Template:PatchDiff/May 08, 2012 Patch/bin/base.fgd

N/A 1 //====== Copyright 1996-2005, Valve Corporation, All rights reserved. =======  N/A 2 //   N/A 3 // Purpose: General game definition file (.fgd)   N/A 4 //   N/A 5 //=============================================================================   N/A 6    N/A 7 @mapsize(-16384, 16384)   N/A 8    N/A 9    N/A 10 //-   N/A 11 //   N/A 12 // Base Classes   N/A 13 //   N/A 14 //-   N/A 15    N/A 16 @BaseClass = PaintableBrush   N/A 17 [   N/A 18        // Inputs   N/A 19        input RemovePaint(void) : "Remove paint from the brush entity." N/A 20 ]  N/A 21    N/A 22 @BaseClass = Angles   N/A 23 [   N/A 24        angles(angle) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" : "This entity's orientation in the world. Pitch is rotation around the Y axis, " +   N/A 25                "yaw is the rotation around the Z axis, roll is the rotation around the X axis." N/A 26 ]  N/A 27    N/A 28 @BaseClass = Origin   N/A 29 [   N/A 30        origin(origin) : "Origin (X Y Z)" : : "The position of this entity's center in the world. Rotating entities typically rotate around their origin." N/A 31 ]  N/A 32    N/A 33 @BaseClass = Reflection   N/A 34 [   N/A 35        drawinfastreflection(boolean) : "Render in Fast Reflections" : 0 : "If enabled, causes this entity/prop to to render in fast water reflections (i.e. when a water material specifies $reflectonlymarkedentities) and in the world impostor pass." N/A 36   N/A 37        input DisableDrawInFastReflection(void) : "Turns off rendering of this entity in reflections when using $reflectonlymarkedentities in water material." N/A 38       input EnableDrawInFastReflection(void) : "Turn on rendering of this entity in reflections when using $reflectonlymarkedentities in water material." N/A 39 ]  N/A 40    N/A 41 @BaseClass = ToggleDraw   N/A 42 [   N/A 43        input DisableDraw(void) : "Add the EF_NODRAW flag to this entity. Some entities manage this on their own so be aware you can override that value." N/A 44       input EnableDraw(void) : "Remove the EF_NODRAW flag to this entity. Some entities manage this on their own so be aware you can override that value." N/A 45 ]  N/A 46    N/A 47 @BaseClass = Shadow   N/A 48 [   N/A 49        disableshadows(boolean) : "Disable shadows" : 0   N/A 50         disableshadowdepth(boolean) : "Disable ShadowDepth" : 0 : "Used to disable rendering into shadow depth (for flashlight) for this entity." N/A 51        shadowdepthnocache(choices) : "Projected Texture Cache" : 0 : "Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead." =  N/A 52        [   N/A 53                0 : "Default"   N/A 54                1 : "No cache = render every frame"   N/A 55                2 : "Cache it = render only once"   N/A 56        ]   N/A 57    N/A 58        disableflashlight(boolean) : "Disable flashlight" : 0 : "Used to disable flashlight (env_projectedtexture) lighting and shadows on this entity." N/A 59   N/A 60        input DisableShadow(void) : "Turn shadow off." N/A 61       input EnableShadow(void) : "Turn shadow on." N/A 62   N/A 63        input DisableReceivingFlashlight(void) : "This object will not recieve light or shadows from projected textures (flashlights)." N/A 64       input EnableReceivingFlashlight(void) : "This object may recieve light or shadows from projected textures (flashlights)." N/A 65 ]  N/A 66    N/A 67 @BaseClass base(Reflection, ToggleDraw, Shadow) = Studiomodel   N/A 68 [   N/A 69        model(studio) report : "World Model"   N/A 70        skin(integer) : "Skin" : 0 : "Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin instead of the default." N/A 71   N/A 72        // Inputs   N/A 73        input Skin(integer) : "Changes the model skin to the specified number." N/A 74       input DisableShadow(void) : "Turn shadow off." N/A 75       input EnableShadow(void) : "Turn shadow on." N/A 76       input AlternativeSorting(bool) : "Used to attempt to fix sorting problems when rendering. True activates, false deactivates"   N/A 77    N/A 78        // Outputs   N/A 79        output OnIgnite(void) : "Fired when this object catches fire." N/A 80 ]  N/A 81    N/A 82 @BaseClass = BasePlat   N/A 83 [   N/A 84         input Toggle(void) : "Toggles the platform's state." N/A 85       input GoUp(void) : "Tells the platform to go up." N/A 86       input GoDown(void) : "Tells the platform to go down." N/A 87 ]  N/A 88    N/A 89 @BaseClass = Targetname   N/A 90 [   N/A 91        targetname(target_source) : "Name" : : "The name that other entities refer to this entity by." N/A 92   N/A 93        vscripts(scriptlist) : "Entity Scripts" : "" : "Name(s) of script files that are executed after all entities have spawned." N/A 94       thinkfunction(string) : "Script think function" : "" : "Name of a function in this entity's script scope which will be called automatically." N/A 95   N/A 96        input RunScriptFile(script) : "Execute a game script file from disk"   N/A 97        input RunScriptCode(string) : "Execute a string of script source code"   N/A 98    N/A 99        // Inputs   N/A 100        input Kill(void) : "Removes this entity from the world." N/A 101       input KillHierarchy(void) : "Removes this entity and all its children from the world." N/A 102       input AddOutput(string) : "Adds an entity I/O connection to this entity. Format:  : : : :. Very dangerous, use with care." N/A 103       input FireUser1(void) : "Causes this entity's OnUser1 output to be fired." N/A 104       input FireUser2(void) : "Causes this entity's OnUser2 output to be fired." N/A 105       input FireUser3(void) : "Causes this entity's OnUser3 output to be fired." N/A 106       input FireUser4(void) : "Causes this entity's OnUser4 output to be fired." N/A 107   N/A 108        // Outputs          N/A 109        output OnUser1(void) : "Fired in response to FireUser1 input." N/A 110       output OnUser2(void) : "Fired in response to FireUser2 input." N/A 111       output OnUser3(void) : "Fired in response to FireUser3 input." N/A 112       output OnUser4(void) : "Fired in response to FireUser4 input." N/A 113 ]  N/A 114    N/A 115 @BaseClass = Parentname   N/A 116 [   N/A 117        parentname(target_destination) : "Parent" : : "The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent." N/A 118   N/A 119        // Inputs   N/A 120        input SetParent(string) : "Changes the entity's parent in the movement hierarchy." N/A 121       input SetParentAttachment(string) : "Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment." N/A 122       input SetParentAttachmentMaintainOffset(string) : "Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached." N/A 123       input ClearParent(void) : "Removes this entity from the the movement hierarchy, leaving it free to move independently." N/A 124 ]  N/A 125    N/A 126 @BaseClass = BaseBrush   N/A 127 [   N/A 128        // Inputs   N/A 129        input SetTextureIndex(integer) : "Used by HL1Port. Sets the brush texture index. Use a material_modify_control entity instead." N/A 130       input IncrementTextureIndex(void) : "Used by HL1Port. Increments the brush texture index. Use a material_modify_control entity instead." N/A 131 ]  N/A 132    N/A 133 @BaseClass = EnableDisable   N/A 134 [   N/A 135        StartDisabled(boolean) : "Start Disabled" : 0   N/A 136    N/A 137        // Inputs   N/A 138        input Enable(void) : "Enable this entity." N/A 139       input Disable(void) : "Disable this entity." N/A 140 ]  N/A 141    N/A 142 @BaseClass = RenderFxChoices   N/A 143 [   N/A 144        renderfx(choices) :"Render FX" : 0 =   N/A 145        [   N/A 146                0: "Normal"   N/A 147                1: "Slow Pulse"   N/A 148                2: "Fast Pulse"   N/A 149                3: "Slow Wide Pulse"   N/A 150                4: "Fast Wide Pulse"   N/A 151                9: "Slow Strobe"   N/A 152                10: "Fast Strobe"   N/A 153                11: "Faster Strobe"   N/A 154                12: "Slow Flicker"   N/A 155                13: "Fast Flicker"   N/A 156                5: "Slow Fade Away"   N/A 157                6: "Fast Fade Away"   N/A 158                7: "Slow Become Solid"   N/A 159                8: "Fast Become Solid"   N/A 160                14: "Constant Glow"   N/A 161                15: "Distort"   N/A 162                16: "Hologram (Distort + fade)"   N/A 163                23: "Cull By Distance (TEST)"   N/A 164                24: "Spotlight FX"   N/A 165                26: "Fade Near"   N/A 166        ]   N/A 167 ]   N/A 168    N/A 169 @BaseClass = SpatialEntity   N/A 170 [   N/A 171        minfalloff(float) : "Lookup Falloff Start Distance" : "0.0"   : "This is the distance to the start of the falloff region (-1 = everywhere)"   N/A 172        maxfalloff(float) : "Lookup Falloff End Distance"   : "200.0" : "This is the distance to the end of the falloff region (-1 = everywhere)"   N/A 173        maxweight(float)  : "Maximum Weight"                                : "1.0"   : "This is the maximum weight for this lookup"   N/A 174        fadeInDuration(float)   : "Lookup Fade In Duration"                : "0.0"          : "Duration of fade in on when enabled." N/A 175       fadeOutDuration(float)   : "Lookup Fade out Duration"                : "0.0"          : "Dration of fade out on when disabled." N/A 176   N/A 177        // Inputs   N/A 178        input SetFadeInDuration(float) : "Sets the 'fadeInDuration' variable, used to fade cc lookup usage when entity is enabled." N/A 179       input SetFadeOutDuration(float) : "Sets the 'fadeOutDuration' variable, used to fade cc lookup usage when entity is disabled." N/A 180 ]  N/A 181    N/A 182 @BaseClass base(RenderFxChoices) = RenderFields   N/A 183 [   N/A 184        rendermode(choices) : "Render Mode" : 0 : "Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'." =  N/A 185        [   N/A 186                0: "Normal"   N/A 187                1: "Color"   N/A 188                2: "Texture"   N/A 189                3: "Glow"   N/A 190                4: "Solid"   N/A 191                5: "Additive"   N/A 192                7: "Additive Fractional Frame"   N/A 193                9: "World Space Glow"   N/A 194                10: "Dont Render"   N/A 195        ]   N/A 196        renderamt(integer) : "FX Amount (0 - 255)" : 255 : "The FX amount is used by the selected Render Mode." N/A 197       rendercolor(color255) : "FX Color (R G B)" : "255 255 255" : "The FX color is used by the selected Render Mode." N/A 198   N/A 199        disablereceiveshadows(boolean) : "Disable Receiving Shadows" : 0   N/A 200    N/A 201        input Alpha(integer) : "Set the sprite's alpha (0 - 255)." N/A 202       input Color(color255) : "Set the sprite's color (R G B)." N/A 203 ]  N/A 204    N/A 205 // Inherit from this to get the ability to only include an object in a range of dx levels. N/A 206 // NOTE!!: MAKE SURE THAT YOU DON'T USE THIS WITH ANYTHING THAT WILL BREAK SAVE-GAMES SWITCHING  N/A 207 // BETWEEN SYSTEM LEVELS!!!! N/A 208 @BaseClass = SystemLevelChoice  N/A 209 [   N/A 210        mincpulevel(choices) : "Minimum CPU Level" : 0 =   N/A 211        [   N/A 212                0 : "default (low)"   N/A 213                1 : "low"   N/A 214                2 : "medium"   N/A 215                3 : "high"   N/A 216        ]   N/A 217        maxcpulevel(choices) : "Maximum CPU Level" : 0 =   N/A 218        [   N/A 219                0 : "default (high)"   N/A 220                1 : "low"   N/A 221                2 : "medium"   N/A 222                3 : "high"   N/A 223        ]   N/A 224        mingpulevel(choices) : "Minimum GPU Level" : 0 =   N/A 225        [   N/A 226                0 : "default (very low)"   N/A 227                1 : "very low"   N/A 228                2 : "low"   N/A 229                3 : "medium"   N/A 230                4 : "high"   N/A 231        ]   N/A 232        maxgpulevel(choices) : "Maximum GPU Level" : 0 =   N/A 233        [   N/A 234                0 : "default (high)"   N/A 235                1 : "very low"   N/A 236                2 : "low"   N/A 237                3 : "medium"   N/A 238                4 : "high"   N/A 239        ]   N/A 240        disableX360(choices) : "Disable X360" : 0 =   N/A 241        [   N/A 242                0 : "No"   N/A 243                1 : "Yes"   N/A 244        ]   N/A 245 ]   N/A 246    N/A 247 @BaseClass = Inputfilter   N/A 248 [   N/A 249        InputFilter(choices) : "Input Filter" : 0 : "Used to specify which inputs this entity will accept." =  N/A 250        [   N/A 251                0 : "Allow all inputs"   N/A 252                8 : "Ignore Touch/Untouch"   N/A 253                16 : "Ignore Use"   N/A 254                32 : "Ignore All"   N/A 255        ]   N/A 256 ]   N/A 257    N/A 258 @BaseClass = Global   N/A 259 [   N/A 260        globalname(string) : "Global Entity Name" : "" : "Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state." N/A 261 ]  N/A 262    N/A 263 // Base class for env_global   N/A 264 @BaseClass base(Targetname) = EnvGlobal :   N/A 265        "An entity to control a global game state, with an optional associated counter, that persists across level transitions." N/A 266 [  N/A 267        initialstate(choices) : "Initial State" : 0 =   N/A 268        [   N/A 269                0 : "Off"   N/A 270                1 : "On"   N/A 271                2 : "Dead"   N/A 272        ]   N/A 273    N/A 274        counter(integer) : "Counter" : 0 : "An integer counter value associated with this global." N/A 275   N/A 276        spawnflags(flags) =   N/A 277        [   N/A 278                1 : "Set Initial State" : 0   N/A 279        ]   N/A 280    N/A 281        // Inputs   N/A 282        input TurnOn(void) : "Set state of global to ON." N/A 283       input TurnOff(void) : "Set state of global to OFF." N/A 284       input Toggle(void) : "Toggles state of global between ON and OFF." N/A 285       input Remove(void) : "Set state of global to DEAD." N/A 286       input SetCounter(integer) : "Sets the counter value of this global." N/A 287       input AddToCounter(integer) : "Adds to the counter value of this global. Negative numbers subtract." N/A 288       input GetCounter(void) : "Causes the Counter output to be fired, passing the current counter value for this global." N/A 289   N/A 290        // Outputs   N/A 291        output Counter(integer) : "Fired in response to the GetCounter input, passing the current value of the counter." N/A 292 ]  N/A 293    N/A 294 @BaseClass = DamageFilter   N/A 295 [   N/A 296        damagefilter(target_destination) : "Damage Filter" : "" : "Name of the filter entity that controls which entities can damage us." N/A 297       input SetDamageFilter(string) : "Sets the entity to use as damage filter. Pass in an empty string to clear the damage filter." N/A 298 ]  N/A 299    N/A 300 @BaseClass = ResponseContext   N/A 301 [   N/A 302        // Inputs   N/A 303        input AddContext(string) : "Adds a context to this entity's list of response contexts. The format should be 'key:value'." N/A 304       input RemoveContext(string) : "Remove a context from this entity's list of response contexts. The name should match the 'key' of a previously added context." N/A 305       input ClearContext(void) : "Removes all contexts in this entity's list of response contexts." N/A 306   N/A 307        // Pre-defined contexts at server startup time (set by mapper)   N/A 308        ResponseContext(string) : "Response Contexts" : "" : "Response system context(s) for this entity. Format should be: 'key:value,key2:value2,etc'. When this entity speaks, the list of keys & values will be passed to the response rules system." N/A 309 ]  N/A 310    N/A 311 @BaseClass base(Targetname, DamageFilter, Shadow, Reflection) = Breakable   N/A 312 [   N/A 313        ExplodeDamage(float) : "Explosion Damage" : 0 : "If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage. See also 'Explosion Radius'." N/A 314       ExplodeRadius(float) : "Explosion Radius" : 0 : "If non-zero, when this entity breaks it will create an explosion with a radius of the specified amount. See also 'Explosion Damage'." N/A 315       PerformanceMode(choices) : "Performance Mode" : 0 : "Used to limit the amount of gibs produced when this entity breaks, for performance reasons." =  N/A 316        [   N/A 317                0 : "Normal"   N/A 318                1 : "No Gibs"   N/A 319                2 : "Full Gibs on All Platforms"   N/A 320                3 : "Reduced gibs"   N/A 321        ]   N/A 322    N/A 323        // Inputs   N/A 324        input Break(void) : "Breaks the breakable." N/A 325       input SetHealth(integer) : "Sets a new value for the breakable's health. If the breakable's health reaches zero it will break." N/A 326       input AddHealth(integer) : "Adds health to the breakable. If the breakable's health reaches zero it will break." N/A 327       input RemoveHealth(integer) : "Removes health from the breakable. If the breakable's health reaches zero it will break." N/A 328       input EnablePhyscannonPickup(void) : "Makes the breakable able to picked up by the physcannon." N/A 329       input DisablePhyscannonPickup(void) : "Makes the breakable not able to picked up by the physcannon." N/A 330       input SetMass(float) : "Set mass of this object." N/A 331   N/A 332        // Outputs          N/A 333        output OnBreak(void) : "Fired when this breakable breaks." N/A 334       output OnTakeDamage(void) : "Fired each time this breakable takes any damage." N/A 335       output OnHealthChanged(float) : "Fired when the health of this breakable changes, passing the new value of health as a percentage of max health, from [0..1]." N/A 336       output OnPhysCannonDetach(void) : "Fired when the physcannon has ripped this breakable off of the wall. Only fired if ACT_PHYSCANNON_DETACH is defined in the model this breakable is using." N/A 337       output OnPhysCannonAnimatePreStarted(void) : "Fired when this prop starts playing the Pre physcannon-pull activity, caused by the player trying to grab this prop with the physcannon. Only fired if the ACT_PHYSCANNON_ANIMATE_PRE activity is defined in the model this breakable is using." N/A 338       output OnPhysCannonAnimatePullStarted(void) : "Fired when this prop starts playing the physcannon-pull activity, caused by the player trying to grab this prop with the physcannon. Only fired if the ACT_PHYSCANNON_ANIMATE activity is defined in the model this breakable is using. If the prop has Pre pull anim, this will be fired after the Pre anim has finished playing." N/A 339       output OnPhysCannonPullAnimFinished(void) : "Fired when this prop has finished playing the physcannon-pull activity, caused by the player trying to grab this prop with the physcannon. Only fired if the ACT_PHYSCANNON_ANIMATE activity is defined in the model this breakable is using. If the prop has Pre & Post pull anims, this will be fired after the Post anim has finished playing." N/A 340       output OnPhysCannonAnimatePostStarted(void) : "Fired when this prop starts playing the Post physcannon-pull activity. Only fired if the ACT_PHYSCANNON_ANIMATE_POST activity is defined in the model this breakable is using." N/A 341 ]  N/A 342    N/A 343 @BaseClass base(Breakable, Parentname, Global) = BreakableBrush   N/A 344 [   N/A 345        spawnflags(flags) =   N/A 346        [   N/A 347                1 : "Only Break on Trigger" : 0   N/A 348                2 : "Break on Touch" : 0   N/A 349                4 : "Break on Pressure" : 0   N/A 350                512: "Break immediately on Physics" : 0   N/A 351                1024: "Don't take physics damage" : 0   N/A 352                2048: "Don't allow bullet penetration": 0   N/A 353        ]   N/A 354    N/A 355        propdata(choices) : "Prop Data" : 0 : "Set to the best approximation of the size and material of this entity's brushes. If set, it will override this entity's health and damage taken from various weapons. See the propdata.txt file in the scripts directory of your MOD to get a detailed list of what each entry specifies." =  N/A 356        [   N/A 357                0 : "None"   N/A 358                1 : "Wooden.Tiny"   N/A 359                2 : "Wooden.Small"   N/A 360                3 : "Wooden.Medium"   N/A 361                4 : "Wooden.Large"   N/A 362                5 : "Wooden.Huge"   N/A 363                6 : "Metal.Small"   N/A 364                7 : "Metal.Medium"   N/A 365                8 : "Metal.Large"   N/A 366                9 : "Cardboard.Small"   N/A 367                10 : "Cardboard.Medium"   N/A 368                11 : "Cardboard.Large"   N/A 369                12 : "Stone.Small"   N/A 370                13 : "Stone.Medium"   N/A 371                14 : "Stone.Large"   N/A 372                15 : "Stone.Huge"   N/A 373                16 : "Glass.Small"   N/A 374                17 : "Plastic.Small"   N/A 375                18 : "Plastic.Medium"   N/A 376                19 : "Plastic.Large"   N/A 377                20 : "Pottery.Small"   N/A 378                21 : "Pottery.Medium"   N/A 379                22 : "Pottery.Large"   N/A 380                23 : "Pottery.Huge"   N/A 381                24 : "Glass.Window"   N/A 382        ]   N/A 383    N/A 384        health(integer) : "Strength" : 1 : "Number of points of damage to take before breaking. 0 means don't break."  N/A 385        material(choices) :"Material Type" : 0 : "Set to the material type of the brush. Used to decide what sounds to make when damaged, and what gibs to produce when broken." =  N/A 386        [   N/A 387                0: "Glass"   N/A 388                1: "Wood"   N/A 389                2: "Metal"                  N/A 390                3: "Flesh"   N/A 391                4: "CinderBlock"   N/A 392                5: "Ceiling Tile"   N/A 393                6: "Computer"   N/A 394                7: "Unbreakable Glass"   N/A 395                8: "Rocks"   N/A 396                9: "Metal Panel"   N/A 397                10: "None"   N/A 398        ]   N/A 399        explosion(choices) : "Gibs Direction" : 0 : "Used to decide which direction to throw gibs when broken." =   N/A 400        [   N/A 401                0: "Random"   N/A 402                1: "Relative to Attack"   N/A 403                2: "Use Precise Gib Dir"   N/A 404        ]   N/A 405    N/A 406        gibdir(angle) : "Precise Gib Direction" : "0 0 0" : "Specifies the direction to throw gibs when this breakable breaks. Be sure to select Use Precise Gib Dir in the Gibs Direction field!"  N/A 407    N/A 408        nodamageforces(boolean) : "Damaging it Doesn't Push It" : 0 : "Used to determine whether or not damage should cause the brush to move."   N/A 409    N/A 410        // Inputs   N/A 411        input EnableDamageForces(void) : "Damaging the entity applies physics forces to it."   N/A 412        input DisableDamageForces(void) : "Damaging the entity does *not* apply physics forces to it."   N/A 413    N/A 414        gibmodel(string) : "Gib Model" : "" : "Used by HL1Port to specify a custom gib model to break into, overriding the 'Material Type'."   N/A 415        spawnobject(choices) : "Spawn On Break" : 0 : "When broken, an entity of the selected type will be created." =   N/A 416        [   N/A 417                1:        "item_battery"                                  N/A 418                2:        "item_healthkit"                          N/A 419                3:        "item_ammo_pistol"                          N/A 420                4:        "item_ammo_pistol_large"          N/A 421                5:        "item_ammo_smg1"                          N/A 422                6:        "item_ammo_smg1_large"          N/A 423                7:        "item_ammo_ar2"                          N/A 424                8:        "item_ammo_ar2_large"          N/A 425                9:        "item_box_buckshot"                  N/A 426                10:        "item_flare_round"                          N/A 427                11:        "item_box_flare_rounds"                  N/A 428                12:        "item_ml_grenade"                  N/A 429                13:        "item_smg1_grenade"                          N/A 430                14:        "item_box_sniper_rounds"          N/A 431                15:        "unused1"                          N/A 432                16:        "weapon_stunstick"                  N/A 433                17:        "weapon_ar1"                                  N/A 434                18:        "weapon_ar2"                          N/A 435                19:        "unused2"                                  N/A 436                20:        "weapon_ml"                                          N/A 437                21:        "weapon_smg1"                                  N/A 438                22:        "weapon_smg2"                                  N/A 439                23:        "weapon_slam"                                  N/A 440                24:        "weapon_shotgun"                          N/A 441                25:        "weapon_molotov"   N/A 442                26:        "item_dynamic_resupply"                                                          N/A 443        ]   N/A 444        explodemagnitude(integer) : "Explode Magnitude" : 0 : "If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage." N/A 445       pressuredelay(float) : "Pressure Delay" : 0 : "Delay, in seconds, after 'broken' by pressure before breaking apart (allows for sound to play before breaking apart)." N/A 446 ]  N/A 447    N/A 448 @BaseClass base(Breakable) = BreakableProp   N/A 449 [   N/A 450        spawnflags(flags) =   N/A 451        [   N/A 452                16 : "Break on Touch" : 0   N/A 453                32 : "Break on Pressure" : 0   N/A 454        ]   N/A 455        pressuredelay(float) : "Pressure Delay" : 0 : "Delay, in seconds, after 'broken' by pressure before breaking apart (allows for sound to play before breaking apart)." N/A 456 ]  N/A 457    N/A 458 @BaseClass base(Targetname, Angles, RenderFields, DamageFilter, ResponseContext, Shadow, ToggleDraw) color(0 200 200) = BaseNPC   N/A 459 [   N/A 460        target(target_destination) : "Target Path Corner" : : "If set, the name of a path corner entity that this NPC will walk to, after spawning." N/A 461       squadname(String) : "Squad Name" : : "NPCs that are in the same squad (i.e. have matching squad names) will share information about enemies, and will take turns attacking and covering each other." N/A 462       hintgroup(String) : "Hint Group" : "" : "Hint groups are used by NPCs to restrict their hint-node searching to a subset of the map's hint nodes. Only hint nodes with matching hint group names will be considered by this NPC." N/A 463       hintlimiting(boolean) : "Hint Limit Nav" : 0 : "Limits NPC to using specified hint group for navigation requests, but does not limit local navigation." N/A 464   N/A 465        spawnflags(Flags) =   N/A 466        [   N/A 467                1 : "Wait Till Seen" : 0   N/A 468                2 : "Gag (No IDLE sounds until angry)" : 0   N/A 469                4 : "Fall to ground (unchecked means *teleport* to ground)" : 1   N/A 470                8 : "Drop Healthkit" : 0   N/A 471                16 : "Efficient - Don't acquire enemies or avoid obstacles" : 0   N/A 472                128: "Wait For Script" : 0   N/A 473                256: "Long Visibility/Shoot" : 0   N/A 474                512: "Fade Corpse" : 1   N/A 475                1024: "Think outside PVS" : 0   N/A 476                2048: "Template NPC (used by npc_maker, will not spawn)" : 0   N/A 477                4096: "Do Alternate collision for this NPC (player avoidance)" : 0   N/A 478                8192: "Don't drop weapons" : 0   N/A 479                16384 : "Ignore player push (dont give way to player)" : 0   N/A 480        ]   N/A 481    N/A 482        //initialidle(string) : "Initial Idle Activity" :: "Activity the NPC should use to idle until becomes alert"   N/A 483        sleepstate(choices) : "Sleep State" : 0 : "Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'." =  N/A 484        [   N/A 485                0 : "None"   N/A 486                1 : "Waiting for threat"   N/A 487                2 : "Waiting for PVS"   N/A 488                3 : "Waiting for input, ignore PVS"   N/A 489                4 : "Auto PVS"   N/A 490                5 : "Auto PVS after PVS"   N/A 491        ]   N/A 492    N/A 493        wakeradius(float) : "Wake Radius" : 0 : "Auto-wake if player within this distance"   N/A 494        wakesquad(boolean) : "Wake Squad" : 0 : "Wake all of the NPCs squadmates if the NPC is woken"   N/A 495    N/A 496        enemyfilter(target_destination) : "Enemy Filter" : "" : "Filter by which to filter potential enemies"   N/A 497    N/A 498        ignoreunseenenemies(boolean) : "Ignore unseen enemies" : 0 : "Prefer visible enemies, regardless of distance or relationship priority"   N/A 499    N/A 500        physdamagescale(float) : "Physics Impact Damage Scale" : "1.0" : "Scales damage energy when this character is hit by a physics object. With a value of 0 the NPC will take no damage from physics."  N/A 501    N/A 502        // Outputs   N/A 503        output OnDamaged(void) : "Fired when this NPC takes damage."   N/A 504        output OnDeath(void) : "Fired when this NPC is killed."   N/A 505        output OnHalfHealth(void) : "Fired when this NPC reaches half of its maximum health."   N/A 506        output OnHearWorld(void) : "Fired when this NPC hears a sound (other than combat or the player)."   N/A 507        output OnHearPlayer(void) : "Fired when this NPC hears the player."   N/A 508        output OnHearCombat(void) : "Fired when this NPC hears combat sounds."   N/A 509        output OnFoundEnemy(string) : "Fired when this NPC establishes line of sight to its enemy (outputs entity)."   N/A 510        output OnLostEnemyLOS(void) : "Fired when this NPC loses line of sight to its enemy."   N/A 511        output OnLostEnemy(void) : "Fired when this NPC loses its enemy. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy."  N/A 512        output OnFoundPlayer(string) : "Fired when this NPC establishes line of sight to its enemy, and that enemy is a player (outputs player entity)."   N/A 513        output OnLostPlayerLOS(void) : "Fired when this NPC loses line of sight to its enemy, and that enemy is a player."   N/A 514        output OnLostPlayer(void) : "Fired when this NPC loses its enemy, and that enemy was a player. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy."  N/A 515        output OnDamagedByPlayer(void) : "Fired when this NPC is hurt by a player."   N/A 516        output OnDamagedByPlayerSquad(void) : "Fired when this NPC is hurt by a player OR by one of the player's squadmates."   N/A 517        output OnDenyCommanderUse(void) : "Fired when this NPC has refused to join the player's squad."   N/A 518        output OnSleep(void) : "Fired when this NPC enters a sleep state."   N/A 519        output OnWake(void) : "Fired when this NPC comes out of a sleep state."   N/A 520        output OnForcedInteractionStarted(void) : "Fired when the NPC starts a forced interaction."   N/A 521        output OnForcedInteractionAborted(void) : "Fired when the NPC aborts a forced interaction for some reason (target NPC died, couldn't be pathed to, etc)"   N/A 522        output OnForcedInteractionFinished(void) : "NPCs in actbusies can no longer perform dynamic interactions." N/A 523   N/A 524        // Inputs   N/A 525        input SetRelationship(string) : "Changes this entity's relationship with another entity or class. Format:   "   N/A 526        input SetEnemyFilter(string) : "Changes this NPC's enemy filter to the named filter." N/A 527       input SetHealth(integer) : "Set this NPC's health." N/A 528       input SetBodyGroup(integer) : "HACK: Sets this NPC's body group (from 0 - n). You'd better know what you are doing!" N/A 529       input physdamagescale(float) : "Sets the value that scales damage energy when this character is hit by a physics object. NOTE: 0 means this feature is disabled for backwards compatibility." N/A 530       input Ignite(void) : "Ignite, burst into flames"   N/A 531        input IgniteLifetime(float) : "Ignite, with a parameter lifetime." N/A 532       input IgniteNumHitboxFires(integer) : "Ignite, with a parameter number of hitbox fires." N/A 533       input IgniteHitboxFireScale(float) : "Ignite, with a parameter hitbox fire scale." N/A 534       input Break(void) : "Break, smash into pieces"   N/A 535        input StartScripting(void) : "Enter scripting state. In this state, NPCs ignore a variety of stimulus that would make them break out of their scripts: They ignore danger sounds, ignore +USE, don't idle speak or respond to other NPC's idle speech, and so on." N/A 536       input StopScripting(void) : "Exit scripting state." N/A 537       input SetSquad(string) : "Set the name of this NPC's squad. It will be removed from any existing squad automatically. Leaving the parameter blank will remove the NPC from any existing squad." N/A 538       input Wake(void) : "Wakes up the NPC if it is sleeping." N/A 539       input ForgetEntity(string) : "Clears out the NPC's knowledge of a named entity." N/A 540       input GagEnable(void) : "Turn on the NPC Gag flag. NPC won't speak outside of choreographed scenes." N/A 541       input GagDisable(void) : "Turn off the NPC Gag flag." N/A 542       input IgnoreDangerSounds(float) : "Ignore danger sounds for the specified number of seconds." N/A 543       input HolsterWeapon(void) : "Force the NPC to holster their weapon. Ignored if the NPC is scripting, if the NPC's weapon is already holstered, or if the NPC doesn't use weapons." N/A 544       input HolsterAndDestroyWeapon(void) : "Identical to HolsterWeapon, except the weapon is destroyed once it has been holstered and concealed." N/A 545       input UnholsterWeapon(void) : "Force the NPC to draw their weapon. Ignored if the NPC is scripting, if the NPC's weapon is already drawn, or if the NPC doesn't use weapons." N/A 546       input ForceInteractionWithNPC(string) : "Force the NPC to use a dynamic interaction with another NPC. Parameter format:  "   N/A 547        input UpdateEnemyMemory(string) : "Update (or Create) this NPC's memory of an enemy and its location"   N/A 548        input BecomeRagdoll(void) : "This NPC will instantly become a ragdoll with ZERO force (just go limp). OnDeath, OnHalfHealth, etc. Outputs will **NOT** BE FIRED." N/A 549 ]  N/A 550    N/A 551 @PointClass base(Targetname, Parentname, Angles) iconsprite("editor/info_target.vmt") = info_npc_spawn_destination :   N/A 552        "NPC Spawn Destination. (Consult npc_template_maker help for more info)"   N/A 553 [   N/A 554        ReuseDelay(float) : "Reuse Delay" : 1 : "After an NPC is spawned at this destination, the delay before this destination is eligible for selection again." N/A 555       RenameNPC(string) : "New NPC Name" : "" : "If an NPC spawns at this destination, change that NPC's targetname to this." N/A 556   N/A 557        // Outputs   N/A 558        output OnSpawnNPC(void) : "Fired when an NPC spawns at this destination." N/A 559 ]  N/A 560    N/A 561 @BaseClass base(Targetname, Angles, EnableDisable) iconsprite("editor/npc_maker.vmt") color(0 0 255) = BaseNPCMaker   N/A 562 [   N/A 563        StartDisabled(boolean) : "Start Disabled" : 1   N/A 564    N/A 565        spawnflags(Flags) =   N/A 566        [   N/A 567                // Only in npc__maker, npc_template_maker uses flag from template NPC   N/A 568                16 : "Fade Corpse" : 0   N/A 569                32 : "Infinite Children" : 0   N/A 570                64 : "Do Not Drop" : 0   N/A 571                128 : "Don't Spawn While Visible" : 0   N/A 572        ]   N/A 573    N/A 574        MaxNPCCount(integer) : "Num. of NPCs" : 1 : "Number of NPCs that will spawn before this spawner is exhausted." N/A 575       SpawnFrequency(string) : "Frequency" : "5" : "How often (in seconds) a new NPC will be spawned. If set to -1, a new NPC will be made when the last NPC dies." N/A 576       MaxLiveChildren(integer) : "Max Live NPCs" : 5 : "Maximum number of live children allowed at any one time (new ones will not be made until one dies). If set to -1, no limit is applied." N/A 577       HullCheckMode(Choices) : "Hull Check Mode" : 0 : "How NPC's hull should be checked at spawn destination?" =  N/A 578        [   N/A 579                0 : "Default"   N/A 580                1 : "No hull check"   N/A 581        ]   N/A 582    N/A 583        // Outputs   N/A 584        output OnSpawnNPC(string) : "Fired when an NPC is spawned. The activator is the NPC, and the string is the name of the NPC." N/A 585       output OnAllSpawned(void) : "Fired when the spawned is exhausted (all children have been spawned)." N/A 586       output OnAllSpawnedDead(void) : "Fired when the spawner is exhausted (all children have been spawned) and all spawned children have died." N/A 587       output OnAllLiveChildrenDead(void) : "Fired when all spawned children have died. This does not mean the spawned is exhausted, so a new child may be spawned any time after this (unless the maker is disabled)." N/A 588   N/A 589        // Inputs   N/A 590        input Spawn(void) : "Spawns an NPC." N/A 591       input Toggle(void) : "Toggles the spawner enabled/disabled state." N/A 592       input Enable(void) : "Enables the spawner." N/A 593       input Disable(void) : "Disables the spawner." N/A 594       input AddMaxChildren(integer) : "Adds to the number of NPCs that can spawn before the spawner is exhausted. If an exhausted spawner is given some children to spawn, it still wont begin spawning until it is re-enabled with the Enable input." N/A 595       input SetMaxChildren(integer) : "Sets the number of NPCs that can spawn before the spawner is exhausted. If an exhausted spawner is given some children to spawn, it still won't begin spawning until it is re-enabled with the Enable input." N/A 596       input SetMaxLiveChildren(integer) : "Sets the maximum number of NPCs that can be alive at any one time from this spawner." N/A 597       input SetSpawnFrequency(float) : "Sets how often (in seconds) a new NPC will be spawned." N/A 598 ]  N/A 599    N/A 600 @PointClass base(BaseNPCMaker) iconsprite("editor/npc_maker.vmt") = npc_template_maker :   N/A 601        "An entity that creates NPCs. The NPCs it creates are clones of a template NPC. NPCs are spawned around this maker's origin, or at specified destination points." N/A 602 [  N/A 603        spawnflags(Flags) =   N/A 604        [   N/A 605                256 : "Always use radius spawn" : 0   N/A 606                512 : "Don't preload template models" : 0   N/A 607        ]   N/A 608    N/A 609        TemplateName(target_destination) : "Name of template NPC" : "" : "Template NPC that this maker should be creating clones of." N/A 610   N/A 611        Radius(float) : "Radius" : 256 : "Radius around this maker within which NPCs are to be placed. Spawned NPCs will try and find empty space within this radius to spawn." N/A 612   N/A 613        DestinationGroup(target_destination) : "Name of Destination Group" : : "If you'd like spawned NPCs to be created at an info_npc_spawn_destination entity, enter the name of that entity here. If you have more than one destination entity by that name, the Destination Criteria will be used to select one from the group." N/A 614       CriterionVisibility(Choices) : "Dest. Criterion: Visible to player?" : 2 : "Should the NPC try to spawn at a destination that the player can see? Only applicable if a Destination Group is being used." =  N/A 615        [   N/A 616                0 : "Yes"   N/A 617                1 : "No"   N/A 618                2 : "Don't Care"   N/A 619        ]   N/A 620        CriterionDistance(Choices) : "Dest. Criterion: Distance to player?" : 2 : "Should the NPC try to spawn nearest to or farthest from the player's current location? Only applicable if a Destination Group is being used." =  N/A 621        [   N/A 622                0 : "Nearest"   N/A 623                1 : "Farthest"   N/A 624                2 : "Don't Care"   N/A 625        ]   N/A 626    N/A 627        MinSpawnDistance(integer) : "Minimum spawn distance from player" : 0 : "The spawn destination node distance to the player will have to be further or equal than this value." N/A 628   N/A 629        //Inputs   N/A 630        input SpawnNPCInRadius(void) : "Spawn an NPC somewhere within the maker's radius." N/A 631       input SpawnNPCInLine(void) : "Spawn an NPC somewhere within a line behind the maker." N/A 632       input SpawnMultiple(integer) : "Spawn multiple NPCs (uses destination group, else radius)." N/A 633       input ChangeDestinationGroup(string) : "Switch to a different set of Destination entities." N/A 634       input SetMinimumSpawnDistance(integer) : "Set the minimum spawn distance from player to destination node." N/A 635 ]  N/A 636    N/A 637 @BaseClass base( BaseNPC ) = BaseHelicopter   N/A 638 [   N/A 639        InitialSpeed(string) : "Initial Speed" : "0" : "Sets the helicopter's desired speed that it should try to reach as soon as it's spawned." N/A 640       target(target_destination) : "Target path_track" : : "(Optional) The name of a path_track entity that this NPC will fly to after spawning." N/A 641   N/A 642        // Inputs   N/A 643        input MoveTopSpeed(void) : "The helicopter will immediately move at top speed toward its current goal, or in its current orientation if it's on top of its goal." N/A 644       input MoveSpecifiedSpeed(float): "The helicopter will immediately move at the specified speed (you provide this as parameter override in units per second) towards its current goal." N/A 645       input SetMaxSpeed(float): "Change the helicopter's max speed." N/A 646       input ChangePathCorner(target_destination) : "Tell the helicopter to move to a path corner on a new path." N/A 647       input SelfDestruct(void) : "Self Destruct." N/A 648       input Activate(void) : "Activate. Use to wake up a helicopter that spawned with the 'Await Input' spawnflag on." N/A 649       input SetTrack(target_destination) : "Set a track for the helicopter to adhere to. The helicopter will do nothing if he's on the same path, and will move to the closest point on the specified track if he's on a different path." N/A 650       input FlyToSpecificTrackViaPath(target_destination) : "The helicopter will first fly to the closest point on the path if he's on a different path. Then he'll fly along the path to the specified track point." N/A 651       input StartPatrol(void) : "Start patrolling back and forth along the current track." N/A 652       input StopPatrol(void) : "Stop patrolling back and forth along the track. This will cause the helicopter to come to rest at the track which he's currently flying toward." N/A 653       input ChooseFarthestPathPoint(void) : "When tracking an enemy, choose the point on the path furthest from the enemy, but still in firing range." N/A 654       input ChooseNearestPathPoint(void) : "When tracking an enemy, choose the point on the path nearest from the enemy." N/A 655       input StartBreakableMovement(void) : "The helicopter is now allowed to disobey direct commands to go to particular points if he senses an enemy. He will move to the closest point (or farthest point, if ChooseFarthestPathPoint is used), on the path if he senses an enemy." N/A 656       input StopBreakableMovement(void) : "The helicopter can not disobey direct commands. He will continue to fly along his patrol path or to his specified target even if he senses an enemy." N/A 657   N/A 658        spawnflags(Flags) =   N/A 659        [   N/A 660                // AWAIT INPUT will make the helicopter spawn disabled, awaiting   N/A 661                // the "Activate" input to start acting. N/A 662               32 : "No Rotorwash" : 0   N/A 663                64 : "Await Input" : 0   N/A 664        ]   N/A 665 ]   N/A 666    N/A 667 @BaseClass color(0 255 0) = PlayerClass []   N/A 668    N/A 669 @BaseClass color(180 10 180) = Light   N/A 670 [   N/A 671        _light(color255) : "Brightness" : "255 255 255 200"   N/A 672        _lightHDR(color255) : "BrightnessHDR" : "-1 -1 -1 1"   N/A 673        _lightscaleHDR(float) : "BrightnessScaleHDR" : "1" : "Amount to scale the light by when compiling for HDR." N/A 674       style(Choices) : "Appearance" : 0 =   N/A 675        [   N/A 676                0 : "Normal"   N/A 677                10: "Fluorescent flicker"   N/A 678                2 : "Slow, strong pulse"   N/A 679                11: "Slow pulse, noblack"   N/A 680                5 : "Gentle pulse"   N/A 681                1 : "Flicker A"   N/A 682                6 : "Flicker B"   N/A 683                3 : "Candle A"   N/A 684                7 : "Candle B"   N/A 685                8 : "Candle C"   N/A 686                4 : "Fast strobe"   N/A 687                9 : "Slow strobe"   N/A 688        ]   N/A 689        pattern(string) : "Custom Appearance" : "" : "Set a custom pattern of light brightness for this light. Pattern format is a string of characters, where 'a' is total darkness, 'z' fully bright. i.e. 