10: "See Player Unconditional" 11: "See Player, Not In Combat" ]	spawnflags(Flags) = [		1 : "WaitTillSeen" 	: 0 2 : "Gag"		: 0 4 : "MonsterClip"	: 0 16: "Prisoner"		: 0 128: "WaitForScript" 	: 0 256: "Pre-Disaster" 	: 0 512: "Fade Corpse"	: 0 ] ]

@BaseClass = TalkMonster [	UseSentence(String) : "Use Sentence" UnUseSentence(String) : "Un-Use Sentence" ]

@BaseClass base(Targetname, Angles) size(-16 -16 -16, 16 16 16) = gibshooterbase [	// how many pieces to create m_iGibs(integer) : "Number of Gibs" : 3 // delay (in seconds) between shots. If 0, all gibs shoot at once. delay(string) : "Delay between shots" : "0"

// how fast the gibs are fired m_flVelocity(integer) : "Gib Velocity" : 200

// Course variance m_flVariance(string) : "Course Variance" : "0.15"

// Time in seconds for gibs to live +/- 5% m_flGibLife(string) : "Gib Life" : "4"

spawnflags(Flags) = [		1 : "Repeatable" 	: 0 ] ]

@BaseClass = Light [	_light(color255) : "Brightness" : "255 255 128 200" style(Choices) : "Appearance" : 0 = [		0 : "Normal" 10: "Fluorescent flicker" 2 : "Slow, strong pulse" 11: "Slow pulse, noblack" 5 : "Gentle pulse" 1 : "Flicker A"		6 : "Flicker B"		3 : "Candle A"		7 : "Candle B"		8 : "Candle C"		4 : "Fast strobe" 9 : "Slow strobe" ]	pattern(string) : "Custom Appearance" ]

@BaseClass base(Targetname,Global) = Breakable [	target(target_destination) : "Target on break" health(integer) : "Strength" : 1 material(choices) :"Material type" : 0 = [		0: "Glass" 1: "Wood" 2: "Metal" 3: "Flesh" 4: "Cinder Block" 5: "Ceiling Tile" 6: "Computer" 7: "Unbreakable Glass" 8: "Rocks" ]	explosion(choices) : "Gibs Direction" : 0 = [		0: "Random" 1: "Relative to Attack" ]	delay(string) : "Delay before fire" : "0" gibmodel(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, Targetname, RenderFields, Global, Angles) = Door [	killtarget(target_destination) : "KillTarget" speed(integer) : "Speed" : 100 master(string) : "Master" movesnd(choices) : "Move Sound" : 0 = [		0: "No Sound" 1: "Servo (Sliding)" 2: "Pneumatic (Sliding)" 3: "Pneumatic (Rolling)" 4: "Vacuum" 5: "Power Hydraulic" 6: "Large Rollers" 7: "Track Door" 8: "Snappy Metal Door" 9: "Squeaky 1" 10: "Squeaky 2" ]	stopsnd(choices) : "Stop Sound" : 0 = [		0: "No Sound" 1: "Clang with brake" 2: "Clang reverb" 3: "Ratchet Stop" 4: "Chunk" 5: "Light airbrake" 6: "Metal Slide Stop" 7: "Metal Lock Stop" 8: "Snappy Metal Stop" ]	wait(integer) : "delay before close, -1 stay open " : 4 lip(integer) : "Lip" dmg(integer) : "Damage inflicted when blocked" : 0 message(string) : "Message if triggered" target(target_destination) : "Target" delay(integer) : "Delay before fire" netname(string) : "Fire on Close" health(integer) : "Health (shoot open)" : 0 spawnflags(flags) = [		1 : "Starts Open" : 0 4 : "Don't link" : 0 8: "Passable" : 0 32: "Toggle" : 0 256:"Use Only" : 0 512: "Monsters Can't" : 0 ]	// NOTE: must be duplicated in BUTTON locked_sound(choices) : "Locked Sound" : 0 = [		0: "None" 2: "Access Denied" 8: "Small zap" 10: "Buzz" 11: "Buzz Off" 12: "Latch Locked" ]	unlocked_sound(choices) : "Unlocked Sound" : 0 = [		0: "None" 1: "Big zap & Warmup" 3: "Access Granted" 4: "Quick Combolock" 5: "Power Deadbolt 1" 6: "Power Deadbolt 2" 7: "Plunger" 8: "Small zap" 9: "Keycard Sound" 10: "Buzz" 13: "Latch Unlocked" ]	locked_sentence(choices) : "Locked Sentence" : 0 = [		0: "None" 1: "Gen. Access Denied" 2: "Security Lockout" 3: "Blast Door" 4: "Fire Door" 5: "Chemical Door" 6: "Radiation Door" 7: "Gen. Containment" 8: "Maintenance Door" 9: "Broken Shut Door" ]	unlocked_sentence(choices) : "Unlocked Sentence" : 0 = [		0: "None" 1: "Gen. Access Granted" 2: "Security Disengaged" 3: "Blast Door" 4: "Fire Door" 5: "Chemical Door" 6: "Radiation Door" 7: "Gen. Containment" 8: "Maintenance area" ]		_minlight(string) : "Minimum light level" ]

@BaseClass base(Targetname, Target, RenderFields, Global, Angles) = BaseTank [	spawnflags(flags) = [		1 : "Active" : 0 16: "Only Direct" : 0 32: "Controllable" : 0 ]

// Mainly for use with 1009 team settings (game_team_master) master(string) : "(Team) Master"

yawrate(string) : "Yaw rate" : "30" yawrange(string) : "Yaw range" : "180" yawtolerance(string) : "Yaw tolerance" : "15" pitchrate(string) : "Pitch rate" : "0" pitchrange(string) : "Pitch range" : "0" pitchtolerance(string) : "Pitch tolerance" : "5" barrel(string) : "Barrel Length" : "0" barrely(string) : "Barrel Horizontal" : "0" barrelz(string) : "Barrel Vertical" : "0" spritesmoke(string) : "Smoke Sprite" : "" spriteflash(string) : "Flash Sprite" : "" spritescale(string) : "Sprite scale" : "1" rotatesound(sound) : "Rotate Sound" : "" firerate(string) : "Rate of Fire" : "1" bullet_damage(string) : "Damage Per Bullet" : "0" persistence(string) : "Firing persistence" : "1" firespread(choices) : "Bullet accuracy" : 0 = [		0: "Perfect Shot" 1: "Small cone" 2: "Medium cone" 3: "Large cone" 4: "Extra-large cone" ]	minRange(string) : "Minmum target range" : "0" maxRange(string) : "Maximum target range" : "0" _minlight(string) : "Minimum light level" ]

@BaseClass = PlatSounds [	movesnd(choices) : "Move Sound" : 0 = [		0: "No Sound" 1: "big elev 1" 2: "big elev 2" 3: "tech elev 1" 4: "tech elev 2" 5: "tech elev 3" 6: "freight elev 1" 7: "freight elev 2" 8: "heavy elev" 9: "rack elev" 10: "rail elev" 11: "squeek elev" 12: "odd elev 1" 13: "odd elev 2" ]	stopsnd(choices) : "Stop Sound" : 0 = [		0: "No Sound" 1: "big elev stop1" 2: "big elev stop2" 3: "freight elev stop" 4: "heavy elev stop" 5: "rack stop" 6: "rail stop" 7: "squeek stop" 8: "quick stop" ]	volume(string) : "Sound Volume 0.0 - 1.0" : "0.85" ]

@BaseClass base(Targetname, RenderFields, Global, PlatSounds) = Trackchange [	height(integer) : "Travel altitude" : 0 spawnflags(flags) = [		1: "Auto Activate train" : 0 2: "Relink track" : 0 8: "Start at Bottom" : 0 16: "Rotate Only" : 0 64: "X Axis" : 0 128: "Y Axis" : 0 ]	rotation(integer) : "Spin amount" : 0 train(target_destination) : "Train to switch" toptrack(target_destination) : "Top track" bottomtrack(target_destination) : "Bottom track" speed(integer) : "Move/Rotate speed" : 0 ]

@BaseClass base(Target, Targetname) = 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!)" spawnflags(flags) = [		1: "Monsters" : 0 2: "No Clients" : 0 4: "Pushables": 0 ] ]

// // Entities //

@PointClass base(Targetname, Targetx, Angles) size(-16 -16 0, 16 16 72) color(255 0 255) = aiscripted_sequence : "AI Scripted Sequence" [	m_iszEntity(string) : "Target Monster" m_iszPlay(string) : "Action Animation" : "" m_flRadius(integer) : "Search Radius" : 512 m_flRepeat(integer) : "Repeat Rate ms" : 0 m_fMoveTo(Choices) : "Move to Position" : 0 = [		0 : "No" 1 : "Walk" 2 : "Run" 4 : "Instantaneous" 5 : "No - Turn to Face" ]	m_iFinishSchedule(Choices) : "AI Schedule when done" : 0 = [		0 : "Default AI" 1 : "Ambush" ]	spawnflags(Flags) = [		4 : "Repeatable"		: 0 8 : "Leave Corpse"	: 0 ] ]

@PointClass iconsprite("sprites/speaker.spr") base(Targetname) = ambient_generic : "Universal Ambient" [	message(sound) : "WAV 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 : "Not Toggled":0 ] ]

// // ammo //

@PointClass base(Weapon, Targetx) = ammo_9mmclip : "9mm Pistol Ammo" [] @PointClass base(Weapon, Targetx) = ammo_9mmAR : "9mm Assault Rifle Ammo" [] @PointClass base(Weapon, Targetx) = ammo_9mmbox : "box of 200 9mm shells" [] @PointClass base(Weapon, Targetx) = ammo_ARgrenades : "Assault Grenades" [] @PointClass base(Weapon, Targetx) = ammo_buckshot : "Shotgun Ammo" [] @PointClass base(Weapon, Targetx) = ammo_357 : "357 Ammo" [] @PointClass base(Weapon, Targetx) = ammo_rpgclip : "RPG Ammo" [] @PointClass base(Weapon, Targetx) = ammo_gaussclip : "Gauss Gun Ammo" [] @PointClass base(Weapon, Targetx) = ammo_crossbow : "Crossbow Ammo" []

@SolidClass base(Target, ZHLT) = button_target : "Target Button" [	spawnflags(flags) = [		1: "Use Activates" : 1 2: "Start On" : 0 ]	master(string) : "Master" renderfx(choices) :"Render FX" : 0 = [		0: "Normal" 1: "Slow Pulse" 2: "Fast Pulse" 3: "Slow Wide Pulse" 4: "Fast Wide Pulse" 9: "Slow Strobe" 10: "Fast Strobe" 11: "Faster Strobe" 12: "Slow Flicker" 13: "Fast Flicker" 5: "Slow Fade Away" 6: "Fast Fade Away" 7: "Slow Become Solid" 8: "Fast Become Solid" 14: "Constant Glow" 15: "Distort" 16: "Hologram (Distort + fade)" ]	rendermode(choices) : "Render Mode" : 0 = [		0: "Normal" 1: "Color" 2: "Texture" 3: "Glow" 4: "Solid" 5: "Additive" ]	renderamt(integer) : "FX Amount (1 - 255)" rendercolor(color255) : "FX Color (R G B)" : "0 0 0" ]

// // cyclers //

@PointClass base(Targetname, Angles) size(-16 -16 0, 16 16 72) = cycler : "Monster Cycler" [	model(studio) : "Model" renderfx(choices) :"Render FX" : 0 = [		0: "Normal" 1: "Slow Pulse" 2: "Fast Pulse" 3: "Slow Wide Pulse" 4: "Fast Wide Pulse" 9: "Slow Strobe" 10: "Fast Strobe" 11: "Faster Strobe" 12: "Slow Flicker" 13: "Fast Flicker" 5: "Slow Fade Away" 6: "Fast Fade Away" 7: "Slow Become Solid" 8: "Fast Become Solid" 14: "Constant Glow" 15: "Distort" 16: "Hologram (Distort + fade)" ]	rendermode(choices) : "Render Mode" : 0 = [		0: "Normal" 1: "Color" 2: "Texture" 3: "Glow" 4: "Solid" 5: "Additive" ]	renderamt(integer) : "FX Amount (1 - 255)" rendercolor(color255) : "FX Color (R G B)" : "0 0 0" ]

@PointClass base(Targetname, Angles) sprite = 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 base(Monster) size(-16 -16 -16, 16 16 16) = cycler_weapon : "Weapon Cycler" [	model(studio) : "model" ]

@PointClass sprite base(Targetname, RenderFields, Angles) size(-4 -4 -4, 4 4 4) = cycler_wreckage : "Wreckage" [	framerate(string) : "Framerate" : "10.0" model(sprite) : "Sprite Name" : "sprites/fire.spr" scale(string) : "Scale" : "1.0" spawnflags(flags) = [		32: "Toggle" : 0 64: "Start ON" : 0 ] ]

// // Environmental effects //

@BaseClass = BeamStartEnd [	LightningStart(target_destination) : "Start Entity" LightningEnd(target_destination) : "Ending Entity" ] @PointClass base(Targetname, BeamStartEnd, RenderFxChoices) size(-16 -16 -16, 16 16 16) = env_beam : "Energy Beam Effect" [	renderamt(integer) : "Brightness (1 - 255)" : 100 rendercolor(color255) : "Beam Color (R G B)" : "0 0 0" Radius(integer) : "Radius" : 256 life(string) : "Life (seconds 0 = infinite)" : "1" BoltWidth(integer) : "Width of beam (pixels*0.1 0-255)" : 20 NoiseAmplitude(integer) : "Amount of noise (0-255)" : 0 texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr" TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35 framerate(integer) : "Frames per 10 seconds" : 0 framestart(integer) : "Starting Frame" : 0 StrikeTime(string) : "Strike again time (secs)" : "1" damage(string) : "Damage / second" : "0" spawnflags(flags) = [		1 : "Start On" : 0 2 : "Toggle" : 0 4 : "Random Strike" : 0 8 : "Ring" : 0 16: "StartSparks" : 0 32: "EndSparks" : 0 64: "Decal End" : 0 128: "Shade Start" : 0 256: "Shade End" : 0 ] ]

@PointClass base(Targetname, Angles) size(-4 -4 -4, 4 4 4) = env_beverage : "Beverage Dispenser" [	health(integer) : "Capacity" : 10 skin(choices) : "Beverage Type" : 0 = [		0 : "Coca-Cola" 1 : "Sprite" 2 : "Diet Coke" 3 : "Orange" 4 : "Surge" 5 : "Moxie" 6 : "Random" ] ]

@PointClass base(Targetname, Angles) size(-16 -16 -16, 16 16 16) color(255 0 0) = env_blood : "Blood Effects" [	color(choices) : "Blood Color" : 0 = [		0 : "Red (Human)" 1 : "Yellow (Alien)" ]	amount(string) : "Amount of blood (damage to simulate)" : "100" spawnflags(flags) = [		1: "Random Direction" : 0 2: "Blood Stream" : 0 4: "On Player" : 0 8: "Spray decals" : 0 ] ]

@SolidClass base(Targetname) = env_bubbles : "Bubble Volume" [	density(integer) : "Bubble density" : 2 frequency(integer) : "Bubble frequency" : 2 current(integer) : "Speed of Current" : 0 spawnflags(Flags) = [		1 : "Start Off" 	: 0 ] ]