'aaggnnttzz' would be a steppy fade in from dark to light." N/A 690       _constant_attn(string)        : "Constant" : "0"   N/A 691        _linear_attn(string)        : "Linear" : "0"   N/A 692        _quadratic_attn(string)        : "Quadratic" : "1"   N/A 693        _fifty_percent_distance(string) : "50 percent falloff distance" : "0": "Distance at which brightness should fall off to 50%. If set, overrides linear constant and quadratic paramaters." N/A 694       _zero_percent_distance(string) : "0 percent falloff distance" : "0": "Distance at which brightness should fall off to negligible (1/256)%. Must set _fifty_percent_distance to use." N/A 695       _hardfalloff(integer) : "hard falloff" : 0 : "If set, causes lights to fall to exactly zero beyond the zero percent distance. May cause unrealistic lightijng if not used carefully." N/A 696       // Inputs   N/A 697        input TurnOn(void) : "Turn the light on." N/A 698       input TurnOff(void) : "The the light off." N/A 699       input Toggle(void) : "Toggle the light's current state." N/A 700       input SetPattern(string) : "Set a custom pattern of light brightness for this light. Pattern format is a string of characters, where 'a' is total darkness, 'z' fully bright. i.e. 'aaggnnttzz' would be a steppy fade in from dark to light." N/A 701       input FadeToPattern(string) : "Fades from first value in old pattern, to first value in the new given pattern. Pattern format is a string of characters, where 'a' is total darkness, 'z' fully bright. i.e. 'aaggnnttzz' would be a steppy fade in from dark to light." N/A 702 ]  N/A 703    N/A 704 @BaseClass = Node   N/A 705 [   N/A 706        nodeid(node_id) readonly : "Node ID"   N/A 707 ]   N/A 708    N/A 709 @BaseClass base(Node) = HintNode   N/A 710 [   N/A 711        spawnflags(flags) =   N/A 712        [   N/A 713                65536: "Allow jump up" : 0   N/A 714        ]   N/A 715    N/A 716        hinttype(choices) : "Hint" : 0 =   N/A 717        [   N/A 718                  0 : "None"   N/A 719    N/A 720                 17: "Generic"   N/A 721    N/A 722                  2: "World: Window"   N/A 723                 12: "World: Act Busy Hint"   N/A 724                 13: "World: Visually Interesting"   N/A 725                 14: "World: Visually Interesting (Don't aim at)"   N/A 726                 15: "World: Inhibit Combine Mines within 15 feet"   N/A 727                 16: "World: Visually Interesting (Stealth mode)"   N/A 728    N/A 729                100: "Tactical: Crouch Cover Medium"   N/A 730                101: "Tactical: Crouch Cover Low"   N/A 731 //                102: "Waste Scanner Spawn"   N/A 732                103: "Tactical: Entrance / Exit Pinch"   N/A 733 //                104: "Guard Point"   N/A 734                105: "Tactical: Enemy Disadvantage Point"   N/A 735 //                106: "Health Kit"   N/A 736                107: "Tactical: High Ground"   N/A 737    N/A 738                400: "Antlion: Burrow Point"   N/A 739                401: "Antlion: Thumper Flee Point"   N/A 740    N/A 741                450: "Headcrab: Burrow Point"   N/A 742                451: "Headcrab: Exit Pod Point"   N/A 743    N/A 744                500: "Roller: Patrol Point"   N/A 745                501: "Roller: Cleanup Spot"   N/A 746    N/A 747                700: "Crow: Fly to point"   N/A 748                701: "Crow: Perch point"   N/A 749    N/A 750                900: "Follower: Wait point"   N/A 751                901: "Override jump permission"   N/A 752                902: "Player squad transition point"   N/A 753                903: "NPC exit point"   N/A 754                904: "Strider node"   N/A 755    N/A 756                950: "Player Ally: Push away destination"   N/A 757                951: "PLayer Ally: Fear withdrawal destination"   N/A 758    N/A 759                1000: "HL1 World: Machinery"   N/A 760                1001: "HL1 World: Blinking Light"   N/A 761                1002: "HL1 World: Human Blood"   N/A 762                1003: "HL1 World: Alien Blood"   N/A 763    N/A 764 //                1100: "CS Hostage: Escape Point"   N/A 765        ]   N/A 766    N/A 767        generictype(string) : "Generic Hint" : "" : "String identifying what the hint type is, if generic." N/A 768   N/A 769        hintactivity(string) : "Hint Activity" : "" : "Activity associated with this hint node. Various parts of the NPC AI play this activity at times. i.e. Actbusy nodes will play this activity when an NPC acts busy on the node." N/A 770   N/A 771        nodeFOV(choices) : "Node FOV" : 180 : "Imagine this node requires that an NPC be in the node's field of view in order to use this hint." =  N/A 772        [   N/A 773                45 : "45 Degrees"   N/A 774                90 : "90 Degrees"   N/A 775                180 : "180 Degrees"   N/A 776                360 : "360 Degrees"   N/A 777        ]   N/A 778    N/A 779        // Does not inherit from EnableDisable, as node itself will   N/A 780        // use that. This is enabling/disabling of the hint only  N/A 781        StartHintDisabled(boolean) : "Start Hint Disabled" : 0   N/A 782    N/A 783        Group(string) : "Hint Group" : "" : "If specified, gives the hint a specific group name.  Useful for hint nodes that need to be logically grouped together. NPCs may also refuse to use hint nodes that don't match their hint group." N/A 784   N/A 785    TargetNode(node_dest) : "Target node" : -1 : "The node ID of an associated target node, if any." N/A 786   N/A 787         radius(integer) : "Radius" : 0 : "How close an NPC must be to consider this hint. 0 means infinite." N/A 788       IgnoreFacing(choices) : "Ignore Facing" : 2 : "Don't pay attention to the facing of the node. May not apply to a given hint type." =  N/A 789        [   N/A 790                0 : "No"   N/A 791                1 : "Yes"   N/A 792                2 : "Default"   N/A 793        ]   N/A 794    N/A 795        MinimumState(choices) : "Minimum State" : 1 : "Require an NPC have a minimum state to use the hint." =  N/A 796        [   N/A 797                1 : "Idle"   N/A 798                2 : "Alert"   N/A 799                3 : "Combat"   N/A 800        ]   N/A 801    N/A 802        MaximumState(choices) : "Maximum State" : 3 : "Require an NPC have a maximum state to use the hint." =  N/A 803        [   N/A 804                1 : "Idle"   N/A 805                2 : "Alert"   N/A 806                3 : "Combat"   N/A 807        ]   N/A 808    N/A 809        // Inputs   N/A 810        input EnableHint(void) : "Enable hint." N/A 811       input DisableHint(void) : "Disable hint." N/A 812 ]  N/A 813    N/A 814 @BaseClass base(Targetname, Parentname, Origin, EnableDisable, Global) = TriggerOnce   N/A 815 [   N/A 816        spawnflags(flags) =   N/A 817        [   N/A 818                1: "Clients" : 1   N/A 819                2: "NPCs" : 0   N/A 820                4: "Pushables": 0   N/A 821                8: "Physics Objects" : 0   N/A 822                16: "Only player ally NPCs" : 0   N/A 823                32: "Only clients in vehicles" : 0   N/A 824                64: "Everything (not including physics debris)" : 0   N/A 825                512: "Only clients *not* in vehicles" : 0   N/A 826                1024: "Physics debris" : 0   N/A 827                2048: "Only NPCs in vehicles (respects player ally flag)" : 0   N/A 828                4096: "Correctly account for object mass (trigger_push used to assume 100Kg) and multiple component physobjs (car, blob...)" : 1   N/A 829        ]   N/A 830    N/A 831        filtername(filterclass) : "Filter Name" : : "Filter to use to see if activator triggers me. See filter_activator_name for more explanation."  N/A 832    N/A 833        // Inputs   N/A 834        input Toggle(void) : "Toggles this trigger between enabled and disabled states."   N/A 835    N/A 836        // Outputs   N/A 837        output OnStartTouch(void) : "Fired when an entity starts touching this trigger. The touching entity must pass this trigger's filters to cause this output to fire."  N/A 838 ]   N/A 839    N/A 840 @BaseClass base(Targetname, Parentname, Origin, EnableDisable, TriggerOnce) = Trigger   N/A 841 [   N/A 842        output OnStartTouchAll(void) : "Fired when an entity starts touching this trigger, and no other entities are touching it. Only entities that passed this trigger's filters are considered."  N/A 843        output OnEndTouch(void) : "Fired when an entity stops touching this trigger. Only entities that passed this trigger's filters will cause this output to fire."  N/A 844        output OnEndTouchAll(void) : "Fires when an entity stops touching this trigger, and no other entities are touching it. Only entities that passed this trigger's filters are considered."  N/A 845 ]   N/A 846    N/A 847 @BaseClass = worldbase   N/A 848 [   N/A 849        message(string) : "Map Description / Title"   N/A 850        skyname(string) : "SkyBox Texture Name" : "sky_black_nofog"   N/A 851        chaptertitle(string) : "Chapter Title Message" : "" : "Chapter Title that appears onscreen when this level starts."   N/A 852        startdark(boolean) : "Level Fade In" : 0   N/A 853        gametitle(boolean) : "Display Game Title" : 0 : "Game Title that appears onscreen when this level starts."   N/A 854    N/A 855        newunit(choices) : "New Level Unit" : 0 : "Used to clear out savegame data of previous levels to keep the savegame size as small as possible. Only set it to Yes if the player cannot return to any previous levels." =  N/A 856        [   N/A 857                0 : "No, keep current"   N/A 858                1 : "Yes, clear previous levels"   N/A 859        ]   N/A 860        maxoccludeearea(float) : "Max occludee area" : "0" : "[Used on PC] Prevents occlusion testing for entities that take up more than X% of the screen."   N/A 861        minoccluderarea(float) : "Min occluder area" : "0" : "[Used on PC] Prevents occluders from being used if they take up less than X% of the screen."   N/A 862        maxoccludeearea_x360(float) : "Max occludee area (Xbox)" : "0" : "[Used on 360] Prevents occlusion testing for entities that take up more than X% of the screen."   N/A 863        minoccluderarea_x360(float) : "Min occluder area (Xbox)" : "0" : "[Used on 360] Prevents occluders from being used if they take up less than X% of the screen." N/A 864       maxpropscreenwidth(float) : "Start Fade Pixels" : -1 : "Number of pixels wide at which all props in the level start to fade (<0 = use fademaxdist). This number is ignored if the prop has a specific fade distance specified." N/A 865       minpropscreenwidth(float) : "End Fade Pixels" : 0 : "Minimum number of pixels wide at which the prop is visible (0 = don't fade out). This number is ignored if the prop has a specific fade distance specified." N/A 866       detailvbsp(string) : "Detail.vbsp file" : "detail.vbsp" : "Detail.vbsp file to use for emitting detail props (found in directory /modname)"   N/A 867        detailmaterial(string) : "Detail material file" : "detail/detailsprites" : "Material for detail sprites to use for drawing detail props"   N/A 868        coldworld(boolean) : "World is cold" : 0   N/A 869 ]   N/A 870    N/A 871    N/A 872 //-   N/A 873 //   N/A 874 // World   N/A 875 //   N/A 876 //-   N/A 877    N/A 878 @SolidClass base(Targetname, worldbase, ResponseContext) = worldspawn :   N/A 879        "This is the world entity. Each map can only contain one, and it's automatically created for you." N/A 880 [  N/A 881 ]   N/A 882    N/A 883 @PointClass base(Targetname) iconsprite("editor/ambient_generic.vmt") sphere = ambient_generic : "Universal ambient sound. Use it to play and control a single sound." N/A 884 [  N/A 885        message(sound) report : "Sound Name" : "" : "Name of the GameSound entry for the sound to play. Also supports direct .wav filenames." N/A 886       health(integer) : "Volume" : 10 : "Sound volume, expressed as a range from 0 to 10, where 10 is the loudest." N/A 887       preset(choices) :"Dynamic Presets" : 0 =                                                // NEEDHELP   N/A 888        [   N/A 889                0: "None"   N/A 890                1: "Huge Machine"   N/A 891                2: "Big Machine"   N/A 892                3: "Machine"   N/A 893                4: "Slow Fade in"    N/A 894                5: "Fade in"   N/A 895                6: "Quick Fade in"   N/A 896                7: "Slow Pulse"   N/A 897                8: "Pulse"   N/A 898                9: "Quick pulse"   N/A 899                10: "Slow Oscillator"   N/A 900                11: "Oscillator"   N/A 901                12: "Quick Oscillator"   N/A 902                13: "Grunge pitch"   N/A 903                14: "Very low pitch"   N/A 904                15: "Low pitch"   N/A 905                16: "High pitch"   N/A 906                17: "Very high pitch"   N/A 907                18: "Screaming pitch"   N/A 908                19: "Oscillate spinup/down"   N/A 909                20: "Pulse spinup/down"   N/A 910                21: "Random pitch"   N/A 911                22: "Random pitch fast"   N/A 912                23: "Incremental Spinup"   N/A 913                24: "Alien"   N/A 914                25: "Bizzare"   N/A 915                26: "Planet X"   N/A 916                27: "Haunted"   N/A 917        ]   N/A 918        volstart(integer) : "Start Volume" : 0                                                        // NEEDHELP   N/A 919        fadeinsecs(integer) : "Fade in time in seconds (0-100)" : 0                // NEEDHELP   N/A 920        fadeoutsecs(integer) : "Fade out time in seconds (0-100)" : 0        // NEEDHELP   N/A 921        pitch(integer) : "Pitch" : 100 : "Sound pitch, expressed as a range from 1 to 255, where 100 is the sound's default pitch." N/A 922       pitchstart(integer) : "Start Pitch" : 100                                                // NEEDHELP   N/A 923        spinup(integer) : "Spin up time (0-100)" : 0                                        // NEEDHELP   N/A 924        spindown(integer) : "Spin down time (0-100)" : 0                                // NEEDHELP   N/A 925        lfotype(integer) : "LFO type 0)off 1)sqr 2)tri 3)rnd" : 0                // NEEDHELP   N/A 926        lforate(integer) : "LFO rate (0-1000)" : 0                                                // NEEDHELP   N/A 927        lfomodpitch(integer) : "LFO mod pitch (0-100)" : 0                                // NEEDHELP   N/A 928        lfomodvol(integer) : "LFO mod vol (0-100)" : 0                                        // NEEDHELP   N/A 929        cspinup(integer) : "Incremental Spinup Count" : 0                                // NEEDHELP   N/A 930        radius(string) : "Max Audible Distance" : "1250" : "Maximum distance at which this sound is audible." N/A 931       spawnflags(flags) =   N/A 932        [   N/A 933                1: "Play everywhere" : 0   N/A 934                16:"Start Silent": 1   N/A 935                32:"Is NOT Looped": 1   N/A 936        ]   N/A 937        SourceEntityName(target_destination) : "SourceEntityName" : : "If an entity is specified, sound will come from this named entity instead of the location of ambient_generic." N/A 938   N/A 939        // Inputs   N/A 940        input Pitch(integer) : "Sets the sound pitch, expressed as a range from 1 to 255, where 100 is the sound's default pitch." N/A 941       input PlaySound(void) : "Starts the sound." N/A 942       input StopSound(void) : "Stops the sound if it is playing." N/A 943       input ToggleSound(void) : "Toggles the sound between playing and stopping." N/A 944       input Volume(integer) : "Sets the sound volume, expressed as a range from 0 to 10, where 10 is the loudest." N/A 945       input FadeIn(integer) : "Fades the sound up to full volume over a specified number of seconds, with a range from 0 to 100 seconds." N/A 946       input FadeOut(integer) : "Fades the sound to silence over a specified number of seconds, with a range from 0 to 100 seconds." N/A 947 ]  N/A 948    N/A 949 @SolidClass base(Targetname) sphere(DisappearDist) = func_lod :   N/A 950        "Brush-built model that fades out over a specified distance. Useful for creating world detail that doesn't need to be drawn far away, for performance reasons." N/A 951 [  N/A 952        DisappearDist(integer)    : "Disappear Distance" : 2000 : "Distance at which these brushes should fade out." N/A 953       Solid(choices) : "Solid" : 0 : "Set whether or not these brushes should collide with other entities." =  N/A 954        [   N/A 955                0: "Solid"   N/A 956                1: "Nonsolid"   N/A 957        ]   N/A 958 ]   N/A 959    N/A 960 @PointClass base(Targetname) = env_zoom :   N/A 961        "An entity that can be used to control the player's FOV. Useful for scenes where the player's view is being controlled, or player-usable binoculars/telescopes, etc." N/A 962 [  N/A 963        Rate(float) : "Seconds to reach target" : "1.0" : "Amount of time it should take to reach the specified FOV." N/A 964       FOV(integer) : "Target FOV" : 75 : "FOV that this entity should set the player's FOV to when active." N/A 965   N/A 966        // Inputs   N/A 967        input Zoom(void) : "Start controlling the player's FOV." N/A 968       input UnZoom(void) : "Stop controlling the player's FOV." N/A 969   N/A 970        spawnflags(flags) =   N/A 971        [   N/A 972                1: "Allow Suit Zoom" : 0   N/A 973        ]   N/A 974 ]   N/A 975    N/A 976 @PointClass base(Targetname) = env_screenoverlay:   N/A 977        "An entity that can display and control a set of screen overlays, to be displayed over the player's view. Useful for view effects like drunkenness, or teleporter afterimages, etc." N/A 978 [  N/A 979        OverlayName1(string) : "Overlay Name 1" : "" : "Name of the first overlay material to display." N/A 980       OverlayTime1(float) : "Overlay Duration 1" : "1.0" : "Amount of time that the first overlay should be displayed for, after which it will begin showing the second overlay." N/A 981       OverlayName2(string) : "Overlay Name 2" : "" : "Name of the second overlay material to display. If left blank, overlay displaying will finish, and this entity will consider itself done." N/A 982       OverlayTime2(float) : "Overlay Duration 2" : "1.0" : "Amount of time that the second overlay should be displayed for, after which it will begin showing the third overlay." N/A 983       OverlayName3(string) : "Overlay Name 3" : "" : "Name of the third overlay material to display. If left blank, overlay displaying will finish, and this entity will consider itself done." N/A 984       OverlayTime3(float) : "Overlay Duration 3" : "1.0" : "Amount of time that the third overlay should be displayed for, after which it will begin showing the fourth overlay." N/A 985       OverlayName4(string) : "Overlay Name 4" : "" : "Name of the fourth overlay material to display. If left blank, overlay displaying will finish, and this entity will consider itself done." N/A 986       OverlayTime4(float) : "Overlay Duration 4" : "1.0" : "Amount of time that the fourth overlay should be displayed for, after which it will begin showing the fifth overlay." N/A 987       OverlayName5(string) : "Overlay Name 5" : "" : "Name of the fifth overlay material to display. If left blank, overlay displaying will finish, and this entity will consider itself done." N/A 988       OverlayTime5(float) : "Overlay Duration 5" : "1.0" : "Amount of time that the fifth overlay should be displayed for, after which it will begin showing the sixth overlay." N/A 989       OverlayName6(string) : "Overlay Name 6" : "" : "Name of the sixth overlay material to display. If left blank, overlay displaying will finish, and this entity will consider itself done." N/A 990       OverlayTime6(float) : "Overlay Duration 6" : "1.0" : "Amount of time that the sixth overlay should be displayed for, after which it will begin showing the seventh overlay." N/A 991       OverlayName7(string) : "Overlay Name 7" : "" : "Name of the seventh overlay material to display. If left blank, overlay displaying will finish, and this entity will consider itself done." N/A 992       OverlayTime7(float) : "Overlay Duration 7" : "1.0" : "Amount of time that the seventh overlay should be displayed for, after which it will begin showing the eighth overlay." N/A 993       OverlayName8(string) : "Overlay Name 8" : "" : "Name of the eighth overlay material to display. If left blank, overlay displaying will finish, and this entity will consider itself done." N/A 994       OverlayTime8(float) : "Overlay Duration 8" : "1.0" : "Amount of time that the eighth overlay should be displayed for, after which it will begin showing the ninth overlay." N/A 995       OverlayName9(string) : "Overlay Name 9" : "" : "Name of the ninth overlay material to display. If left blank, overlay displaying will finish, and this entity will consider itself done." N/A 996       OverlayTime9(float) : "Overlay Duration 9" : "1.0" : "Amount of time that the ninth overlay should be displayed for, after which it will begin showing the tenth overlay." N/A 997       OverlayName10(string) : "Overlay Name 10" : "" : "Name of the tenth overlay material to display. If left blank, overlay displaying will finish, and this entity will consider itself done." N/A 998       OverlayTime10(float) : "Overlay Duration 10" : "1.0" : "Amount of time that the tenth overlay should be displayed for, after which this entity will stop displaying overlays." N/A 999   N/A 1000        // Inputs   N/A 1001        input        StartOverlays(void) : "Start displaying the first overlay." N/A 1002       input        StopOverlays(void) : "Stop displaying any overlays." N/A 1003       input        SwitchOverlay(float) : "Switch to displaying a specific overlay. Pass in the desired overlay number in the parameter." N/A 1004 ]  N/A 1005    N/A 1006 @PointClass base(Targetname) = env_screeneffect :   N/A 1007        "Allows screenspace effects to be played on the player's view." N/A 1008 [  N/A 1009        type(choices) : "Effect Type" : 0 : "Which effect to use." =  N/A 1010        [   N/A 1011                0 : "Advisor Stun"   N/A 1012                1 : "Intro Blur"   N/A 1013                2 : "Groggy Vision"   N/A 1014        ]   N/A 1015    N/A 1016        // Inputs   N/A 1017        input        StartEffect(float) : "Start the effect with the duration in seconds as the passed parameter." N/A 1018       input   StopEffect(float) : "Stop the effect." N/A 1019 ]  N/A 1020    N/A 1021 @PointClass base(Targetname) iconsprite("editor/env_texturetoggle.vmt") = env_texturetoggle :   N/A 1022        "An entity that allows you to change the textures on other brush-built entities." N/A 1023 [  N/A 1024        target(target_destination) : "Target Brush(es)." N/A 1025   N/A 1026        // Inputs   N/A 1027        input        IncrementTextureIndex(void) : "Increments target brush's current texture frame by one." N/A 1028       input        SetTextureIndex(integer) : "Sets target brush's texture frame to the specified index." N/A 1029 ]  N/A 1030    N/A 1031 @PointClass base(Targetname, Angles) = env_splash :   N/A 1032        "An entity that creates a splash effect at its origin. If the 'find water surface' spawnflag is set, it will instead trace down below itself to find the water surface on which to create splashes." N/A 1033 [  N/A 1034        scale(float) : "Scale of the splash" : "8.0"   N/A 1035    N/A 1036        // Inputs   N/A 1037        input Splash(void) : "Create a splash effect." N/A 1038   N/A 1039        spawnflags(flags) =   N/A 1040        [   N/A 1041                1: "Automatically find water surface (place entity above water)" : 0   N/A 1042                2: "Diminish with depth (diminished completely in 10 feet of water)" : 1   N/A 1043        ]   N/A 1044 ]   N/A 1045    N/A 1046 @PointClass base(Parentname) color(180 10 180) = env_particlelight :   N/A 1047        "An entity that can be used to light the smoke particles emitted by env_smokestack entities. Does not light any other particle types." N/A 1048 [  N/A 1049        Color(color255) : "Color" : "255 0 0" : "Color emitted by this light." N/A 1050       Intensity(integer) : "Intensity" : 5000   N/A 1051    N/A 1052        directional(boolean) : "Directional" : 0 : "If this is specified, then this light will use the bump map on the particles. Each particle system can have one ambient and one directional light." N/A 1053   N/A 1054        PSName(string) : "Particle System Entity" : "" : "Set this to the name of the env_smokestack that you want this light to affect." N/A 1055 ]  N/A 1056    N/A 1057 @PointClass base(Targetname, Angles) color(255 0 0) = env_sun :   N/A 1058        "An entity to control & draw a sun effect in the sky." N/A 1059 [  N/A 1060        target(target_destination) : "Viewer entity" : : "Name of an entity used to determine where the sun is in the skybox. The sun should be lined up on a line from this entity to the env_sun entity." N/A 1061   N/A 1062        use_angles(boolean) : "UseAngles" : 0 : "The old way to orient env_sun is to point it at a target. The new way is to specify the angles. If you use the new way, set this property to YES." N/A 1063   N/A 1064        pitch(integer) : "Pitch" : 0   N/A 1065    N/A 1066        rendercolor(color255) : "Sun Color (R G B)" : "100 80 80"   N/A 1067        overlaycolor(color255) : "Overlay Color (R G B)" : "0 0 0" : "A value of 0 0 0 will act the old way." N/A 1068   N/A 1069        size(integer) : "Size" : 16   N/A 1070        overlaysize(integer) : "Overlay Size" : -1 : "A value of -1 means the overlay will act the old way." N/A 1071   N/A 1072        material(sprite) : "Material Name" : "sprites/light_glow02_add_noz" : "Material of the inner glow." N/A 1073       overlaymaterial(sprite) : "Overlay Material Name" : "sprites/light_glow02_add_noz" : "Material of the overlay glow." N/A 1074   N/A 1075        HDRColorScale(float) : "HDR color scale." : "1.0" : "float value to multiply sprite color by when running in HDR mode." N/A 1076   N/A 1077        // Inputs   N/A 1078        input TurnOn(void) : "Enable sun rendering." N/A 1079       input TurnOff(void) : "Disable sun rendering." N/A 1080       input SetColor(color255) : "Change the sun's color. Format:   "   N/A 1081 ]   N/A 1082    N/A 1083 @PointClass base(Targetname) = game_ragdoll_manager :   N/A 1084        "An entity to control the number of ragdolls in the world, for performance reasons." N/A 1085 [  N/A 1086        MaxRagdollCount(integer) : "Max Ragdoll Count" : -1 : "Sets the max number of ragdolls that can be in the world at a time (if they are flagged to fade). Set to -1 if you want to use the default value (g_ragdoll_maxcount)." N/A 1087       MaxRagdollCountDX8(integer) : "Max Ragdoll Count DX8" : -1 : "Sets the max number of ragdolls that can be in the world at a time on DX8 hardware (if they are flagged to fade). Set to -1 if you want to use the 'Max Ragdoll Count' value." N/A 1088   N/A 1089        SaveImportant(boolean) : "Save Important Ragdolls" : 0 : "Should the ragdoll manager make sure ally ragdolls aren't deleted?" N/A 1090   N/A 1091        // Inputs   N/A 1092        input SetMaxRagdollCount(integer) : "Set the Max Ragdoll Count." N/A 1093       input SetMaxRagdollCountDX8(integer) : "Set the Max Ragdoll Count on DX8 hardware." N/A 1094 ]  N/A 1095    N/A 1096 @PointClass base(Targetname) = game_gib_manager : "An entity to control the number of gibs in the world, for performance reasons." N/A 1097 [  N/A 1098        maxpieces(integer)        : "Max Gib Count" : -1 : "Sets the max number of gib that can be spawned at a time. (-1=no limit)"   N/A 1099        maxpiecesdx8(integer)        : "Max Gib Count On DX8" : -1 : "Sets the max number of gib that can be spawned at a time under DX8. (-1=use Max Gib Count setting)"   N/A 1100        allownewgibs(boolean)        : "Allow New Gibs To Spawn" : 0 : "If true, when the max gib count is reached, oldest gibs are removed as new gibs spawn. If false, new gibs will not be spawned once the gib limit is reached." N/A 1101   N/A 1102        input SetMaxPieces(integer)        : "Set the max gib count." N/A 1103       input SetMaxPiecesDX8(integer)        : "Set the max gib count under DX8." N/A 1104 ]  N/A 1105    N/A 1106 @PointClass base(Targetname) iconsprite("editor/env_dof_controller.vmt") = env_dof_controller :   N/A 1107        "An entity that controls the depth of field settings for the player. Depth of field simulates camera blur of out-of-focus regions of the scene." N/A 1108 [  N/A 1109        enabled(boolean) : "Enabled" : 0 : "Whether the effect should be active"   N/A 1110    N/A 1111        near_blur(float) : "Near blur depth" : 20 : "Distance that the blurriness is at its peak near the viewpoint." N/A 1112       near_focus(float) : "Near focus depth" : 100 : "Distance that the focus is in full effect near the viewpoint." N/A 1113       near_radius(float) : "Near blur radius" : 8 : "Radius (in pixels) to blur the surrounding pixels." N/A 1114   N/A 1115        far_blur(float) : "Far blur depth" : 1000 : "Distance where blurriness is at its peak far from the viewpoint." N/A 1116       far_focus(float) : "Far focus depth" : 500 : "Distance that the focus is in full effect far from the viewpoint." N/A 1117       far_radius(float) : "Far blur radius" : 8 : "Radius (in pixels) to blur the surrounding pixels." N/A 1118       focus_target(target_source) : "Focus target" : "" : "Entity to use as a focal point." N/A 1119       focus_range(float) : "Focus target range" : "200" : "Distance behind the focal plane to remain in focus." N/A 1120   N/A 1121        // Inputs   N/A 1122        input SetNearBlurDepth(float) : "Set the distance in front of the focus region at which the scene will be completely blurred using the near blur radius. Must be smaller than NearFocusDepth." N/A 1123       input SetNearFocusDepth(float) : "The area between the near focus and far focus distances is perfectly in focus. Must be smaller than FarFocusDepth." N/A 1124       input SetFarFocusDepth(float) : "The area between the near focus and far focus distances is perfectly in focus. Must be smaller than FarBlurDepth." N/A 1125       input SetFarBlurDepth(float) : "Set the distance beyond the focus region at which the scene will be completely blurred using the far blur radius. Must be larger than FarFocusDepth." N/A 1126       input SetNearBlurRadius(float) : "Set the blur radius (in pixels) to use at the near blur distance. Set to 0 to disable near blur." N/A 1127       input SetFarBlurRadius(float) : "Set the blur radius (in pixels) to use at the far blur distance. Set to 0 to disable far blur." N/A 1128       input SetFocusTarget(string) : "Set the focal target for the effect." N/A 1129       input SetFocusTargetRange(float) : "Set the distance behind the focal point that will remain in focus." N/A 1130 ]  N/A 1131    N/A 1132 @PointClass base(Parentname, Targetname, Angles) color(255 128 0) studio("models/editor/axis_helper_thick.mdl") = env_lightglow :   N/A 1133        "An entity that puts an additive glow in the world, mostly used over light sources." N/A 1134 [  N/A 1135        rendercolor(color255) : "Color (R G B)" : "255 255 255"   N/A 1136        VerticalGlowSize(integer) : "Vertical Size" : 30   N/A 1137        HorizontalGlowSize(integer) : "Horizontal Size" : 30   N/A 1138        MinDist(integer) : "Minimum Distance" : 500 : "The distance at which this effect will be fully translucent." N/A 1139       MaxDist(integer) : "Maximum Distance" : 2000 : "The distance at which this effect will be at full intensity." N/A 1140       OuterMaxDist(integer) : "Outer Maximum Distance" : 0 : "If larger than the maximum distance, this is the length at which the glow will fade completely out, between the span of the maximum distance and this length." N/A 1141       GlowProxySize(float) : "Glow Proxy Geometry Size" : "2.0" : "Size of the glow to be rendered for visibility testing. Must be larger than the distance from the sprite center to empty space. So if this glow is inside geometry (like a light bulb), set this value to be bigger than the bulb's radius. Any time a sphere of this radius would be visible (poking through any nearby geometry), the glow will be rendered." N/A 1142       HDRColorScale(float) : "HDR color scale." : "1.0" : "float value to multiply sprite color by when running in HDR mode." N/A 1143   N/A 1144        // Inputs   N/A 1145        input Color(color255) : "Change the render color of the glow. Format:   "   N/A 1146    N/A 1147        spawnflags(flags) =   N/A 1148        [   N/A 1149                1: "Visible only from front" : 0   N/A 1150        ]   N/A 1151 ]   N/A 1152    N/A 1153 @PointClass base(Parentname, Angles) color(255 255 255) = env_smokestack :   N/A 1154        "An entity that spits out a constant stream of smoke. See particlezoo.vmf for sample usage. You can place up to two env_particlelight entities near the smoke stack to add ambient light to its particles." N/A 1155 [  N/A 1156        targetname(target_source) : "Name" : : "The name that other entities refer to this entity by." N/A 1157   N/A 1158        InitialState(choices) : "Initial State" : 0 =   N/A 1159        [   N/A 1160                0 : "Off"   N/A 1161                1 : "On"   N/A 1162        ]   N/A 1163    N/A 1164        BaseSpread(integer) : "Spread at the base" : 20 : "Amount of random spread in the origins of the smoke particles when they're spawned." N/A 1165       SpreadSpeed(integer) : "Spread Speed" : 15 : "Amount of random spread in the velocity of the smoke particles after they're spawned." N/A 1166       Speed(integer) : "Speed" : 30 : "The speed at which the smoke particles move after they're spawned." N/A 1167       StartSize(integer) : "Particle start size" : 20 : "Size of the smoke particles when they're first emitted." N/A 1168       EndSize(integer) : "Particle end size" : 30 : "Size of the smoke particles at the point they fade out completely." N/A 1169       Rate(integer) : "Emission rate" : 20 : "Rate at which to emit smoke particles (i.e. particles to emit per second)." N/A 1170       JetLength(integer) : "Length of smoke trail" : 180 : "Length of the smokestack. Lifetime of the smoke particles is derived from this & particle speed." N/A 1171       WindAngle(integer) : "Wind X/Y Angle" : 0 : "This specifies the wind direction. It is an angle in the XY plane. WindSpeed specifies the strength of the wind." N/A 1172       WindSpeed(integer) : "Wind Speed" : 0 : "The strength of the wind." N/A 1173       SmokeMaterial(string) : "Particle material" : "particle/SmokeStack.vmt" : "Material of the smoke particles emitted by this stack." N/A 1174       twist(integer) : "Twist" : 0 : "The amount, in degrees per second, that the smoke particles twist around the origin." N/A 1175       roll(float)                        : "Roll Speed": 0 : "Amount of roll in degrees per second." N/A 1176   N/A 1177        rendercolor(color255) : "Base Color (R G B)" : "255 255 255"   N/A 1178    N/A 1179        renderamt(integer) : "Translucency" : 255   N/A 1180    N/A 1181        // Inputs   N/A 1182        input TurnOn(void) : "Turn on the smokestack." N/A 1183       input TurnOff(void) : "Turn off the smokestack." N/A 1184       input Toggle(void) : "Toggles the smokestack between on and off state." N/A 1185       input JetLength(integer): "Set the length of the smoke trail." N/A 1186       input Rate(integer) : "Set the rate at which to emit smoke particles (particles per second)." N/A 1187       input Speed(integer) : "Set the speed at which the smoke particles move after they're spawned." N/A 1188       input SpreadSpeed(integer) : "Set the amount of random spread in the velocity of the smoke particles after they're spawned." N/A 1189 ]  N/A 1190    N/A 1191 @PointClass base(Targetname) iconsprite("editor/env_fade") = env_fade :   N/A 1192        "An entity that controls screen fades." N/A 1193 [  N/A 1194        spawnflags(flags) =   N/A 1195        [   N/A 1196                1: "Fade From" : 0   N/A 1197                2: "Modulate" : 0   N/A 1198                4: "Triggering player only" : 0   N/A 1199                8: "Stay Out" : 0   N/A 1200        ]   N/A 1201        duration(string) : "Duration (seconds)" : "2" : "The time that it will take to fade the screen in or out." N/A 1202       holdtime(string) : "Hold Fade (seconds)" : "0" : "The time to hold the faded in/out state." N/A 1203       renderamt(integer) : "Fade Alpha" : 255 : "Alpha of the fade, where 0 = fully transparent and 255 = fully opaque." N/A 1204       rendercolor(color255) : "Fade Color (R G B)" : "0 0 0"   N/A 1205        ReverseFadeDuration(float) : "Reverse Fade Duration (seconds)" : "2" : "The duration of the reverse fade." N/A 1206   N/A 1207        // Inputs   N/A 1208        input Fade(void) : "Start the screen fade." N/A 1209       input FadeReverse(void) : "Begin doing the reverse of the current fade." N/A 1210   N/A 1211        // Outputs   N/A 1212        output OnBeginFade(void) : "Fired when the fade has begun." N/A 1213 ]  N/A 1214    N/A 1215 @PointClass base(Targetname) = env_player_surface_trigger :   N/A 1216        "An entity that monitors the material of the surface the player is standing on, and fires outputs whenever it changes to/from a specific material." N/A 1217 [  N/A 1218        gamematerial(choices) : "Game Material to Watch" : "0" : "The material to watch. When the player stands on/off this material, this entity's outputs will be fired." =  N/A 1219        [   N/A 1220                0 : "None (player's in the air)"   N/A 1221                67 : "Concrete"   N/A 1222                77 : "Metal"   N/A 1223                68 : "Dirt"   N/A 1224                86 : "Vent"   N/A 1225                71 : "Grate"   N/A 1226                84 : "Tile"   N/A 1227                83 : "Slosh"   N/A 1228                87 : "Wood"   N/A 1229                80 : "Computer"   N/A 1230                89 : "Glass"   N/A 1231                70 : "Flesh"   N/A 1232                73 : "Clip"   N/A 1233                79 : "Foliage"   N/A 1234                78 : "Sand"   N/A 1235        ]   N/A 1236    N/A 1237        // Inputs   N/A 1238        input Enable(void) : "Start watching the player's surface." N/A 1239       input Disable(void) : "Stop watching the player's surface." N/A 1240   N/A 1241        // Outputs   N/A 1242        output OnSurfaceChangedToTarget(void) : "Fired when the player moves onto the specified game material." N/A 1243       output OnSurfaceChangedFromTarget(void) : "Fired when the player moves off the specified game material." N/A 1244 ]  N/A 1245    N/A 1246 @PointClass base(Targetname) iconsprite("editor/env_tonemap_controller.vmt") = env_tonemap_controller :   N/A 1247        "An entity that controls the HDR tonemapping for the player. Think of it as a method of controlling the exposure of the player's eyes." N/A 1248 [  N/A 1249        // Inputs   N/A 1250        input SetTonemapScale(void) : "Set the player's tonemap scale. It should be a value between 0 and 2, where 0 is the eyes fully closed, 1 is use the unchanged autoexposure (default), and 2 is the eye fully wide open." N/A 1251       input BlendTonemapScale(string) : "Blend from the player's current tonemap scale to a new one. The parameter syntax is as follows:  . For example: '0.5 10' would blend from the current tonemap scale to 0.5 over a period of 10 seconds. Tonemap scale is a value between 0 and 2, where 0 is the eyes fully closed, 1 is use the unchanged autoexposure (default), and 2 is the eye fully wide open." N/A 1252       input UseDefaultAutoExposure(void) : "Revert to using the default tonemap auto exposure." N/A 1253       input SetAutoExposureMin(float) : "Set a custom tonemap auto exposure minimum." N/A 1254       input SetAutoExposureMax(float) : "Set a custom tonemap auto exposure maximum." N/A 1255       input SetBloomScale(float) : "Set a custom bloom scale." N/A 1256       input SetTonemapRate(float) : "Set the rate for autoexposure adjustment." N/A 1257 ]  N/A 1258    N/A 1259 @SolidClass base(Targetname) color(0 128 255) = func_areaportalwindow :   N/A 1260        "An entity that can be used to optimize the visibility in a map. If you seal off an area with them, when the viewer moves the specified distance away from them, they will go opaque and the parts inside the area will not be drawn. The 'target' brush model should enclose the func_areaportal window so no parts of it are culled by the window. If you use the optional foreground brush model, then it should enclose the 'target' brush model." N/A 1261 [  N/A 1262        target(target_destination)  : "Rendered Window" : : "The name of a brush model to render as the window." N/A 1263       FadeStartDist(integer) : "Fade Start Distance" : 128 : "When the viewer is closer than this distance, the alpha is set to 'TranslucencyLimit'." N/A 1264       FadeDist(integer) : "Fade End Distance"   : 512 : "When the viewer is at this distance, the portal becomes solid and closes off." N/A 1265       TranslucencyLimit(string) : "Translucency limit"  : "0.2" : "This value limits the translucency of the bmodel and prevents it from becoming invisible when the viewer is right on top of it." N/A 1266       BackgroundBModel(string) : "Foreground bmodel"   : "" : "(Optional) brush model that is drawn after the fading brush model. This model should have alpha in its textures so you can see through it." N/A 1267       PortalVersion(integer)        readonly        : "Portal Version"      : 1  : "(Don't change). Differentiates between shipping HL2 maps and maps using new engine features." N/A 1268   N/A 1269        // Inputs   N/A 1270        input SetFadeStartDistance(integer) : "Set fade start distance." N/A 1271       input SetFadeEndDistance(integer) : "Set fade end distance." N/A 1272 ]  N/A 1273    N/A 1274 @SolidClass base(Targetname, RenderFields, Global, Shadow) = func_wall :   N/A 1275        "Legacy support. Use func_brush instead." N/A 1276 [  N/A 1277        _minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush." N/A 1278 ]  N/A 1279    N/A 1280 @SolidClass base(Targetname, EnableDisable) = func_clip_vphysics :   N/A 1281        "A brush entity that's considered solid to vphysics." N/A 1282 [  N/A 1283        filtername(filterclass) : "Filter Name" : : "Filter to use to see if activator collides with me. See filter_activator_name for more explanation. Allow means 'Allow to Block' for this entity." N/A 1284 ]  N/A 1285    N/A 1286 @SolidClass base(Targetname, Parentname, Origin, RenderFields, Global, Inputfilter, EnableDisable, Shadow, Reflection, PaintableBrush) = func_brush :   N/A 1287        "An brush built entity with various features." N/A 1288 [  N/A 1289        spawnflags(flags) =   N/A 1290        [   N/A 1291                2: "Ignore player +USE" : 1   N/A 1292        ]   N/A 1293    N/A 1294        _minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush." N/A 1295       Solidity(choices) : "Solidity" : 0 : "Used to control the solidity/collision of these brushes." =  N/A 1296        [   N/A 1297                0 : "Toggle"   N/A 1298                1 : "Never Solid"   N/A 1299                2 : "Always Solid"   N/A 1300        ]   N/A 1301        excludednpc(string) : "NPC class excluded from collisions" : "" : "If an NPC classname is specified here, NPCs of that type won't collide with these brushes. In Episodic, you may also specify an individual entity's name." N/A 1302       invert_exclusion(choices) : "Invert NPC class exclusion" : 0 : "If set, then the excluded NPC class will consider this brush solid, and all other NPC classes will consider it non-solid." =  N/A 1303        [   N/A 1304                0 : "No"   N/A 1305                1 : "Yes"   N/A 1306        ]          N/A 1307    N/A 1308        solidbsp(boolean) : "Solid BSP" : 0 : "Set this if this brush is in heirarchy with a moving object of some kind, and the player can stand on this brush." N/A 1309   N/A 1310        vrad_brush_cast_shadows(boolean) : "Shadows" : 0 : "Set this if this brush casts lightmap shadows." N/A 1311   N/A 1312        input Alpha(integer) : "Sets the brush's alpha value." N/A 1313       input SetExcluded( string ) : "Change the NPC class excluded from collisions"   N/A 1314        input SetInvert( integer ) : "Set the state of invversion for NPC class exclusion (0 or 1)"   N/A 1315 ]   N/A 1316    N/A 1317 //-   N/A 1318 //   N/A 1319 // A Vgui screen in 3D   N/A 1320 //   N/A 1321 //-   N/A 1322    N/A 1323 @BaseClass base(Targetname, Parentname, Angles) = vgui_screen_base   N/A 1324 [   N/A 1325        panelname(string) : "Panel Name"   N/A 1326        overlaymaterial(string) : "Overlay Material" : "" : "Name of a material to overlay over the top of the VGUI screen. NOTE: This material must write Z for the VGUI screen to work." N/A 1327       width(integer) : "Panel Width in World" : 32 : "Width of the panel in units." N/A 1328       height(integer) : "Panel Height in World" : 32 : "Height of the panel in units." N/A 1329       IsTransparent(boolean) : "Is Transparent?" : 0 : "Set this to true if you would like your background to be invisible instead of a black fill." N/A 1330   N/A 1331        // Inputs   N/A 1332        input SetActive(void) : "Make the vgui screen visible." N/A 1333       input SetInactive(void) : "Make the vgui screen invisible." N/A 1334 ]  N/A 1335    N/A 1336 @PointClass base(vgui_screen_base) size(-4 -4 -4, 4 4 4) = vgui_screen :   N/A 1337        "A VGUI screen. Useful for in-world monitors." N/A 1338 [  N/A 1339 ]   N/A 1340    N/A 1341 @PointClass base(Targetname, Angles, Parentname) studio("models/editor/axis_helper_thick.mdl") = vgui_slideshow_display : "Slideshow Display"   N/A 1342 [   N/A 1343        displaytext(string) : "Display Text" : ""   N/A 1344    N/A 1345        directory(string) : "Image Directory (materials/vgui/...)" : "slideshow"   N/A 1346    N/A 1347        minslidetime(float) : "Min Slide Time" : "0.5" : "Minimum amount of random time that a slide is displayed." N/A 1348       maxslidetime(float) : "Max Slide Time" : "0.5" : "Maximum amount of random time that a slide is displayed." N/A 1349   N/A 1350        cycletype(choices) : "Cycle Type" : 0 =   N/A 1351        [   N/A 1352                0 : "Random"   N/A 1353                1 : "Forward"   N/A 1354                2 : "Backward"   N/A 1355        ]   N/A 1356    N/A 1357        nolistrepeat(choices) : "No List Repeat" : 0 =   N/A 1358        [   N/A 1359                0 : "Allow List Repeats"   N/A 1360                1 : "No List Repeats"   N/A 1361        ]   N/A 1362    N/A 1363        width(integer) : "Panel width" : 256 : "Width of the panel in units." N/A 1364       height(integer) : "Panel height" : 128 : "Height of the panel in units." N/A 1365   N/A 1366        input Enable(void) : "Make slideshow visible." N/A 1367       input Disable(void) : "Make slideshow invisible." N/A 1368   N/A 1369        input SetDisplayText(string) : "Sets the display text." N/A 1370   N/A 1371        input RemoveAllSlides(void) : "Removes all slides from slideshow." N/A 1372       input AddSlides(string) : "Adds slides by keyword." N/A 1373   N/A 1374        input SetMinSlideTime(float) : "Sets min random time between slides." N/A 1375       input SetMaxSlideTime(float) : "Sets max random time between slides." N/A 1376   N/A 1377        input SetCycleType(integer) : "0 - random, 1 - forward, 2 - backward"   N/A 1378        input SetNoListRepeat(bool) : "Sets if lists can be randomly picked twice in a row." N/A 1379 ]  N/A 1380    N/A 1381 @PointClass base(Targetname, Angles, Parentname) studio("models/editor/axis_helper_thick.mdl") = vgui_movie_display : "Movie Display"   N/A 1382 [   N/A 1383        displaytext(string) : "Display Text" : ""   N/A 1384        moviefilename(string) : "Movie Filename" : "media/"   N/A 1385        groupname(string) : "Group Name" : ""   N/A 1386    N/A 1387        looping(boolean) : "Loop Movie" : 0   N/A 1388        stretch(boolean) : "Stretch to Fill" : 0   N/A 1389        forcedslave(boolean) : "Forced slave" : 0   N/A 1390        forceprecache(boolean) : "Force precache" : 0 : "Precache the movie referred to by Movie Filename on entity spawn." N/A 1391   N/A 1392        width(integer) : "Panel width" : 256 : "Width of the panel in units." N/A 1393       height(integer) : "Panel height" : 128 : "Height of the panel in units." N/A 1394   N/A 1395        input Enable(void) : "Make movie visible." N/A 1396       input Disable(void) : "Make movie invisible." N/A 1397   N/A 1398        input SetDisplayText(string) : "Sets the display text." N/A 1399       input SetMovie(string) : "Sets the movie to display." N/A 1400   N/A 1401        input SetUseCustomUVs(bool) : "Use custom UVs." N/A 1402       input TakeOverAsMaster(void) : "Start using this video as the master of it's group." N/A 1403   N/A 1404        input SetUMin(float) : "Set the minimum U." N/A 1405       input SetUMax(float) : "Set the maximum U." N/A 1406       input SetVMin(float) : "Set the minimum V." N/A 1407       input SetVMax(float) : "Set the maximum V." N/A 1408 ]  N/A 1409    N/A 1410 //-   N/A 1411 //   N/A 1412 // Cyclers   N/A 1413 //   N/A 1414 //-   N/A 1415    N/A 1416 @PointClass base(Targetname, Parentname, Angles, RenderFxChoices, RenderFields) studio = cycler :   N/A 1417        "An entity used to display a model for testing purposes. Shooting it with cycle through the model's animations." N/A 1418 [  N/A 1419        spawnflags(flags) =   N/A 1420        [   N/A 1421                1: "Not Solid" : 0   N/A 1422        ]   N/A 1423        model(studio) : "Model"   N/A 1424        skin(integer) : "Skin" : 0 : "Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin instead of the default." N/A 1425   N/A 1426        sequence(integer) : "Sequence" : 0 : "Default animation sequence for the model to be playing after spawning." N/A 1427   N/A 1428        // Inputs   N/A 1429        input SetSequence(string) : "Sets the cycler's sequence." N/A 1430 ]  N/A 1431    N/A 1432 //-   N/A 1433 //   N/A 1434 // Environmental effects   N/A 1435 //   N/A 1436 //-   N/A 1437    N/A 1438 @BaseClass base(Targetname, Parentname) = gibshooterbase   N/A 1439 [   N/A 1440        angles(string) : "Gib Direction (Pitch Yaw Roll)" : "0 0 0" : "The direction the gibs will fly." N/A 1441       m_iGibs(integer) : "Number of Gibs" : 3 : "Total number of gibs to shoot each time it's activated." N/A 1442       delay(string) : "Delay between shots" : "0" : "Delay (in seconds) between shooting each gib. If 0, all gibs shoot at once." N/A 1443       gibangles(string) : "Gib Angles (Pitch Yaw Roll)" : "0 0 0" : "The orientation of the spawned gibs." N/A 1444       gibanglevelocity(string) : "Max angular velocity" : "0" : "How fast (degrees/sec) the gib pieces should spin. They will spin on x and y axis at between 10% and 100% of this speed." N/A 1445       m_flVelocity(integer) : "Gib Velocity" : 200 : "Speed of the fired gibs"   N/A 1446        m_flVariance(string) : "Course Variance" : "0.15" : "How much variance in the direction gibs are fired." N/A 1447       m_flGibLife(string) : "Gib Life" : "4" : "Time in seconds for gibs to live +/- 5%"   N/A 1448        lightingorigin(target_destination) : "Lighting Origin" : "" : "Select an info_lighting to specify a location to sample lighting from for all gibs spawned by this shooter, instead of their own origins." N/A 1449   N/A 1450        spawnflags(Flags) =   N/A 1451        [   N/A 1452                1 : "Repeatable"  : 0   N/A 1453        ]   N/A 1454    N/A 1455        // Inputs   N/A 1456        input Shoot(void) : "Force the gibshooter to create and shoot a gib." N/A 1457 ]  N/A 1458    N/A 1459 @PointClass base(Targetname, Parentname, RenderFxChoices) size(-4 -4 -4, 4 4 4) line(255 255 255, targetname, LightningStart, targetname, LightningEnd) = env_beam :   N/A 1460        "An entity that creates a visible beam between two points. The points can be attached to entities to make the beam move around." N/A 1461 [  N/A 1462        renderamt(integer) : "Brightness (1 - 255)" : 100   N/A 1463        rendercolor(color255) : "Beam Color (R G B)" : "255 255 255"   N/A 1464        Radius(integer) : "Radius" : 256 : "If the 'Random Strike' spawnflag is set, this radius determines the area within which the endpoints will randomly strike." N/A 1465       life(string) : "Life (seconds 0 = infinite)" : "1" : "Amount of time before the beam dies. Setting to zero will make the beam stay forever." N/A 1466       BoltWidth(float) : "Width of beam" : 2 : "Pixel width of the beam." N/A 1467       NoiseAmplitude(float) : "Amount of noise (0-255)" : 0 : "The amount of noise in the beam. 0 is a perfectly straight beam." N/A 1468       texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr" : "The material used to draw the beam." N/A 1469       TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35 : "Rate at which the beam texture should scroll along the beam." N/A 1470       framerate(integer) : "Frames per 10 seconds" : 0 : "Framerate at which the beam texture should animate, if it has multiple frames." N/A 1471       framestart(integer) : "Starting Frame" : 0 : "The frame to start the beam texture on." N/A 1472       StrikeTime(string) : "Strike again time (secs)" : "1" : "Refire time between random strikes of the beam. Only used if the 'Random Strike' spawnflag is set." N/A 1473       damage(string) : "Damage / second" : "0" : "How much damage this beam does per second to things it hits when it is continually on, or instantaneously if it strikes. For continuous damage, the value should be greater than 10 or it may not work." N/A 1474       LightningStart(target_destination) : "Start Entity" : "" : "Entity that the beam starts at." N/A 1475       LightningEnd(target_destination) : "Ending Entity" : "" : "Entity that the beam ends at." N/A 1476       decalname(string) : "Decal Name" : "Bigshot" : "Decal to be applied at the end of the beam"   N/A 1477        HDRColorScale(float) : "HDR color scale." : "1.0" : "float value to multiply sprite color by when running in HDR mode." N/A 1478   N/A 1479        targetpoint(vecline) : "Endpoint handle" : "0 0 0" : "If a LightningEnd entity is not specified, use this point as the destination instead. If the env_beam moves, the destination point will move along with it." N/A 1480   N/A 1481    N/A 1482        spawnflags(flags) =   N/A 1483        [   N/A 1484                1 : "Start On" : 0   N/A 1485                2 : "Toggle" : 0   N/A 1486                4 : "Random Strike" : 0   N/A 1487                8 : "Ring" : 0   N/A 1488                16: "StartSparks" : 0   N/A 1489                32: "EndSparks" : 0   N/A 1490                64: "Decal End" : 0   N/A 1491                128: "Shade Start" : 0   N/A 1492                256: "Shade End" : 0   N/A 1493                512: "Taper Out" : 0   N/A 1494        ]   N/A 1495    N/A 1496        TouchType(choices) : "Touch Type (tripwire)" : 0 : "If you want the beam to fire an output when touched by entities, choose the entity type here." =  N/A 1497        [          N/A 1498                0 : "Not a tripwire"   N/A 1499                1 : "Player Only"   N/A 1500                2 : "NPC Only"   N/A 1501                3 : "Player or NPC"   N/A 1502                4 : "Player or NPC or Physprop"   N/A 1503        ]   N/A 1504    N/A 1505        ClipStyle(choices) : "Beam clipping" : 0 : "Select whether you want the beam to clip against geometry or characters" =   N/A 1506        [          N/A 1507                0 : "Do not clip (default)"   N/A 1508                1 : "Clip to geometry"   N/A 1509                2 : "Clip to everything solid"   N/A 1510        ]   N/A 1511    N/A 1512        filtername(filterclass) : "Filter Name" : : "Filter to use to see if activator triggers me. See filter_activator_name for more explanation." N/A 1513   N/A 1514        // Inputs   N/A 1515        input TurnOn(void) : "Turns the beam on." N/A 1516       input TurnOff(void) : "Turns the beam off." N/A 1517       input Toggle(void) : "Toggles the beam between on and off." N/A 1518       input StrikeOnce(void) : "Causes the beam to strike once. It will stay on for its set Life and then turn off (it will never turn off if Life is set to zero)." N/A 1519       input Alpha(integer) : "Sets the beam's alpha (0 - 255)." N/A 1520       input Color(color255) : "Sets the beam's render color (R G B)." N/A 1521       input ColorRedValue(float) : "Sets the red color channel's value (0 - 255)." N/A 1522       input ColorGreenValue(float) : "Sets the green color channel's value (0 - 255)." N/A 1523       input ColorBlueValue(float) : "Sets the blue color channel's value (0 - 255)." N/A 1524       input Amplitude(float) : "Set the amplitude of beam noise (0 - 255)." N/A 1525       input ScrollSpeed(float) : "Set the scroll speed in units per second (0 - 100)." N/A 1526       input Width(float) : "Set the width of the beam, in pixels." N/A 1527   N/A 1528        // Outputs   N/A 1529        output OnTouchedByEntity(void) : "Fired when an entity touches the beam. Only fired if the entity passes the 'Touch Type' choice." N/A 1530 ]  N/A 1531    N/A 1532 @SolidClass base(Targetname, Parentname, Angles) = env_embers :   N/A 1533        "An entity used to create a volume in which to spawn fire embers." N/A 1534 [  N/A 1535        particletype(choices) : "Ember type" : 0 =   N/A 1536        [   N/A 1537                0 : "Normal"   N/A 1538                1 : "Smooth Fade"   N/A 1539                2 : "Pulled"   N/A 1540        ]   N/A 1541    N/A 1542        density(integer) : "Density (particles per second)" : 50   N/A 1543        lifetime(integer) : "Particle Lifetime (seconds)" : 4   N/A 1544        speed(integer) : "Particle Speed (units per second)" : 32   N/A 1545        rendercolor(color255) : "Ember Color (R G B)" : "255 255 255"          N/A 1546    N/A 1547        spawnflags(Flags) =   N/A 1548        [   N/A 1549                1 : "Start On"  : 0   N/A 1550                2 : "Toggle" : 0   N/A 1551        ]   N/A 1552 ]   N/A 1553    N/A 1554 @PointClass base(Targetname, Parentname) size(-16 -16 -16, 16 16 16) = env_funnel :   N/A 1555        "HL1 Legacy: Large Portal Funnel"   N/A 1556 [   N/A 1557        spawnflags(flags) =   N/A 1558        [   N/A 1559                1: "Reverse" : 0   N/A 1560        ]   N/A 1561 ]   N/A 1562    N/A 1563 @PointClass base(Targetname, Parentname) size(-16 -16 -16, 16 16 16) color(255 0 0) = env_blood :   N/A 1564        "An entity used to spawn blood effects." N/A 1565 [  N/A 1566        spraydir(angle) : "Spray Direction (Pitch Yaw Roll)" : "0 0 0" : "The general direction that the blood should spray and the direction to trace to apply the decal." N/A 1567       color(choices) : "Blood Color" : 0 =   N/A 1568        [   N/A 1569                0 : "Red (Human)"   N/A 1570                1 : "Yellow (Alien)"   N/A 1571        ]   N/A 1572        amount(string) : "Amount of blood (damage to simulate)" : "100"   N/A 1573        spawnflags(flags) =   N/A 1574        [   N/A 1575                1: "Random Direction" : 0   N/A 1576                2: "Blood Stream" : 0   N/A 1577                4: "On Player" : 0   N/A 1578                8: "Spray decals" : 0   N/A 1579                // dvs: support these flags   N/A 1580                //16: "Cloud" : 0   N/A 1581                //32: "Drops" : 0   N/A 1582                //64: "Gore" : 0   N/A 1583        ]   N/A 1584    N/A 1585        // Inputs   N/A 1586        input EmitBlood(void) : "Triggers the blood effect." N/A 1587 ]  N/A 1588    N/A 1589 @SolidClass base(Targetname, Parentname) = env_bubbles :   N/A 1590        "An entity used to create a volume in which to spawn bubbles." N/A 1591 [  N/A 1592        density(integer) : "Bubble density" : 2   N/A 1593        frequency(integer) : "Bubble frequency" : 2   N/A 1594        current(integer) : "Speed of Current" : 0 : "The speed of the water current in the volume, used to move the bubbles." N/A 1595       spawnflags(Flags) =   N/A 1596        [   N/A 1597                1 : "Start Off"  : 0   N/A 1598        ]   N/A 1599    N/A 1600        // Inputs   N/A 1601        input Activate(void) : "Activates the bubbles." N/A 1602       input Deactivate(void) :  "Deactivates the bubbles." N/A 1603       input Toggle(void) :  "Toggles the bubbles on and off." N/A 1604       input SetDensity(integer) : "Sets the bubble density." N/A 1605       input SetFrequency(integer) : "Sets bubble emission rate in bubbles per second." N/A 1606       input SetCurrent(integer) : "Sets current speed in inches per second." N/A 1607 ]  N/A 1608    N/A 1609 @PointClass base(Targetname, Parentname) iconsprite("editor/env_explosion.vmt") = env_explosion :   N/A 1610        "An entity that creates an explosion at its origin." N/A 1611 [  N/A 1612        iMagnitude(Integer) : "Magnitude" : 100 : "The amount of damage done by the explosion." N/A 1613       // If no radius override, magnitude will determine radius. N/A 1614       iRadiusOverride(Integer) : "Radius Override" : 0 : "If specified, the radius in which the explosion damages entities. If unspecified, the radius will be based on the magnitude." N/A 1615       fireballsprite(sprite) : "Fireball Sprite" : "sprites/zerogxplode.spr"   N/A 1616        rendermode(choices) : "Render Mode" : 5 =   N/A 1617        [   N/A 1618                0: "Normal"   N/A 1619                4: "Solid"   N/A 1620                5: "Additive"   N/A 1621        ]   N/A 1622        spawnflags(flags) =   N/A 1623        [   N/A 1624                1: "No Damage" : 0   N/A 1625                2: "Repeatable" : 0   N/A 1626                4: "No Fireball" : 0   N/A 1627                8: "No Smoke" : 0   N/A 1628                16: "No Decal" : 0   N/A 1629                32: "No Sparks" : 0   N/A 1630                64: "No Sound" : 0   N/A 1631                128: "Random Orientation" : 0   N/A 1632                256: "No Fireball Smoke" : 0   N/A 1633                512: "No particles" : 0   N/A 1634                1024: "No DLights" : 0   N/A 1635                2048: "Don't clamp Min" : 0   N/A 1636                4096: "Don't clamp Max" : 0   N/A 1637                8192: "Damage above surface only" : 0   N/A 1638                16384: "Generic damage" : 0   N/A 1639        ]   N/A 1640    N/A 1641        ignoredEntity(target_destination) : "Ignored Entity" : : "Do not harm or affect the named entity." N/A 1642   N/A 1643        // Inputs   N/A 1644        input Explode(void) : "Triggers the explosion." N/A 1645 ]  N/A 1646    N/A 1647 @PointClass base(Targetname, Parentname) color(200 50 0)  size(-8 -8 -8, 8 8 8) = env_smoketrail :   N/A 1648        "An entity that creates a smoke trail." N/A 1649 [  N/A 1650        opacity(float) : "Sprite Opacity" : "0.75" : "Opacity of the sprites (range from 0 - 1)." N/A 1651       spawnrate(float) : "Spawn Rate" : "20" : "Number of particles to emit each second." N/A 1652       lifetime(float) : "Particle Life Time" : "5.0" : "Number of seconds until each particle dies." N/A 1653       startcolor(color255) : "Start Color" : "192 192 192" : "Starting color of the emitted particles." N/A 1654       endcolor(color255) : "End Color" : "160 160 160" : "Ending color of the emitted particles." N/A 1655       emittime(float) : "Emitter Life Time" : "0" : "Number of seconds until the env_smoketrail stops emitting particles. 0 means never stop emitting particles." N/A 1656       minspeed(float) : "Minimum Random Speed" : "10" : "Minimum randomly-directed speed to use for emitted particles." N/A 1657       maxspeed(float) : "Maximum Random Speed" : "20" : "Maximum randomly-directed speed to use for emitted particles." N/A 1658       mindirectedspeed(float) : "Minimum Directed Speed" : "0" : "Minimum speed along the env_smoketrail's forward direction (x axis) to use for emitted particles." N/A 1659       maxdirectedspeed(float) : "Maximum Directed Speed" : "0" : "Maximum speed along the env_smoketrail's forward direction (x axis) to use for emitted particles." N/A 1660       startsize(float) : "Starting particle size" : "15" : "Starting particle size." N/A 1661       endsize(float) : "Ending particle size" : "50" : "Ending particle size." N/A 1662       spawnradius(float) : "Spawn radius" : "15" : "Distance from env_smoketrail at which particles are emitted." N/A 1663   N/A 1664        firesprite(sprite) : "Fire Sprite" : "sprites/firetrail.spr"   N/A 1665        smokesprite(sprite) : "Smoke Puff" : "sprites/whitepuff.spr"   N/A 1666 ]   N/A 1667    N/A 1668 @PointClass base(Targetname, Parentname) sphere sphere(inner_radius) iconsprite("editor/env_physexplosion.vmt") = env_physexplosion :   N/A 1669        "An entity that creates an explosion at its origin. If the no-damage spawnflag is set, the explosion won't be visible, but will apply force to any physics objects within its radius." N/A 1670 [  N/A 1671        magnitude(string) : "Magnitude" : "100" : "Amount of physics force applied by the explosion." N/A 1672       radius(string) : "Clamp Radius (0 = auto)" : "0" : "If specified, the radius in which the explosion damages entities. If unspecified, the radius will be based on the magnitude." N/A 1673       targetentityname(target_destination) : "Limit to Entity" : "" : "If specified, the explosion will only affect the matching entity." N/A 1674   N/A 1675        spawnflags(flags) =   N/A 1676        [   N/A 1677                1 : "No Damage - Only Force" : 1   N/A 1678                2 : "Push players" : 0   N/A 1679                4 : "Push radially - not as a sphere" : 0   N/A 1680                8 : "Test LOS before pushing" : 0   N/A 1681                16 : "Disorient player if pushed" : 0   N/A 1682        ]   N/A 1683    N/A 1684        inner_radius(float) : "Inner radius" : "0" : "If not zero, the LOS is calculated from a point intersecting this sphere." N/A 1685   N/A 1686        // Inputs   N/A 1687        input Explode(void) : "Trigger the explosion." N/A 1688   N/A 1689        // Outputs   N/A 1690        output OnPushedPlayer(void) : "Fires when the player is pushed by the explosion." N/A 1691 ]  N/A 1692    N/A 1693 @PointClass base(Targetname, Parentname) line(255 255 255, targetname, directionentityname) iconsprite("editor/env_physexplosion.vmt") = env_physimpact :   N/A 1694        "An entity that will cause a physics impact on another entity." N/A 1695 [  N/A 1696        angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" : "Direction to project the impact." N/A 1697       magnitude(integer) : "Magnitude" : 100 : "Strength of the impact." N/A 1698       distance(integer) : "Distance" : 0 : "How far to project the impact (if 0 uses a default value)." N/A 1699       directionentityname(target_destination) : "Point to Entity" : "" : "If set, 'Distance' and Angle settings are ignored and the direction and distance to the target entity will be used." N/A 1700   N/A 1701        spawnflags(flags) =   N/A 1702        [   N/A 1703                1: "No fall-off" : 0   N/A 1704                2: "Infinite Length" : 0   N/A 1705                4: "Ignore Mass" : 0   N/A 1706                8: "Ignore Surface Normal When Applying Force" : 1   N/A 1707        ]   N/A 1708    N/A 1709        // Inputs   N/A 1710        input Impact(void) : "Trigger the impact"   N/A 1711 ]   N/A 1712    N/A 1713    N/A 1714 @PointClass base(Targetname, Parentname, EnableDisable) iconsprite("editor/env_fire") color(0 180 0) = env_fire :   N/A 1715        "An entity that handles a single flame at its origin. The flame causes heat 'damage' to other env_fire entities around it, and will eventually ignite non-flaming env_fire entities nearby, causing the fire to spread." N/A 1716 [  N/A 1717        health(integer) : "Duration" : 30 : "Amount of time the fire will burn." N/A 1718       firesize(integer) : "Size" : 64 : "Height (in world units) of the flame." N/A 1719       fireattack(integer) : "Attack" : 4 : "Amount of time the fire takes to grow to full strength." N/A 1720       firetype(choices) : "Type" : 0 =   N/A 1721        [   N/A 1722                0 : "Natural"   N/A 1723                1 : "Plasma"   N/A 1724        ]   N/A 1725        spawnflags(flags) =   N/A 1726        [   N/A 1727                1:        "Infinite Duration" : 0   N/A 1728                2:        "Smokeless" : 0   N/A 1729                4:        "Start On" : 0   N/A 1730                8:        "Start Full" : 0   N/A 1731                16:        "Don't drop" : 0   N/A 1732                32:         "No glow" : 0   N/A 1733                128:         "Delete when out" : 0   N/A 1734                256:         "Visible from above" : 0   N/A 1735        ]   N/A 1736    N/A 1737        ignitionpoint(float) : "Ignition Point" : 32 : "Amount of heat 'damage' to take before this flame should ignite." N/A 1738       damagescale(float) : "Damage Scale" : "1.0" : "Multiplier of the burn damage done by the flame." N/A 1739   N/A 1740        // Inputs   N/A 1741        input StartFire(void) : "Start the fire." N/A 1742       input Extinguish(float) : "Puts out the fire permanently in the number of seconds specified." N/A 1743       input ExtinguishTemporary(float): "Puts out the fire temporarily in the number of seconds specified." N/A 1744   N/A 1745        // Outputs   N/A 1746        output OnIgnited(void) : "Fires when the fire is first ignited." N/A 1747       output OnExtinguished(void) : "Fires when the fire is fully extinguished." N/A 1748 ]  N/A 1749    N/A 1750 @PointClass base(Targetname, Parentname) iconsprite("editor/env_firesource") color(255 255 0) sphere(fireradius) = env_firesource :   N/A 1751        "An entity that provides heat to all nearby env_fire entities. Cannot be extinguished." N/A 1752 [  N/A 1753        spawnflags(flags) =   N/A 1754        [   N/A 1755                1:        "Start On" : 0   N/A 1756        ]   N/A 1757    N/A 1758        fireradius(float) : "Radius" : 128 : "The radius around this entity in which to provide heat." N/A 1759       firedamage(float) : "Intensity / Damage" : 10 : "Amount of heat 'damage' to apply to env_fire entities within the radius." N/A 1760   N/A 1761        // Inputs   N/A 1762        input Enable(void) : "Enable fire source." N/A 1763       input Disable(void) : "Disable fire source." N/A 1764 ]  N/A 1765    N/A 1766 @PointClass base(Targetname, Parentname) size(-4 -4 -4, 4 4 4) color(255 255 0) sphere(fireradius) = env_firesensor :   N/A 1767        "An entity that detects changes in heat nearby." N/A 1768 [  N/A 1769        spawnflags(flags) =   N/A 1770        [   N/A 1771                1:        "Start On" : 1   N/A 1772        ]   N/A 1773    N/A 1774        fireradius(float) : "Radius" : 128 : "The radius around this entity in which to detect heat changes." N/A 1775       heatlevel(float) : "Heat level" : 32 : "The target heat level to check for. Outputs are fired when the heat moves over this target level (increasing or decreasing)." N/A 1776       heattime(float) : "Time at level" : 0 : "The amount of time the heat level must spend over the target level before the 'OnHeatLevelStart' output is fired." N/A 1777   N/A 1778        // Inputs   N/A 1779        input Enable(void) : "Enable fire sensor." N/A 1780       input Disable(void) : "Disable fire sensor." N/A 1781       output OnHeatLevelStart(void) : "Fires when the heat level has been sustained for the specified length of time." N/A 1782       output OnHeatLevelEnd(void) : "Fires when the heat level drops below the target level." N/A 1783 ]  N/A 1784    N/A 1785 @PointClass base(Targetname) size(-4 -4 -4, 4 4 4) color(0 180 0) = env_entity_igniter :   N/A 1786        "An entity that catches a target entity on fire. If the entity is an animating model, it will have sprite flames attached to its skeleton. Otherwise the entity will emit particle flame puffs." N/A 1787 [  N/A 1788        target(target_destination) : "Entity to ignite" : : "Name of the entity to catch on fire." N/A 1789       lifetime(float) : "Lifetime in seconds" : 10 : "Duration of flames." N/A 1790   N/A 1791        // Inputs   N/A 1792        input Ignite(void) : "Ignite the target entity." N/A 1793 ]  N/A 1794    N/A 1795 @PointClass base(Targetname, SystemLevelChoice, Angles) iconsprite("editor/fog_controller.vmt") color(255 255 255) = env_fog_controller :   N/A 1796        "An entity that controls the fog and view distance in the map." N/A 1797 [  N/A 1798        // Inputs   N/A 1799        input SetStartDist(float) : "Set the fog start distance." N/A 1800       input SetEndDist(float) : "Set the fog end distance." N/A 1801       input TurnOn(void) : "Turn the fog on." N/A 1802       input TurnOff(void) : "Turn the fog off." N/A 1803       input SetColor(color255) : "Set the primary fog color." N/A 1804       input SetColorSecondary(color255) : "Set the secondary fog color." N/A 1805       input SetFarZ(integer): "Set the far clip plane distance." N/A 1806       input SetAngles(string) : "Set the angles to use for the secondary fog direction." N/A 1807   N/A 1808        input SetColorLerpTo(color255) : "Set the primary fog color." N/A 1809       input SetColorSecondaryLerpTo(color255) : "Set the secondary fog color." N/A 1810       input SetStartDistLerpTo(float) : "Set the fog start distance." N/A 1811       input SetEndDistLerpTo(float) : "Set the fog end distance." N/A 1812       input StartFogTransition(void) : "Start fog transition." N/A 1813   N/A 1814        // Starting fog parameters for the level. These are selectable per LOD. N/A 1815       fogenable(boolean) : "Fog Enable" : 0   N/A 1816        fogblend(boolean) : "Fog Blend" : 0   N/A 1817        use_angles(boolean) : "Use Angles for Fog Dir" : 0   N/A 1818    N/A 1819        fogcolor(color255) : "Primary Fog Color" : "255 255 255"   N/A 1820        fogcolor2(color255) : "Secondary Fog Color" : "255 255 255"   N/A 1821        fogdir(string) : "Primary Fog Direction" : "1 0 0"   N/A 1822        fogstart(string) : "Fog Start" : "500.0"   N/A 1823        fogend(string) : "Fog End" : "2000.0"   N/A 1824        fogmaxdensity(float) : "Fog Max Density [0..1]" : "1"   N/A 1825    N/A 1826        foglerptime(float) : "Interpolate time" : "0"   N/A 1827    N/A 1828        farz(string) : "Far Z Clip Plane" : "-1"   N/A 1829    N/A 1830        spawnflags(flags) =   N/A 1831        [   N/A 1832                1 : "Master (Has priority if multiple env_fog_controllers exist)" : 0   N/A 1833        ]   N/A 1834 ]   N/A 1835    N/A 1836 @PointClass base(Targetname, Parentname, Angles) studioprop("models/editor/spot_cone.mdl") color(255 255 255) = env_steam :   N/A 1837        "An entity used to create a jet of steam." N/A 1838 [  N/A 1839        spawnflags(flags) =   N/A 1840        [   N/A 1841                1 : "Emissive" : 0   N/A 1842        ]   N/A 1843    N/A 1844        InitialState(choices) : "Initial State" : 0 =   N/A 1845        [   N/A 1846                0 : "Off"   N/A 1847                1 : "On"   N/A 1848        ]   N/A 1849    N/A 1850        //Type of particle to spew out   N/A 1851        type(choices) : "Particle Type" : 0 =   N/A 1852        [   N/A 1853                0 : "Normal"   N/A 1854                1 : "Heat Wave"   N/A 1855        ]   N/A 1856    N/A 1857        SpreadSpeed(integer) : "Spread Speed" : 15 : "The amount of random spread in the particle's velocity after they spawn." N/A 1858       Speed(integer) : "Speed" : 120 : "The default speed at which the particles move after they spawn." N/A 1859       StartSize(integer) : "Particle start size" : 10 : "The initial size of the particles after they spawn." N/A 1860       EndSize(integer) : "Particle end size" : 25 : "The size of the particles at the point at which they are removed." N/A 1861       Rate(integer) : "Emission rate" : 26 : "The rate of particle emission. i.e. particles per second." N/A 1862       rendercolor(color255) : "Color (R G B)" : "255 255 255"   N/A 1863        JetLength(integer) : "Length of steam jet" : 80 : "The length of the jet determines the lifetime of each particle." N/A 1864       renderamt(integer) : "Translucency" : 255   N/A 1865        rollspeed(float) : "How fast does the particles spin" : 8   N/A 1866    N/A 1867        // Inputs   N/A 1868        input TurnOn(void) : "Turns the steam jet on." N/A 1869       input TurnOff(void) : "Turns the steam jet off." N/A 1870       input Toggle(void) : "Toggles the steam jet between on and off." N/A 1871       input JetLength(integer) : "Sets the length of steam jet." N/A 1872       input Rate(integer) : "Sets the particle emission rate in particles per second." N/A 1873       input Speed(integer) : "Sets the default speed of the particles in units per second." N/A 1874       input SpreadSpeed(integer) : "Sets the spread speed in units per second." N/A 1875 ]  N/A 1876    N/A 1877 @PointClass base(Targetname, Parentname, RenderFxChoices) size(-4 -4 -4, 4 4 4) line(255 255 255, targetname, LaserTarget) = env_laser :   N/A 1878        "An entity that creates a laser beam between itself and a given target." N/A 1879 [  N/A 1880        LaserTarget(target_destination) : "Target of Laser" : : "Name of entity, or entities, to strike at. The target is randomly chosen if there are multiple entities matching the given name." N/A 1881       renderamt(integer) : "Brightness (1 - 255)" : 100   N/A 1882        rendercolor(color255) : "Beam Color (R G B)" : "255 255 255"   N/A 1883        width(float) : "Width of Beam" : 2 : "The width of the laser beam, in pixels." N/A 1884       NoiseAmplitude(integer) : "Amount of noise (0-255)" : 0 : "The amount of noise in the beam. 0 is a perfectly straight beam." N/A 1885       texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr" : "The material used to draw the laser beam." N/A 1886       EndSprite(sprite) : "End Sprite" : "" : "If specified, this sprite will be drawn at the end of the laser beam." N/A 1887       TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35 : "Rate at which the beam texture should scroll along the beam." N/A 1888       framestart(integer) : "Starting Frame" : 0 : "The frame to start the beam texture on." N/A 1889       damage(string) : "Damage / second" : "100" : "How much damage this laser does. per second. to things it hits." N/A 1890       dissolvetype(choices) : "Dissolve Type" : "None" =   N/A 1891        [   N/A 1892                -1 : "None"   N/A 1893                0 : "Energy"   N/A 1894                1 : "Heavy electrical"   N/A 1895                2 : "Light electrical"   N/A 1896        ]   N/A 1897        spawnflags(flags) =   N/A 1898        [   N/A 1899                1 : "Start On" : 0   N/A 1900                16: "StartSparks" : 0   N/A 1901                32: "EndSparks" : 0   N/A 1902                64: "Decal End" : 0   N/A 1903        ]   N/A 1904    N/A 1905        // Inputs   N/A 1906        input TurnOn(void) : "Turns the laser on." N/A 1907       input TurnOff(void) : "Turns the laser off." N/A 1908       input Toggle(void) : "Toggles the laser between on and off." N/A 1909 ]  N/A 1910    N/A 1911 @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = env_message :   N/A 1912        "An entity that draws a text message on player's HUDs." N/A 1913 [  N/A 1914        message(string) : "Message Text"   N/A 1915        spawnflags(flags) =   N/A 1916        [   N/A 1917                1: "Play Once" : 0   N/A 1918                2: "All Clients" : 0   N/A 1919        ]   N/A 1920        messagesound(sound) : "Sound Effect" : "" : "When the message is shown, this sound effect will be played, originating from this entity." N/A 1921       messagevolume(string) : "Volume 0-10" : "10" : "Volume of the sound effect." N/A 1922       messageattenuation(Choices) : "Sound Radius" : 0 =   N/A 1923        [   N/A 1924                0 : "Small Radius"   N/A 1925                1 : "Medium Radius"   N/A 1926                2 : "Large  Radius"   N/A 1927                3 : "Play Everywhere"   N/A 1928        ]   N/A 1929    N/A 1930        // Inputs   N/A 1931        input ShowMessage(void) : "Shows the message and plays the sound." N/A 1932   N/A 1933        // Outputs   N/A 1934        output OnShowMessage(void) : "Fired when the message is activated." N/A 1935 ]  N/A 1936    N/A 1937 @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = env_hudhint :   N/A 1938        "An entity to control the display of HUD hints. HUD hints are used to show the player what key is bound to a particular command." N/A 1939 [  N/A 1940        message(string) : "Hint Text (localized)" : "" : "This should be set to match the desired HUD hint entry in the hl2\resource\valve_english.txt." N/A 1941   N/A 1942        // Inputs   N/A 1943        input ShowHudHint(void) : "Shows the hint message." N/A 1944       input HideHudHint(void) : "Hides the hint message." N/A 1945 ]  N/A 1946    N/A 1947 @PointClass sphere iconsprite("editor/env_shake.vmt") base(Targetname, Parentname) = env_shake :   N/A 1948        "An entity to control screen shake on players." N/A 1949 [  N/A 1950        spawnflags(flags) =   N/A 1951        [   N/A 1952                1: "GlobalShake" : 0   N/A 1953                //2: "Disrupt player control" : 0 // doesn't work   N/A 1954                4: "In Air" : 0                // shakes objects even if they are not onground   N/A 1955                8: "Physics" : 0        // shakes physically as well as the camera   N/A 1956                16: "Ropes" : 0                // shakes ropes too. N/A 1957               32: "DON'T shake view (for shaking ropes or physics only)" : 0   N/A 1958                64: "DON'T Rumble Controller" : 0   N/A 1959        ]   N/A 1960    N/A 1961        amplitude(float) : "Amplitude (0-16)" : "4" : "The amount of noise in the screen shake. Should be a range between 0 and 16." N/A 1962       radius(float) : "Effect Radius" : "500" : "The radius around this entity in which to affect players." N/A 1963       duration(float) : "Duration (seconds)" : "1" : "The length of time in which to shake the player's screens." N/A 1964       frequency(float) : "Frequency" : "2.5" : "The frequency used to apply the screen shake. Should be a value between 0 and 255, where 0.1 = jerk, and 255.0 = rumble." N/A 1965   N/A 1966        // Inputs   N/A 1967        input Amplitude(string) : "Set the amplitude (0-16)"   N/A 1968        input Frequency(string) : "Set the frequence. Should be a value between 0 and 255, where 0.1 = jerk, and 255.0 = rumble." N/A 1969       input StartShake(void) : "Start the shake." N/A 1970       input StopShake(void) : "Stop the shake." N/A 1971 ]  N/A 1972    N/A 1973 @PointClass sphere studio("models/editor/axis_helper_thick.mdl") base(Targetname, Parentname, Angles) = env_tilt :   N/A 1974        "An entity to control screen tilt on players." N/A 1975 [  N/A 1976        spawnflags(flags) =   N/A 1977        [   N/A 1978                1: "GlobalTilt" : 0   N/A 1979                128: "Ease in/out" : 0   N/A 1980        ]   N/A 1981    N/A 1982        radius(float) : "Effect Radius" : "500" : "The radius around this entity in which to affect players." N/A 1983       duration(float) : "Duration (seconds)" : "1" : "The length of time in which to tilt the player's screens." N/A 1984       tilttime(float) : "Tilt time (seconds)" : "2.5" : "How long it takes to reach full tilt." N/A 1985   N/A 1986        // Inputs   N/A 1987        input StartTilt(void) : "Start the shake." N/A 1988       input StopTilt(void) : "Stop the tilt." N/A 1989 ]  N/A 1990    N/A 1991 @PointClass sphere size(-4 -4 -4, 4 4 4) base(Targetname, Parentname) = env_viewpunch :   N/A 1992        "Causes a view punch on players." N/A 1993 [  N/A 1994        spawnflags(flags) =   N/A 1995        [   N/A 1996                1: "Punch all players (ignore radius)" : 0   N/A 1997                2: "Punch players in the air" : 0   N/A 1998        ]   N/A 1999    N/A 2000        punchangle(angle) : "Punch angles" : "0 0 90" : "The punch angles to apply." N/A 2001       radius(float) : "Effect Radius" : "500" : "The radius around this entity in which to affect players." N/A 2002   N/A 2003        // Inputs   N/A 2004        input ViewPunch(void) : "Performs the view punch." N/A 2005 ]  N/A 2006    N/A 2007 @PointClass base(gibshooterbase) iconsprite("editor/gibshooter.vmt") = gibshooter :   N/A 2008        "An entity that shoots out gibs. Style of body part depends on language type." N/A 2009 [  N/A 2010 ]   N/A 2011    N/A 2012 @PointClass base(gibshooterbase, RenderFields) iconsprite("editor/env_shooter.vmt") = env_shooter :   N/A 2013        "An entity that shoots models, or sprites, out of its origin." N/A 2014 [  N/A 2015        shootmodel(studio) : "Model" : "" : "Thing to shoot out. Can be a .mdl or a .vmt." N/A 2016       shootsounds(choices) :"Material Sound" : -1 =   N/A 2017        [   N/A 2018                -1: "None"   N/A 2019                0: "Glass"   N/A 2020                1: "Wood"   N/A 2021                2: "Metal"   N/A 2022                3: "Flesh"   N/A 2023                4: "Concrete"    N/A 2024        ]   N/A 2025        simulation(choices) :"Simulate" : 0 =   N/A 2026        [   N/A 2027                0: "Point"   N/A 2028                1: "Physics"   N/A 2029                2: "Ragdoll"   N/A 2030        ]   N/A 2031    N/A 2032        skin(integer) : "Gib Skin" : 0 : "Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin on all gibs produced by this shooter." N/A 2033   N/A 2034        spawnflags(flags) =   N/A 2035        [   N/A 2036                2 : "On fire" : 0   N/A 2037                4 : "strict remove after lifetime" : 0   N/A 2038        ]   N/A 2039    N/A 2040        nogibshadows(boolean) :"Disable Shadows on Gibs" : 0   N/A 2041    N/A 2042        gibgravityscale(float) : "Gib gravity scale" : "1" : "ONLY WORKS FOR POINT GIBS. This field allows you to scale gravity so that gibs fall faster, slower, or not at all." N/A 2043   N/A 2044        massoverride(float) : "Mass override" : "0" : "EPISODIC ONLY. Specify an arbitrary mass for the gibs emitted by me." N/A 2045 ]  N/A 2046    N/A 2047 @PointClass base(gibshooterbase, RenderFields) iconsprite("editor/env_shooter.vmt") = env_rotorshooter :   N/A 2048        "An entity that creates gibs when it's within the influence of a helicopter's rotor wash." N/A 2049 [  N/A 2050        shootmodel(studio) : "Model" : "" : "Thing to shoot out.  Can be a .mdl or a .vmt." N/A 2051       shootsounds(choices) :"Material Sound" : -1 =   N/A 2052        [   N/A 2053                -1: "None"   N/A 2054                0: "Glass"   N/A 2055                1: "Wood"   N/A 2056                2: "Metal"   N/A 2057                3: "Flesh"   N/A 2058                4: "Concrete"    N/A 2059        ]   N/A 2060        simulation(choices) :"Simulate" : 0 =   N/A 2061        [   N/A 2062                0: "Point"   N/A 2063                1: "Physics"   N/A 2064                2: "Ragdoll"   N/A 2065        ]   N/A 2066    N/A 2067        skin(integer) : "Gib Skin" : 0 : "Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin on all gibs produced by this shooter." N/A 2068   N/A 2069        spawnflags(flags) =   N/A 2070        [   N/A 2071                2 : "On fire" : 0   N/A 2072        ]   N/A 2073    N/A 2074        rotortime(float) : "Time Under Rotor" : "1" : "The average time it has to be under the rotor before it shoots a gib." N/A 2075       rotortimevariance(float) : "Time variance" : "0.3" : "The random amount to vary the time it has to be under the rotor before it shoots a gib." N/A 2076 ]  N/A 2077    N/A 2078 @PointClass base(Targetname,Parentname) sphere iconsprite("editor/env_soundscape.vmt") = env_soundscape_proxy :   N/A 2079        "An entity that acts like a soundscape but gets all of its sound parameters from another env_soundscape entity." N/A 2080 [  N/A 2081        MainSoundscapeName(target_destination) : "Soundscape Entity" : "" : "The soundscape to get all sound parameters from." N/A 2082   N/A 2083        radius(integer) : "Radius" : 128                                        // NEEDHELP: The datadesc doesn't include this entry. Probably not used. N/A 2084 ]  N/A 2085    N/A 2086 @PointClass base(Targetname,Parentname,EnableDisable) sphere iconsprite("editor/env_soundscape.vmt") line(255 255 255, targetname, position0) line(255 255 255, targetname, position1) line(255 255 255, targetname, position2) line(255 255 255, targetname, position3) line(255 255 255, targetname, position4) line(255 255 255, targetname, position5) line(255 255 255, targetname, position6) line(255 255 255, targetname, position7) = env_soundscape :   N/A 2087        "An entity to control sound in an area. The active soundscape at any time is the last one that had line-of-sight to the player, and was within the radius." N/A 2088 [  N/A 2089        radius(integer) : "Radius" : 128 : "If set to -1, then the player can hear the soundscape as long as he can see it (regardless of distance to it)." N/A 2090       soundscape(choices) : "Soundscape" : "Nothing" : "The name of the soundscape to use. Corresponds to an entry in the soundscapes*.txt file in the hl2\scripts directory." =  N/A 2091        [   N/A 2092                "Nothing" : "Nothing"   N/A 2093                "Automatic" : "Automatic"   N/A 2094                "Automatic_Dialog" : "Automatic (dialog)"   N/A 2095                "GenericIndoor" : "Indoor"   N/A 2096                "GenericOutdoor" : "Outdoor"   N/A 2097        ]   N/A 2098        position0(target_destination) : "Sound Position 0" : "" : "A sound position that will be referenced inside the soundscape text file. Usually used to position a set of sounds within the world." N/A 2099       position1(target_destination) : "Sound Position 1" : "" : "A sound position that will be referenced inside the soundscape text file. Usually used to position a set of sounds within the world." N/A 2100       position2(target_destination) : "Sound Position 2" : "" : "A sound position that will be referenced inside the soundscape text file. Usually used to position a set of sounds within the world." N/A 2101       position3(target_destination) : "Sound Position 3" : "" : "A sound position that will be referenced inside the soundscape text file. Usually used to position a set of sounds within the world." N/A 2102       position4(target_destination) : "Sound Position 4" : "" : "A sound position that will be referenced inside the soundscape text file. Usually used to position a set of sounds within the world." N/A 2103       position5(target_destination) : "Sound Position 5" : "" : "A sound position that will be referenced inside the soundscape text file. Usually used to position a set of sounds within the world." N/A 2104       position6(target_destination) : "Sound Position 6" : "" : "A sound position that will be referenced inside the soundscape text file. Usually used to position a set of sounds within the world." N/A 2105       position7(target_destination) : "Sound Position 7" : "" : "A sound position that will be referenced inside the soundscape text file. Usually used to position a set of sounds within the world." N/A 2106   N/A 2107        // Inputs   N/A 2108        input Enable(void) : "Enable the soundscape." N/A 2109       input Disabled(void) : "Disable the soundscape." N/A 2110       input ToggleEnabled(void) : "Toggle the soundscape enabled state." N/A 2111   N/A 2112        // Outputs   N/A 2113        output OnPlay(void) : "Fired when this soundscape becomes the active one." N/A 2114 ]  N/A 2115    N/A 2116 @PointClass base(env_soundscape) sphere iconsprite("editor/env_soundscape.vmt") = env_soundscape_triggerable :   N/A 2117        "An entity that works like env_soundscape except that it works in conjunction with trigger_soundscape to determine when a player hears it." N/A 2118 [  N/A 2119 ]   N/A 2120    N/A 2121 @PointClass base(Targetname, Parentname, Angles) iconsprite("editor/env_spark.vmt") = env_spark :   N/A 2122        "An entity used to create sparks at its origin." N/A 2123 [  N/A 2124        MaxDelay(string) : "Max Delay" : "0" : "The longest delay between sparks (in seconds)." N/A 2125       Magnitude(choices) : "Magnitude" : 1 : "The size of the sparks." =  N/A 2126        [   N/A 2127                1 : "Small"   N/A 2128                2 : "Medium"   N/A 2129                5 : "Large"   N/A 2130                8 : "Huge"   N/A 2131        ]   N/A 2132    N/A 2133        TrailLength(choices) : "Spark Trail Length" : 1 =   N/A 2134        [   N/A 2135                1 : "Short"   N/A 2136                2 : "Medium"   N/A 2137                3 : "Long"   N/A 2138        ]   N/A 2139    N/A 2140        spawnflags(flags) =   N/A 2141        [   N/A 2142                64: "Start ON" : 0   N/A 2143                128: "Glow" : 0   N/A 2144                256: "Silent" : 0   N/A 2145                512: "Directional" : 0   N/A 2146        ]   N/A 2147    N/A 2148        // Inputs   N/A 2149        input StartSpark(void) : "Start the spark effect." N/A 2150       input StopSpark(void) : "Stop the spark effect." N/A 2151       input ToggleSpark(void) : "Toggle the on/off state of the spark effect." N/A 2152       input SparkOnce(void) : "Spark once." N/A 2153 ]  N/A 2154    N/A 2155 @PointClass base(Targetname, Parentname, RenderFields, SystemLevelChoice) size(-2 -2 -2, 2 2 2) sprite color(20 140 20) = env_sprite :   N/A 2156        "An entity that controls the drawing of a sprite in the world." N/A 2157 [  N/A 2158        framerate(string) : "Framerate" : "10.0" : "Rate at which the sprite should animate, if at all." N/A 2159       model(sprite) : "Sprite Name" : "sprites/glow01.spr" : "Material of the sprite to be drawn." N/A 2160       scale(string) : "Scale" : "" : "Scale multiplier of the sprite." N/A 2161       spawnflags(flags) =   N/A 2162        [   N/A 2163                1: "Start on" : 0   N/A 2164                2: "Play Once" : 0   N/A 2165        ]   N/A 2166    N/A 2167        GlowProxySize(float) : "Size of Glow Proxy Geometry." : "2.0" : "Size of the glow to be rendered for visibility testing. Must be larger than the distance from the sprite center to empty space. So if this glow is inside geometry (like a light bulb), set this value to be bigger than the bulb's radius. Any time a sphere of this radius would be visible (poking through any nearby geometry), the glow will be rendered." N/A 2168   N/A 2169        HDRColorScale(float) : "HDR color scale." : "1.0" : "float value to multiply sprite color by when running in HDR mode." N/A 2170   N/A 2171        // Inputs   N/A 2172        input ColorRedValue(float) : "Sets the red color channel's value (0 - 255)." N/A 2173       input ColorGreenValue(float) : "Sets the green color channel's value (0 - 255)." N/A 2174       input ColorBlueValue(float) : "Sets the blue color channel's value (0 - 255)." N/A 2175       input SetScale(float) : "Set the sprite's scale (0 - 8.0)." N/A 2176       input HideSprite(void) : "Hide the sprite. Won't be drawn until the 'ShowSprite' input is received." N/A 2177       input ShowSprite(void) : "Show the sprite." N/A 2178       input ToggleSprite(void) : "Toggle the sprite between hidden and shown." N/A 2179 ]  N/A 2180    N/A 2181 @PointClass base(env_sprite) size(-2 -2 -2, 2 2 2) sprite color(20 140 20) = env_sprite_clientside :   N/A 2182        "An env_sprite that only exists on the client (much lower overhead!)"   N/A 2183 [   N/A 2184 ]   N/A 2185    N/A 2186 @PointClass base(env_sprite, Angles) = env_sprite_oriented :   N/A 2187    "A env_sprite that allows orientation." N/A 2188 [  N/A 2189        framerate(string) : "Framerate" : "10.0" : "Rate at which the sprite should animate, if at all." N/A 2190       model(sprite) : "Sprite Name" : "sprites/glow01.spr" : "Material of the sprite to be drawn." N/A 2191       scale(string) : "Scale" : "" : "Scale multiplier of the sprite." N/A 2192       spawnflags(flags) =   N/A 2193        [   N/A 2194                1: "Start on" : 0   N/A 2195                2: "Play Once" : 0   N/A 2196        ]   N/A 2197    N/A 2198        GlowProxySize(float) : "Size of Glow Proxy Geometry." : "2.0" : "Size of the glow to be rendered for visibility testing. Must be larger than the distance from the sprite center to empty space. So if this glow is inside geometry (like a light bulb), set this value to be bigger than the bulb's radius. Any time a sphere of this radius would be visible (poking through any nearby geometry), the glow will be rendered." N/A 2199   N/A 2200        HDRColorScale(float) : "HDR color scale." : "1.0" : "float value to multiply sprite color by when running in HDR mode." N/A 2201   N/A 2202        // Inputs   N/A 2203        input ColorRedValue(float) : "Sets the red color channel's value (0 - 255)." N/A 2204       input ColorGreenValue(float) : "Sets the green color channel's value (0 - 255)." N/A 2205       input ColorBlueValue(float) : "Sets the blue color channel's value (0 - 255)." N/A 2206       input SetScale(float) : "Set the sprite's scale (0 - 8.0)." N/A 2207       input HideSprite(void) : "Hide the sprite. Won't be drawn until the 'ShowSprite' input is received." N/A 2208       input ShowSprite(void) : "Show the sprite." N/A 2209       input ToggleSprite(void) : "Toggle the sprite between hidden and shown." N/A 2210 ]  N/A 2211    N/A 2212    N/A 2213 @PointClass base(Targetname, Angles) iconsprite("editor/env_wind.vmt") = env_wind :   N/A 2214        "An entity to control wind in the map. Partially functional." N/A 2215 [  N/A 2216        //gustsound(sound) : "Gust Sound Filename" : "" : "Sound to be played to simulate the gusting wind." N/A 2217       minwind(integer) : "Min normal speed" : 20 : "Minimum speed of the wind while idling." N/A 2218       maxwind(integer) : "Max normal speed" : 50 : "Maximum speed of the wind while idling." N/A 2219   N/A 2220        mingust(integer) : "Min gust speed" : 100 : "Minimum speed of wind gusts." N/A 2221       maxgust(integer) : "Max gust speed" : 250 : "Maximum speed of wind gusts." N/A 2222   N/A 2223        mingustdelay(integer) : "Min gust delay" : 10 : "Minimum time delay between random gusts." N/A 2224       maxgustdelay(integer) : "Max gust delay" : 20 : "Maximum time delay between random gusts." N/A 2225   N/A 2226        gustduration(integer) : "Gust Duration" : 5 : "How long will the wind gust for." N/A 2227   N/A 2228        gustdirchange(integer) : "Max gust dir change (degrees)" : 20 : "Maximum amount that the wind's direction changes due to a gust." N/A 2229   N/A 2230        output OnGustStart(void) : "Fired when a wind gust begins." N/A 2231       output OnGustEnd(void) : "Fired when a wind gust ends." N/A 2232 ]  N/A 2233    N/A 2234 @PointClass base(Angles) size(-16 -16 -16, 16 16 16) color(0 0 255) = sky_camera :   N/A 2235        "An entity used to control the 3D Skybox. Its origin is used to determine the 3D Skybox's position relative to the map. Place this entity, in the 3D Skybox, at the point where the origin of the map should be." N/A 2236 [  N/A 2237        scale(integer) : "3D Skybox scale" : 16 : "Scale of the skybox." N/A 2238       fogenable(boolean) : "Fog Enable" : 0   N/A 2239        fogblend(boolean) : "Fog Blend" : 0   N/A 2240        use_angles(boolean) : "Use Angles for Fog Dir" : 0   N/A 2241    N/A 2242        fogcolor(color255) : "Primary Fog Color" : "255 255 255"   N/A 2243        fogcolor2(color255) : "Secondary Fog Color" : "255 255 255"   N/A 2244        fogdir(string) : "Primary Fog Dir" : "1 0 0"   N/A 2245        fogstart(string) : "Fog Start" : "500.0" : "Distance at which the skybox fog should start." N/A 2246       fogend(string) : "Fog End" : "2000.0" : "Distance at which the skybox fog should be fully opaque." N/A 2247 ]  N/A 2248    N/A 2249 @BaseClass base(Targetname, ResponseContext) = BaseSpeaker   N/A 2250 [   N/A 2251        delaymin(string) : "Min Delay Between Announcements" : "15"   N/A 2252        delaymax(string) : "Max Delay Between Announcements" : "135"   N/A 2253        spawnflags(flags) =   N/A 2254        [   N/A 2255                1: "Start Silent" : 0   N/A 2256                2: "Play Everywhere" : 0   N/A 2257        ]   N/A 2258        rulescript(string) : "Context rule script" : "" : "Script file containing rules for playing appropriate sounds." N/A 2259       concept(string) : "Concept name" : "" : "High level concept name used as primary search key." N/A 2260   N/A 2261        // Inputs   N/A 2262        input TurnOn(void) : "Turn on the random announcements." N/A 2263       input TurnOff(void) : "Turn off the random announcements." N/A 2264       input Toggle(void) : "Toggle the random announcements off and on." N/A 2265 ]  N/A 2266    N/A 2267 //-   N/A 2268 //   N/A 2269 // Game Entities   N/A 2270 //   N/A 2271 //-   N/A 2272    N/A 2273 @PointClass base(Targetname) = game_weapon_manager :   N/A 2274        "An entity used to limit the number of a particular weapon type in the world. Useful in places where NPCs are spawning rapidly, dying, and dropping weapons." N/A 2275 [  N/A 2276        weaponname(string) : "Weapon Classname" : "" : "Classname of the weapon type to limit." N/A 2277       maxpieces(integer) : "Max Allowed in Level"        : 0 : "The maximum amount of the specified weapon type allowed in the world." N/A 2278       ammomod(float)           : "Ammo modifier" : 1 :         "Modifier for ammount of ammo dropped by a weapon." N/A 2279   N/A 2280        // Inputs   N/A 2281        input SetAmmoModifier(float): "Adjust the ammo modifier." N/A 2282 ]  N/A 2283    N/A 2284 @PointClass base(Targetname) iconsprite("editor/game_end.vmt") = game_end :   N/A 2285        "An entity that ends a multiplayer game." N/A 2286 [  N/A 2287        master(string) : "Master (Obsolete)" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate." N/A 2288       input EndGame(void) : "End the multiplayer game." N/A 2289 ]  N/A 2290    N/A 2291 @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = game_player_equip :   N/A 2292        "An entity that gives equipment to the player who activates it. To use, add new keys to this entity, where each key is the classname of a weapon/item, and the corresponding value is the number of those weapons/items to give to the player who uses this entity. If the 'Use Only' spawnflag isn't set, then players can just touch this entity to get the equipment." N/A 2293 [  N/A 2294        spawnflags(flags) =   N/A 2295        [   N/A 2296                1: "Use Only" : 0   N/A 2297        ]   N/A 2298        master(string) : "Team Master (Obsolete)" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate." N/A 2299 ]  N/A 2300    N/A 2301 @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = game_player_team :   N/A 2302        "An entity that changes the team of the player who activates it." N/A 2303 [  N/A 2304        spawnflags(flags) =   N/A 2305        [   N/A 2306                1 : "Remove On fire" : 0   N/A 2307                2 : "Kill Player" : 0   N/A 2308                4 : "Gib Player" : 0   N/A 2309        ]   N/A 2310        target(string) : "game_team_master to use"   N/A 2311        master(string) : "Master (Obsolete)" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate." N/A 2312 ]  N/A 2313    N/A 2314 @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = game_score :   N/A 2315        "An entity that awards/deducts points from the player who activates it." N/A 2316 [  N/A 2317        spawnflags(flags) =   N/A 2318        [   N/A 2319                1: "Allow Negative" : 0   N/A 2320                2: "Team Points" : 0   N/A 2321        ]   N/A 2322    N/A 2323        points(integer) : "Points to add (+/-)" : 1   N/A 2324        master(string) : "Master (Obsolete)" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate." N/A 2325   N/A 2326        // Inputs   N/A 2327        input ApplyScore(void) : "Add score to player." N/A 2328 ]  N/A 2329    N/A 2330 @PointClass base(Targetname) iconsprite("editor/game_text.vmt") = game_text :   N/A 2331        "An entity that displays text on player's screens." N/A 2332 [  N/A 2333        spawnflags(flags) =   N/A 2334        [   N/A 2335                1: "All Players" : 0   N/A 2336        ]   N/A 2337    N/A 2338        message(string) report : "Message Text" : "" : "Message to display onscreen." N/A 2339       x(string) : "X (0 - 1.0 = left to right) (-1 centers)" : "-1" : "Horizontal position on the player's screens to draw the text. The value should be between 0 and 1, where 0 is the far left of the screen and 1 is the far right. -1 centers the text." N/A 2340       y(string) : "Y (0 - 1.0 = top to bottom) (-1 centers)" : "-1" : "Vertical position on the player's screens to draw the text. The value should be between 0 and 1, where 0 is the top of the screen and 1 is the bottom. -1 centers the text." N/A 2341       effect(Choices) : "Text Effect" : 0 =   N/A 2342        [   N/A 2343                0 : "Fade In/Out"   N/A 2344                1 : "Credits"   N/A 2345                2 : "Scan Out"   N/A 2346        ]   N/A 2347        color(color255) : "Color1" : "100 100 100"   N/A 2348        color2(color255) : "Color2" : "240 110 0"   N/A 2349        fadein(string) : "Fade in Time (or character scan time)" : "1.5" : "The time it should take for the text to fully fade in." N/A 2350       fadeout(string) : "Fade Out Time" : "0.5" : "The time it should take for the text to fade out, after the hold time has expired." N/A 2351       holdtime(string) : "Hold Time" : "1.2" : "The time the text should stay onscreen, after fading in, before it begins to fade out." N/A 2352       fxtime(string) : "Scan time (scan effect only)" : "0.25" : "If the 'Text Effect' is set to Scan Out, this is the time it should take to scan out all the letters in the text." N/A 2353       channel(choices) : "Text Channel" : 1 : "You can have up to four individual game_text messages onscreen at once, stored in channels. Select which channel this text should be placed in, which will overwrite any active message already in that channel." =  N/A 2354        [   N/A 2355                1 : "Channel 1"   N/A 2356                2 : "Channel 2"   N/A 2357                3 : "Channel 3"   N/A 2358                4 : "Channel 4"   N/A 2359        ]   N/A 2360        master(string) : "Master" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate." N/A 2361   N/A 2362        // Inputs   N/A 2363        input Display(void) : "Display the message text." N/A 2364       input SetText(string) : "Set the text to display." N/A 2365       input SetPosX(float) : "Set the X position of the text. (0 - 1.0 = left to right) (-1 centers)"   N/A 2366        input SetPosY(float) : "Set the Y position of the text. (0 - 1.0 = top to bottom) (-1 centers)"   N/A 2367        input SetTextColor(color255) : "Set color of the front text." N/A 2368       input SetTextColor2(color255) : "Set color of the transition text." N/A 2369 ]  N/A 2370    N/A 2371 @PointClass base(Parentname, Angles) size(-2 -2 -2, 2 2 2) = point_enable_motion_fixup :   N/A 2372        "An entity used to move a motion-disabled prop when it enables motion. Parent this entity to the prop, and when the prop has its motion enabled, it will immediately teleport to the origin of this entity." N/A 2373 [  N/A 2374 ]   N/A 2375    N/A 2376 @PointClass base(Targetname, Parentname) size(-8 -8 -8, 8 8 8) = point_message :   N/A 2377        "An entity that displays a text message in the world, at its origin." N/A 2378 [  N/A 2379        spawnflags(flags) =   N/A 2380        [   N/A 2381                1: "Start Disabled" : 0   N/A 2382        ]   N/A 2383    N/A 2384        message(string) : "Entity Message"   N/A 2385        radius(integer) : "Show message radius" : 128 : "Distance the player must be within to see this message." N/A 2386       developeronly(boolean) : "Developer Only?" : 0 : "If set, this message will only be visible when developer mode is on." N/A 2387   N/A 2388        // Inputs   N/A 2389        input Enable(void) : "Start displaying the message text, if the player is within the message radius." N/A 2390       input Disable(void) : "Stop displaying the message text." N/A 2391 ]  N/A 2392    N/A 2393 @PointClass base(Targetname, Parentname, RenderFields, Angles, SystemLevelChoice) studio("models/editor/cone_helper.mdl") = point_spotlight :   N/A 2394        "An entity to draw a spotlight. Will draw a beam when the player views it side on, and a halo when it's facing towards the player. "+   N/A 2395        "Unless the 'No Dynamic Light' spawnflag is checked, it will also create a dynamic light wherever the end of the spotlight rests." N/A 2396 [  N/A 2397        spawnflags(Flags) =   N/A 2398        [   N/A 2399                1 :  "Start On" : 1   N/A 2400                2 :  "No Dynamic Light" : 1   N/A 2401        ]   N/A 2402    N/A 2403        spotlightlength(integer) : "Spotlight Length" : 500 : "Length of the spotlight beam." N/A 2404       spotlightwidth(integer) : "Spotlight Width" : 50 : "Width of the spotlight beam." N/A 2405       rendercolor(color255) : "Color (R G B)" : "255 255 255"   N/A 2406        HDRColorScale(float) : "HDR color scale." : "1.0" : "float value to multiply sprite color by when running in HDR mode." N/A 2407   N/A 2408        // Inputs   N/A 2409        input LightOn(void) : "Turn the spotlight on." N/A 2410       input LightOff(void) : "Turn the spotlight off"   N/A 2411        input SetColor(color255) : "Change the color of the spotlight"   N/A 2412        input ForceUpdate(void) : "Force an update of the spotlight position and orientation"   N/A 2413    N/A 2414        // outputs   N/A 2415        output OnLightOn(void) : "Fires when light turns on." N/A 2416       output OnLightOff(void) : "Fires when light turns off." N/A 2417   N/A 2418 ]   N/A 2419    N/A 2420 @PointClass base(Targetname, Parentname) size(-8 -8 -8, 8 8 8) = point_tesla :   N/A 2421        "An entity that creates tesla lightning arcs around its origin." N/A 2422 [  N/A 2423        m_SourceEntityName(string) : "Source Entity" : "" : "If specified, tesla lightning will originate from the specified entity. Otherwise, they originate from this entity." N/A 2424       m_SoundName(string) : "Sound Name" : "DoSpark" : "Sound to be played whenever lightning is created." N/A 2425   N/A 2426        texture(sprite) : "Sprite Name" : "sprites/physbeam.vmt" : "Material to use for the tesla lightning beams." N/A 2427   N/A 2428        m_Color(color255) : "Color" : "255 255 255"   N/A 2429    N/A 2430        m_flRadius(integer) : "Radius" : 200 : "Radius around the origin to find a point to strike with a tesla lightning beam." N/A 2431   N/A 2432        beamcount_min(integer) : "Min # of Beams" : 6 : "Minimum number of tesla lightning beams to create when creating an arc." N/A 2433       beamcount_max(integer) : "Max # of Beams" : 8 : "Maximum number of tesla lightning beams to create when creating an arc." N/A 2434   N/A 2435        thick_min(string) : "Min Beam Width" : "4" : "Minimum width of the tesla lightning beams." N/A 2436       thick_max(string) : "Max Beam Width" : "5" : "Maximum width of the tesla lightning beams." N/A 2437   N/A 2438        lifetime_min(string) : "Min Time Visible" : "0.3" : "Minimum lifetime of the tesla lightning beams." N/A 2439       lifetime_max(string) : "Max Time Visible" : "0.3" : "Maximum lifetime of the tesla lightning beams." N/A 2440   N/A 2441        interval_min(string) : "Min Time Between Arcs":"0.5" : "Minimum time delay between random arcing." N/A 2442       interval_max(string) : "Max Time Between Arcs":"2" : "Maximum time delay between random arcing." N/A 2443   N/A 2444        // Inputs   N/A 2445        input TurnOn(void) : "Turn emitter on." N/A 2446       input TurnOff(void) : "Turn emitter off." N/A 2447       input DoSpark(void) : "Force a single arc." N/A 2448 ]  N/A 2449    N/A 2450 @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = point_clientcommand :   N/A 2451        "An entity that issues commands to the client console, as if it was typed in by the player (if activator is a player, or the local player in single player)." N/A 2452 [  N/A 2453        // Inputs   N/A 2454        input Command(string) : "Command to execute." N/A 2455 ]  N/A 2456    N/A 2457 @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = point_servercommand :   N/A 2458        "An entity that issues commands to the server console." N/A 2459 [  N/A 2460        // Inputs   N/A 2461        input Command(string) : "Command to execute." N/A 2462 ]  N/A 2463    N/A 2464 @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = point_bonusmaps_accessor :   N/A 2465        "An entity that relays bonus maps changes." N/A 2466 [  N/A 2467        filename(string) : "File Name" : ""   N/A 2468        mapname(string) : "Map Name" : ""   N/A 2469    N/A 2470        // Inputs   N/A 2471        input Unlock(void) : "Unlocks the filename/map combination." N/A 2472       input Complete(void) : "Completes the filename/map combination." N/A 2473       input Save(void) : "Saves bonus map data." N/A 2474 ]  N/A 2475    N/A 2476 @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = game_ui :   N/A 2477        "An entity used to override player input when the player is looking at it." N/A 2478 [  N/A 2479        spawnflags(flags) =   N/A 2480        [   N/A 2481                32 : "Freeze Player" : 1   N/A 2482                64 : "Hide Weapon" : 1   N/A 2483                128 : "+Use Deactivates" : 1   N/A 2484                256 : "Jump Deactivates" : 1   N/A 2485        ]   N/A 2486    N/A 2487        FieldOfView(float) : "FieldOfView" : "-1.0" : "The amount of tolerance in the view checking when determining whether the player's input is still under control. 