@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = env_explosion : "Explosion" [	iMagnitude(Integer) : "Magnitude" : 100 spawnflags(flags) = [		1: "No Damage" : 0 2: "Repeatable" : 0 4: "No Fireball" : 0 8: "No Smoke" : 0 16: "No Decal" : 0 32: "No Sparks" : 0 ] ]

@PointClass base(Targetname) color(255 255 128) = env_global : "Global State" [	globalstate(string) : "Global State to Set" triggermode(choices) : "Trigger Mode" : 0 = [		0 : "Off" 1 : "On" 2 : "Dead" 3 : "Toggle" ]	initialstate(choices) : "Initial State" : 0 = [		0 : "Off" 1 : "On" 2 : "Dead" ]	spawnflags(flags) = [		1 : "Set Initial State" : 0 ] ]

@PointClass sprite base(Targetname, RenderFields) size(-4 -4 -4, 4 4 4) color(30 100 0) = env_glow : "Light Glow/Haze" [	model(sprite) : "Sprite Name" : "sprites/glow01.spr" scale(integer) : "Scale" : 1 ]

@PointClass base(Targetname) = env_fade : "Screen Fade" [	spawnflags(flags) = [		1: "Fade From" : 0 2: "Modulate" : 0 4: "Activator Only" : 0 ]	duration(string) : "Duration (seconds)" : "2" holdtime(string) : "Hold Fade (seconds)" : "0" renderamt(integer) : "Fade Alpha" : 255 rendercolor(color255) : "Fade Color (R G B)" : "0 0 0" ]

@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = env_funnel : "Large Portal Funnel" [	spawnflags(flags) = [		1: "Reverse" : 0 ] ]

@PointClass base(Targetname, RenderFxChoices, Angles) size(-16 -16 -16, 16 16 16) = env_laser : "Laser Beam Effect" [	LaserTarget(target_destination) : "Target of Laser" renderamt(integer) : "Brightness (1 - 255)" : 100 rendercolor(color255) : "Beam Color (R G B)" : "0 0 0" width(integer) : "Width of beam (pixels*0.1 0-255)" : 20 NoiseAmplitude(integer) : "Amount of noise (0-255)" : 0 texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr" EndSprite(sprite) : "End Sprite" : "" TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35 framestart(integer) : "Starting Frame" : 0 damage(string) : "Damage / second" : "100" spawnflags(flags) = [		1 : "Start On" : 0 16: "StartSparks" : 0 32: "EndSparks" : 0 64: "Decal End" : 0 ] ]

@PointClass base(Targetname, Target) = env_message : "HUD Text Message" [	message(string) : "Message Name" spawnflags(flags) = [		1: "Play Once" : 0 2: "All Clients" : 0 ]	messagesound(sound) : "Sound Effect" messagevolume(string) : "Volume 0-10" : "10" messageattenuation(Choices) : "Sound Radius" : 0 = [		0 : "Small Radius" 1 : "Medium Radius" 2 : "Large Radius" 3 : "Play Everywhere" ] ]

@PointClass base(Targetname, Target, RenderFields) size(-16 -16 -16, 16 16 16) color(100 100 0) = env_render : "Render Controls" [	spawnflags(flags) = [		1: "No Renderfx" : 0 2: "No Renderamt" : 0 4: "No Rendermode" : 0 8: "No Rendercolor" : 0 ] ]

@PointClass base(Targetname) = env_shake : "Screen Shake" [	spawnflags(flags) = [		1: "GlobalShake" : 0 ]	amplitude(string) : "Amplitude 0-16" : "4" radius(string) : "Effect radius" : "500" duration(string) : "Duration (seconds)" : "1" frequency(string) : "0.1 = jerk, 255.0 = rumble" : "2.5" ]

@PointClass base(gibshooterbase, RenderFields) size(-16 -16 -16, 16 16 16) = env_shooter : "Model Shooter" [	shootmodel(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 ]

@PointClass iconsprite("sprites/speaker.spr") = env_sound : "DSP Sound" [	radius(integer) : "Radius" : 128 roomtype(Choices) : "Room Type" : 0 = [		0 : "Normal (off)" 1 : "Generic" 2 : "Metal Small" 3 : "Metal Medium" 4 : "Metal Large" 5 : "Tunnel Small" 6 : "Tunnel Medium" 7 : "Tunnel Large" 8 : "Chamber Small" 9 : "Chamber Medium" 10: "Chamber Large"

11: "Bright Small" 12: "Bright Medium" 13: "Bright Large"

14: "Water 1" 15: "Water 2" 16: "Water 3"

17: "Concrete Small" 18: "Concrete Medium" 19: "Concrete Large"

20: "Big 1" 21: "Big 2" 22: "Big 3"

23: "Cavern Small" 24: "Cavern Medium" 25: "Cavern Large"

26: "Weirdo 1" 27: "Weirdo 2" 28: "Weirdo 3" ] ]

@PointClass base(Targetname, Angles) size(-16 -16 -16, 16 16 16) = env_spark : "Spark" [	MaxDelay(string) : "Max Delay" : "0" spawnflags(flags) = [		32: "Toggle" : 0 64: "Start ON" : 0 ] ]

@PointClass sprite base(Targetname, RenderFields, Angles) size(-4 -4 -4, 4 4 4) = env_sprite : "Sprite Effect" [	framerate(string) : "Framerate" : "10.0" model(sprite) : "Sprite Name" : "sprites/glow01.spr" scale(string) : "Scale" : "" spawnflags(flags) = [		1: "Start on" : 0 2: "Play Once" : 0 ] ]

@SolidClass base(Breakable, RenderFields, ZHLT) = func_breakable : "Breakable Object" [	spawnflags(flags) = [		1 : "Only Trigger" : 0 2 : "Touch"	  : 0 4 : "Pressure"    : 0 256: "Instant Crowbar" : 1 ]	_minlight(string) : "Minimum light level" ]

@SolidClass base(Global,Targetname, Target, RenderFields, Angles, ZHLT) = 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" spawnflags(flags) = [		1: "Don't move" : 0 32: "Toggle" : 0 64: "Sparks" : 0 256:"Touch Activates": 0 ]	locked_sound(choices) : "Locked Sound" : 0 = [		0: "None" 2: "Access Denied" 8: "Small zap" 10: "Buzz" 11: "Buzz Off" 12: "Latch Locked" ]	unlocked_sound(choices) : "Unlocked Sound" : 0 = [		0: "None" 1: "Big zap & Warmup" 3: "Access Granted" 4: "Quick Combolock" 5: "Power Deadbolt 1" 6: "Power Deadbolt 2" 7: "Plunger" 8: "Small zap" 9: "Keycard Sound" 10: "Buzz" 13: "Latch Unlocked" 14: "Lightswitch" ]	locked_sentence(choices) : "Locked Sentence" : 0 = [		0: "None" 1: "Gen. Access Denied" 2: "Security Lockout" 3: "Blast Door" 4: "Fire Door" 5: "Chemical Door" 6: "Radiation Door" 7: "Gen. Containment" 8: "Maintenance Door" 9: "Broken Shut Door" ]	unlocked_sentence(choices) : "Unlocked Sentence" : 0 = [		0: "None" 1: "Gen. Access Granted" 2: "Security Disengaged" 3: "Blast Door" 4: "Fire Door" 5: "Chemical Door" 6: "Radiation Door" 7: "Gen. Containment" 8: "Maintenance area" ]	_minlight(string) : "Minimum light level" ]

@SolidClass base(Global,RenderFields, Targetname, Angles, ZHLT) = func_conveyor : "Conveyor Belt" [	spawnflags(flags) = [		1 : "No Push" : 0 2 : "Not Solid" : 0 ]	speed(string) : "Conveyor Speed" : "100" _minlight(string) : "Minimum light level" ]

@SolidClass base(Door, ZHLT) = func_door : "Basic door" []

@SolidClass base(Door, ZHLT) = func_door_rotating : "Rotating door" [	spawnflags(flags) = [		2 : "Reverse Dir" : 0 16: "One-way" : 0 64: "X Axis" : 0 128: "Y Axis" : 0 ]	distance(integer) : "Distance (deg)" : 90 ]

@SolidClass base(Appearflags, RenderFields, ZHLT) = func_friction : "Surface with a change in friction" [	modifier(integer) : "Percentage of standard (0 - 100)" : 15 ]

@SolidClass base(Targetname, RenderFields, Global, ZHLT) = func_guntarget : "Moving platform" [	speed(integer) : "Speed (units per second)" : 100 target(target_source) : "First stop target" message(target_source) : "Fire on damage" health(integer) : "Damage to Take" : 0 _minlight(string) : "Minimum light level" ]

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

@SolidClass base(Targetname, RenderFields, ZHLT) = func_illusionary : "Fake Wall/Light" [

skin(choices) : "Contents" : -1 = [		-1: "Empty" -7: "Volumetric Light" ]	_minlight(string) : "Minimum light level" ]

@SolidClass base(Targetname) = func_ladder : "Ladder" []

@SolidClass base(Targetname) = func_monsterclip : "Monster clip brush" []

@SolidClass base(Targetname) = func_mortar_field : "Mortar Field" [	m_flSpread(integer) : "Spread Radius" : 64 m_iCount(integer) : "Repeat Count" : 1 m_fControl(Choices) : "Targeting" : 0 = [		0 : "Random" 1 : "Activator" 2 : "Table" ]	m_iszXController(target_destination) : "X Controller" m_iszYController(target_destination) : "Y Controller" ]

@SolidClass base(Global,Appearflags, Targetname, RenderFields, Angles, ZHLT) = func_pendulum : "Swings back and forth" [	speed(integer) : "Speed" : 100 distance(integer) : "Distance (deg)" : 90 damp(integer) : "Damping (0-1000)" : 0 dmg(integer) : "Damage inflicted when blocked" : 0 spawnflags(flags) = [		1: "Start ON" : 0 8: "Passable" : 0 16: "Auto-return" : 0 64: "X Axis" : 0 128: "Y Axis" : 0 ]	_minlight(integer) : "_minlight" ]

@SolidClass base(Targetname,Global,RenderFields, PlatSounds, ZHLT) = func_plat : "Elevator" [	spawnflags(Flags) = [		1: "Toggle" : 0 ]	height(integer) : "Travel altitude (can be negative)" : 0 speed(integer) : "Speed" : 50 _minlight(string) : "Minimum light level" ]

@SolidClass base(Targetname, Global, RenderFields, PlatSounds, Angles, ZHLT) = func_platrot : "Moving Rotating platform" [	spawnflags(Flags) = [		1: "Toggle" : 1 64: "X Axis" : 0 128: "Y Axis" : 0 ]	speed(integer) : "Speed of rotation" : 50 height(integer) : "Travel altitude (can be negative)" : 0 rotation(integer) : "Spin amount" : 0 _minlight(string) : "Minimum light level" ]

@SolidClass base(Breakable, RenderFields, ZHLT) = func_pushable : "Pushable object" [	size(choices) : "Hull Size" : 0 = [		0: "Point size" 1: "Player size" 2: "Big Size" 3: "Player duck" ]	spawnflags(flags) = [		128: "Breakable" : 0 ]	friction(integer) : "Friction (0-400)" : 50 buoyancy(integer) : "Buoyancy" : 20 _minlight(string) : "Minimum light level" ]

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

@SolidClass base(Targetname, Global, RenderFields, Angles, ZHLT) = func_rot_button : "RotatingButton" [	target(target_destination) : "Targetted object" // changetarget will change the button's target's TARGET field to the button's changetarget. changetarget(target_destination) : "ChangeTarget Name" master(string) : "Master" speed(integer) : "Speed" : 50 health(integer) : "Health (shootable if > 0)" sounds(choices) : "Sounds" : 21 = [		21: "Squeaky" 22: "Squeaky Pneumatic" 23: "Ratchet Groan" 24: "Clean Ratchet" 25: "Gas Clunk" ]	wait(choices) : "Delay before reset" : 3 = [		-1: "Stays pressed" ]	delay(string) : "Delay before trigger" : "0" distance(integer) : "Distance (deg)" : 90 spawnflags(flags) = [		1 : "Not solid" : 0 2 : "Reverse Dir" : 0 32: "Toggle" : 0 64: "X Axis" : 0 128: "Y Axis" : 0 256:"Touch Activates": 0 ]	_minlight(integer) : "_minlight" ]

@SolidClass base(Targetname, Global, RenderFields, Angles, ZHLT) = func_rotating : "Rotating Object" [	speed(integer)	: "Rotation Speed" : 0 volume(integer) : "Volume (10 = loudest)" : 10 fanfriction(integer) : "Friction (0 - 100%)" : 20 sounds(choices) : "Fan Sounds" : 0 = [		0 : "No Sound" 1 : "Fast Whine" 2 : "Slow Rush" 3 : "Medium Rickety" 4 : "Fast Beating" 5 : "Slow Smooth" ]	message(sound) : "WAV Name" spawnflags(flags) = [		1 : "Start ON" 		: 0 2 : "Reverse Direction" : 0 4 : "X Axis" 		: 0 8 : "Y Axis" 		: 0 16: "Acc/Dcc"		: 0 32: "Fan Pain"		: 0 64: "Not Solid"		: 0 128: "Small Radius" : 0 256: "Medium Radius" : 0 512: "Large Radius" : 1 ]	_minlight(integer) : "_minlight" spawnorigin(string) : "X Y Z - Move here after lighting" : "0 0 0" dmg(integer) : "Damage inflicted when blocked" : 0 ]

@SolidClass base(BaseTank, ZHLT) = func_tank : "Brush Gun Turret" [	bullet(choices) : "Bullets" : 0 = [		0: "None" 1: "9mm" 2: "MP5" 3: "12mm" ] ]

@SolidClass = func_tankcontrols : "Tank controls" [	target(target_destination) : "Tank entity name" ]

@SolidClass base(BaseTank, ZHLT) = func_tanklaser : "Brush Laser Turret" [	laserentity(target_source) : "env_laser Entity" ]

@SolidClass base(BaseTank, ZHLT) = func_tankrocket : "Brush Rocket Turret" []

@SolidClass base(BaseTank, ZHLT) = func_tankmortar : "Brush Mortar Turret" [	iMagnitude(Integer) : "Explosion Magnitude" : 100 ]

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

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

@SolidClass base(Targetname, Global, RenderFields, ZHLT) = func_tracktrain : "Track Train" [	spawnflags(flags) = [		1 : "No Pitch (X-rot)" : 0 2 : "No User Control" : 0 8 : "Passable" : 0 ]	target(target_destination) : "First stop target" sounds(choices) : "Sound" : 0 = [		0: "None" 1: "Rail 1" 2: "Rail 2" 3: "Rail 3" 4: "Rail 4" 5: "Rail 6" 6: "Rail 7" ]	wheels(integer) : "Distance between the wheels" : 50 height(integer) : "Height above track" : 4 startspeed(integer) : "Initial speed" : 0 speed(integer) : "Speed (units per second)" : 64 dmg(integer) : "Damage on crush" : 0 volume(integer) : "Volume (10 = loudest)" : 10 bank(string) : "Bank angle on turns" : "0" _minlight(string) : "Minimum light level" ]