1.0 = straight ahead, 0.0 = +/- 90 degrees, -1.0 = all directions. If the player isn't within the tolerance, the player regains control." N/A 2488   N/A 2489        // Inputs   N/A 2490        input Deactivate(void) : "Return Player Control." N/A 2491       input Activate(string) : "Take Player Control." N/A 2492   N/A 2493        // Outputs   N/A 2494        output PlayerOn(void) : "Fired whenever this entity starts controlling the player's input." N/A 2495       output PlayerOff(void) : "Fired whenever this entity stops controlling the player's input." N/A 2496       output PressedMoveLeft(void) : "Fired whenever the player presses the moveleft key." N/A 2497       output PressedMoveRight(void) : "Fired whenever the player presses the moveright key." N/A 2498       output PressedForward(void) : "Fired whenever the player presses the forward key." N/A 2499       output PressedBack(void) : "Fired whenever the player presses the backward key." N/A 2500       output PressedAttack(void) : "Fired whenever the player presses the attack key." N/A 2501       output PressedAttack2(void) : "Fired whenever the player presses the secondary attack key." N/A 2502   N/A 2503        output UnpressedMoveLeft(void) : "Fired whenever the player releases the moveleft key." N/A 2504       output UnpressedMoveRight(void) : "Fired whenever the player releases the moveright key." N/A 2505       output UnpressedForward(void) : "Fired whenever the player releases the forward key." N/A 2506       output UnpressedBack(void) : "Fired whenever the player releases the backward key." N/A 2507       output UnpressedAttack(void) : "Fired whenever the player releases the attack key." N/A 2508       output UnpressedAttack2(void) : "Fired whenever the player releases the secondary attack key." N/A 2509   N/A 2510        output XAxis(string) : "An output that fires whenever the X axis of the player's input changes. i.e. -1 when the player has moveleft key down, 1 when the player has moveright key down, and 0 if neither." N/A 2511       output YAxis(string) : "An output that fires whenever the Y axis of the player's input changes. i.e. -1 when the player has backward key down, 1 when the player has forward key down, and 0 if neither." N/A 2512       output AttackAxis(string) : "An output that fires whenever the state of the player's attack key changes. i.e. 1 when the player has the attack key down, 0 otherwise." N/A 2513       output Attack2Axis(string) : "An output that fires whenever the state of the player's secondary attack key changes. i.e. 1 when the player has the secondary attack key down, 0 otherwise." N/A 2514 ]  N/A 2515    N/A 2516 @PointClass base(Targetname) = point_entity_finder :   N/A 2517        "An entity that will find an entity and pass it along as the !Caller with the OutEntity output.  Requires using !Caller as the parameter on the input." N/A 2518 [  N/A 2519        filtername(filterclass) : "Filter Name" : : "Filter to use to narrow set of findable entities. See filter_activator_name for more explanation." N/A 2520       referencename(target_destination) : "Reference Entity" : "" : "Name of the entity to use when evaluating criteria.  For example, when using 'Nearest', this is the entity that distance will be measured from.  If left blank will use the point_entity_finder." N/A 2521   N/A 2522        Method(choices) : "Search Method" : "0" =   N/A 2523        [   N/A 2524                0 : "Nearest"   N/A 2525                1 : "Farthest"   N/A 2526                2 : "Random"   N/A 2527        ]   N/A 2528    N/A 2529        // Inputs   N/A 2530        input FindEntity(void) : "Find an entity that meets the specified criteria.  Will fire OutEntity if found and pass the entity as !Caller." N/A 2531   N/A 2532        // Outputs   N/A 2533        output OnFoundEntity(void) : "Fired when FindEntity is input and an entity was found. Passes the found entity as !Caller." N/A 2534 ]  N/A 2535    N/A 2536 @SolidClass base(Targetname, Parentname) = game_zone_player :   N/A 2537        "An entity used to count the number of players within a zone." N/A 2538 [  N/A 2539        // Inputs   N/A 2540        input CountPlayersInZone(void) : "Count the number of players in the zone, and fire the corresponding outputs." N/A 2541   N/A 2542        // Outputs   N/A 2543        output OnPlayerInZone(void) : "Fired whenever a count finds a player inside the zone, with the player as the activator." N/A 2544       output OnPlayerOutZone(void) : "Fired whenever a count finds a player outside the zone, with the player as the activator." N/A 2545       output PlayersInCount(integer) : "Fired after a count, and contains the number of players found inside the zone." N/A 2546       output PlayersOutCount(integer) : "Fired after a count, and contains the number of players found outside the zone." N/A 2547 ]  N/A 2548    N/A 2549 //-   N/A 2550 //   N/A 2551 // Info Entities   N/A 2552 //   N/A 2553 //-   N/A 2554    N/A 2555 @PointClass base(Targetname) decal studio("models/editor/axis_helper_thick.mdl") = infodecal :   N/A 2556        "An entity that places a decal on the world. If the decal has no target name, it will immediately apply itself when the level is loaded. "+   N/A 2557        "If it has a name specified, it won't apply until it receives the 'Activate' input." N/A 2558 [  N/A 2559        texture(decal)   N/A 2560    N/A 2561        LowPriority(boolean) : "Low Priority (can be replaced)" : 0   N/A 2562    N/A 2563        // Inputs   N/A 2564        input Activate(void) : "Force the decal to apply itself to the world." N/A 2565 ]  N/A 2566    N/A 2567 // A decal to be applied to a prop or the world using specified origin and orientation and radius, uses an orientation angle and a radius to determine   N/A 2568 //  ray to cast for projection   N/A 2569 @PointClass base(Angles,Targetname) decal studio("models/editor/axis_helper_thick.mdl") = info_projecteddecal :   N/A 2570        "An entity that projects a decal onto the world (or props). If the decal has no target name, it will immediately apply itself when "+   N/A 2571        "the level is loaded. If it has a name specified, it won't apply until it receives the 'Activate' input." N/A 2572 [  N/A 2573        texture(decal)   N/A 2574        Distance(float) : "Distance" : 64 : "Distance from the origin to project the decal." N/A 2575   N/A 2576        // Inputs   N/A 2577        input Activate(void) : "Force the decal to apply itself to the world." N/A 2578 ]  N/A 2579    N/A 2580 @PointClass = info_no_dynamic_shadow :   N/A 2581        "Use this entity to mark surfaces that shouldn't receive dynamic shadows. Useful to apply to walls and floors "+   N/A 2582        "where shadows are drawn improperly, giving away the location of enemies." N/A 2583 [  N/A 2584        sides(sidelist) : "Brush faces"   N/A 2585 ]   N/A 2586    N/A 2587 @PointClass base(PlayerClass, Angles) studio("models/editor/playerstart.mdl") = info_player_start :   N/A 2588        "This entity indicates the position and facing direction at which the player will spawn. Any number of "+   N/A 2589        "info_player_start entities may be placed in a map for when working in cordoned-off portions of the map. "+   N/A 2590        "When multiple info_player_start entities are present in a map, set the 'Master' spawnflag on one of them "+   N/A 2591        "to indicate which one should be used when running the entire map." N/A 2592 [  N/A 2593        spawnflags(flags) =   N/A 2594        [   N/A 2595                1: "Master (Has priority if multiple info_player_starts exist)" : 0   N/A 2596        ]   N/A 2597 ]   N/A 2598    N/A 2599 @PointClass base(Targetname) size(-1 -1 0, 1 1 1) color(80 150 225) studio("models/editor/overlay_helper.mdl") sphere(fademindist) sphere(fademaxdist) overlay = info_overlay :   N/A 2600        "An entity that places an overlay on the world." N/A 2601 [  N/A 2602        material(material) : "Material"   N/A 2603        sides(sidelist) : "Brush faces"   N/A 2604        RenderOrder(integer) : "Render Order" : 0 : "Higher values render after lower values. This value can be 0-3." N/A 2605       StartU(float) : "U Start" : "0.0"   N/A 2606        EndU(float) : "U End" : "1.0"   N/A 2607        StartV(float) : "V Start" : "0.0"   N/A 2608        EndV(float) : "V End" : "1.0"   N/A 2609        BasisOrigin(Vector) readonly : "Overlay Basis Origin(Read-Only)"   N/A 2610        BasisU(Vector) readonly : "Overlay Basis U(Read-Only)"   N/A 2611        BasisV(Vector) readonly : "Overlay Basis V(Read-Only)"   N/A 2612        BasisNormal(Vector) readonly : "Overlay Basis Normal(Read-Only)"   N/A 2613        uv0(vector) readonly : "Overlay Point 1(Read-Only)"   N/A 2614        uv1(vector) readonly : "Overlay Point 2(Read-Only)"   N/A 2615        uv2(vector) readonly : "Overlay Point 3(Read-Only)"   N/A 2616        uv3(vector) readonly : "Overlay Point 4(Read-Only)"   N/A 2617        fademindist(float) : "Start Fade Dist" : -1 : "Distance at which the overlay starts to fade (<0 = use fademaxdist)." N/A 2618       fademaxdist(float) : "End Fade Dist" : 0 : "Maximum distance at which the overlay is visible (0 = don't fade out)." N/A 2619 ]  N/A 2620    N/A 2621 @PointClass size(-8 -8 -8, 8 8 8) sidelist(sides) sidelist(sides2) overlay_transition = info_overlay_transition : "Overlay Transition"   N/A 2622 [   N/A 2623        material(material) : "Material"   N/A 2624        sides(sidelist) : "Brush faces"   N/A 2625        sides2(sidelist) : "Water faces"   N/A 2626        LengthTexcoordStart(float) : "Texcoord Length Start" : "0.0"   N/A 2627        LengthTexcoordEnd(float) : "Texcoord Length End" : "1.0"   N/A 2628        WidthTexcoordStart(float) : "Texcoord Width Start" : "0.0"   N/A 2629        WidthTexcoordEnd(float) : "Texcoord Width End" : "1.0"   N/A 2630        Width1(float) : "Width Land" : "25.0"   N/A 2631        Width2(float) : "Width Water" : "25.0"   N/A 2632        DebugDraw(integer) : "Show Debug" : 0 : "Boolean value (0 or 1)." N/A 2633 ]  N/A 2634    N/A 2635 @PointClass size(-4 -4 -4, 4 4 4) color(0 180 0) = info_intermission :   N/A 2636    "An entity that defines an intermission spot where dead players will float until they respawn." N/A 2637 [  N/A 2638        target(target_destination) : "Entity to look at" : : "Name of entity that dead players will face while in intermission at this spot." N/A 2639 ]  N/A 2640    N/A 2641 @PointClass base(Targetname) iconsprite("editor/info_landmark") = info_landmark :   N/A 2642        "An entity that acts as a landmark for transitions to another level. There should be a corresponding info_landmark entity in the next map. Entities will be transitioned to the next level relative to the info_landmark entities." N/A 2643 [  N/A 2644 ]   N/A 2645    N/A 2646 @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = info_null :   N/A 2647        "An entity that's immediately removed on spawning. Useful as a spotlight target." N/A 2648 [  N/A 2649 ]   N/A 2650    N/A 2651 @PointClass base(Targetname, Parentname, Angles) iconsprite("editor/info_target.vmt") studio("models/editor/axis_helper.mdl") = info_target :   N/A 2652        "An entity that does nothing. Very useful as a positioning entity for other entities to refer to (i.e. the endpoint of an env_beam)"   N/A 2653 [   N/A 2654        spawnflags( Flags ) =   N/A 2655        [   N/A 2656                1 : "Transmit to client (respect PVS)" : 0   N/A 2657                2 : "Always transmit to client (ignore PVS)" : 0   N/A 2658        ]   N/A 2659 ]   N/A 2660    N/A 2661 @PointClass base(Targetname, Parentname, Angles, Reflection) studio("models/editor/cone_helper.mdl") line(255 255 255, targetname, cpoint1) line(255 255 255, targetname, cpoint2) line(255 255 255, targetname, cpoint3) line(255 255 255, targetname, cpoint4) line(255 255 255, targetname, cpoint5) line(255 255 255, targetname, cpoint6) line(255 255 255, targetname, cpoint7) line(255 255 255, targetname, cpoint8) line(255 255 255, targetname, cpoint9) line(255 255 255, targetname, cpoint10) line(255 255 255, targetname, cpoint11) line(255 255 255, targetname, cpoint12) line(255 255 255, targetname, cpoint13) line(255 255 255, targetname, cpoint14) line(255 255 255, targetname, cpoint15) line(255 255 255, targetname, cpoint16) line(255 255 255, targetname, cpoint17) line(255 255 255, targetname, cpoint18) line(255 255 255, targetname, cpoint19) line(255 255 255, targetname, cpoint20) line(255 255 255, targetname, cpoint21) line(255 255 255, targetname, cpoint22) line(255 255 255, targetname, cpoint23) line(255 255 255, targetname, cpoint24) line(255 255 255, targetname, cpoint25) line(255 255 255, targetname, cpoint26) line(255 255 255, targetname, cpoint27) line(255 255 255, targetname, cpoint28) line(255 255 255, targetname, cpoint29) line(255 255 255, targetname, cpoint30) line(255 255 255, targetname, cpoint31) line(255 255 255, targetname, cpoint32) line(255 255 255, targetname, cpoint33) line(255 255 255, targetname, cpoint34) line(255 255 255, targetname, cpoint35) line(255 255 255, targetname, cpoint36) line(255 255 255, targetname, cpoint37) line(255 255 255, targetname, cpoint38) line(255 255 255, targetname, cpoint39) line(255 255 255, targetname, cpoint40) line(255 255 255, targetname, cpoint41) line(255 255 255, targetname, cpoint42) line(255 255 255, targetname, cpoint43) line(255 255 255, targetname, cpoint44) line(255 255 255, targetname, cpoint45) line(255 255 255, targetname, cpoint46) line(255 255 255, targetname, cpoint47) line(255 255 255, targetname, cpoint48) line(255 255 255, targetname, cpoint49) line(255 255 255, targetname, cpoint50) line(255 255 255, targetname, cpoint51) line(255 255 255, targetname, cpoint52) line(255 255 255, targetname, cpoint53) line(255 255 255, targetname, cpoint54) line(255 255 255, targetname, cpoint55) line(255 255 255, targetname, cpoint56) line(255 255 255, targetname, cpoint57) line(255 255 255, targetname, cpoint58) line(255 255 255, targetname, cpoint59) line(255 255 255, targetname, cpoint60) line(255 255 255, targetname, cpoint61) line(255 255 255, targetname, cpoint62) line(255 255 255, targetname, cpoint63) = info_particle_system :   N/A 2662        "An entity that spawns a particle system built using the particle editor." N/A 2663 [  N/A 2664        effect_name(particlesystem) : "Particle System Name"   N/A 2665        start_active(boolean) : "Start Active?" : 0  N/A 2666    N/A 2667        cpoint1(target_destination) : "Control Point 1" : : "If set, control point 1 of the effect will be at this entity's location." N/A 2668       cpoint2(target_destination) : "Control Point 2" : : "If set, control point 2 of the effect will be at this entity's location. If control point 1 is not set, this will be ignored." N/A 2669       cpoint3(target_destination) : "Control Point 3" : : "If set, control point 3 of the effect will be at this entity's location. If control point 2 is not set, this will be ignored." N/A 2670       cpoint4(target_destination) : "Control Point 4" : : "If set, control point 4 of the effect will be at this entity's location. If control point 3 is not set, this will be ignored." N/A 2671       cpoint5(target_destination) : "Control Point 5" : : "If set, control point 5 of the effect will be at this entity's location. If control point 4 is not set, this will be ignored." N/A 2672       cpoint6(target_destination) : "Control Point 6" : : "If set, control point 6 of the effect will be at this entity's location. If control point 5 is not set, this will be ignored." N/A 2673       cpoint7(target_destination) : "Control Point 7" : : "If set, control point 7 of the effect will be at this entity's location. If control point 6 is not set, this will be ignored." N/A 2674       cpoint8(target_destination) : "Control Point 8" : : "If set, control point 8 of the effect will be at this entity's location. If control point 7 is not set, this will be ignored." N/A 2675       cpoint9(target_destination) : "Control Point 9" : : "If set, control point 9 of the effect will be at this entity's location. If control point 8 is not set, this will be ignored." N/A 2676       cpoint10(target_destination) : "Control Point 10" : : "If set, control point 10 of the effect will be at this entity's location. If control point 9 is not set, this will be ignored." N/A 2677       cpoint11(target_destination) : "Control Point 11" : : "If set, control point 11 of the effect will be at this entity's location. If control point 10 is not set, this will be ignored." N/A 2678       cpoint12(target_destination) : "Control Point 12" : : "If set, control point 12 of the effect will be at this entity's location. If control point 11 is not set, this will be ignored." N/A 2679       cpoint13(target_destination) : "Control Point 13" : : "If set, control point 13 of the effect will be at this entity's location. If control point 12 is not set, this will be ignored." N/A 2680       cpoint14(target_destination) : "Control Point 14" : : "If set, control point 14 of the effect will be at this entity's location. If control point 13 is not set, this will be ignored." N/A 2681       cpoint15(target_destination) : "Control Point 15" : : "If set, control point 15 of the effect will be at this entity's location. If control point 14 is not set, this will be ignored." N/A 2682       cpoint16(target_destination) : "Control Point 16" : : "If set, control point 16 of the effect will be at this entity's location. If control point 15 is not set, this will be ignored." N/A 2683       cpoint17(target_destination) : "Control Point 17" : : "If set, control point 17 of the effect will be at this entity's location. If control point 16 is not set, this will be ignored." N/A 2684       cpoint18(target_destination) : "Control Point 18" : : "If set, control point 18 of the effect will be at this entity's location. If control point 17 is not set, this will be ignored." N/A 2685       cpoint19(target_destination) : "Control Point 19" : : "If set, control point 19 of the effect will be at this entity's location. If control point 18 is not set, this will be ignored." N/A 2686       cpoint20(target_destination) : "Control Point 20" : : "If set, control point 20 of the effect will be at this entity's location. If control point 19 is not set, this will be ignored." N/A 2687       cpoint21(target_destination) : "Control Point 21" : : "If set, control point 21 of the effect will be at this entity's location. If control point 10 is not set, this will be ignored." N/A 2688       cpoint22(target_destination) : "Control Point 22" : : "If set, control point 22 of the effect will be at this entity's location. If control point 21 is not set, this will be ignored." N/A 2689       cpoint23(target_destination) : "Control Point 23" : : "If set, control point 23 of the effect will be at this entity's location. If control point 22 is not set, this will be ignored." N/A 2690       cpoint24(target_destination) : "Control Point 24" : : "If set, control point 24 of the effect will be at this entity's location. If control point 23 is not set, this will be ignored." N/A 2691       cpoint25(target_destination) : "Control Point 25" : : "If set, control point 25 of the effect will be at this entity's location. If control point 24 is not set, this will be ignored." N/A 2692       cpoint26(target_destination) : "Control Point 26" : : "If set, control point 26 of the effect will be at this entity's location. If control point 25 is not set, this will be ignored." N/A 2693       cpoint27(target_destination) : "Control Point 27" : : "If set, control point 27 of the effect will be at this entity's location. If control point 26 is not set, this will be ignored." N/A 2694       cpoint28(target_destination) : "Control Point 28" : : "If set, control point 28 of the effect will be at this entity's location. If control point 27 is not set, this will be ignored." N/A 2695       cpoint29(target_destination) : "Control Point 29" : : "If set, control point 29 of the effect will be at this entity's location. If control point 28 is not set, this will be ignored." N/A 2696       cpoint30(target_destination) : "Control Point 30" : : "If set, control point 30 of the effect will be at this entity's location. If control point 29 is not set, this will be ignored." N/A 2697       cpoint31(target_destination) : "Control Point 31" : : "If set, control point 31 of the effect will be at this entity's location. If control point 30 is not set, this will be ignored." N/A 2698       cpoint32(target_destination) : "Control Point 32" : : "If set, control point 32 of the effect will be at this entity's location. If control point 31 is not set, this will be ignored." N/A 2699       cpoint33(target_destination) : "Control Point 33" : : "If set, control point 33 of the effect will be at this entity's location. If control point 32 is not set, this will be ignored." N/A 2700       cpoint34(target_destination) : "Control Point 34" : : "If set, control point 34 of the effect will be at this entity's location. If control point 33 is not set, this will be ignored." N/A 2701       cpoint35(target_destination) : "Control Point 35" : : "If set, control point 35 of the effect will be at this entity's location. If control point 34 is not set, this will be ignored." N/A 2702       cpoint36(target_destination) : "Control Point 36" : : "If set, control point 36 of the effect will be at this entity's location. If control point 35 is not set, this will be ignored." N/A 2703       cpoint37(target_destination) : "Control Point 37" : : "If set, control point 37 of the effect will be at this entity's location. If control point 36 is not set, this will be ignored." N/A 2704       cpoint38(target_destination) : "Control Point 38" : : "If set, control point 38 of the effect will be at this entity's location. If control point 37 is not set, this will be ignored." N/A 2705       cpoint39(target_destination) : "Control Point 39" : : "If set, control point 39 of the effect will be at this entity's location. If control point 38 is not set, this will be ignored." N/A 2706       cpoint40(target_destination) : "Control Point 40" : : "If set, control point 40 of the effect will be at this entity's location. If control point 39 is not set, this will be ignored." N/A 2707       cpoint41(target_destination) : "Control Point 41" : : "If set, control point 41 of the effect will be at this entity's location. If control point 40 is not set, this will be ignored." N/A 2708       cpoint42(target_destination) : "Control Point 42" : : "If set, control point 42 of the effect will be at this entity's location. If control point 41 is not set, this will be ignored." N/A 2709       cpoint43(target_destination) : "Control Point 43" : : "If set, control point 43 of the effect will be at this entity's location. If control point 42 is not set, this will be ignored." N/A 2710       cpoint44(target_destination) : "Control Point 44" : : "If set, control point 44 of the effect will be at this entity's location. If control point 43 is not set, this will be ignored." N/A 2711       cpoint45(target_destination) : "Control Point 45" : : "If set, control point 45 of the effect will be at this entity's location. If control point 44 is not set, this will be ignored." N/A 2712       cpoint46(target_destination) : "Control Point 46" : : "If set, control point 46 of the effect will be at this entity's location. If control point 45 is not set, this will be ignored." N/A 2713       cpoint47(target_destination) : "Control Point 47" : : "If set, control point 47 of the effect will be at this entity's location. If control point 46 is not set, this will be ignored." N/A 2714       cpoint48(target_destination) : "Control Point 48" : : "If set, control point 48 of the effect will be at this entity's location. If control point 47 is not set, this will be ignored." N/A 2715       cpoint49(target_destination) : "Control Point 49" : : "If set, control point 49 of the effect will be at this entity's location. If control point 48 is not set, this will be ignored." N/A 2716       cpoint50(target_destination) : "Control Point 50" : : "If set, control point 50 of the effect will be at this entity's location. If control point 49 is not set, this will be ignored." N/A 2717       cpoint51(target_destination) : "Control Point 51" : : "If set, control point 51 of the effect will be at this entity's location. If control point 50 is not set, this will be ignored." N/A 2718       cpoint52(target_destination) : "Control Point 52" : : "If set, control point 52 of the effect will be at this entity's location. If control point 51 is not set, this will be ignored." N/A 2719       cpoint53(target_destination) : "Control Point 53" : : "If set, control point 53 of the effect will be at this entity's location. If control point 52 is not set, this will be ignored." N/A 2720       cpoint54(target_destination) : "Control Point 54" : : "If set, control point 54 of the effect will be at this entity's location. If control point 53 is not set, this will be ignored." N/A 2721       cpoint55(target_destination) : "Control Point 55" : : "If set, control point 55 of the effect will be at this entity's location. If control point 54 is not set, this will be ignored." N/A 2722       cpoint56(target_destination) : "Control Point 56" : : "If set, control point 56 of the effect will be at this entity's location. If control point 55 is not set, this will be ignored." N/A 2723       cpoint57(target_destination) : "Control Point 57" : : "If set, control point 57 of the effect will be at this entity's location. If control point 56 is not set, this will be ignored." N/A 2724       cpoint58(target_destination) : "Control Point 58" : : "If set, control point 58 of the effect will be at this entity's location. If control point 57 is not set, this will be ignored." N/A 2725       cpoint59(target_destination) : "Control Point 59" : : "If set, control point 59 of the effect will be at this entity's location. If control point 58 is not set, this will be ignored." N/A 2726       cpoint60(target_destination) : "Control Point 60" : : "If set, control point 60 of the effect will be at this entity's location. If control point 59 is not set, this will be ignored." N/A 2727       cpoint61(target_destination) : "Control Point 61" : : "If set, control point 61 of the effect will be at this entity's location. If control point 60 is not set, this will be ignored." N/A 2728       cpoint62(target_destination) : "Control Point 62" : : "If set, control point 62 of the effect will be at this entity's location. If control point 61 is not set, this will be ignored." N/A 2729       cpoint63(target_destination) : "Control Point 63" : : "If set, control point 63 of the effect will be at this entity's location. If control point 62 is not set, this will be ignored." N/A 2730   N/A 2731        cpoint1_parent(integer) : "Control Point 1's Parent" : 0 : "If set and nonzero, control point 1 of the effect will use this point for its parent." N/A 2732       cpoint2_parent(integer) : "Control Point 2's Parent" : 0 : "If set and nonzero, control point 2 of the effect will use this point for its parent." N/A 2733       cpoint3_parent(integer) : "Control Point 3's Parent" : 0 : "If set and nonzero, control point 3 of the effect will use this point for its parent." N/A 2734       cpoint4_parent(integer) : "Control Point 4's Parent" : 0 : "If set and nonzero, control point 4 of the effect will use this point for its parent." N/A 2735       cpoint5_parent(integer) : "Control Point 5's Parent" : 0 : "If set and nonzero, control point 5 of the effect will use this point for its parent." N/A 2736       cpoint6_parent(integer) : "Control Point 6's Parent" : 0 : "If set and nonzero, control point 6 of the effect will use this point for its parent." N/A 2737       cpoint7_parent(integer) : "Control Point 7's Parent" : 0 : "If set and nonzero, control point 7 of the effect will use this point for its parent." N/A 2738   N/A 2739        // Inputs   N/A 2740        input Start(void) : "Tell the particle system to start emitting." N/A 2741       input Stop(void) : "Tell the particle system to stop emitting." N/A 2742       input StopPlayEndCap(void) : "Tell the particle system to stop emitting and play its End Cap Effect." N/A 2743       input DestroyImmediately(void) : "Destroy the particle system and remove all particles immediately." N/A 2744 ]  N/A 2745    N/A 2746    N/A 2747 @PointClass base(Targetname, EnableDisable, Parentname, Angles) iconsprite("editor/info_target.vmt") sphere(radius) = phys_ragdollmagnet :   N/A 2748        "An entity that acts like a magnet for ragdolls. Useful for crafting exaggerated ragdoll behavior (i.e. guys falling over rails on death). If the "+   N/A 2749        "Bar Magnet spawnflag is set, the magnet works like it was a cylindrical magnet i.e. it attracts ragdolls to the nearest point on a line." N/A 2750 [  N/A 2751        axis(vecline) : "Bar Magnet Axis"   N/A 2752        radius(float) : "Effective Radius" : "512" : "Radius in which ragdolls are affected around this entity's origin." N/A 2753       force(float) : "Force" : "5000" : "Magnetic force to apply to ragdolls within the radius. Expressed as kilograms per inch per second. So a force of 1000 will add 10 inches/second to a 100kg man. It will add 100 inches per second to a 10kg headcrab." N/A 2754   N/A 2755        target(string) : "Entity to affect" : "" : "If specified, the phys_ragdollmagnet will only affect the target entity." N/A 2756   N/A 2757        spawnflags( Flags ) =   N/A 2758        [   N/A 2759                2 : "Bar Magnet (use axis helper)" : 0   N/A 2760        ]   N/A 2761 ]   N/A 2762    N/A 2763 @PointClass base(Targetname) iconsprite("editor/info_lighting.vmt")  = info_lighting :   N/A 2764        "An entity that can be used to change the lighting origin of a prop_static. Set the prop_static's Lighting Origin to point at this entity to "+   N/A 2765        "make the prop_static light as if it was at the info_lighting's origin. Good for prop_static entities that are embedded in world geometry (like rocks/windows/etc)." N/A 2766 [  N/A 2767 ]   N/A 2768    N/A 2769 // This is obsolete, info_target is all you need now. N/A 2770 @PointClass base(Targetname, Parentname, Angles, PlayerClass) studio("models/editor/playerstart.mdl") = info_teleport_destination :  N/A 2771        "An entity that does nothing itself, but can be used to specify the destination for a trigger_teleport entity. An info_target can be used instead." N/A 2772 [  N/A 2773 ]   N/A 2774    N/A 2775    N/A 2776 //-   N/A 2777 //   N/A 2778 // Nodes and Hints   N/A 2779 //   N/A 2780 //-   N/A 2781    N/A 2782 @PointClass base(Node) studio("models/editor/ground_node.mdl") color(232 219 8) = info_node :   N/A 2783        "A navigation node for ground moving NPCs. Navigation nodes are baked into the nodegraph so that NPCs can move " +   N/A 2784        "to them. Ground nodes fall to the ground when they spawn." N/A 2785 [  N/A 2786        spawnflags(Flags) =   N/A 2787        [   N/A 2788                1 : "Force human permission" : 0   N/A 2789                2 : "Force small_centered permission" : 0   N/A 2790                4 : "Force wide_human permission" : 0   N/A 2791                8 : "Force tiny permissiont" : 0   N/A 2792                16 : "Force wide_short permission" : 0   N/A 2793                32 : "Force medium permission" : 0   N/A 2794                64 : "Force tiny_centered permission" : 0   N/A 2795                128 : "Force large permission" : 0   N/A 2796                256 : "Force large_centered permission" : 0   N/A 2797                512 : "Keep editor position" : 0   N/A 2798        ]   N/A 2799 ]   N/A 2800    N/A 2801 @PointClass base(Targetname, Angles, HintNode) studio("models/editor/ground_node_hint.mdl") sphere(radius) color(232 219 8) = info_node_hint :   N/A 2802        "A navigation node for ground moving NPCs that includes some context information for NPCs that are interested in it. The hint might " +  N/A 2803        "indicate a window that could be looked out of, or an item of interest that could be commented on. Many hint nodes are NPC-specific, " +  N/A 2804        "so it's helpful to use naming conventions like 'Crow: Fly to point' in the hint choices list. The angles of a hint node indicate what direction " +  N/A 2805        "the NPC should face to perform the hint behavior.\n\n" +   N/A 2806        "It's important to understand the distinction between scripts, such as scripted_sequence and scripted_schedule, and info_hint entities. Scripts summon " +  N/A 2807        "NPCs to specific cue points to play their parts, while hints provide context information to the AI that they use to perform their " +   N/A 2808        "behaviors. Hints require code support in the NPC, while scripts are generic and may require only animations to play. Use a hint if the behavior is driven " +  N/A 2809        "by the AI, use a script if the behavior is driven by the map."   N/A 2810    N/A 2811 [   N/A 2812        spawnflags(Flags) =   N/A 2813        [   N/A 2814                512 : "Keep editor position" : 0   N/A 2815        ]   N/A 2816    N/A 2817        // Outputs   N/A 2818        output OnNPCStartedUsing(string) : "Fired when an NPC has reached this node and started using it. Passes along the NPC."  N/A 2819        output OnNPCStoppedUsing(string) : "Fired when an NPC has stopped using this node. Passes along the NPC."  N/A 2820 ]   N/A 2821    N/A 2822 @PointClass base(Node) studio("models/editor/air_node.mdl") color(232 171 8)  = info_node_air :   N/A 2823        "A navigation node for flying NPCs. Air navigation nodes are baked into the nodegraph so that NPCs can move " +  N/A 2824        "to them. Air nodes do not fall to the ground when they spawn."  N/A 2825 [   N/A 2826        nodeheight(integer) : "NodeHeight"  : 0   N/A 2827 ]   N/A 2828    N/A 2829 @PointClass base(Angles, Targetname, HintNode) studio("models/editor/air_node_hint.mdl") sphere(radius) color(232 171 8) line(255 255 255, nodeid, TargetNode) = info_node_air_hint :   N/A 2830        "A navigation node for flying NPCs that includes some context information for NPCs that are interested in it. The hint might " +  N/A 2831        "indicate a window that could be looked into, or an item of interest that could be commented on. Many hint nodes are NPC-specific, " +  N/A 2832        "so it's helpful to use naming conventions like 'Crow: Fly to point' in the hint choices list. The angles of a hint node indicate what direction " +  N/A 2833        "the NPC should face to perform the hint behavior."   N/A 2834    N/A 2835 [   N/A 2836        nodeheight(integer) : "NodeHeight"  : 0   N/A 2837 ]   N/A 2838    N/A 2839 @PointClass base(Targetname, Angles, HintNode) studio("models/editor/node_hint.mdl") sphere(radius) color(255 255 255) = info_hint :   N/A 2840        "A hint that is not used for navigation. They don't go into the nodegraph, nor do they fall to the ground. Use these to provide " +  N/A 2841        "some spatial context for NPCs, such as 'look here if you can't find the player' or 'throw rocks at this spot'."   N/A 2842 [   N/A 2843 ]   N/A 2844    N/A 2845 @PointClass base(Targetname) color(220 180 0) size(-8 -8 -8, 8 8 8) line(255 255 255, nodeid, StartNode, nodeid, EndNode) = info_node_link :   N/A 2846        "A dynamic connection between two navigation nodes. You specify the node IDs of the start and end nodes, and then you can use entity I/O " +  N/A 2847        "to turn on and off the connection. This could be used to create or destroy a connection in the nodegraph because of some event in your map " +  N/A 2848        "(a bridge being created/destroyed, etc)."   N/A 2849 [   N/A 2850    StartNode(node_dest) : "Start node ID" : : "The node ID of one end of the node connection."   N/A 2851    EndNode(node_dest) : "End node ID" : : "The node ID of one end of the node connection."   N/A 2852        initialstate(choices) : "Initial State" : 1 =   N/A 2853        [   N/A 2854                0 : "Off"   N/A 2855                1 : "On"   N/A 2856        ]   N/A 2857        linktype(choices) : "Type of Connection" : 1 =   N/A 2858        [   N/A 2859                1 : "Ground"   N/A 2860                2 : "Jump"   N/A 2861                4 : "Fly"   N/A 2862                8 : "Climb"   N/A 2863                16 : "Crawl"   N/A 2864        ]   N/A 2865        AllowUse(string) : "Allow Pass When Off" : : "Entity or class to allow passage even when node is off"   N/A 2866        InvertAllow(boolean) : "Invert exclusion rules" : 0 : "Allowed entity is the only entity NOT allowed when this is set to 'yes'"   N/A 2867        preciseMovement(boolean) : "Precise Movement" : 0 : "Movement through this link must be precise. Used for NPCs " +  N/A 2868                                                                                                                "that have sloppy movement characteristics to move through things like doors or windows"   N/A 2869        priority(choices) : "Priority" : 0 =   N/A 2870        [   N/A 2871                0 : "Normal"   N/A 2872                1 : "Use As Last Resort"   N/A 2873        ]   N/A 2874    N/A 2875        spawnflags( Flags ) =   N/A 2876        [   N/A 2877                1 : "Force human connect" : 0   N/A 2878                2 : "Force small_centered connect" : 0   N/A 2879                4 : "Force wide_human connect" : 0   N/A 2880                8 : "Force tiny connect" : 0   N/A 2881                16 : "Force wide_short connect" : 0   N/A 2882                32 : "Force medium connect" : 0   N/A 2883                64 : "Force tiny_centered connect" : 0   N/A 2884                128 : "Force large connect" : 0   N/A 2885                256 : "Force large_centered connect" : 0   N/A 2886                512 : "Force medium_tall connect" : 0   N/A 2887                1024 : "Force tiny_fluid connect" : 0   N/A 2888        ]   N/A 2889    N/A 2890        // Inputs   N/A 2891        input TurnOn(void) : "Turn the link on." N/A 2892       input TurnOff(void) : "Turn the link off." N/A 2893 ]  N/A 2894    N/A 2895 @PointClass wirebox(mins, maxs) base(Targetname) = info_node_link_controller :   N/A 2896        "An entity that controls all connections between nodes that intersect the controller's volume. "+   N/A 2897        "This allows for mass enabling/disabling of all node connections through a volume." N/A 2898 [  N/A 2899        mins(vector) : "Mins" : "-8 -32 -36"   N/A 2900        maxs(vector) : "Maxs" : "8 32 36"   N/A 2901    N/A 2902        initialstate(choices) : "Initial State" : 1 =   N/A 2903        [   N/A 2904                0 : "Off"   N/A 2905                1 : "On"   N/A 2906        ]   N/A 2907        useairlinkradius(boolean) : "Use Larger Radius (for air links)" : 0 : "Set this to 'Yes' if this controller is intended to control air links. "+   N/A 2908                "Air links connect using a larger search radius so leaving this at 'No' might miss some air links." N/A 2909   N/A 2910        AllowUse(string) : "Allow Pass When Off" : : "Entity or class to allow passage even when node is off"   N/A 2911        InvertAllow(boolean) : "Invert exclusion rules" : 0 : "Allowed entity is the only entity NOT allowed when this is set to 'yes'"   N/A 2912    N/A 2913        priority(choices) : "Priority" : 0 =   N/A 2914        [   N/A 2915                0 : "Normal"   N/A 2916                1 : "Use As Last Resort"   N/A 2917        ]   N/A 2918    N/A 2919        // Inputs   N/A 2920        input TurnOn(void) : "Turn the link on." N/A 2921       input TurnOff(void) : "Turn the link off." N/A 2922       input SetAllowed(string) : "Change the allowed pass when off"   N/A 2923        input SetInvert(integer) : "Change the invert exclusion rule"   N/A 2924 ]   N/A 2925    N/A 2926 @PointClass sphere(radius) base(Targetname, Parentname) = info_radial_link_controller :   N/A 2927        "This entity automatically severs node connections that pass through its radius. If it moves, it will restore those connections." N/A 2928 [  N/A 2929        radius(float) : "Radius (Use Helper!)" : 120   N/A 2930 ]   N/A 2931    N/A 2932 @PointClass base(Targetname, Angles, HintNode) studio("models/editor/climb_node.mdl") sphere(radius) color(153 215 103) = info_node_climb :   N/A 2933        "A climb-node for AI navigation. Only usable by NPCs that can climb." N/A 2934 [  N/A 2935 ]   N/A 2936    N/A 2937    N/A 2938 //-   N/A 2939 //   N/A 2940 // Lights   N/A 2941 //   N/A 2942 //-   N/A 2943 @PointClass light iconsprite("editor/light.vmt") base(Targetname, Light) sphere(_fifty_percent_distance) sphere(_zero_percent_distance) = light :   N/A 2944        "An invisible omnidirectional lightsource." N/A 2945 [  N/A 2946        target(target_destination) : "Entity To Point At" : : "The name of an entity in the map that the spotlight will point at. This will override the spotlight's angles." N/A 2947       spawnflags(Flags) = [ 1 : "Initially dark" : 0 ]   N/A 2948        _distance(integer) : "Maximum Distance" : 0 : "This is the distance that light is allowed to cast, in inches." N/A 2949 ]  N/A 2950    N/A 2951 @PointClass base(Angles) iconsprite("editor/light_env.vmt") = light_environment :   N/A 2952        "Sets the color and angle of the light from the sun and sky." N/A 2953 [  N/A 2954        pitch(integer) : "Pitch" : 0 : "The downward pitch of the light from the sun. 0 is horizontal, -90 is straight down." N/A 2955       _light(color255) : "Brightness" : "255 255 255 200"   N/A 2956        _ambient(color255) : "Ambient" : "255 255 255 20"   N/A 2957        _lightHDR(color255) : "BrightnessHDR" : "-1 -1 -1 1"   N/A 2958        _lightscaleHDR(float) : "BrightnessScaleHDR" : "1" : "Amount to scale the light by when compiling for HDR." N/A 2959       _ambientHDR(color255) : "AmbientHDR" : "-1 -1 -1 1"   N/A 2960        _AmbientScaleHDR(float) : "AmbientScaleHDR" : "1" : "Amount to scale the ambient light by when compiling for hdr." N/A 2961       pitch(integer) : "Pitch" : 0 : "The downward pitch of the light from the sun. 0 is horizontal, -90 is straight down." N/A 2962       SunSpreadAngle(float) : "SunSpreadAngle" : 0 : "The angular extent of the sun for casting soft shadows. Higher numbers are more diffuse. 5 is a good starting value." N/A 2963 ]  N/A 2964    N/A 2965 @PointClass base(Targetname, Angles, Light) lightprop("models/editor/spot.mdl") lightcone sphere(_fifty_percent_distance) sphere(_zero_percent_distance) = light_spot :   N/A 2966        "An invisible and directional spotlight." N/A 2967 [  N/A 2968        target(target_destination) : "Entity to point at" : : "The name of an entity in the map that the spotlight will point at. This will override the spotlight's angles." N/A 2969       _inner_cone(integer) : "Inner (bright) angle" : 30   N/A 2970        _cone(integer) : "Outer (fading) angle" : 45   N/A 2971        _exponent(integer) : "Focus" : 1   N/A 2972        _distance(integer) : "Maximum distance" : 0 : "This is the distance that light is allowed to cast, in inches." N/A 2973       pitch(angle_negative_pitch) : "Pitch" : -90   N/A 2974        spawnflags(Flags) = [ 1 : "Initially dark" : 0 ]   N/A 2975 ]   N/A 2976    N/A 2977 @PointClass base(Targetname, Parentname, Angles) iconsprite("editor/light.vmt") sphere(distance) lightcone size(-4 -4 -4, 4 4 4) = light_dynamic :   N/A 2978        "An invisible lightsource that changes in some way over time." N/A 2979 [  N/A 2980        target(target_destination) : "Entity to point at" : : "The name of an entity in the map that the dynamic light will point at." N/A 2981       _light(color255) : "Light color" : "255 255 255 200"   N/A 2982        brightness(integer) : "Light brightness" : 0   N/A 2983        _inner_cone(integer) : "Inner (bright) angle" : 30   N/A 2984        _cone(integer) : "Outer (fading) angle" : 45   N/A 2985        pitch(integer) : "Pitch" : -90   N/A 2986        distance(float) : "Maximum distance" : 120 : "This is the distance that light is allowed to cast, in inches." N/A 2987       spotlight_radius(float) : "Spotlight end radius" : 80 : "This is the radius of the light, in inches, at the object that it is hitting." N/A 2988   style(Choices) : "Appearance" : 0 =   N/A 2989        [   N/A 2990                0 : "Normal"   N/A 2991                10: "Fluorescent flicker"   N/A 2992                2 : "Slow, strong pulse"   N/A 2993                11: "Slow pulse, noblack"   N/A 2994                5 : "Gentle pulse"   N/A 2995                1 : "Flicker A"   N/A 2996                6 : "Flicker B"   N/A 2997                3 : "Candle A"   N/A 2998                7 : "Candle B"   N/A 2999                8 : "Candle C"   N/A 3000                4 : "Fast strobe"   N/A 3001                9 : "Slow strobe"   N/A 3002        ]   N/A 3003        spawnflags(Flags) =   N/A 3004        [   N/A 3005                1 : "Do not light world (better perf)" : 0   N/A 3006                2 : "Do not light models" : 0   N/A 3007                4 : "Add Displacement Alpha" : 0   N/A 3008                8 : "Subtract Displacement Alpha" : 0   N/A 3009        ]   N/A 3010    N/A 3011        // Inputs   N/A 3012        input Color(color255) : "Set the light's render color (R G B)." N/A 3013       input brightness(integer) : "Set the light brightness." N/A 3014       input distance(float) : "Set the maximum light distance." N/A 3015       input _inner_cone(integer) : "Set the inner (bright) angle." N/A 3016       input _cone(integer) : "Set the outer (fading) angle." N/A 3017       input spotlight_radius(float) : "Set the radius of the spotlight at the end point." N/A 3018       input style(integer) : "Change the lightstyle (see Appearance field for possible values)." N/A 3019   N/A 3020        input TurnOn(void) : "Turn the light off." N/A 3021       input TurnOff(void) : "Turn the light on." N/A 3022       input Toggle(void) : "Toggle the light on/off." N/A 3023 ]  N/A 3024    N/A 3025    N/A 3026 //-   N/A 3027 // Shadow control   N/A 3028 //-   N/A 3029    N/A 3030 @PointClass base(Targetname) iconsprite("editor/shadow_control.vmt") = shadow_control :   N/A 3031        "An entity to control the shadows in the map." N/A 3032 [  N/A 3033        angles(string) : "Pitch Yaw Roll (Y Z X)" : "80 30 0" : "This is the shadow direction. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, and roll is the rotation around the X axis." N/A 3034   N/A 3035        color(color255) : "Shadow Color" : "128 128 128" : "This is the color of the shadows." N/A 3036       distance(float) : "Maximum Distance" : 75 : "This is the maximum distance the shadow is allowed to cast, in inches." N/A 3037       disableallshadows(boolean) : "All Shadows Disabled" : 0   N/A 3038    N/A 3039        // Inputs   N/A 3040        input color(color255) : "Set the shadow color." N/A 3041       input direction(vector) : "Set the shadow direction." N/A 3042       input SetDistance(float) : "Set the maximum shadow cast distance." N/A 3043       input SetAngles(string) : "Set the shadow direction." N/A 3044       input SetShadowsDisabled(integer) : "Set shadows disabled state." N/A 3045 ]  N/A 3046    N/A 3047 //-   N/A 3048 // Sunlight Shadow control   N/A 3049 //-   N/A 3050    N/A 3051 @PointClass base(Targetname, EnableDisable) iconsprite("editor/shadow_control.vmt") = sunlight_shadow_control :   N/A 3052        "An entity to control the sunlight that casts shadows in the map." N/A 3053 [  N/A 3054        angles(string) : "Pitch Yaw Roll (Y Z X)" : "50 40 0" : "This is the light cast direction. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, and roll is the rotation around the X axis." N/A 3055   N/A 3056        color(color255) : "Light Color" : "255 255 255 1" : "This is the color of the sunlight." N/A 3057       colortransitiontime(float) : "Color Transition Time" : "0.5" : "This is the number of seconds it takes to get from 0 to 255." N/A 3058       distance(float) : "Distance" : 10000 : "This is the distance of the sun, greater distances produce more orthogonal shadows." N/A 3059       fov(float) : "FOV" : 5 : "This is the field of view that the sunlight casts in. Use lower values for more distant sun and sharper shadows." N/A 3060       nearz(float) : "NearZ Distance" : 512 : "This controls the near clipping plane's distance from the player." N/A 3061       northoffset(float) : "North Offset" : 200 : "This offsets the from the player position where the sun is attached." N/A 3062       texturename(material) : "Texture Name" : "effects/flashlight001"   N/A 3063        enableshadows(boolean) : "Enable Shadows" : 0 : "Enables/disables shadows from this projected texture." N/A 3064   N/A 3065        // Inputs   N/A 3066        input LightColor(color255) : "Set the light color." N/A 3067       input SetAngles(string) : "Set the sun direction." N/A 3068       input SetDistance(float) : "Set the distance of the sun." N/A 3069       input SetFOV(float) : "Set the field of view the sun casts." N/A 3070       input SetNearZDistance(float) : "Set the near z distance." N/A 3071       input SetNorthOffset(float) : "Sets the north offset." N/A 3072       input SetTexture(string) : "Set the texture cookie of the sunlight." N/A 3073       input EnableShadows(bool)                : "Set the if shadows are enabled"   N/A 3074 ]   N/A 3075    N/A 3076 //-   N/A 3077 // Ambient light control   N/A 3078 //-   N/A 3079    N/A 3080 @PointClass base(Targetname, EnableDisable, SpatialEntity) sphere(minfalloff) sphere(maxfalloff) iconsprite("editor/color_correction.vmt") = env_ambient_light :   N/A 3081        "An entity to control the color correction in the map." N/A 3082 [  N/A 3083        color(color255) : "Color (R G B)" : "255 255 255"   N/A 3084    N/A 3085        // Inputs   N/A 3086        input SetColor(color255) : "Sets the color." N/A 3087 ]  N/A 3088    N/A 3089 //-   N/A 3090 // Color correction control   N/A 3091 //-   N/A 3092    N/A 3093 @PointClass base(Targetname, EnableDisable) sphere(minfalloff) sphere(maxfalloff) iconsprite("editor/color_correction.vmt") = color_correction :   N/A 3094        "An entity to control the color correction in the map." N/A 3095 [  N/A 3096        minfalloff(float) : "Lookup Falloff Start Distance" : "0.0"   : "This is the distance to the start of the falloff region (-1 = everywhere)"   N/A 3097        maxfalloff(float) : "Lookup Falloff End Distance"   : "200.0" : "This is the distance to the end of the falloff region (-1 = everywhere)"   N/A 3098        maxweight(float)  : "Maximum Weight"                                : "1.0"   : "This is the maximum weight for this lookup"   N/A 3099        filename(string)  : "Lookup Table Filename"                        : ""          : "This is the lookup table filename"   N/A 3100        fadeInDuration(float)   : "Lookup Fade In Duration"                : "0.0"          : "Duration of fade in on when enabled." N/A 3101       fadeOutDuration(float)   : "Lookup Fade out Duration"                : "0.0"          : "Dration of fade out on when disabled." N/A 3102   N/A 3103        spawnflags(flags) =   N/A 3104        [   N/A 3105                1 : "Master" : 0   N/A 3106                2 : "Client-side simulation" : 0   N/A 3107        ]   N/A 3108                // Inputs   N/A 3109        input SetFadeInDuration(float) : "Sets the 'fadeInDuration' variable, used to fade cc lookup usage when entity is enabled." N/A 3110       input SetFadeOutDuration(float) : "Sets the 'fadeOutDuration' variable, used to fade cc lookup usage when entity is disabled." N/A 3111 ]  N/A 3112    N/A 3113    N/A 3114 //-   N/A 3115 // Color correction volume control   N/A 3116 //-   N/A 3117    N/A 3118 @SolidClass base(Targetname, EnableDisable ) = color_correction_volume :   N/A 3119        "An entity to control the color correction in the map." N/A 3120 [  N/A 3121        fadeDuration(float) : "Lookup Fade Duration"  : "10.0" : "This is the duration for the lookup to fade in/out on extry/exit"   N/A 3122        maxweight(float)    : "Maximum Weight"                  : "1.0"  : "This is the maximum weight for this lookup"   N/A 3123        filename(string)    : "Lookup Table Filename" : ""     : "This is the lookup table filename"   N/A 3124 ]   N/A 3125    N/A 3126    N/A 3127 //-   N/A 3128 //   N/A 3129 // Movement and Keyframing Entities   N/A 3130 //   N/A 3131 //-   N/A 3132    N/A 3133 @BaseClass = KeyFrame   N/A 3134 [   N/A 3135        NextKey(target_destination) : "Next KeyFrame" : : "Name of the next keyframe along this keyframe path." N/A 3136   N/A 3137 //        TimeModifier(choices) : "Time Modifier" : 0 =   N/A 3138 //        [   N/A 3139 //                0 : "Linear"   N/A 3140 //                1 : "Accel"   N/A 3141 //                2 : "Deaccel"   N/A 3142 //                2 : "Accel/Deaccel (sine)"   N/A 3143 //        ]   N/A 3144    N/A 3145        MoveSpeed(integer) : "Speed (units per second)" : 64                                        // NEEDHELP   N/A 3146 //        NextTime(string) : "Time to get to next keyframe"   N/A 3147 ]   N/A 3148    N/A 3149 @BaseClass = Mover   N/A 3150 [   N/A 3151        PositionInterpolator(choices) : "Position Interpolator" : 0 =   N/A 3152        [   N/A 3153                0 : "Linear"   N/A 3154                1 : "Catmull-Rom Spline"   N/A 3155        ]   N/A 3156 ]   N/A 3157    N/A 3158 @SolidClass base(Targetname, Parentname, Origin, RenderFields) = func_movelinear :   N/A 3159        "A brush entity that moves linearly along a given distance, in a given direction." N/A 3160 [  N/A 3161        movedir(angle) : "Move Direction (Pitch Yaw Roll)" : "0 0 0" : "The direction the brushes will move, when told to." N/A 3162       spawnflags(flags) =   N/A 3163        [   N/A 3164                8 : "Not Solid" : 0   N/A 3165        ]   N/A 3166    N/A 3167        startposition(float) : "Start Position" : 0 : "Position of brush when spawned. The range is a value between 0.0 and 1.0, where 0 is the starting position and 1 is the starting position + (move direction * move distance)." N/A 3168       speed(integer) : "Speed" : 100 : "The speed that the brush moves, in inches per second." N/A 3169       movedistance(float) : "Move Distance" : 100 : "The distance from the starting point that the brush should move, in inches." N/A 3170       blockdamage(float) : "Block Damage" : 0 : "The amount of damage to do to any entity that blocks the brushes, per frame." N/A 3171       startsound(sound) : "Sound played when the brush starts moving." N/A 3172       stopsound(sound) : "Sound played when the brush stops moving." N/A 3173   N/A 3174        // Inputs   N/A 3175        input Open(void) : "Move the brush to the end position (starting position + (move direction * move distance))." N/A 3176       input Close(void) : "Move the brush to the starting position." N/A 3177       input SetPosition(string) : "Move the brush to a specific position between 0.0 and 1.0, where 0 is the starting position and 1 is the starting position + (move direction * move distance)." N/A 3178       input SetSpeed(float) : "Set the speed and update immediately." N/A 3179   N/A 3180        // Outputs   N/A 3181        output OnFullyOpen(void) : "Fired when the brush reaches the end position (starting position + (move direction * move distance))." N/A 3182       output OnFullyClosed(void) : "Fired when the brush reaches the starting position." N/A 3183 ]  N/A 3184    N/A 3185 @SolidClass base(Targetname, Parentname, Origin) = func_water_analog :   N/A 3186        "A water brush entity that moves linearly along a given distance, in a given direction"   N/A 3187 [   N/A 3188        movedir(angle) : "Move Direction (Pitch Yaw Roll)" : "0 0 0" : "The direction the water will move, when told to 'Open'." N/A 3189       startposition(float) : "Start Position" : 0 : "Position of the water brush when spawned. The range is a value between 0.0 and 1.0, where 0 is the starting position and 1 is the starting position + (move direction * move distance)." N/A 3190       speed(integer) : "Speed" : 100 : "The speed that the water brush moves, in inches per second." N/A 3191       movedistance(float) : "Move Distance" : 100 : "The distance from the starting point that the water brush should move, in inches." N/A 3192       startsound(sound) : "Sound played when the water brush starts moving." N/A 3193       stopsound(sound) : "Sound played when the water brush stops moving." N/A 3194       WaveHeight(string) : "Wave Height" : "3.0"   N/A 3195    N/A 3196        // Inputs   N/A 3197        input Open(void) : "Move the water brush to the end position (starting position + (move direction * move distance))." N/A 3198       input Close(void) : "Move the water brush to the starting position." N/A 3199       input SetPosition(string) : "Move the water brush to a specific position between 0.0 and 1.0, where 0 is the starting position and 1 is the starting position + (move direction * move distance)." N/A 3200   N/A 3201        // Outputs   N/A 3202        output OnFullyOpen(void) : "Fired when the water brush reaches the end position (starting position + (move direction * move distance))." N/A 3203       output OnFullyClosed(void) : "Fired when the water brush reaches the starting position." N/A 3204 ]  N/A 3205    N/A 3206 @SolidClass base(Targetname, Parentname, Origin, Angles, RenderFields, Shadow, Reflection) = func_rotating :   N/A 3207        "A rotating brush entity." N/A 3208 [  N/A 3209        maxspeed(integer) : "Max Rotation Speed" : 100 : "The maximum rotation speed of the brushes, in degrees per second." N/A 3210       fanfriction(integer) : "Friction (0 - 100%)" : 20 : "The amount of rotational friction. Value must be between 0 and 100 %." N/A 3211       message(sound) : "Rotating sound WAV" : : "Sound to play while rotating." N/A 3212       volume(integer) : "Volume (10 = loudest)" : 10 : "The volume of the rotation sound." N/A 3213       spawnflags(flags) =   N/A 3214        [   N/A 3215                1 : "Start ON"  : 0   N/A 3216                2 : "Reverse Direction" : 0   N/A 3217                4 : "X Axis"  : 0   N/A 3218                8 : "Y Axis"  : 0   N/A 3219                16: "Acc/Dcc" : 0   N/A 3220                32: "Fan Pain" : 0   N/A 3221                64: "Not Solid" : 0   N/A 3222                128: "Small Sound Radius" : 0   N/A 3223                256: "Medium Sound Radius" : 0   N/A 3224                512: "Large Sound Radius" : 1   N/A 3225        ]   N/A 3226        _minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush." N/A 3227       dmg(integer) : "Blocking Damage" : 0 : "Damage done to any entity that blocks the rotation, per frame." N/A 3228   N/A 3229        solidbsp(choices) : "Solid Type" : 0 =   N/A 3230        [   N/A 3231                0 : "VPhysics"          N/A 3232                1 : "BSP"   N/A 3233        ]   N/A 3234    N/A 3235        // Inputs   N/A 3236        input SetSpeed(integer) : "Set the speed as a ratio of the specified Max Rotation Speed, where 0 is stopped and 1 is the Max Rotation Speed. Negative values rotate backwards." N/A 3237       input GetSpeed(void): "Causes the func_rotating to fire its OnGetSpeed output with its current speed." N/A 3238       input Start(void) : "Start the rotator rotating." N/A 3239       input Stop(void) : "Stop the rotator from rotating." N/A 3240       input StopAtStartPos(void) : "Stop the rotator from rotating when it gets around to the start position again (on its rotation axis)." N/A 3241       input StartForward(void) : "Start the rotator rotating forward at maximum speed." N/A 3242       input StartBackward(void) : "Start the rotator rotating backward at maximum speed." N/A 3243       input Toggle(void) : "Toggle the rotator between rotating and not rotating." N/A 3244       input Reverse(void) : "Reverse the direction of rotation of the rotator, preserving the current speed." N/A 3245   N/A 3246                // Outputs   N/A 3247        output OnGetSpeed(integer) : "Fired when the GetSpeed input is called.  The current speed of the func_rotating is passed with this output." N/A 3248 ]  N/A 3249    N/A 3250 @SolidClass base(Targetname, Parentname, Origin, Angles, RenderFields, BasePlat, Shadow, Reflection) = func_platrot :   N/A 3251        "A brush entity that moves vertically, and can rotate while doing so." N/A 3252 [  N/A 3253        spawnflags(Flags) =   N/A 3254        [   N/A 3255                1: "Toggle" : 1   N/A 3256                64: "X Axis" : 0   N/A 3257                128: "Y Axis" : 0   N/A 3258        ]   N/A 3259        noise1(sound) : "Movement Sound" : : "The sound to play when the brush moves." N/A 3260       noise2(sound) : "Stop Sound" : : "The sound to play when the brush stops moving." N/A 3261       speed(integer) : "Speed of Rotation" : 50 : "Speed at which the brush rotates, in degrees per second." N/A 3262       height(integer) : "Travel Altitude" : 0 : "The vertical distance from the starting position that this platform moves. If negative, the platform will lower." N/A 3263       rotation(integer) : "Spin amount" : 0 : "The amount this platform should rotate as it moves, in degrees." N/A 3264       _minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush." N/A 3265 ]  N/A 3266    N/A 3267 @KeyFrameClass base(Targetname, Parentname, Angles, KeyFrame) size(-6 -6 -6, 6 6 6) color(255 200 0) keyframe = keyframe_track :   N/A 3268        "Animation KeyFrame"   N/A 3269 [   N/A 3270 ]   N/A 3271    N/A 3272 @MoveClass base(Targetname, Parentname, KeyFrame, Mover) size(-8 -8 -8, 8 8 8) color(255 170 0) animator = move_keyframed :   N/A 3273        "Keyframed Move Behavior"   N/A 3274 [   N/A 3275 ]   N/A 3276    N/A 3277 @MoveClass base(Targetname, Parentname, Mover, KeyFrame) size(-8 -8 -8, 8 8 8) color(255 0 0) animator = move_track :   N/A 3278        "Track Move Behavior"   N/A 3279 [   N/A 3280        WheelBaseLength(integer) : "Distance between the wheels" : 50   N/A 3281        Damage(integer) : "Damage done to blocking entities" : 0   N/A 3282        NoRotate(boolean) : "Turn to face down path" : 0   N/A 3283 ]   N/A 3284    N/A 3285 //-   N/A 3286 //   N/A 3287 // Ropes and Cables   N/A 3288 //   N/A 3289 //-   N/A 3290 @BaseClass base(SystemLevelChoice) = RopeKeyFrame   N/A 3291 [   N/A 3292        spawnflags(Flags) =   N/A 3293        [   N/A 3294                1 :  "Auto Resize" : 0   N/A 3295        ]   N/A 3296    N/A 3297        Slack(integer) : "Slack" : 25 : "How much extra length the rope has (by default it has the length between its two endpoints in the editor)." N/A 3298   N/A 3299        Type(choices) : "Type" : 0 =   N/A 3300        [   N/A 3301                0  : "Rope"   N/A 3302                1  : "Semi-rigid"   N/A 3303                2  : "Rigid"   N/A 3304        ]   N/A 3305    N/A 3306        Subdiv(integer) : "Subdivision" : 2 : "Number of subdivisions between each rope segment. Maximum value is 8. Higher values make smoother ropes, but are slower to render." N/A 3307   N/A 3308        Barbed(boolean) : "Barbed" : 0 : "Test effect that makes the rope look sharper and more barbed." N/A 3309   N/A 3310        Width(string) : "Width (1-64)" : "2" : "Width of the rope." N/A 3311   N/A 3312        TextureScale(string) : "Texture Scale" : "1" : "This changes the texture resolution. The default resolution is 4 pixels per inch. Larger values stretch the texture and smaller values scrunch it up." N/A 3313   N/A 3314        Collide(boolean) : "Collide with world" : 0   N/A 3315    N/A 3316        Dangling(boolean) : "Start Dangling" : 0 : "When set to Yes, the rope starts out detached from its target endpoint." N/A 3317   N/A 3318        Breakable(boolean) : "Breakable" : 0 : "When set to yes, the rope can be detached from either endpoint when shot." N/A 3319   N/A 3320        RopeMaterial(material) : "Rope Material" : "cable/cable.vmt" : "The material to use when rendering the rope." N/A 3321   N/A 3322        // Inputs   N/A 3323        input SetScrollSpeed(float) : "Set the speed at which the texture scrolls." N/A 3324       input SetForce(string) : "Apply a force instantaneously to the rope. The parameter should be a vector containing the force to be applied (X Y Z)." N/A 3325       input Break(void) : "Break the rope, if it's marked to do so." N/A 3326 ]  N/A 3327    N/A 3328 @KeyFrameClass base(Targetname, Parentname, KeyFrame, RopeKeyFrame) studio("models/editor/axis_helper_thick.mdl") keyframe = keyframe_rope :   N/A 3329        "A node entity that marks a point in a rope. The first node in the rope should be a move_rope, followed by 1 or more keyframe_ropes." N/A 3330 [  N/A 3331 ]   N/A 3332    N/A 3333 @MoveClass base(Targetname, Parentname, KeyFrame, RopeKeyFrame) studio("models/editor/axis_helper.mdl") animator = move_rope :   N/A 3334        "The first node in set of nodes that are used to place ropes in the world. It should connect to 1 or more keyframe_rope entities." N/A 3335 [  N/A 3336        PositionInterpolator(choices) : "Position Interpolator" : 2 : "Curve Type. Currently only type 2 (Rope) is fully supported." =  N/A 3337        [   N/A 3338                0 : "Linear"   N/A 3339                1 : "Catmull-Rom Spline"   N/A 3340                2 : "Rope"   N/A 3341        ]   N/A 3342 ]   N/A 3343    N/A 3344    N/A 3345 //-   N/A 3346 //   N/A 3347 // Buttons   N/A 3348 //   N/A 3349 //-   N/A 3350    N/A 3351 @BaseClass = Button   N/A 3352 [   N/A 3353        // Inputs   N/A 3354        input Lock(void) : "Lock the button, preventing it from functioning." N/A 3355       input Unlock(void) : "Unlock the button, allowing it to function." N/A 3356       input Press(void) : "Activate the button as if it was pressed." N/A 3357       input PressIn(void) : "Activate the button as if it was pressed, sending it to the bottom position." N/A 3358       input PressOut(void) : "Unpress the button, sending it to the top position." N/A 3359   N/A 3360        // Outputs   N/A 3361        output OnDamaged(void) : "Fired when the button is damaged." N/A 3362       output OnPressed(void) : "Fired when the button is pressed." N/A 3363       output OnUseLocked(void) : "Fired when the button is used while locked." N/A 3364       output OnIn(void) : "Fired when the button reaches the in/pressed position." N/A 3365       output OnOut(void) : "Fired when the button reaches the out/released position." N/A 3366 ]  N/A 3367    N/A 3368 @SolidClass base(Targetname, Parentname, Origin, RenderFields,DamageFilter, Button) = func_button :   N/A 3369        "A brush entity that's designed to be used for a player-useable button. When used by the player, it moves to a pressed position." N/A 3370 [  N/A 3371        movedir(angle) : "Move Direction (Pitch Yaw Roll)" : "0 0 0" : "Specifies the direction of motion to move when the button is used." N/A 3372       speed(integer) : "Speed" : 5 : "The speed that the button moves, in inches per second." N/A 3373       health(integer) : "Health (Obsolete)" : 0 : "Legacy method of specifying whether or not the button can be shot to activate it. Use the 'Damage Activates' spawnflag instead." N/A 3374       lip(integer) : "Lip" : 0 : "The amount, in inches, of the button to leave sticking out of the wall it recedes into when pressed. Negative values make the button recede even further into the wall." N/A 3375       master(string) : "Master (Obsolete)" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this button cannot be pressed." N/A 3376       sounds(choices) : "Sounds" : 0 =   N/A 3377        [   N/A 3378                0: "None (Silent)"   N/A 3379                1: "Big zap & Warmup"   N/A 3380                2: "Access Denied"   N/A 3381                3: "Access Granted"   N/A 3382                4: "Quick Combolock"   N/A 3383                5: "Power Deadbolt 1"   N/A 3384                6: "Power Deadbolt 2"   N/A 3385                7: "Plunger"   N/A 3386                8: "Small zap"   N/A 3387                9: "Keycard Sound"   N/A 3388                10: "Buzz"   N/A 3389                11: "Buzz Off"   N/A 3390                12: "latch locked"   N/A 3391                13: "Latch Unlocked"   N/A 3392                14: "Lightswitch"   N/A 3393                15: "small bleek"   N/A 3394                16: "small deny"   N/A 3395                17: "small doop"   N/A 3396                18: "small tech deny"   N/A 3397                19: "click and combine screen fuzz"   N/A 3398                20: "roomy beep"   N/A 3399                21: "lever or wheel: turn + move sqeek"   N/A 3400                22: "lever or wheel: latch + release gas"   N/A 3401                23: "lever or wheel: ratchet + sqeek"   N/A 3402                24: "lever or wheel: large ratchet"   N/A 3403                25: "lever or wheel: clanky + gas release"   N/A 3404                26: "lever or wheel: latch + large metal thud"   N/A 3405                27: "lever or wheel: smaller ratchet"   N/A 3406                28: "lever or wheel: smaller lever move"   N/A 3407                31: "shock buzz"   N/A 3408                32: "clickbeep"   N/A 3409                33: "tech blip"   N/A 3410                34: "clickbeepbeep open"   N/A 3411                35: "small high blip"   N/A 3412                36: "small tech fuzz blip"   N/A 3413                37: "small click bleep (change to lightswitch)"   N/A 3414                40: "combine door lock - locked"   N/A 3415                41: "combine blip growl"   N/A 3416                42: "combine squick growl"   N/A 3417                43: "combine whine purr"   N/A 3418                44: "combine click talk"   N/A 3419                45: "combine click growl fizz"   N/A 3420                46: "combine click fizz (deny)"   N/A 3421                47: "combine click talker"   N/A 3422        ]          N/A 3423        wait(integer) : "Delay Before Reset (-1 stay)" : 3 : "Amount of time, in seconds, after the button has been pressed before it returns to the starting position. Once it has returned, it can be used again. If the value is set to -1, the button never returns."  N/A 3424        spawnflags(flags) =   N/A 3425        [   N/A 3426                1: "Don't move" : 0   N/A 3427                32: "Toggle" : 0   N/A 3428                256: "Touch Activates": 0   N/A 3429                512: "Damage Activates": 0   N/A 3430                1024: "Use Activates" : 1   N/A 3431                2048: "Starts locked" : 0   N/A 3432                4096: "Sparks" : 0   N/A 3433        ]   N/A 3434        locked_sound(choices) : "Locked Sound" : 0 : "Sound played when the player tries to use the button, and fails because it's locked." =   N/A 3435        [   N/A 3436                0: "None"   N/A 3437                2: "Access Denied"   N/A 3438                8: "Small zap"   N/A 3439                10: "Buzz"   N/A 3440                11: "Buzz Off"   N/A 3441                12: "Latch Locked"   N/A 3442        ]   N/A 3443        unlocked_sound(choices) : "Unlocked Sound" : 0 : "Sound played when the button is unlocked." =  N/A 3444        [   N/A 3445                0: "None"   N/A 3446                1: "Big zap & Warmup"   N/A 3447                3: "Access Granted"   N/A 3448                4: "Quick Combolock"   N/A 3449                5: "Power Deadbolt 1"   N/A 3450                6: "Power Deadbolt 2"   N/A 3451                7: "Plunger"   N/A 3452                8: "Small zap"   N/A 3453                9: "Keycard Sound"   N/A 3454                10: "Buzz"   N/A 3455                13: "Latch Unlocked"   N/A 3456                14: "Lightswitch"   N/A 3457        ]   N/A 3458        locked_sentence(choices) : "Locked Sentence" : 0 : "A sentence played when the player tries to use the button, and fails because it's locked." =  N/A 3459        [   N/A 3460                0: "None"   N/A 3461                1: "Gen. Access Denied"   N/A 3462                2: "Security Lockout"   N/A 3463                3: "Blast Door"   N/A 3464                4: "Fire Door"   N/A 3465                5: "Chemical Door"   N/A 3466                6: "Radiation Door"   N/A 3467                7: "Gen. Containment"   N/A 3468                8: "Maintenance Door"   N/A 3469                9: "Broken Shut Door"   N/A 3470        ]   N/A 3471        unlocked_sentence(choices) : "Unlocked Sentence" : 0 : "A sentence played when the button is unlocked." =  N/A 3472        [   N/A 3473                0: "None"   N/A 3474                1: "Gen. Access Granted"   N/A 3475                2: "Security Disengaged"   N/A 3476                3: "Blast Door"   N/A 3477                4: "Fire Door"   N/A 3478                5: "Chemical Door"   N/A 3479                6: "Radiation Door"   N/A 3480                7: "Gen. Containment"   N/A 3481                8: "Maintenance area"   N/A 3482        ]   N/A 3483        _minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush." N/A 3484 ]  N/A 3485    N/A 3486 @SolidClass base(Targetname, Parentname, Origin, Angles, Global, Button, EnableDisable) = func_rot_button :   N/A 3487        "A brush entity that's designed to be used for a rotating player-useable button. When used by the player, it rotates to a pressed position." N/A 3488 [  N/A 3489        master(string) : "Master (Obsolete)" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this button cannot be used." N/A 3490       speed(integer) : "Speed" : 50 : "The speed that the button rotates, in degrees per second." N/A 3491       health(integer) : "Health (Obsolete)" : 0 : "Legacy method of specifying whether or not the button can be shot to activate it. Use the 'Damage Activates' spawnflag instead." N/A 3492       sounds(choices) : "Sounds" : 21 =   N/A 3493        [   N/A 3494                0: "None (Silent)"   N/A 3495                21: "Squeaky"   N/A 3496                22: "Squeaky Pneumatic"   N/A 3497                23: "Ratchet Groan"   N/A 3498                24: "Clean Ratchet"   N/A 3499                25: "Gas Clunk"   N/A 3500        ]   N/A 3501        wait(integer) : "Delay Before Reset (-1 stay)" : 3 : "Amount of time, in seconds, after the button has been pressed before it returns to the starting position. Once it has returned, it can be used again. If the value is set to -1, the button never returns." N/A 3502       distance(integer) : "Distance (deg)" : 90 : "The amount, in degrees, that the button should rotate when it's pressed." N/A 3503       // TODO: move spawnflags into Button base class? N/A 3504       spawnflags(flags) =   N/A 3505        [   N/A 3506                1 : "Not solid" : 0   N/A 3507                2 : "Reverse Dir" : 0   N/A 3508                32: "Toggle" : 0   N/A 3509                64: "X Axis" : 0   N/A 3510                128: "Y Axis" : 0   N/A 3511                256: "Touch Activates": 0   N/A 3512                512: "Damage Activates": 0   N/A 3513                1024: "Use Activates": 0   N/A 3514                2048: "Starts locked" : 0   N/A 3515        ]   N/A 3516        _minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush." N/A 3517 ]  N/A 3518    N/A 3519 @SolidClass base(Targetname, Parentname, Origin, Angles, RenderFields) = momentary_rot_button :   N/A 3520        "A brush entity that's designed to be used for rotating wheels, where the player can rotate them to arbitrary positions before stopping." N/A 3521 [  N/A 3522        speed(integer) : "Speed (deg/sec)" : 50 : "The amount, in degrees, that the wheel turns per second." N/A 3523       master(string) : "Master (Obsolete)" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this button cannot be used." N/A 3524       sounds(choices) : "Sounds" : 0 =   N/A 3525        [   N/A 3526                0: "None"   N/A 3527                1: "Big zap & Warmup"   N/A 3528                2: "Access Denied"   N/A 3529                3: "Access Granted"   N/A 3530                4: "Quick Combolock"   N/A 3531                5: "Power Deadbolt 1"   N/A 3532                6: "Power Deadbolt 2"   N/A 3533                7: "Plunger"   N/A 3534                8: "Small zap"   N/A 3535                9: "Keycard Sound"   N/A 3536                21: "Squeaky"   N/A 3537                22: "Squeaky Pneumatic"   N/A 3538                23: "Ratchet Groan"   N/A 3539                24: "Clean Ratchet"   N/A 3540                25: "Gas Clunk"   N/A 3541        ]   N/A 3542        distance(integer) : "Distance" : 90 : "The maximum amount, in degrees, that the wheel is allowed to rotate." N/A 3543       returnspeed(integer) : "Auto-return speed" : 0 : "If the 'Toggle' spawnflag is not set, the speed at which the wheel auto-returns when left alone, in degrees per second." N/A 3544       spawnflags(flags) =   N/A 3545        [   N/A 3546                1: "Not Solid" : 1   N/A 3547                32: "Toggle (Disable Auto Return)" : 1   N/A 3548                64: "X Axis" : 0   N/A 3549                128: "Y Axis" : 0   N/A 3550                1024: "Use Activates" : 1   N/A 3551                2048: "Starts locked" : 0   N/A 3552                8192: "Jiggle when used while locked" : 0   N/A 3553        ]   N/A 3554        _minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush." N/A 3555       startposition(float) : "Start Position" : 0 : "Postion when spawned. The value is a range between 0.0 and 1.0, where 0 is the unrotated position and 1 is the rotated position + 'Distance'." N/A 3556       startdirection(choices) : "Start