@SolidClass = func_traincontrols : "Train Controls" [	target(target_destination) : "Train Name" ]

@SolidClass base(Targetname, Global, RenderFields, ZHLT) = func_train : "Moving platform" [	target(target_source) : "First stop target" movesnd(choices) : "Move Sound" : 0 = [		0: "No Sound" 1: "big elev 1" 2: "big elev 2" 3: "tech elev 1" 4: "tech elev 2" 5: "tech elev 3" 6: "freight elev 1" 7: "freight elev 2" 8: "heavy elev" 9: "rack elev" 10: "rail elev" 11: "squeek elev" 12: "odd elev 1" 13: "odd elev 2" ]	stopsnd(choices) : "Stop Sound" : 0 = [		0: "No Sound" 1: "big elev stop1" 2: "big elev stop2" 3: "freight elev stop" 4: "heavy elev stop" 5: "rack stop" 6: "rail stop" 7: "squeek stop" 8: "quick stop" ]	speed(integer) : "Speed (units per second)" : 64 avelocity(string) : "Angular Veocity (y z x)" dmg(integer) : "Damage on crush" : 0 skin(integer) : "Contents" : 0 volume(string) : "Sound Volume 0.0 - 1.0" : "0.85" spawnflags(flags) = [		8 : "Not solid" : 0 ]	_minlight(string) : "Minimum light level" ]

@SolidClass base(Targetname, Appearflags, RenderFields, Global, ZHLT) = func_wall : "Wall" [	_minlight(string) : "Minimum light level" ]

@SolidClass base(func_wall) = func_wall_toggle : "Toggleable geometry" [	spawnflags(flags) = [		1 : "Starts Invisible" : 0 ] ]

@SolidClass base(Door, ZHLT) = func_water : "Liquid" [	spawnflags(flags) = [		1 : "Starts Open" : 0 256:"Use Only" : 0 ]	skin(choices) : "Contents" : -3 = [		-3: "Water" -4: "Slime" -5: "Lava" ]	WaveHeight(string) : "Wave Height" : "3.2" ]

// // game entities (requires Half-Life 1.0.0.9) //

@PointClass base(Targetname, Targetx) = game_counter : "Fires when it hits limit" [	spawnflags(flags) = [		1: "Remove On fire" : 0 2: "Reset On fire" : 1 ]	master(string) : "Master" frags(integer) : "Initial Value" : 0 health(integer) : "Limit Value" : 10 ]

@PointClass base(Targetname, Target) = game_counter_set : "Sets a game_counter" [	spawnflags(flags) = [		1: "Remove On fire" : 0 ]	master(string) : "Master" frags(integer) : "New Value" : 10 ]

@PointClass base(Targetname) = game_end : "End this multiplayer game" [	master(string) : "Master" ]

@PointClass base(Targetname) = game_player_equip : "Initial player equipment" [	spawnflags(flags) = [		1: "Use Only" : 0 ]	master(string) : "Team Master" ]

@PointClass base(Targetname) = game_player_hurt : "Hurts player who fires" [	dmg(string) : "Damage To Apply" : "999" spawnflags(flags) = [		1: "Remove On fire" : 0 ]	master(string) : "Master" ]

@PointClass base(Targetname) = game_player_team : "Allows player to change teams" [	spawnflags(flags) = [		1 : "Remove On fire" : 0 2 : "Kill Player" : 0 4 : "Gib Player" : 0 ]	target(string) : "game_team_master to use" master(string) : "Master" ]

@PointClass base(Targetname) = game_score : "Award/Deduct Points" [	spawnflags(flags) = [		1: "Allow Negative" : 0 2: "Team Points" : 0 ]

points(integer) : "Points to add (+/-)" : 1 master(string) : "Master" ]

@PointClass base(Targetname, Targetx) = game_team_master : "Team based master/relay" [	spawnflags(flags) = [		1: "Remove On fire" : 0 ]	triggerstate(choices) : "Trigger State" : 0 = [		0: "Off" 1: "On" 2: "Toggle" ]	teamindex(integer) : "Team Index (-1 = no team)" : -1 master(string) : "Master" ]

@PointClass base(Targetname, Targetx) = game_team_set : "Sets team of team_master" [	spawnflags(flags) = [		1: "Remove On fire" : 0 ]	master(string) : "Master" ]

@PointClass base(Targetname, Target) = game_text : "HUD Text Message" [	spawnflags(flags) = [		1: "All Players" : 0 ]

message(string) : "Message Text" x(string) : "X (0 - 1.0 = left to right) (-1 centers)" : "-1" y(string) : "Y (0 - 1.0 = top to bottom) (-1 centers)" : "-1" effect(Choices) : "Text Effect" : 0 = [		0 : "Fade In/Out" 1 : "Credits" 2 : "Scan Out" ]	color(color255) : "Color1" : "100 100 100" color2(color255) : "Color2" : "240 110 0" fadein(string) : "Fade in Time (or character scan time)" : "1.5" fadeout(string) : "Fade Out Time" : "0.5" holdtime(string) : "Hold Time" : "1.2" fxtime(string) : "Scan time (scan effect only)" : "0.25" channel(choices) : "Text Channel" : 1 = [		1 : "Channel 1" 2 : "Channel 2" 3 : "Channel 3" 4 : "Channel 4" ]	master(string) : "Master" ]

@SolidClass base(Targetname) = game_zone_player : "Player Zone brush" [	intarget(target_destination) : "Target for IN players" outtarget(target_destination) : "Target for OUT players" incount(target_destination) : "Counter for IN players" outcount(target_destination) : "Counter for OUT players" // master(string) : "Master" ]

@PointClass base(gibshooterbase) = gibshooter : "Gib Shooter" []

// // info entities //

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

@PointClass base(Targetname) size(-24 -24 0, 24 24 16) color(20 190 60) = info_bigmomma : "Big Mamma Node" [	spawnflags(Flags) = [		1 : "Run To Node" : 0 2 : "Wait Indefinitely" : 0 ]	target(target_destination) : "Next node" radius(string) : "Radius" : "0" reachdelay(string) : "Wait after approach" : "0" killtarget(target_destination) : "KillTarget" reachtarget(target_destination) : "Fire on approach" reachsequence(string) : "Sequence on approach" : "" health(string) : "Health on approach" : "" presequence(string) : "Sequence before approach" : "" ]

@PointClass base(Target, Angles) size(-4 -4 -4, 4 4 4) color(0 255 0) = info_intermission : "Intermission Spot" []

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

@PointClass size(-24 -24 -4, 24 24 4) color(255 255 0) = info_node : "ai node" []

@PointClass size(-32 -32 0, 32 32 64) color(255 255 0) = info_node_air : "ai air node" []

@PointClass base(Targetname) = info_null : "info_null (spotlight target)" []

@PointClass base(PlayerClass) = info_player_coop : "Player cooperative start" [] @PointClass base(PlayerClass) = info_player_deathmatch : "Player deathmatch start" [	target(target_destination) : "Target" master(string) : "Master" ] @PointClass base(PlayerClass) = info_player_start : "Player 1 start" []

@PointClass base(Targetname) size(-4 -4 -4, 4 4 4) color(200 100 50) = info_target : "Beam Target" [] @PointClass size(-8 -8 0, 8 8 16) base(PlayerClass, Targetname) = info_teleport_destination : "Teleport destination" []

// // items //

@PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) = item_airtank : "Oxygen tank" [] @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) = item_antidote : "Poison antidote" [] @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) = item_battery : "HEV battery" [] @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) = item_healthkit : "Small Health Kit" [] @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) = item_longjump : "Longjump Module" [] @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) = item_security : "Security card" [] @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) = item_suit : "HEV Suit" [	spawnflags(Flags) = [		1 : "Short Logon" : 0 ] ]