Direction" : "Forward" =   N/A 3557        [   N/A 3558                -1 : "Forward"                 // Reverses upon USE, so are   N/A 3559                1 : "Backward"         // reversed here. N/A 3560       ]   N/A 3561        solidbsp(boolean) : "Solid BSP" : 0   N/A 3562    N/A 3563        // Inputs   N/A 3564        input Lock(void) : "Lock the button, preventing it from functioning." N/A 3565       input Unlock(void) : "Unlock the button, allowing it to function." N/A 3566       input SetPosition(string) : "Move to a position. The parameter must be a value between 0 and 1, where 0 is the unrotated position and 1 is the rotated position + 'Distance'." N/A 3567       input SetPositionImmediately(string) : "Immediately teleport to a position. The parameter must be a value between 0 and 1, where 0 is the unrotated position and 1 is the rotated position + 'Distance'." N/A 3568   N/A 3569        // Outputs   N/A 3570        output Position(integer)   : "Fired whenever the button moves. The output is the position of button from 0 to 1, where 0 is the unrotated position and 1 is the rotated position + 'Distance'." N/A 3571       output OnPressed(integer)  : "Fired when the button is first pressed." N/A 3572       output OnUnpressed(integer): "Fired when the button is first released from being pressed." N/A 3573       output OnFullyClosed(void) : "Fired when the button has reached position 1, the rotated position + 'Distance'." N/A 3574       output OnFullyOpen(void)   : "Fired when the button has reached position 0, the unrotated starting position." N/A 3575       output OnReachedPosition(void)   : "Fired whenever the button reaches a goal position: i.e. when it becomes open, becomes closed, or reaches the point specified by a 'SetPosition' input." N/A 3576 ]  N/A 3577    N/A 3578    N/A 3579 //-   N/A 3580 //   N/A 3581 // Doors   N/A 3582 //   N/A 3583 //-   N/A 3584    N/A 3585 @BaseClass base(Targetname, Parentname, RenderFields, Global, Shadow, Reflection) = Door   N/A 3586 [   N/A 3587        speed(integer) : "Speed" : 100 : "The speed at which the door moves." N/A 3588       master(string) : "Master (Obsolete)" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this button cannot be used." N/A 3589       noise1(sound) : "Start Sound" : : "Sound to play when the door starts moving." N/A 3590       noise2(sound) : "Stop Sound" : : "Sound to play when the door stops moving." N/A 3591       startclosesound(sound) : "Start Close Sound" : : "(Optional) Sound to play when the door starts closing." N/A 3592       closesound(sound) : "Stop Close Sound" : : "(Optional) Sound to play when the door stops closing." N/A 3593       wait(integer) : "Delay Before Reset (-1 stay)" : 4 : "Amount of time, in seconds, after the door has opened before it closes. Once it has closed, it can be used again. If the value is set to -1, the door never closes itself." N/A 3594       lip(integer) : "Lip" : 0 : "The amount, in inches, of the button to leave sticking out of the wall it recedes into when pressed. Negative values make the button recede even further into the wall." N/A 3595       dmg(integer) : "Blocking Damage" : 0 : "Amount of damage done to entities that block the movement of this door, per frame." N/A 3596       forceclosed(boolean) : "Force Closed" : 0 : "If set, this door will close no matter what. Useful for doors that have to close even if the player tries to block them with objects." N/A 3597       ignoredebris(boolean) : "Ignore Debris" : 0 : "If set this will change the door's collision group to one that ignore collisions with debris objects (note that this is not compatible with the non-solid-to-player spawnflag)." N/A 3598   N/A 3599        message(string) : "Message If Triggered"                // NEEDHELP: Looks like this was removed   N/A 3600        health(integer) : "Health (shoot open)" : 0                // NEEDHELP: Looks like this was removed   N/A 3601    N/A 3602        locked_sound(sound) : "Locked Sound" : : "Sound played when the player tries to use the door, and fails because it's locked." N/A 3603       unlocked_sound(sound) : "Unlocked Sound" : : "Sound played when the button is door." N/A 3604   N/A 3605        spawnpos(choices) : "Spawn Position" : 0 =   N/A 3606        [   N/A 3607                0 : "Closed"   N/A 3608                1 : "Open"   N/A 3609        ]   N/A 3610    N/A 3611        spawnflags(flags) =   N/A 3612        [   N/A 3613                1 : "Starts Open - OBSOLETE, use 'Spawn Position' key instead" : 0   N/A 3614                4 : "Non-solid to Player" : 0   N/A 3615                8: "Passable" : 0   N/A 3616            32: "Toggle" : 0   N/A 3617                256:"Use Opens" : 0   N/A 3618                512: "NPCs Can't" : 0   N/A 3619                1024: "Touch Opens" : 1   N/A 3620                2048: "Starts locked" : 0   N/A 3621                4096:        "Door Silent" : 0   N/A 3622        ]   N/A 3623        locked_sentence(choices) : "Locked Sentence" : 0 : "A sentence played when the player tries to use the door, and fails because it's locked." =   N/A 3624        [   N/A 3625                0: "None"   N/A 3626                1: "Gen. Access Denied"   N/A 3627                2: "Security Lockout"   N/A 3628                3: "Blast Door"   N/A 3629                4: "Fire Door"   N/A 3630                5: "Chemical Door"   N/A 3631                6: "Radiation Door"   N/A 3632                7: "Gen. Containment"   N/A 3633                8: "Maintenance Door"   N/A 3634                9: "Broken Shut Door"   N/A 3635        ]   N/A 3636        unlocked_sentence(choices) : "Unlocked Sentence" : 0 : "A sentence played when the door is unlocked." =  N/A 3637        [   N/A 3638                0: "None"   N/A 3639                1: "Gen. Access Granted"   N/A 3640                2: "Security Disengaged"   N/A 3641                3: "Blast Door"   N/A 3642                4: "Fire Door"   N/A 3643                5: "Chemical Door"   N/A 3644                6: "Radiation Door"   N/A 3645                7: "Gen. Containment"   N/A 3646                8: "Maintenance area"   N/A 3647        ]          N/A 3648        _minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush." N/A 3649       loopmovesound(boolean) : "Loop Moving Sound?" : 0 : "If set to true, the door's 'Start Sound' will be continually looped until the door finishes moving." N/A 3650   N/A 3651        // Outputs   N/A 3652        output OnClose(void) : "Fired when the door starts closing." N/A 3653       output OnOpen(void) : "Fired when the door starts opening." N/A 3654       output OnFullyOpen(void) : "Fired when the door reaches the fully open position. Reversed if 'Start Open' flag is set." N/A 3655       output OnFullyClosed(void) : "Fired when the door reaches the fully closed position. Reversed if 'Start Open' flag is set." N/A 3656       output OnBlockedClosing(void) : "Fired when the door is blocked while closing." N/A 3657       output OnBlockedOpening(void) : "Fired when the door is blocked while opening." N/A 3658       output OnUnblockedClosing(void) : "Fired when the door is unblocked while closing." N/A 3659       output OnUnblockedOpening(void) : "Fired when the door is unblocked while opening." N/A 3660       output OnLockedUse(void) : "Fired when the player uses the door, but it is locked." N/A 3661   N/A 3662        // Inputs   N/A 3663        input Open(void) : "Open the door, if it is not fully open." N/A 3664       input Close(void) : "Close the door, if it is not fully closed." N/A 3665       input Toggle(void) : "Toggle the door between open and closed." N/A 3666       input Lock(void) : "Lock the door." N/A 3667       input Unlock(void) : "Unlock the door." N/A 3668       input SetSpeed(float) : "Set the door speed." N/A 3669 ]  N/A 3670    N/A 3671 @SolidClass base(Door, Origin) = func_door :   N/A 3672        "A brush entity for use as a player-useable door." N/A 3673 [  N/A 3674        movedir(angle) : "Move Direction (Pitch Yaw Roll)" : "0 0 0" : "The direction the door will move, when it opens." N/A 3675   N/A 3676        filtername(filterclass) : "Block Filter Name" : : "Filter to use to determine entities that block the door. ( Half-Life: Source port only )"   N/A 3677 ]   N/A 3678    N/A 3679 @SolidClass base(Door, Origin, Angles) = func_door_rotating :   N/A 3680        "A brush entity for use as a rotating player-useable door." N/A 3681 [  N/A 3682        spawnflags(flags) =   N/A 3683        [   N/A 3684                2 : "Reverse Dir" : 0   N/A 3685                16: "One-way" : 0   N/A 3686                64: "X Axis" : 0   N/A 3687                128: "Y Axis" : 0   N/A 3688                65536: "New func_door +USE rules (NOT for prop_doors!!)" : 0   N/A 3689        ]   N/A 3690        distance(integer) : "Distance" : 90 : "The amount, in degrees, that the button should rotate when it's pressed." N/A 3691   N/A 3692        solidbsp(choices) : "Solid Type" : 0 =   N/A 3693        [   N/A 3694                0 : "VPhysics"          N/A 3695                1 : "BSP"   N/A 3696        ]   N/A 3697 ]   N/A 3698    N/A 3699 @PointClass base(Targetname, Parentname, Angles, Global, Studiomodel) studioprop = prop_door_rotating :   N/A 3700        "An entity used to place a door in the world." N/A 3701 [  N/A 3702        slavename(target_destination) : "Slave Name" : : "The name of any doors that should be slaved to this door (i.e. should open when this one opens, and close when this one closes)." N/A 3703       hardware(choices) : "Hardware Type" : 1 =   N/A 3704        [   N/A 3705                0 : ""   N/A 3706                1 : "Lever"   N/A 3707                2 : "Push bar"   N/A 3708                3 : "Keypad"   N/A 3709        ]   N/A 3710    N/A 3711        ajarangles(angle) : "Ajar Angles (Pitch Yaw Roll)" : "0 0 0" : "If the door 'Spawn Position' is set to Ajar, these are the angles to spawn at, instead of being open or closed." N/A 3712       spawnpos(choices) : "Spawn Position" : 0 =   N/A 3713        [   N/A 3714                0 : "Closed"   N/A 3715                1 : "Open forward"   N/A 3716                2 : "Open back"   N/A 3717                3 : "Ajar (use Ajar Angles)"   N/A 3718        ]   N/A 3719    N/A 3720        axis(axis) : "Hinge Axis"   N/A 3721        distance(float) : "Rotation Distance (deg)" : 90 : "The amount, in degrees, that the door should rotate when opened." N/A 3722       speed(integer) : "Speed" : 100 : "The speed at which the door moves." N/A 3723       soundopenoverride(sound) : "Fully Open Sound" : : "Sound played when the door has finished opening." N/A 3724       soundcloseoverride(sound) : "Fully Closed Sound" : : "Sound played when the door has finished closing." N/A 3725       soundmoveoverride(sound) : "Moving Sound" : : "Sound played when the door starts to move." N/A 3726       returndelay(integer) : "Delay Before close (-1 stay open)" : -1 : "Amount of time, in seconds, after the door has opened before it closes. If the value is set to -1, the door never closes itself." N/A 3727       dmg(integer) : "Damage Inflicted When Blocked" : 0 : "Amount of damage done to entities that block the movement of this door, per frame." N/A 3728       health(integer) : "Health (0 = Unbreakable)" : 0                        // NEEDHELP: Doesn't look like this is hooked up anymore? N/A 3729       soundlockedoverride(sound) : "Locked Sound" : : "Sound played when the player tries to open the door, and fails because it's locked." N/A 3730       soundunlockedoverride(sound) : "Unlocked Sound" : : "Sound played when the door is unlocked." N/A 3731   N/A 3732        forceclosed(boolean) : "Force Closed" : 0 : "If set, this door will close no matter what. Useful for doors that have to close even if the player tries to block them with objects." N/A 3733   N/A 3734        spawnflags(flags) =   N/A 3735        [   N/A 3736                1 : "Starts Open" : 0   N/A 3737                //512: "NPCs Can't" : 0   N/A 3738                2048: "Starts locked" : 0   N/A 3739                4096: "Door silent (No sound, and does not alert NPCs)" : 0   N/A 3740                8192: "Use closes" : 1   N/A 3741                16384 : "Door silent to NPCS (Does not alert NPCs)" : 0   N/A 3742                32768 : "Ignore player +USE" : 0   N/A 3743        ]   N/A 3744    N/A 3745        opendir(choices) : "Open Direction" : 0 : "Force the door to open only forwards or only backwards. Both directions is the standard door behavior." =  N/A 3746        [   N/A 3747                0 : "Open Both Directions"   N/A 3748                1 : "Open Forward Only"   N/A 3749                2 : "Open Backward Only"   N/A 3750        ]   N/A 3751    N/A 3752        // Outputs   N/A 3753        output OnClose(void) : "Fired when the door is told to close." N/A 3754       output OnOpen(void) : "Fired when the door is told to open." N/A 3755       output OnFullyOpen(void) : "Fired when the door reaches the fully open position." N/A 3756       output OnFullyClosed(void) : "Fired when the door reaches the fully closed position." N/A 3757       output OnBlockedClosing(void) : "Fired when the door is blocked while closing." N/A 3758       output OnBlockedOpening(void) : "Fired when the door is blocked while opening." N/A 3759       output OnUnblockedClosing(void) : "Fired when the door is unblocked while closing." N/A 3760       output OnUnblockedOpening(void) : "Fired when the door is unblocked while opening." N/A 3761       output OnLockedUse(void) : "Fired when the player uses the door, but it is locked." N/A 3762       output OnRotationDone(void) : "Fired when the door arrives at it's goal angle." N/A 3763   N/A 3764        // Inputs   N/A 3765        input Open(void) : "Open the door, if it is not fully open." N/A 3766       input OpenAwayFrom(string) : "Open the door away from the specified entity." N/A 3767       input Close(void) : "Close the door, if it is not fully closed." N/A 3768       input Toggle(void) : "Toggle the door between open and closed." N/A 3769       input Lock(void) : "Lock the door." N/A 3770       input Unlock(void) : "Unlock the door." N/A 3771       input SetRotationDistance(float) : "Set the distance (in degrees) between Open and Closed." N/A 3772       input MoveToRotationDistance(float) : "Sets the open distance (in degrees) and moves there." N/A 3773       input SetSpeed(float) : "Set the speed at which the door rotates. 100 is default." N/A 3774 ]  N/A 3775    N/A 3776    N/A 3777 //-   N/A 3778 //   N/A 3779 // Cube map sample   N/A 3780 //   N/A 3781 //-   N/A 3782    N/A 3783 @PointClass color(0 0 255) sidelist(sides) iconsprite("editor/env_cubemap.vmt") = env_cubemap :   N/A 3784        "An entity that creates a sample point for the Cubic Environment Map." N/A 3785 [  N/A 3786        cubemapsize(choices) : "Cubemap Size" : 0 =   N/A 3787        [   N/A 3788                0 : "Default"   N/A 3789                1 : "1x1"   N/A 3790                2 : "2x2"   N/A 3791                3 : "4x4"   N/A 3792                4 : "8x8"   N/A 3793                5 : "16x16"   N/A 3794                6 : "32x32"   N/A 3795                7 : "64x64"   N/A 3796                8 : "128x128"   N/A 3797                9 : "256x256"   N/A 3798        ]   N/A 3799        sides(sidelist) : "Brush faces": : "(Optional) Brushes faces to directly attach to the env_cubemap. Press Pick then click on faces in the 3D View to select them. Use CTRL while clicking to add or remove from the selection." N/A 3800 ]  N/A 3801    N/A 3802 @BaseClass = BModelParticleSpawner   N/A 3803 [   N/A 3804        StartDisabled(boolean) : "Start Disabled" : 0   N/A 3805    N/A 3806        Color(color255) : "Particle Color (R G B)" : "255 255 255"   N/A 3807        SpawnRate(integer) : "Particle Per Second" : 40 : "Number of particles to spawn, per second." N/A 3808       SpeedMax(string) : "Maximum Particle Speed" : 13 : "Maximum speed that the particles can move after spawning." N/A 3809       LifetimeMin(string) : "Minimum Particle Lifetime" : 3 : "Minimum number of seconds until each particle dies. Particles live for a random duration between this and 'Maximum Particle Lifetime'." N/A 3810       LifetimeMax(string) : "Maximum Particle Lifetime" : 5 : "Maximum number of seconds until each particle dies. Particles live for a random duration between 'Minimum Particle Lifetime' and this." N/A 3811       DistMax(integer) : "Maximum Visible Distance" : 1024 : "Maximum distance at which particles are visible. They fade to translucent at this distance." N/A 3812   N/A 3813        Frozen(boolean) : "Frozen" : 0 : "When set, this entity spawns the number of particles in SpawnRate immediately, and then goes inactive." N/A 3814   N/A 3815        // Inputs   N/A 3816        input TurnOn(void) : "Turn on." N/A 3817       input TurnOff(void) : "Turn off." N/A 3818 ]  N/A 3819    N/A 3820 @SolidClass base(Targetname, BModelParticleSpawner) = func_dustmotes :   N/A 3821        "A brush entity that spawns sparkling dust motes within its volume." N/A 3822 [  N/A 3823        SizeMin(string) : "Minimum Particle Size" : 10   N/A 3824        SizeMax(string) : "Maximum Particle Size" : 20   N/A 3825    N/A 3826        Alpha(integer) : "Alpha" : 255   N/A 3827 ]   N/A 3828    N/A 3829 @SolidClass base( Targetname ) = func_smokevolume :   N/A 3830        "A brush entity that spawns smoke particles within its volume." N/A 3831 [  N/A 3832        spawnflags(flags) =   N/A 3833        [   N/A 3834                1 : "Emissive" : 0   N/A 3835        ]   N/A 3836    N/A 3837        Color1(color255) : "Particle Color1 (R G B)" : "255 255 255"   N/A 3838        Color2(color255) : "Particle Color2 (R G B)" : "255 255 255"   N/A 3839        material(material) : "Material" : "particle/particle_smokegrenade" : "The material to use for the particles"   N/A 3840        ParticleDrawWidth(float) : "Particle Draw Width (units)" : 120 : "The size of the particles, in units/inches." N/A 3841       ParticleSpacingDistance(float) : "Particle Spacing Distance (units)" : 80 : "The distance between the particles inside the volume. The lower the number, the denser the particles, and the more overdraw there will be. It is best to keep it as high as you can without it looking bad." N/A 3842       DensityRampSpeed(float) : "Density Ramp Speed (seconds)" : 1 : "Time to go from density 0 to density 1, in seconds." N/A 3843   N/A 3844        RotationSpeed(float) : "Rotation Speed (degrees/sec)" : 10 : "The speed that the particles should rotate, in degrees per second." N/A 3845       MovementSpeed(float) : "Movement Speed (units/sec)" : 10 : "The speed that the particles should move around, in units/inches per second." N/A 3846       Density(float) : "Density [0..1]" : 1   N/A 3847    N/A 3848        // Inputs   N/A 3849        input SetRotationSpeed(float) : "Set the particle rotation speed (in degrees per second)." N/A 3850       input SetMovementSpeed(float) : "Set the particle movement speed (in inches per second)." N/A 3851       input SetDensity(float) : "Set the particle density. It should be a range from 0 to 1." N/A 3852 ]  N/A 3853    N/A 3854 @SolidClass base( Targetname, BModelParticleSpawner ) = func_dustcloud :   N/A 3855        "A brush entity that spawns a translucent dust cloud within its volume." N/A 3856 [  N/A 3857        Alpha(integer) : "Alpha" : 30   N/A 3858    N/A 3859        SizeMin(string) : "Minimum Particle Size" : 100   N/A 3860        SizeMax(string) : "Maximum Particle Size" : 200   N/A 3861 ]   N/A 3862    N/A 3863 @PointClass base( Targetname, Parentname, Angles ) size( -8 -8 -8, 8 8 8 ) = env_dustpuff :   N/A 3864        "An entity that can emit dust puffs." N/A 3865 [  N/A 3866        scale(float) : "Scale" : 8 : "Size of the dust puff." N/A 3867       speed(float) : "Speed" : 16 : "Speed at which the dust particles should move." N/A 3868   N/A 3869        color(color255) : "Dust color" : "128 128 128"   N/A 3870    N/A 3871        // Inputs   N/A 3872        input SpawnDust(void) : "Spawn a dust puff." N/A 3873 ]  N/A 3874    N/A 3875 @PointClass base( Targetname, Parentname, Angles ) size( -8 -8 -8, 8 8 8 ) = env_particlescript :   N/A 3876        "An entity that has special animation events that can be fired by a model with an animation inside its .qc designed for"+   N/A 3877        "use by this entity." N/A 3878 [  N/A 3879        model(studio) : "Script Model" : "models/Ambient_citadel_paths.mdl" : "Model to use for animation sequences." N/A 3880   N/A 3881        // Inputs   N/A 3882        input SetSequence(string) : "Sets the script model's sequence." N/A 3883 ]  N/A 3884    N/A 3885    N/A 3886 // NEEDHELP   N/A 3887 @PointClass base( Targetname, Parentname, Angles ) size( -8 -8 -8, 8 8 8 ) = env_effectscript :   N/A 3888        "An entity that allows you to script special visual effects via a script file." N/A 3889 [  N/A 3890        model(studio) : "Script Model" : "models/Effects/teleporttrail.mdl" : "Model to use for animation sequences." N/A 3891       scriptfile(string) : "Script File" : "scripts/effects/testeffect.txt" : "Name of the script to use for this model." N/A 3892   N/A 3893        // Inputs   N/A 3894        input SetSequence(string) : "Sets the script model's sequence." N/A 3895 ]  N/A 3896    N/A 3897    N/A 3898 //-   N/A 3899 //   N/A 3900 // Logic Entities   N/A 3901 //   N/A 3902 //-   N/A 3903    N/A 3904 @PointClass iconsprite("editor/logic_auto.vmt") = logic_auto :   N/A 3905        "Fires outputs when a map spawns. " +   N/A 3906        "If 'Remove on fire' flag is set the logic_auto is deleted after firing. " +   N/A 3907        "It can be set to check a global state before firing. This allows you to only fire events based on "+   N/A 3908        "what took place in a previous map." N/A 3909 [  N/A 3910        spawnflags(Flags) =   N/A 3911        [   N/A 3912                1 : "Remove on fire" : 1   N/A 3913        ]   N/A 3914    N/A 3915        globalstate(choices) : "Global State to Read" : : "If set, this specifies a global state to check before firing. The OnMapSpawn output will only fire if the global state is set." =  N/A 3916        [   N/A 3917                "" : "--- None ---"   N/A 3918                "gordon_precriminal" : "Gordon pre-criminal"   N/A 3919                "antlion_allied" : "Antlions are player allies"   N/A 3920 //                "player_stealth" : "Player in APC is disguised as combine"   N/A 3921                "suit_no_sprint" : "Suit sprint function not yet enabled"   N/A 3922                "super_phys_gun" : "Super phys gun is enabled"   N/A 3923                "friendly_encounter" : "Friendly encounter sequence (lower weapons, etc.)"   N/A 3924 //                "citizens_passive" : "Citizens are *not* player allies (cannot be commanded)"   N/A 3925                "gordon_invulnerable" : "Gordon is invulnerable"   N/A 3926                "no_seagulls_on_jeep" : "Don't spawn seagulls on the jeep"   N/A 3927                "is_console" : "Game is running on a console"   N/A 3928                "is_pc" : "Game is running on a PC"   N/A 3929        ]   N/A 3930    N/A 3931        // Outputs   N/A 3932        output OnMapSpawn(void) : "Fired when the map is loaded for any reason." N/A 3933       output OnNewGame(void) : "Fired when the map is loaded to start a new game." N/A 3934       output OnLoadGame(void) : "Fired when the map is loaded from a saved game." N/A 3935       output OnMapTransition(void) : "Fired when the map is loaded due to a level transition." N/A 3936       output OnBackgroundMap(void) : "Fired when the map is loaded as a background to the main menu." N/A 3937       output OnMultiNewMap(void) : "Fired only in multiplayer, when a new map is loaded." N/A 3938       output OnMultiNewRound(void) : "Fired only in multiplayer, when a new round is started. Only fired in multiplayer games that use round-based gameplay." N/A 3939 ]  N/A 3940    N/A 3941 @PointClass base(Targetname,Angles,Parentname) studioprop("models/editor/camera.mdl") = point_viewcontrol :   N/A 3942        "A camera entity that controls the player's view. While it's active, the player will see out of the camera." N/A 3943 [  N/A 3944        target(target_destination) : "Entity to Look At" : : "Name of the entity that the camera should point at and track while active." N/A 3945       targetattachment(string) : "Target Attachment Name" : : "If set, the camera will focus on the specified attachment on the 'Entity to Look At'." N/A 3946       wait(integer) : "Hold Time" : 10 : "The amount of time the camera should control the player's view for, after which it deactivates itself. If the camera should stay active until told to deactive, set the 'Infinite Hold Time' spawnflag." N/A 3947       moveto(target_destination) : "Path Corner" : : "The first path corner in a track that the camera should move along once it's activated. If not specified, the camera won't move." N/A 3948       interpolatepositiontoplayer(boolean) : "Interpolate Position To Player" : 0 : "Gradually interpolate player's position to here on start. (Episodic only)"   N/A 3949    N/A 3950        spawnflags(flags) =   N/A 3951        [   N/A 3952                1: "Start At Player" : 1   N/A 3953                2: "Follow Player" : 1   N/A 3954                4: "Freeze Player" : 0   N/A 3955                8: "Infinite Hold Time" : 0   N/A 3956                16:"Snap to goal angles" : 0   N/A 3957                32:"Make Player non-solid" : 0   N/A 3958                64:"Interruptable by Player" : 0   N/A 3959                128:"Set Fov" : 0   N/A 3960        ]   N/A 3961    N/A 3962        trackspeed(float) : "Tracking Speed of the camera" : "40" : "The speed that the camera tries to follow it's look target." N/A 3963       fov(float) : "FOV" : "90" : "The FOV when using this camera." N/A 3964       fov_rate(float) : "FOV rate" : "1" : "How fast we change to the new fov." N/A 3965   N/A 3966        speed(string) : "Initial Speed" : "0" : "The starting speed that the camera moves at, if it's on a path track." N/A 3967       acceleration(string) : "Acceleration units/sec^2" : "500" : "The speed at which the camera accelerates to path corner's desired speeds." N/A 3968       deceleration(string) : "Stop Deceleration units/sec^2" : "500" : "The speed at which the camera decelerates to path corner's desired speeds." N/A 3969   N/A 3970        // Inputs   N/A 3971        input Enable(void) : "Enable the point_viewcontrol, and start controlling the player's view." N/A 3972       input Disable(void) : "Disable the point_viewcontrol, and stop controlling the player's view." N/A 3973   N/A 3974        input SetTarget(string) : "Set a new target for the camera to point at." N/A 3975       input SetTargetAttachment(string) : "Set a new attachment on the target for the camera to point at." N/A 3976   N/A 3977        input ReturnToEyes(void) : "Return the camera view to the player's eyes." N/A 3978       input TeleportToView(void) : "Teleport the player to the current position of the camera." N/A 3979   N/A 3980        input SetTrackSpeed(float) : "Set the speed that the camera will try to track it's target." N/A 3981   N/A 3982        input SetPath(string) : "Have the camera start following a new path." N/A 3983   N/A 3984        // Outputs   N/A 3985        output OnEndFollow(void) : "Fired when the point_viewcontrol deactivates, due to the Disable input being received, the Entity to Look At being destroyed, or the Hold Time expiring." N/A 3986 ]  N/A 3987    N/A 3988 @PointClass base(Targetname,Angles,Parentname) studioprop("models/editor/camera.mdl") = point_viewcontrol_multiplayer :   N/A 3989        "A camera entity that controls all players' views. While it's active, the players will see out of the camera." N/A 3990 [  N/A 3991        fov(float) : "Field of view" : "90" : "Player FOV"   N/A 3992        fov_rate(float) : "Seconds to reach FOV target" : "1.0" : "Amount of time it should take to reach the specified FOV"   N/A 3993        target_entity(target_destination): "Target Entity" : "" : "Entity to move to. (End of move will match origin and angles)." N/A 3994       interp_time(float) : "Seconds to reach target entity" : "1.0" : "Amount of time it should take to reach the target entity's origin and angles." N/A 3995       target_team(choices) : "Target Team" : -1 : "Which team (or all) to allow to touch this trigger." =  N/A 3996        [   N/A 3997                -1 : "All Teams"   N/A 3998                0 : "0 (Spectators)"   N/A 3999                1 : "1"   N/A 4000                2 : "2 (Portal2 Orange)"   N/A 4001                3 : "3 (Portal2 Blue)"   N/A 4002        ]   N/A 4003    N/A 4004        spawnflags(flags) =   N/A 4005        [   N/A 4006                1: "Disable when move finished" : 1   N/A 4007                2: "Set FOV" : 0   N/A 4008        ]   N/A 4009    N/A 4010        // Inputs   N/A 4011        input Enable(void) : "Enable the point_viewcontrol_multiplayer, and start controlling the players' view." N/A 4012       input Disable(void) : "Disable the point_viewcontrol_multiplayer, and stop controlling the players' view." N/A 4013       input StartMovement(void) : "Start the movement to the target entity." N/A 4014 ]  N/A 4015    N/A 4016 @PointClass base(Targetname,Angles,Parentname) studioprop("models/editor/camera.mdl") = point_viewproxy :   N/A 4017        "A camera entity that moves the player's view. Use this if you want the player to retain control of where the player looks but want to base the position to be based on the proxy." N/A 4018 [  N/A 4019        spawnflags(flags) =   N/A 4020        [   N/A 4021                4: "Freeze Player" : 0   N/A 4022                32:"Make Player non-solid" : 0   N/A 4023        ]   N/A 4024    N/A 4025        offsettype(choices) : "Offset type " : 0 : "How the player's view moves to the view of the camera." =  N/A 4026        [   N/A 4027                0: "Snap to camera"   N/A 4028                1: "Ease to camera"   N/A 4029                2: "Keep offset"   N/A 4030        ]   N/A 4031    N/A 4032        proxy(target_destination) : "Proxy Entity" : : "Name of the entity that the camera uses to translate the view." N/A 4033       proxyattachment(target_destination) : "Attachment Point" : : "Use this attachment on the proxy's parent for position and orientation." N/A 4034   N/A 4035        tiltfraction(float) : "Tilt Fraction" : "0.5" : "How much the angle of the proxy affects the angle of the view. 0.0 will keep the players view angles unmodified. 1.0 will add in the whole tilt from the proxy." N/A 4036   N/A 4037        usefakeacceleration(boolean) : "Use Fake Acceleration" : 0 : "If the player maintains an offset from the proxy apply fake acceleration on the player based on the movement of the proxy." N/A 4038       skewaccelerationforward(boolean) : "Skew Acceleration Forward" : 1 : "If this is set fake acceleration will be more noticeable in the direction of the proxy." N/A 4039       accelerationscalar(float) : "Acceleration Scalar" : "1.0" : "Multiply the fake acceleration by this ammount." N/A 4040       easeanglestocamera(boolean) : "Ease Angles To Camera" : 0 : "Move the player's angles to the camera - this will stop them from looking around." N/A 4041   N/A 4042        // Inputs   N/A 4043        input Enable(void) : "Enable the view proxy, and start modifying the player's view." N/A 4044       input Disable(void) : "Disable the view proxy, and start modifying the player's view." N/A 4045   N/A 4046        input TeleportPlayerToProxy(void) : "Move the player to the view proxy." N/A 4047 ]  N/A 4048    N/A 4049 @PointClass base(Targetname) = point_posecontroller :   N/A 4050        "An entity that controls a pose parameter of a prop and cycles the pose clientside." N/A 4051 [  N/A 4052        PropName(string) : "Prop Name" : : "Name of the prop to control." N/A 4053       PoseParameterName(string) : "Pose Parameter Name" : : "Name of the pose parameter to control." N/A 4054       PoseValue(float) : "Pose Parameter Value" : "0.0" : "Normalized value for the pose parameter from 0.0 and 1.0 (maps to min and max range)." N/A 4055       InterpolationTime(float) : "Interpolation Time" : "0.0" : "Number of seconds (0.0 to 10.0) for client to match absolue pose values." N/A 4056       InterpolationWrap(boolean) : "Should wrap from 0.0 to 1.0 when interpolating." : 0  N/A 4057    N/A 4058        CycleFrequency(float) : "Cycle Frequency" : "0.0" : "Base cycles per second from -10.0 to 10.0." N/A 4059       FModulationType(choices) : "Frequency Modulation Type" : 0 =   N/A 4060        [   N/A 4061                0: "None"   N/A 4062                1: "Sine"   N/A 4063                2: "Square"   N/A 4064                3: "Triangle"   N/A 4065                4: "Sawtooth"   N/A 4066                5: "Noise"   N/A 4067        ]   N/A 4068        FModTimeOffset(float) : "Frequency Modulation Time Offset" : "0.0" : "Modulation time offset from -1.0f to 1.0." N/A 4069       FModRate(float) : "Frequency Modulation Rate" : "0.0" : "Modulation cycles per second from -10.0f to 10.0." N/A 4070       FModAmplitude(float) : "Frequency Modulation Amplitude" : "0.0" : "Modulation extents from 0.0f to 10.0." N/A 4071   N/A 4072        // Inputs   N/A 4073        input SetPoseParameterName(string) : "Sets the pose parameter to control." N/A 4074       input SetPoseValue(float) : "Set the pose parameter to a normalized value between 0.0 and 1.0 (maps to min and max range)." N/A 4075       input SetInterpolationTime(float) : "Set the interpolation time to a number of seconds between 0.0 and 10.0." N/A 4076       input SetCycleFrequency(float) : "Set the pose parameter's base cycles per second from -10.0f to 10.0." N/A 4077       input SetFModType(integer) : "Set the type of frequency modulation." N/A 4078       input SetFModTimeOffset(float) : "Set the modulation time offset from -1.0f to 1.0." N/A 4079       input SetFModRate(float) : "Set the modulation cycles per second from -10.0f to 10.0." N/A 4080       input SetFModAmplitude(float) : "Set the modulation extents from 0.0f to 10.0." N/A 4081       input RandomizeFMod(float) : "Randomize the frequency modulation by an extremeness of 0.0 to 1.0." N/A 4082 ]  N/A 4083    N/A 4084 @PointClass base(Targetname) iconsprite("editor/logic_compare.vmt") = logic_compare :   N/A 4085        "Compares an input value to another value. " +   N/A 4086        "If the input value is less than the compare value, the OnLessThan output is fired with the input value. " +   N/A 4087        "If the input value is equal to the compare value, the OnEqualTo output is fired with the input value. " +          N/A 4088        "If the input value is greater than the compare value, the OnGreaterThan output is fired with the input value." N/A 4089 [  N/A 4090        // Keys   N/A 4091        InitialValue(integer) : "Initial value" : : "Initial value for the input value." N/A 4092       CompareValue(integer) : "Compare value" : : "The value to compare against." N/A 4093   N/A 4094        // Inputs   N/A 4095        input SetValue(float) : "Set the value that will be compared against the compare value." N/A 4096       input SetValueCompare(float) : "Set the value that will be compared against the compare value and performs the comparison." N/A 4097       input SetCompareValue(float) : "Set the compare value." N/A 4098       input Compare(void) : "Force a compare of the input value with the compare value." N/A 4099   N/A 4100        // Outputs   N/A 4101        output OnLessThan(float) : "Fired when the input value is less than the compare value. Sends the input value as data." N/A 4102       output OnEqualTo(float) : "Fired when the input value is equal to the compare value. Sends the input value as data." N/A 4103       output OnNotEqualTo(float) : "Fired when the input value is different from the compare value. Sends the input value as data." N/A 4104       output OnGreaterThan(float) : "Fired when the input value is greater than the compare value. Sends the input value as data." N/A 4105 ]  N/A 4106    N/A 4107 @PointClass base(Targetname) iconsprite("editor/logic_branch.vmt") = logic_branch :   N/A 4108        "Tests a boolean value and fires an output based on whether the value is true or false. " +   N/A 4109        "Use this entity to branch between two potential sets of events." N/A 4110 [  N/A 4111        // Keys   N/A 4112        InitialValue(integer) : "Initial value" : : "Initial value for the boolean value (0 or 1)." N/A 4113   N/A 4114        // Inputs   N/A 4115        input SetValue(bool) : "Set the boolean value without performing the comparison. Use this to hold a value for a future test." N/A 4116       input SetValueTest(bool) : "Set the boolean value and test it, firing OnTrue or OnFalse based on the new value." N/A 4117       input Toggle(void) : "Toggle the boolean value between true and false." N/A 4118       input ToggleTest(void) : "Toggle the boolean value and tests it, firing OnTrue or OnFalse based on the new value." N/A 4119       input Test(void) : "Test the input value and fire OnTrue or OnFalse based on the value." N/A 4120   N/A 4121        // Outputs   N/A 4122        output OnTrue(bool) : "Fired when the input value is true (nonzero)." N/A 4123       output OnFalse(bool) : "Fired when the input value is false (zero)." N/A 4124 ]  N/A 4125    N/A 4126    N/A 4127 @PointClass base(Targetname) = logic_branch_listener :   N/A 4128        "Contains a list of logic_branch entities and fires outputs when the state of any of the logic_branches changes.\n\n"+   N/A 4129        "This entity is used to fire an event when a set of conditions are all satisfied." N/A 4130 [  N/A 4131        Branch01(target_destination) : "Logic Branch 01" : : "The name of one or more logic_branches (wildcards allowed)." N/A 4132       Branch02(target_destination) : "Logic Branch 02" : : "The name of one or more logic_branches (wildcards allowed)." N/A 4133       Branch03(target_destination) : "Logic Branch 03" : : "The name of one or more logic_branches (wildcards allowed)." N/A 4134       Branch04(target_destination) : "Logic Branch 04" : : "The name of one or more logic_branches (wildcards allowed)." N/A 4135       Branch05(target_destination) : "Logic Branch 05" : : "The name of one or more logic_branches (wildcards allowed)." N/A 4136       Branch06(target_destination) : "Logic Branch 06" : : "The name of one or more logic_branches (wildcards allowed)." N/A 4137       Branch07(target_destination) : "Logic Branch 07" : : "The name of one or more logic_branches (wildcards allowed)." N/A 4138       Branch08(target_destination) : "Logic Branch 08" : : "The name of one or more logic_branches (wildcards allowed)." N/A 4139       Branch09(target_destination) : "Logic Branch 09" : : "The name of one or more logic_branches (wildcards allowed)." N/A 4140       Branch10(target_destination) : "Logic Branch 10" : : "The name of one or more logic_branches (wildcards allowed)." N/A 4141       Branch11(target_destination) : "Logic Branch 11" : : "The name of one or more logic_branches (wildcards allowed)." N/A 4142       Branch12(target_destination) : "Logic Branch 12" : : "The name of one or more logic_branches (wildcards allowed)." N/A 4143       Branch13(target_destination) : "Logic Branch 13" : : "The name of one or more logic_branches (wildcards allowed)." N/A 4144       Branch14(target_destination) : "Logic Branch 14" : : "The name of one or more logic_branches (wildcards allowed)." N/A 4145       Branch15(target_destination) : "Logic Branch 15" : : "The name of one or more logic_branches (wildcards allowed)." N/A 4146       Branch16(target_destination) : "Logic Branch 16" : : "The name of one or more logic_branches (wildcards allowed)." N/A 4147   N/A 4148        input Test(void) : "Tests the state of all the logic_branches in the list and fires the appropriate output." N/A 4149   N/A 4150        output OnAllTrue(void) : "Fired when all the logic_branches in the list become true." N/A 4151       output OnAllFalse(void) : "Fired when all the logic_branches in the list become false." N/A 4152       output OnMixed(void) : "Fired when one of the logic branches in the list changes, but some are true and some are false." N/A 4153 ]  N/A 4154    N/A 4155    N/A 4156 @PointClass base(Targetname) iconsprite("editor/logic_case.vmt") = logic_case :   N/A 4157        "Compares an input to up to 16 preset values. If the input value is the same as " +   N/A 4158        "any of the preset values, an output corresponding to that value is fired.