// // lights //

@PointClass iconsprite("sprites/lightbulb.spr") base(Target, Targetname, Light, ZHLT_point) = light : "Invisible lightsource" [	spawnflags(Flags) = [ 1 : "Initially dark" : 0 ] ]

@PointClass iconsprite("sprites/lightbulb.spr") base(Targetname, Target, Angles, ZHLT_point) = light_spot : "Spotlight" [	_cone(integer) : "Inner (bright) angle" : 30 _cone2(integer) : "Outer (fading) angle" : 45 pitch(integer) : "Pitch" : -90 _light(color255) : "Brightness" : "255 255 128 200" _sky(Choices) : "Is Sky" : 0 = [ 		0 : "No" 1 : "Yes" ]	spawnflags(Flags) = [ 1 : "Initially dark" : 0 ] style(Choices) : "Appearance" : 0 = [		0 : "Normal" 10: "Fluorescent flicker" 2 : "Slow, strong pulse" 11: "Slow pulse, noblack" 5 : "Gentle pulse" 1 : "Flicker A"		6 : "Flicker B"		3 : "Candle A"		7 : "Candle B"		8 : "Candle C"		4 : "Fast strobe" 9 : "Slow strobe" ]	pattern(string) : "Custom Appearance" ]

@PointClass base(Targetname, Angles, ZHLT_point) iconsprite("sprites/lightbulb.spr") = light_environment : "Environment" [	pitch(integer) : "Pitch" : 0 _light(color255) : "Brightness" : "255 255 128 200" ]

@SolidClass base(Door, ZHLT) = momentary_door : "Momentary/Continuous door" [	spawnflags(flags) = [		1 : "Starts Open" : 0 ] ]

@SolidClass base(Targetname, Target, Angles, RenderFields, ZHLT) = momentary_rot_button : "Direct wheel control" [	speed(integer) : "Speed" : 50 master(string) : "Master" sounds(choices) : "Sounds" : 0 = [		0: "None" 1: "Big zap & Warmup" 2: "Access Denied" 3: "Access Granted" 4: "Quick Combolock" 5: "Power Deadbolt 1" 6: "Power Deadbolt 2" 7: "Plunger" 8: "Small zap" 9: "Keycard Sound" 21: "Squeaky" 22: "Squeaky Pneumatic" 23: "Ratchet Groan" 24: "Clean Ratchet" 25: "Gas Clunk" ]	distance(integer) : "Distance (deg)" : 90 returnspeed(integer) : "Auto-return speed" : 0 spawnflags(flags) = [		1: "Door Hack" : 0 2: "Not useable" : 0 16: "Auto Return" : 0 64: "X Axis" : 0 128: "Y Axis" : 0 ]	_minlight(integer) : "_minlight" ]

// // monsters //

@PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_alien_controller : "Controller" [] @PointClass base(Monster) size(-32 -32 0, 32 32 64) = monster_alien_grunt : "Alien Grunt" [	netname(string) : "Squad Name" spawnflags(Flags) = [		32 : "SquadLeader" : 0 ] ] @PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_alien_slave : "Vortigaunt" [	netname(string) : "Squad Name" spawnflags(Flags) = [		32 : "SquadLeader" : 0 64 : "IgnorePlayer" : 0 ] ] @PointClass base(Monster) size(-360 -360 -172, 360 360 8) = monster_apache : "Apache" [	spawnflags(Flags) = [		8 : "NoWreckage"	: 0 64 : "Start Inactive" : 0 ] ] @PointClass base(Monster) size(-16 -16 0, 16 16 36) = monster_babycrab : "Baby Headcrab" [] @PointClass base(RenderFields) size(-16 -16 -36, 16 16 0) = monster_barnacle : "Barnacle Monster" [] @PointClass base(Monster,TalkMonster) size(-16 -16 0, 16 16 72) = monster_barney : "Barney" [] @PointClass base(RenderFields,Appearflags, Angles) size(-16 -16 0, 16 16 72) = monster_barney_dead : "Dead Barney" [     pose(Choices) : "Pose" : 0 = [		0 : "On back" 1 : "On side" 2 : "On stomach" ] ] @PointClass base(Monster) size(-95 -95 0, 95 95 190) = monster_bigmomma : "Big Mamma" [	netname(string) : "First node" : "" ] @PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_bloater : "Bloater" [] @PointClass base(Monster) size(-32 -32 0, 32 32 64) = monster_bullchicken : "BullChicken" [] @PointClass base(Monster) size(-3 -3 0, 3 3 3) = monster_cockroach : "Cockroach" [] @PointClass base(Monster) size(-16 -16 0, 16 16 16) = monster_flyer_flock : "Flock of Flyers" [	iFlockSize(Integer) : "Flock Size" : 8 flFlockRadius(Integer) : "Flock Radius" : 128 ] @PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_furniture : "Monster Furniture" [	model(studio) : "model"

] @PointClass base(Monster) size(-32 -32 0, 32 32 128) = monster_gargantua : "Gargantua" [] @PointClass base(Monster, RenderFields) size(-16 -16 -36, 16 16 36) = monster_generic : "Generic Script Monster" [	spawnflags(Flags) = [		4 : "Not solid"	: 0 ]	model(studio) : "model" body(Integer) : "Body" : 0 ] @PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_gman : "G-Man" [] @PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_grunt_repel : "Human Grunt (Repel)" [] @PointClass base(Weapon, Targetx, RenderFields) = monster_handgrenade : "Live Handgrenade" [] @PointClass base(Monster) size(-16 -16 0, 16 16 36) = monster_headcrab : "Head Crab" [] @PointClass base(Appearflags,RenderFields, Angles) size(-16 -16 0, 16 16 72) = monster_hevsuit_dead : "Dead HEV Suit" [     pose(Choices) : "Pose" : 0 = [		0 : "On back" 1 : "Seated" 2 : "On stomach" 3 : "On Table" ] ] @PointClass base(Appearflags,RenderFields, Angles) size(-16 -16 0, 16 16 72) = monster_hgrunt_dead : "Dead Human Grunt" [     pose(Choices) : "Pose" : 0 = [		0 : "On stomach" 1 : "On side" 2 : "Seated" ]	body(Choices) : "Body" : 0 = [		0 : "Grunt with Gun" 1 : "Commander with Gun" 2 : "Grunt no Gun" 3 : "Commander no Gun" ] ] @PointClass base(Monster) size(-16 -16 0, 16 16 36) = monster_houndeye : "Houndeye" [	netname(string) : "Squad Name" spawnflags(Flags) = [		32 : "SquadLeader" : 0 ] ] @PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_human_assassin : "Human Assassin" [] @PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_human_grunt : "Human Grunt (camo)" [	spawnflags(Flags) = [		32 : "SquadLeader" : 0 ]	netname(string) : "Squad Name" weapons(Choices) : "Weapons" : 1 = [		1 : "9mmAR" 3 : "9mmAR + HG" 5 : "9mmAR + GL" 8 : "Shotgun" 10 : "Shotgun + HG" ] ] @PointClass base(Monster) size(-32 -32 0, 32 32 64) = monster_ichthyosaur : "Ichthyosaur" [] @PointClass base(Monster) size(-6 -6 0, 6 6 6) = monster_leech : "Leech" [] @PointClass base(Monster) size(-16 -16 -32, 16 16 32) = monster_miniturret : "Mini Auto Turret" [	orientation(Choices) : "Orientation" : 0 = [		0 : "Floor Mount" 1 : "Ceiling Mount" ]	spawnflags(Flags) = [		32 : "Autostart" : 0 64 : "Start Inactive" : 0 ] ] @PointClass base(Monster) size(-192 -192 0, 192 192 384) = monster_nihilanth : "Nihilanth" [] @PointClass base(Monster) size(-480 -480 -112, 480 480 24) = monster_osprey : "Osprey" [	spawnflags(Flags) = [		64 : "Start Inactive" : 0 ] ] @PointClass base(Monster) size(-6 -6 0, 6 6 6) = monster_rat : "Rat (no ai?)" [] @PointClass base(Weapon,Targetx,RenderFields) = monster_satchelcharge : "Live Satchel Charge" [] @PointClass base(Monster, TalkMonster) size(-16 -16 0, 16 16 72) = monster_scientist : "Scared Scientist" [     body(Choices) : "Body" : -1 = [		-1 : "Random" 0 : "Glasses" 1 : "Einstein" 2 : "Luther" 3 : "Slick" ] ] @PointClass base(Appearflags,RenderFields, Angles) size(-16 -16 0, 16 16 72) = monster_scientist_dead : "Dead Scientist" [     body(Choices) : "Body" : -1 = [		-1 : "Random" 0 : "Glasses" 1 : "Einstein" 2 : "Luther" 3 : "Slick" ]     pose(Choices) : "Pose" : 0 = [		0 : "On back" 1 : "On Stomach" 2 : "Sitting" 3 : "Hanging" 4 : "Table1" 5 : "Table2" 6 : "Table3" ] ] @PointClass base(Monster) size(-14 -14 22, 14 14 72) = monster_sitting_scientist : "Sitting Scientist" [     body(Choices) : "Body" : -1 = [		-1 : "Random" 0 : "Glasses" 1 : "Einstein" 2 : "Luther" 3 : "Slick" ] ] @PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_sentry : "Sentry Turret Gun" [	spawnflags(Flags) = [		32 : "Autostart" : 0 64 : "Start Inactive" : 0 ] ] @PointClass base(Monster) size(-16 -16 0, 16 16 36) = monster_snark : "Armed Snark" [] @PointClass base(Monster) size(-32 -32 0, 32 32 64) = monster_tentacle : "Tentacle Arm" [	sweeparc(integer) : "Sweep Arc" : 130 sound(Choices) : "Tap Sound" : -1 = [		-1 : "None" 0 : "Silo" 1 : "Dirt" 2 : "Water" ] ] @PointClass base(Monster) = monster_tripmine : "Active Tripmine" [	spawnflags(Flags) = [		1 : "Instant On" : 1 ] ] @PointClass base(Monster) size(-32 -32 -32, 32 32 32) = monster_turret : "Auto Turret" [	orientation(Choices) : "Orientation" : 0 = [		0 : "Floor Mount" 1 : "Ceiling Mount" ]	spawnflags(Flags) = [		32 : "Autostart" : 0 64 : "Start Inactive" : 0 ] ] @PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_zombie : "Scientist Zombie" [] @PointClass base(Targetname, Angles) size(-16 -16 -16, 16 16 16) = monstermaker : "Monster Maker" [	target(string) : "Target On Release" monstertype(string) : "Monster Type" netname(string) : "Childrens' Name" spawnflags(Flags) = [		1 : "Start ON" 	: 0 // 	2 : "PVS On/Off" : 0 // not implemented 4 : "Cyclic" : 0 8 : "MonsterClip" : 0 ]

// how many monsters the monstermaker can create (-1 = unlimited) monstercount(integer) : "Number of Monsters" : -1 // if delay is -1, new monster will be made when last monster dies. // else, delay is how often (seconds) a new monster will be dookied out. delay(string) : "Frequency" : "5"

// maximum number of live children allowed at one time. (New ones will not be made until one dies) // -1 no limit m_imaxlivechildren(integer) : "Max live children" : 5 ]

@PointClass base(Targetname) color(255 128 0) = multi_manager : "MultiTarget Manager" [	spawnflags(Flags) = [		1 : "multithreaded" : 0 ] ]

@PointClass base(Targetname, Target) color(128 255 128) = multisource : "Multisource" [	globalstate(string) : "Global State Master" ]

@PointClass base(Targetname, Angles) size(16 16 16) color(247 181 82) = path_corner : "Moving platform stop" [	spawnflags(Flags) = [		1: "Wait for retrigger" : 0 2: "Teleport" : 0 4: "Fire once" : 0 ]	target(target_destination) : "Next stop target" message(target_destination) : "Fire On Pass" wait(integer) : "Wait here (secs)" : 0 speed(integer) : "New Train Speed" : 0 yaw_speed(integer) : "New Train rot. Speed" : 0 ]

@PointClass base(Targetname, Angles) size(16 16 16) = path_track : "Train Track Path" [	spawnflags(Flags) = [		1: "Disabled" : 0 2: "Fire once" : 0 4: "Branch Reverse" : 0 8: "Disable train" : 0 ]	target(target_destination) : "Next stop target" message(target_destination) : "Fire On Pass" altpath(target_destination) : "Branch Path" netname(target_destination) : "Fire on dead end" speed(integer) : "New Train Speed" : 0 ]

// // player effects //

@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = player_loadsaved : "Load Auto-Saved game" [	duration(string) : "Fade Duration (seconds)" : "2" holdtime(string) : "Hold Fade (seconds)" : "0" renderamt(integer) : "Fade Alpha" : 255 rendercolor(color255) : "Fade Color (R G B)" : "0 0 0" messagetime(string) : "Show Message delay" : "0" message(string) : "Message To Display" : "" loadtime(string) : "Reload delay" : "0" ]

@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = player_weaponstrip : "Strips player's weapons" []

@PointClass base(Targetname, Targetx) size(-16 -16 0, 16 16 72) color(255 0 255) = scripted_sentence : "Scripted Sentence" [	spawnflags(Flags) = [		1 : "Fire Once" 	: 1 2 : "Followers Only"	: 0 4 : "Interrupt Speech"	: 1 8 : "Concurrent"	: 0 ]	sentence(string) : "Sentence Name" : "" entity(string) : "Speaker Type" duration(string) : "Sentence Time" : "3" radius(integer) : "Search Radius" : 512 refire(string) : "Delay Before Refire" : "3" listener(string) : "Listener Type" volume(string) : "Volume 0-10" : "10" attenuation(Choices) : "Sound Radius" : 0 = [		0 : "Small Radius" 1 : "Medium Radius" 2 : "Large Radius" 3 : "Play Everywhere" ] ]

@PointClass base(Targetname, Targetx, Angles) size(-16 -16 0, 16 16 72) color(255 0 255) = scripted_sequence : "Scripted Sequence" [	m_iszEntity(string) : "Target Monster" m_iszPlay(string) : "Action Animation" : "" m_iszIdle(string) : "Idle Animation" : "" m_flRadius(integer) : "Search Radius" : 512 m_flRepeat(integer) : "Repeat Rate ms" : 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 ] ]

@PointClass iconsprite("sprites/speaker.spr") base(Targetname) = 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 base(Targetname) = target_cdaudio : "CD Audio Target" [	health(choices) : "Track #" : -1 = [		-1 : "Stop" 1 : "Track 1" 2 : "Track 2" 3 : "Track 3" 4 : "Track 4" 5 : "Track 5" 6 : "Track 6" 7 : "Track 7" 8 : "Track 8" 9 : "Track 9" 10 : "Track 10" 11 : "Track 11" 12 : "Track 12" 13 : "Track 13" 14 : "Track 14" 15 : "Track 15" 16 : "Track 16" 17 : "Track 17" 18 : "Track 18" 19 : "Track 19" 20 : "Track 20" 21 : "Track 21" 22 : "Track 22" 23 : "Track 23" 24 : "Track 24" 25 : "Track 25" 26 : "Track 26" 27 : "Track 27" 28 : "Track 28" 29 : "Track 29" 30 : "Track 30" ]	radius(string) : "Player Radius" ]

// // Triggers //

@PointClass base(Targetx) = trigger_auto : "AutoTrigger" [	spawnflags(Flags) = [		1 : "Remove On fire" : 1 ]	globalstate(string) : "Global State to Read" triggerstate(choices) : "Trigger State" : 0 = [		0 : "Off" 1 : "On" 2 : "Toggle" ] ]

@SolidClass base(Targetname) = trigger_autosave : "AutoSave Trigger" [	master(string) : "Master" ]

@PointClass base(Targetx, Targetname) = trigger_camera : "Trigger Camera" [	wait(integer) : "Hold time" : 10 moveto(string) : "Path Corner" spawnflags(flags) = [		1: "Start At Player" : 1 2: "Follow Player" : 1 4: "Freeze Player" : 0 ]	speed(string) : "Initial Speed" : "0" acceleration(string) : "Acceleration units/sec^2" : "500" deceleration(string) : "Stop Deceleration units/sec^2" : "500" ]

@SolidClass base(Targetname) = trigger_cdaudio : "Trigger CD Audio" [	health(choices) : "Track #" : -1 = [		-1 : "Stop" 1 : "Track 1" 2 : "Track 2" 3 : "Track 3" 4 : "Track 4" 5 : "Track 5" 6 : "Track 6" 7 : "Track 7" 8 : "Track 8" 9 : "Track 9" 10 : "Track 10" 11 : "Track 11" 12 : "Track 12" 13 : "Track 13" 14 : "Track 14" 15 : "Track 15" 16 : "Track 16" 17 : "Track 17" 18 : "Track 18" 19 : "Track 19" 20 : "Track 20" 21 : "Track 21" 22 : "Track 22" 23 : "Track 23" 24 : "Track 24" 25 : "Track 25" 26 : "Track 26" 27 : "Track 27" 28 : "Track 28" 29 : "Track 29" 30 : "Track 30" ] ]

@SolidClass = trigger_changelevel : "Trigger: Change level" [	targetname(string) : "Name" map(string) : "New map name" landmark(string) : "Landmark name" changetarget(target_destination) : "Change Target" changedelay(string) : "Delay before change target" : "0" spawnflags(flags) = [		1: "No Intermission" : 0 2: "USE Only" : 0 ] ]

@PointClass base(Targetx, Targetname) = trigger_changetarget : "Trigger Change Target" [	m_iszNewTarget(string) : "New Target" ]

@SolidClass base(Trigger, Targetname) = trigger_counter : "Trigger counter" [	spawnflags(flags) = [ 		1 : "No Message" : 0 ]	master(string) : "Master" count(integer) : "Count before activation" : 2 ]

@SolidClass base(Targetname) = trigger_endsection : "EndSection Trigger" [	section(string) : "Section" spawnflags(flags) = [		1: "USE Only" : 0 ] ]

@SolidClass base(Trigger) = trigger_gravity : "Trigger Gravity" [	gravity(integer) : "Gravity (0-1)" : 1 ]

@SolidClass base(Targetname,Target) = trigger_hurt : "Trigger player hurt" [	spawnflags(flags) = [ 		1: "Target Once" : 0 2: "Start Off" : 0 8: "No clients" : 0 16:"FireClientOnly" : 0 32:"TouchClientOnly" : 0 ]	master(string) : "Master" dmg(integer) : "Damage" : 10 delay(string) : "Delay before trigger" : "0" damagetype(choices) : "Damage Type" : 0 = [		0 : "GENERIC" 1 : "CRUSH" 2 : "BULLET" 4 : "SLASH" 8 : "BURN" 16 : "FREEZE" 32 : "FALL" 64 : "BLAST" 128 : "CLUB" 256 : "SHOCK" 512 : "SONIC" 1024 : "ENERGYBEAM" 16384: "DROWN" 32768 : "PARALYSE" 65536 : "NERVEGAS" 131072 : "POISON" 262144 : "RADIATION" 524288 : "DROWNRECOVER" 1048576 : "CHEMICAL" 2097152 : "SLOWBURN" 4194304 : "SLOWFREEZE" ] ]

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

@SolidClass base(Trigger) = trigger_multiple : "Trigger: Activate multiple" [	wait(integer) : "Delay before reset" : 10 ]

@SolidClass base(Trigger) = trigger_once : "Trigger: Activate once" []

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

@PointClass base(Targetname, Targetx) = trigger_relay : "Trigger Relay" [	spawnflags(flags) = [		1: "Remove On fire" : 0 ]	triggerstate(choices) : "Trigger State" : 0 = [		0: "Off" 1: "On" 2: "Toggle" ] ]

@SolidClass base(Trigger) = trigger_teleport : "Trigger teleport" []

@SolidClass base(Targetname) = trigger_transition : "Trigger: Select Transition Area" []

// // weapons //

@PointClass base(Weapon, Targetx) = weapon_crowbar : "Crowbar" [] @PointClass base(Weapon, Targetx) = weapon_9mmhandgun : "9mm Handgun" [] @PointClass base(Weapon, Targetx) = weapon_357 : "357 Handgun" [] @PointClass base(Weapon, Targetx) = weapon_9mmAR : "9mm Assault Rifle" [] @PointClass base(Weapon, Targetx) = weapon_shotgun : "Shotgun" [] @PointClass base(Weapon, Targetx) = weapon_rpg : "RPG" [] @PointClass base(Weapon, Targetx) = weapon_gauss : "Gauss Gun" [] @PointClass base(Weapon, Targetx) = weapon_crossbow : "Crossbow" [	sequence(choices) : "Placement" : 0 = [		0 : "Normal (flat)" 1 : "Realistic (tilted)" ] ] @PointClass base(Weapon, Targetx) = weapon_egon : "Egon Gun" [] @PointClass base(Weapon, Targetx) size(-16 -16 -5, 16 16 27) = weapon_tripmine : "Tripmine Ammo" [] @PointClass base(Weapon, Targetx) = weapon_satchel : "Satchel Charge Ammo" [] @PointClass base(Weapon, Targetx) = weapon_handgrenade : "Handgrenade Ammo" [] @PointClass base(Weapon, Targetx) = weapon_snark : "Squeak Grenade" [] @PointClass base(Weapon, Targetx) = weapon_hornetgun : "Hornet Gun" [] @PointClass size(-16 -16 0, 16 16 64) color(0 128 0) = weaponbox : "Weapon/Ammo Container" []

@PointClass base(Weapon, Targetx) = world_items : "World Items" [	type(choices) :"types" : 42 = [		42: "Antidote" 43: "Security Card" 44: "Battery" 45: "Suit" ] ]

// // Xen //

@PointClass base(Target, Targetname, RenderFields, Angles) size(-48 -48 0, 48 48 32 ) = xen_plantlight : "Xen Plant Light" [] @PointClass base(Targetname, RenderFields, Angles) size(-8 -8 0, 8 8 32 ) = xen_hair : "Xen Hair" [	spawnflags(Flags) = [		1 : "Sync Movement" 	: 0 ] ] @PointClass base(Targetname, RenderFields, Angles) size(-24 -24 0, 24 24 188 ) = xen_tree : "Xen Tree" [] @PointClass base(Targetname, RenderFields, Angles) size(-16 -16 0, 16 16 64 ) = xen_spore_small : "Xen Spore (small)" [] @PointClass base(Targetname, RenderFields, Angles) size(-40 -40 0, 40 40 120 ) = xen_spore_medium : "Xen Spore (medium)" [] @PointClass base(Targetname, RenderFields, Angles) size(-90 -90 0, 90 90 220 ) = xen_spore_large : "Xen Spore (large)" []