\n\n" +   N/A 4159        "For example: if Case01 is set to 2 and Case02 is set to 5, and the input value is 5, " +   N/A 4160        "the OnCase02 output will be fired.\n\n" +   N/A 4161        "This entity can also be used to select from a number of random targets via the " +   N/A 4162        "PickRandom input. One of the OnCase outputs that is connected to another entity will " +   N/A 4163        "be picked at random and fired." N/A 4164 [  N/A 4165        Case01(string) : "Case 01"   N/A 4166        Case02(string) : "Case 02"   N/A 4167        Case03(string) : "Case 03"   N/A 4168        Case04(string) : "Case 04"   N/A 4169        Case05(string) : "Case 05"   N/A 4170        Case06(string) : "Case 06"   N/A 4171        Case07(string) : "Case 07"   N/A 4172        Case08(string) : "Case 08"   N/A 4173        Case09(string) : "Case 09"   N/A 4174        Case10(string) : "Case 10"   N/A 4175        Case11(string) : "Case 11"   N/A 4176        Case12(string) : "Case 12"   N/A 4177        Case13(string) : "Case 13"   N/A 4178        Case14(string) : "Case 14"   N/A 4179        Case15(string) : "Case 15"   N/A 4180        Case16(string) : "Case 16"   N/A 4181    N/A 4182        // Inputs   N/A 4183        input InValue(string) : "Compares the Input value to the case values, and fires the appropriate output, if any." N/A 4184       input PickRandom(void) : "Fires a random OnCase output with at least one connection." N/A 4185       input PickRandomShuffle(void) : "Fires a random OnCase output with at least one connection, with no repeats until all cases have been picked, at which point the shuffle starts over." N/A 4186   N/A 4187        // Outputs   N/A 4188        output OnCase01(void) : "Fired when the input value equals the Case01 value." N/A 4189       output OnCase02(void) : "Fired when the input value equals the Case02 value." N/A 4190       output OnCase03(void) : "Fired when the input value equals the Case03 value." N/A 4191       output OnCase04(void) : "Fired when the input value equals the Case04 value." N/A 4192       output OnCase05(void) : "Fired when the input value equals the Case05 value." N/A 4193       output OnCase06(void) : "Fired when the input value equals the Case06 value." N/A 4194       output OnCase07(void) : "Fired when the input value equals the Case07 value." N/A 4195       output OnCase08(void) : "Fired when the input value equals the Case08 value." N/A 4196       output OnCase09(void) : "Fired when the input value equals the Case09 value." N/A 4197       output OnCase10(void) : "Fired when the input value equals the Case10 value." N/A 4198       output OnCase11(void) : "Fired when the input value equals the Case11 value." N/A 4199       output OnCase12(void) : "Fired when the input value equals the Case12 value." N/A 4200       output OnCase13(void) : "Fired when the input value equals the Case13 value." N/A 4201       output OnCase14(void) : "Fired when the input value equals the Case14 value." N/A 4202       output OnCase15(void) : "Fired when the input value equals the Case15 value." N/A 4203       output OnCase16(void) : "Fired when the input value equals the Case16 value." N/A 4204       output OnDefault(void) : "Fired when the input value does not equal any of the Case values." N/A 4205 ]  N/A 4206    N/A 4207 // NEEDHELP: Unused in HL2, not clear what it's useful for. N/A 4208 @PointClass base(Targetname) iconsprite("editor/logic_multicompare.vmt") = logic_multicompare :  N/A 4209        "Compares a set of inputs to each other. If they are all the same, fires an OnEqual output. " +   N/A 4210        "If any are different, fires the OnNotEqual output." N/A 4211 [  N/A 4212        // keys   N/A 4213        IntegerValue(integer) : "Integer Value (optional)"   N/A 4214        ShouldComparetoValue(boolean) : "Should use Integer Value" : 0   N/A 4215    N/A 4216        // Inputs   N/A 4217        input InputValue(integer) : "Input value"   N/A 4218        input CompareValues(void) : "Compares the values and fires appropriate outputs"   N/A 4219    N/A 4220        // Outputs   N/A 4221        output OnEqual(void) : "Fires if the values are equal"   N/A 4222        output OnNotEqual(void) : "Fires if the values are not equal"   N/A 4223 ]   N/A 4224    N/A 4225 @PointClass base(Targetname, EnableDisable) iconsprite("editor/logic_relay.vmt") = logic_relay :   N/A 4226        "A message forwarder. Fires an OnTrigger output when triggered, and " +   N/A 4227        "can be disabled to prevent forwarding outputs.\n\n" +   N/A 4228        "Useful as an intermediary between one entity and another for turning " +   N/A 4229        "on or off an I/O connection, or as a container for holding a set of " +   N/A 4230        "outputs that can be triggered from multiple places." N/A 4231 [  N/A 4232        spawnflags(flags) =   N/A 4233        [   N/A 4234                1: "Only trigger once" : 0   N/A 4235                2: "Allow fast retrigger" : 0   N/A 4236        ]   N/A 4237    N/A 4238        // Inputs   N/A 4239        input Trigger(void) : "Trigger the relay, causing its OnTrigger output to fire if it is enabled." N/A 4240       input Toggle(void) : "Toggle the relay between enabled and disabled." N/A 4241       input CancelPending(void) : "Cancel any events fired by this relay that are currently pending in the I/O event queue." N/A 4242   N/A 4243        // Outputs   N/A 4244        output OnSpawn(void) : "Fired when the relay is spawned. If the relay is set to only trigger once, it will "+   N/A 4245                "delete itself after firing this output." N/A 4246       output OnTrigger(void) : "Fired when the relay is triggered. If the relay is set to only trigger once, it will "+   N/A 4247                "delete itself after firing this output." N/A 4248 ]  N/A 4249    N/A 4250 @PointClass base(Targetname, EnableDisable) size(-8 -8 -8, 8 8 8) = logic_register_activator :   N/A 4251        "Stores an entity and sends messages with it as the activator\n" +   N/A 4252        "Useful for keeping track of entities with mangled names due " +   N/A 4253        "to template spawners and instances." N/A 4254 [  N/A 4255        // Inputs   N/A 4256        input Toggle(void) : "Toggle between enabled and disabled." N/A 4257       input FireRegisteredAsActivator1(void) : "Start a message from this entity using the matching OnRegisteredActivating - but the activator is the registered entity." N/A 4258       input FireRegisteredAsActivator2(void) : "Start a message from this entity using the matching OnRegisteredActivating - but the activator is the registered entity." N/A 4259       input FireRegisteredAsActivator3(void) : "Start a message from this entity using the matching OnRegisteredActivating - but the activator is the registered entity." N/A 4260       input FireRegisteredAsActivator4(void) : "Start a message from this entity using the matching OnRegisteredActivating - but the activator is the registered entity." N/A 4261       input RegisterEntity(string) : "Stores an entity to later be used as an activator." N/A 4262   N/A 4263        // Outputs   N/A 4264        output OnRegisteredActivate1(void) : "Fired to send a message using the registered as the activator." N/A 4265       output OnRegisteredActivate2(void) : "Fired to send a message using the registered as the activator." N/A 4266       output OnRegisteredActivate3(void) : "Fired to send a message using the registered as the activator." N/A 4267       output OnRegisteredActivate4(void) : "Fired to send a message using the registered as the activator." N/A 4268 ]  N/A 4269    N/A 4270 @PointClass base(Targetname, EnableDisable) iconsprite("editor/logic_random_outputs.vmt") = logic_random_outputs :   N/A 4271        "A message forwarder. Fires up to eight separate outputs, each with a different chance of firing." N/A 4272 [  N/A 4273        spawnflags(flags) =   N/A 4274        [   N/A 4275                1: "Only trigger once" : 0   N/A 4276                2: "Allow fast retrigger" : 0   N/A 4277        ]   N/A 4278        OnTriggerChance1(float) : "OnTrigger1 Chance" : "1.0" : "Chance (from 0 to 1) of the OnTrigger1 output firing when this entity is triggered." N/A 4279       OnTriggerChance2(float) : "OnTrigger2 Chance" : "1.0" : "Chance (from 0 to 1) of the OnTrigger2 output firing when this entity is triggered." N/A 4280       OnTriggerChance3(float) : "OnTrigger3 Chance" : "1.0" : "Chance (from 0 to 1) of the OnTrigger3 output firing when this entity is triggered." N/A 4281       OnTriggerChance4(float) : "OnTrigger4 Chance" : "1.0" : "Chance (from 0 to 1) of the OnTrigger4 output firing when this entity is triggered." N/A 4282       OnTriggerChance5(float) : "OnTrigger5 Chance" : "1.0" : "Chance (from 0 to 1) of the OnTrigger5 output firing when this entity is triggered." N/A 4283       OnTriggerChance6(float) : "OnTrigger6 Chance" : "1.0" : "Chance (from 0 to 1) of the OnTrigger6 output firing when this entity is triggered." N/A 4284       OnTriggerChance7(float) : "OnTrigger7 Chance" : "1.0" : "Chance (from 0 to 1) of the OnTrigger7 output firing when this entity is triggered." N/A 4285       OnTriggerChance8(float) : "OnTrigger8 Chance" : "1.0" : "Chance (from 0 to 1) of the OnTrigger8 output firing when this entity is triggered." N/A 4286   N/A 4287        // Inputs   N/A 4288        input Trigger(void) : "Trigger this entity, causing its OnTrigger outputs to fire if it is enabled." N/A 4289       input Toggle(void) : "Toggle this entity between enabled and disabled." N/A 4290       input CancelPending(void) : "Cancel any events fired by this entity that are currently pending in the I/O event queue." N/A 4291   N/A 4292        // Outputs   N/A 4293        output OnSpawn(void) : "Fired when this entity is spawned. If this entity is set to only trigger once, it will "+   N/A 4294                "delete itself after firing this output." N/A 4295       output OnTrigger1(void) : "This output has a chance to fire when the entity is triggered." N/A 4296       output OnTrigger2(void) : "This output has a chance to fire when the entity is triggered." N/A 4297       output OnTrigger3(void) : "This output has a chance to fire when the entity is triggered." N/A 4298       output OnTrigger4(void) : "This output has a chance to fire when the entity is triggered." N/A 4299       output OnTrigger5(void) : "This output has a chance to fire when the entity is triggered." N/A 4300       output OnTrigger6(void) : "This output has a chance to fire when the entity is triggered." N/A 4301       output OnTrigger7(void) : "This output has a chance to fire when the entity is triggered." N/A 4302       output OnTrigger8(void) : "This output has a chance to fire when the entity is triggered." N/A 4303 ]  N/A 4304    N/A 4305 @PointClass base(Targetname) iconsprite("editor/logic_script.vmt") = logic_script : "An entity that acts as a container for scripts"   N/A 4306 [   N/A 4307        Group00(target_destination) : "EntityGroup[0]"   N/A 4308        Group01(target_destination) : "EntityGroup[1]"   N/A 4309        Group02(target_destination) : "EntityGroup[2]"   N/A 4310        Group03(target_destination) : "EntityGroup[3]"   N/A 4311        Group04(target_destination) : "EntityGroup[4]"   N/A 4312        Group05(target_destination) : "EntityGroup[5]"   N/A 4313        Group06(target_destination) : "EntityGroup[6]"   N/A 4314        Group07(target_destination) : "EntityGroup[7]"   N/A 4315        Group08(target_destination) : "EntityGroup[8]"   N/A 4316        Group09(target_destination) : "EntityGroup[9]"   N/A 4317        Group10(target_destination) : "EntityGroup[10]"   N/A 4318        Group11(target_destination) : "EntityGroup[11]"   N/A 4319        Group12(target_destination) : "EntityGroup[12]"   N/A 4320        Group13(target_destination) : "EntityGroup[13]"   N/A 4321        Group14(target_destination) : "EntityGroup[14]"   N/A 4322        Group15(target_destination) : "EntityGroup[15]"   N/A 4323 ]   N/A 4324    N/A 4325 @PointClass base(Targetname, EnableDisable) iconsprite("editor/logic_timer.vmt") = logic_timer :   N/A 4326        "An entity that fires a timer event at regular, or random, intervals. It can also be set to oscillate between" +  N/A 4327        "a high and low end, in which case it will fire alternating high/low outputs each time it fires."   N/A 4328 [   N/A 4329        // Keys   N/A 4330        spawnflags(flags) =   N/A 4331        [   N/A 4332                1 : "Oscillator (alternates between OnTimerHigh and OnTimerLow outputs)" : 0   N/A 4333        ]   N/A 4334    N/A 4335        UseRandomTime(boolean) : "Use Random Time" : 0   N/A 4336    N/A 4337        LowerRandomBound(string) : "Minimum Random Interval" : : "If 'Use Random Time' is set, this is the minimum time between timer fires. The time will be a random number between this and the 'Maximum Random Interval'."  N/A 4338        UpperRandomBound(string) : "Maximum Random Interval" : : "If 'Use Random Time' is set, this is the maximum time between timer fires. The time will be a random number between the 'Minimum Random Interval' and this."  N/A 4339        RefireTime(string) : "Refire Interval" : : "If 'Use Random Time' isn't set, this is the time between timer fires, in seconds."   N/A 4340    N/A 4341        // Inputs   N/A 4342        input RefireTime(integer) : "Set a new Refire Interval."   N/A 4343        input ResetTimer(void) : "Reset the timer. It will fire after the Refire Interval expires."  N/A 4344        input FireTimer(void) : "Force the timer to fire immediately."   N/A 4345        input Enable(void) : "Enable the timer."   N/A 4346        input Disable(void) : "Disable the timer."   N/A 4347        input Toggle(void) : "Toggle the timer on/off."   N/A 4348        input LowerRandomBound(float) : "Set a new Minimum Random Interval."   N/A 4349        input UpperRandomBound(float) : "Set a new Maximum Random Interval."   N/A 4350        input AddToTimer(float) : "Add time to the timer if it is currently enabled. Does not change the Refire Interval."  N/A 4351        input SubtractFromTimer(float) : "Subtract time from the timer if it is currently enabled. Does not change the Refire Interval."  N/A 4352    N/A 4353    N/A 4354        // Outputs   N/A 4355        output OnTimer(void) : "Fired when the timer expires."   N/A 4356        output OnTimerHigh(void) : "Fired every other time for an oscillating timer."   N/A 4357        output OnTimerLow(void) : "Fired every other time for an oscillating timer."   N/A 4358 ]   N/A 4359    N/A 4360    N/A 4361 @PointClass base(Targetname) = hammer_updateignorelist :   N/A 4362        "Specifies entities that are to be ignored by the hammer_update_safe_entities console command. " +  N/A 4363        "Enter the targetnames of entities that you want to exclude into the list of fields here. " +  N/A 4364        "Several of these may exist in a map."   N/A 4365 [   N/A 4366        IgnoredName01(target_destination) : "IgnoredName 01" : "" : "Do not send this entity's information back to hammer during hammer_update_safe_entities"   N/A 4367        IgnoredName02(target_destination) : "IgnoredName 02" :  "" : "Do not send this entity's information back to hammer during hammer_update_safe_entities"   N/A 4368        IgnoredName03(target_destination) : "IgnoredName 03" :  "" : "Do not send this entity's information back to hammer during hammer_update_safe_entities"   N/A 4369        IgnoredName04(target_destination) : "IgnoredName 04" :  "" : "Do not send this entity's information back to hammer during hammer_update_safe_entities"   N/A 4370        IgnoredName05(target_destination) : "IgnoredName 05" : ""  : "Do not send this entity's information back to hammer during hammer_update_safe_entities"   N/A 4371        IgnoredName06(target_destination) : "IgnoredName 06" : ""  : "Do not send this entity's information back to hammer during hammer_update_safe_entities"   N/A 4372        IgnoredName07(target_destination) : "IgnoredName 07" :  "" : "Do not send this entity's information back to hammer during hammer_update_safe_entities"   N/A 4373        IgnoredName08(target_destination) : "IgnoredName 08" : ""  : "Do not send this entity's information back to hammer during hammer_update_safe_entities"   N/A 4374        IgnoredName09(target_destination) : "IgnoredName 09" : ""  : "Do not send this entity's information back to hammer during hammer_update_safe_entities"   N/A 4375        IgnoredName10(target_destination) : "IgnoredName 10" :  "" : "Do not send this entity's information back to hammer during hammer_update_safe_entities"   N/A 4376        IgnoredName11(target_destination) : "IgnoredName 11" :  "" : "Do not send this entity's information back to hammer during hammer_update_safe_entities"   N/A 4377        IgnoredName12(target_destination) : "IgnoredName 12" :  "" : "Do not send this entity's information back to hammer during hammer_update_safe_entities"   N/A 4378        IgnoredName13(target_destination) : "IgnoredName 13" :  "" : "Do not send this entity's information back to hammer during hammer_update_safe_entities"   N/A 4379        IgnoredName14(target_destination) : "IgnoredName 14" :  "" : "Do not send this entity's information back to hammer during hammer_update_safe_entities"   N/A 4380        IgnoredName15(target_destination) : "IgnoredName 15" :  "" : "Do not send this entity's information back to hammer during hammer_update_safe_entities"   N/A 4381        IgnoredName16(target_destination) : "IgnoredName 16" : ""  : "Do not send this entity's information back to hammer during hammer_update_safe_entities"   N/A 4382 ]   N/A 4383    N/A 4384    N/A 4385 @PointClass base(Targetname) size(-4 -4 -4, 4 4 4) color(0 255 0) = logic_collision_pair :   N/A 4386        "An entity that can be used to enables/disable vphysics collisions between two target entities." N/A 4387 [  N/A 4388        attach1(target_destination) : "Attachment 1" : "" : "The first entity." N/A 4389       attach2(target_destination) : "Attachment 2" : "" : "The second entity." N/A 4390   N/A 4391        startdisabled(boolean) : "Start with collisions disabled" : 1   N/A 4392    N/A 4393        // Inputs   N/A 4394        input EnableCollisions(void) : "Enable collisions between the first and second entity." N/A 4395       input DisableCollisions(void) : "Disable collisions between the first and second entity." N/A 4396 ]  N/A 4397    N/A 4398    N/A 4399 @PointClass base(Targetname, Parentname, EnableDisable) iconsprite("editor/env_microphone.vmt") sphere(MaxRange) color(0 0 255) = env_microphone :   N/A 4400        "An entity that acts as a microphone. It works in one of two modes. If it has a 'Speaker' set, it picks up all sounds within the specified sound range, " +   N/A 4401        "and rebroadcasts them through the Speaker entity. In this Speaker mode, it ignores the Hears X spawnflags and does not fire the SoundLevel output. " +   N/A 4402        "If it has no Speaker set, it measures the sound level at a point, and outputs the sound level as a value between 0 and 1. In Measuring mode, it only hears sounds that match the Hear X spawnflags." N/A 4403 [  N/A 4404        target(target_destination) : "Measure target" : : "If the speaker is in Measuring mode, this is the name of the entity where the sound level is to be measured." N/A 4405       SpeakerName(target_destination) : "Speaker target" : "" : "The name of an info_target entity through which to play any sounds heard by this microphone. If specified, the microphone will consider itself in Speaker mode." N/A 4406       ListenFilter(filterclass) : "Listen Filter" : "" : "The name of an filter entity which specifies the only entities the microphone can hear. Sounds emitted by other entities will not be heard." N/A 4407       speaker_dsp_preset(choices) : "Speaker DSP Preset" : 0 : "Only useful in Speaker mode. If specified, when the microphone is enabled, it'll set the global dsp_speaker preset to this value. Sounds played back through speakers will then be affected by the selected DSP." =  N/A 4408        [   N/A 4409                 0 : "Use Default"   N/A 4410                50 : "1 NO EFFECT"   N/A 4411                51 : "2 (DUPLICATE OF 1)"   N/A 4412                52 : "3 (DUPLICATE OF 1)"   N/A 4413                53 : "4 (DUPLICATE OF 1)"   N/A 4414                54 : "5 (DUPLICATE OF 1)"   N/A 4415                55 : "6 SPEAKER, LOUDER"   N/A 4416                56 : "7 SPEAKER VERY SMALL"   N/A 4417                57 : "8 LOUDSPEAKER, ECHO"   N/A 4418                58 : "9 SPEAKER SMALL"   N/A 4419                59 : "10 SPEAKER TINY"   N/A 4420        ]   N/A 4421    N/A 4422        spawnflags(flags) =   N/A 4423        [   N/A 4424                1 : "Hears combat sounds" : 1   N/A 4425                2 : "Hears world sounds" : 1   N/A 4426                4 : "Hears player sounds" : 1   N/A 4427                8 : "Hears bullet impacts" : 1   N/A 4428                16: "Swallows sounds routed through speakers" : 0   N/A 4429                32: "Hears explosions" : 0   N/A 4430                64: "Ignores non-attenuated sounds" : 0   N/A 4431        ]   N/A 4432    N/A 4433        Sensitivity(float) : "Sensitivity (0 - 10)" : 1 : "Microphone sensitivity, 0=deaf, 1=default, 10=extremely sensitive). Only applicable in Measuring mode."  N/A 4434        SmoothFactor(float) : "Smoothing (0 - 1)" : 0 : "Smoothing factor, 0=no smoothing, 1=maximum smoothing). Only applicable in Measuring mode."   N/A 4435        MaxRange(float) : "Maximum hearing range (0=infinite)" : 240 : "Sounds beyond this range won't be heard, irrelevant of attenuation. "+   N/A 4436                "WARNING: setting this to zero (or a value > 1024) when the microphone is in Speaker mode can be very bad for performance!!"   N/A 4437    N/A 4438        // Inputs   N/A 4439        input SetSpeakerName(string) : "Set the microphone to output through a different speaker entity."   N/A 4440    N/A 4441        // Outputs   N/A 4442        output SoundLevel(float) : "Fired in Measuring mode whenever the sound level changes."   N/A 4443        output OnRoutedSound(void) : "Fired whenever a sound is routed out through the specified speaker (if any)." N/A 4444       output OnHeardSound(void) : "Fired whenever this microphone hears any sound it cares about." N/A 4445 ]  N/A 4446    N/A 4447 @PointClass base(Targetname, EnableDisable ) = math_remap :   N/A 4448        "An entity that remaps a range of input values to a given range of output values." N/A 4449 [  N/A 4450        spawnflags(flags) =   N/A 4451        [   N/A 4452                1 : "Ignore out of range input values" : 1   N/A 4453        ]   N/A 4454    N/A 4455        in1(integer) : "Minimum Valid Input Value" : 0 : "Input values below this value will be ignored." N/A 4456       in2(integer) : "Maximum Valid Input Value" : 1 : "Input values above this value will be ignored." N/A 4457       out1(integer) : "Output Value When Input Is Min." : : "When the input value is equal to 'Minimum Valid Input Value', this is the output value." N/A 4458       out2(integer) : "Output Value When Input Is Max." : : "When the input value is equal to 'Maximum Valid Input Value', this is the output value." N/A 4459   N/A 4460        // Inputs   N/A 4461        input InValue(float) : "Input value and fire the output with the remapped value." N/A 4462   N/A 4463        // Outputs   N/A 4464        output OutValue(float) : "Fired when the InValue input is received, with the remapped input value as the parameter." N/A 4465 ]  N/A 4466    N/A 4467 @PointClass base(Targetname) = math_colorblend :   N/A 4468        "Used to create a blend between two colors for controlling the color of another entity." N/A 4469 [  N/A 4470        spawnflags(flags) =   N/A 4471        [   N/A 4472                1 : "Ignore out of range input values" : 1   N/A 4473        ]   N/A 4474    N/A 4475        inmin(integer) : "Minimum Valid Input Value" : 0 : "Input values below this value will be ignored." N/A 4476       inmax(integer) : "Maximum Valid Input Value" : 1 : "Input values above this value will be ignored." N/A 4477       colormin(color255) : "Output RGB color when input is min." : "0 0 0" : "When the input value is equal to 'Minimum Valid Input Value', this is the output RGB color." N/A 4478       colormax(color255) : "Output RGB color when input is max." : "255 255 255" : "When the input value is equal to 'Maximum Valid Input Value', this is the output RGB color." N/A 4479   N/A 4480        // Inputs   N/A 4481        input InValue(float) : "Input value and fire the output with the remapped value." N/A 4482   N/A 4483        // Outputs   N/A 4484        output OutColor(color255) : "Fired when the InValue input is received, with the remapped RGB color as the parameter." N/A 4485 ]  N/A 4486    N/A 4487 @PointClass base(Targetname, EnableDisable) iconsprite("editor/math_counter.vmt") = math_counter :   N/A 4488        "Holds a numeric value and performs arithmetic operations upon it. If either the minimum or maximum " +   N/A 4489        "legal value is nonzero, OutValue will be clamped to the legal range, and the OnHitMin/OnHitMax " +   N/A 4490        "outputs will be fired at the appropriate times. If both min and max are set to zero, no clamping is " +   N/A 4491        "performed and only the OutValue output will be fired." N/A 4492 [  N/A 4493        // Keys   N/A 4494        startvalue(integer) : "Initial Value" : 0 : "Starting value for the counter." N/A 4495       min(integer) : "Minimum Legal Value" : 0 : "Minimum legal value for the counter. If min=0 and max=0, no clamping is performed." N/A 4496       max(integer) : "Maximum Legal Value" : 0 : "Maximum legal value for the counter. If min=0 and max=0, no clamping is performed." N/A 4497   N/A 4498        // Inputs   N/A 4499        input Add(integer) : "Add an amount to the counter and fire the OutValue output with the result." N/A 4500       input Divide(integer): "Divide the counter by an amount and fire the OutValue output with the result." N/A 4501       input Multiply(integer): "Multiply the counter by an amount and fire the OutValue output with the result." N/A 4502       input SetValue(integer): "Set the counter to a new value and fire the OutValue output with the result." N/A 4503       input SetValueNoFire(integer): "Set the counter to a new value without firing any outputs." N/A 4504       input SetMaxValueNoFire(integer): "Set the MaxValue without firing any outputs." N/A 4505       input SetMinValueNoFire(integer): "Set the MinValue without firing any outputs." N/A 4506       input Subtract(integer): "Subtract an amount from the counter and fire the OutValue output with the result." N/A 4507       input SetHitMax(integer): "Set the upper bound of the counter and fire the OutValue output with the current value." N/A 4508       input SetHitMin(integer): "Set the lower bound of the counter and fire the OutValue output with the current value." N/A 4509       input GetValue(void): "Causes the counter fire its OnGetValue output with the current value of the counter. Used for polling the counter when you don't want constant updates from the OutValue output." N/A 4510   N/A 4511        // Outputs   N/A 4512        output OutValue(integer) : "Fired when the counter value changes." N/A 4513       output OnHitMin(void) : "Fired when the counter value meets or goes below the min value. The counter must go back above the min value before the output will fire again." N/A 4514       output OnHitMax(void) : "Fired when the counter value meets or exceeds the max value. The counter must go below the max value before the output will fire again." N/A 4515       output OnChangedFromMin(void) : "Fired when the counter value changes from the minimum value." N/A 4516       output OnChangedFromMax(void) : "Fired when the counter value changes from the max value." N/A 4517       output OnGetValue(integer) : "Fired in response to the GetValue input. Used for polling the counter when you don't want constant updates from the OutValue output." N/A 4518 ]  N/A 4519    N/A 4520 @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = logic_lineto :   N/A 4521        "An entity that calculates and outputs a vector from one entity to another." N/A 4522 [  N/A 4523        source(target_destination) : "Start entity" : : "Name of the entity the line should start from." N/A 4524       target(target_destination) : "End entity" : : "Name of the entity that line should end at." N/A 4525   N/A 4526        // Outputs   N/A 4527        output Line(vector) : "Fired when the vector, from the start entity to the end entity, changes. Passes along the vector as a parameter." N/A 4528 ]  N/A 4529    N/A 4530 @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = logic_navigation :   N/A 4531        "An entity that is used to set navigation properties on other entities. Useful to make NPCs ignore physics props in their way that they can easily push." N/A 4532 [  N/A 4533        target(target_destination) : "Navigation Entity" : "Name of the entity to set navigation properties on." N/A 4534       spawnflags(flags) =   N/A 4535        [   N/A 4536                1 : "Start On" : 1   N/A 4537        ]   N/A 4538        navprop(choices) : "Nav Property" : "Ignore" =   N/A 4539        [   N/A 4540                "Ignore" : "NPCs Ignore this when navigating (they'll bump into it)"   N/A 4541        ]   N/A 4542    N/A 4543        // Inputs   N/A 4544        input TurnOn(void) : "Turn on. The Navigation Entity will have its navigation properties set." N/A 4545       input TurnOff(void) : "Turn off. The Navigation Entity will have its navigation properties returned to the default settings." N/A 4546       input Toggle(void) : "Toggle on/off." N/A 4547 ]  N/A 4548    N/A 4549 @PointClass base(Targetname) iconsprite("editor/logic_autosave.vmt") = logic_autosave :   N/A 4550        "An entity that is used to force an autosave." N/A 4551 [  N/A 4552        NewLevelUnit(boolean) : "Force New Level Unit" : 0 : "If set, the save will discard any savedata from previous levels, for the purpose of keeping savegame filesizes down. Can only be safely used if there is no way for the player to return to previous levels." N/A 4553   N/A 4554        MinimumHitPoints(integer): "Minimum Hit Points" : 0 : "Don't save dangerous when player has less than this many hitpoints." N/A 4555       MinHitPointsToCommit(integer) : "Minimum Hit Points to Commit" : 0 : "Minimum hitpoints required to commit to save. The save will be made if you have at least Minimum Hit Points, but when the autosave timer expires, the autosave is only kept if you have at least Min Hitpoints to Commit." N/A 4556   N/A 4557        // Inputs   N/A 4558        input Save(void) : "Force an autosave." N/A 4559       input SaveDangerous(float) : "Force an autosave as autosavedangerous.sav. If the player is alive after the passed number of seconds it replaces the standard auto save." N/A 4560       input SetMinHitpointsThreshold(integer) : "Set MinimumHitPoints to this." N/A 4561 ]  N/A 4562    N/A 4563 @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = logic_active_autosave :   N/A 4564        "An entity that is used to look for opportunities to autosave." N/A 4565 [  N/A 4566        MinimumHitPoints(integer): "Initiation Hit Points" : 30 : "Start looking for an opportunity to save if player drops below this hitpoint level." N/A 4567       TriggerHitPoints(integer): "Trigger Hit Points" : 75 : "If started looking for an opportunity, save when hitpoints reach this level." N/A 4568       TimeToTrigget(float): "Time to trigger" : 0 : "If > 0, how long to try and get a save off before giving up"   N/A 4569        DangerousTime(float): "Dangerous time" : 10 : "If 0, just autosave. Otherwise, do an autosavedangerous with this time threshold"   N/A 4570    N/A 4571        // Inputs   N/A 4572        input Enable(void) : "Enable the entity"   N/A 4573        input Disable(void) : "Enable the entity"   N/A 4574 ]   N/A 4575    N/A 4576 @PointClass base(Targetname) = logic_playmovie : "Plays a movie and allows for various playback options"   N/A 4577 [   N/A 4578        MovieFilename(string) : "Movie to play" : "" : "Filename of the movie to play"   N/A 4579        allowskip(boolean) : "Allow User to Skip" : 0 : "Whether or not the user may skip the video with common keys"   N/A 4580        loopvideo(boolean) : "Loop Video" : 0 : "If set to true, the movie will loop forever"   N/A 4581        fadeintime(float) : "Fade In Time" : 0 : "Time it takes for the video to fade in"   N/A 4582    N/A 4583        input PlayMovie(void) : "Play the movie." N/A 4584       input PlayMovieForAllPlayers(void) : "Play the movie for all connected players." N/A 4585       input PlayLevelTransitionMovie(string) : "Plays a movie with specific settings used for level transitions.  Pass the name of the movie in the parameters.  To be fired at the end of a level." N/A 4586       input FadeAllMovies(void) : "Fade movies out for all players connected." N/A 4587   N/A 4588        // Outputs   N/A 4589        output OnPlaybackFinished(void) : "Fired when the movie has completed playing back or was skipped by the user." N/A 4590 ]  N/A 4591    N/A 4592 @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = point_template :   N/A 4593        "Turns an entity, or set of entities, into a single template that can be instanced anywhere, and multiple times. "+   N/A 4594        "If there are interdependencies (entity I/O, hierarchy, or other name references) between the entities "+   N/A 4595        "in the template, the entities in the template will have their names changed and the interdependencies will "+   N/A 4596        "be reconnected to the changes names. The name change format is as follows: ' &0000', where the 0000 "+   N/A 4597        "will be replaced with the current global template instance, so wildcard searches for ' *' will still find them.\n"+   N/A 4598        "If you don't want the name fixup to happen, because you're only spawning the template once, or you want inputs to "+   N/A 4599        "trigger all instances of the template, check the 'Preserve entity names' spawnflag. \n"+  N/A 4600        "To spawn the template in other places, use an env_entity_maker."   N/A 4601 [   N/A 4602        spawnflags(flags) =   N/A 4603        [   N/A 4604                1 : "Don't remove template entities" : 0   N/A 4605                2 : "Preserve entity names (Don't do name fixup)" : 1   N/A 4606        ]   N/A 4607    N/A 4608        Template01(target_destination) : "Template 1"   N/A 4609        Template02(target_destination) : "Template 2"   N/A 4610        Template03(target_destination) : "Template 3"   N/A 4611        Template04(target_destination) : "Template 4"   N/A 4612        Template05(target_destination) : "Template 5"   N/A 4613        Template06(target_destination) : "Template 6"   N/A 4614        Template07(target_destination) : "Template 7"   N/A 4615        Template08(target_destination) : "Template 8"   N/A 4616        Template09(target_destination) : "Template 9"   N/A 4617        Template10(target_destination) : "Template 10"   N/A 4618        Template11(target_destination) : "Template 11"   N/A 4619        Template12(target_destination) : "Template 12"   N/A 4620        Template13(target_destination) : "Template 13"   N/A 4621        Template14(target_destination) : "Template 14"   N/A 4622        Template15(target_destination) : "Template 15"   N/A 4623        Template16(target_destination) : "Template 16"   N/A 4624    N/A 4625        // Inputs   N/A 4626        input ForceSpawn(void) : "Spawn an instance of the template at the original position." N/A 4627   N/A 4628        // Outputs   N/A 4629        output OnEntitySpawned(void) : "Fired after spawning an instance of this template." N/A 4630 ]  N/A 4631    N/A 4632 @PointClass base(Targetname,Parentname,Angles) = env_entity_maker :   N/A 4633        "Spawns the specified entity template at its origin. If set to auto-spawn, it will spawn the template whenever there's room and the player "+   N/A 4634        "is looking elsewhere." N/A 4635 [  N/A 4636        spawnflags(Flags) =   N/A 4637        [   N/A 4638                1 : "Enable AutoSpawn (will spawn whenever there's room)" : 0   N/A 4639                2 : "AutoSpawn: Wait for entity destruction" : 0   N/A 4640                4 : "AutoSpawn: Even if the player is looking" : 0   N/A 4641                8 : "ForceSpawn: Only if there's room" : 0   N/A 4642                  16 : "ForceSpawn: Only if the player isn't looking" : 0   N/A 4643        ]   N/A 4644    N/A 4645        EntityTemplate(target_destination) : "Point_template To Spawn" : "" : "Name of the point_template to spawn here." N/A 4646   N/A 4647        PostSpawnSpeed(float) : "PostSpawn Movement Speed" : "0" : "If specified, all the entities created in the template will move this fast in the specified PostSpawn Movement Direction." N/A 4648       PostSpawnDirection(angle) : "PostSpawn Movement Direction" : "0 0 0" : "If a PostSpawn Movement Speed is specified, all the entities created in the template will move in this direction." N/A 4649       PostSpawnDirectionVariance(float) : "PostSpawn Direction Variance" : "0.15" : "This variance is applied to the PostSpawn Movement Direction for each spawned entity in the template. Use it to apply some randomness to the directions." N/A 4650       PostSpawnInheritAngles(boolean) : "PostSpawn Inherit Angles" : 0 : "If in hierarchy, is spawn direction in world space, or object local space of parent"   N/A 4651    N/A 4652        // Inputs   N/A 4653        input ForceSpawn(void)                                : "Spawn an instance of the template at this origin and angle." N/A 4654       input ForceSpawnAtEntityOrigin(target_destination) : "Spawn an instance of the template that the same origin and angle as the specified entity (specify by targetname in parameters)"   N/A 4655    N/A 4656        // Outputs   N/A 4657        output OnEntitySpawned(void) : "Fired when an instance of the entity template has been spawned." N/A 4658       output OnEntityFailedSpawn(void) : "Fired when a ForceSpawn input failed to spawn the template, either due to lack of space or being in player's view, depending on the spawnflags." N/A 4659 ]  N/A 4660    N/A 4661    N/A 4662 //-   N/A 4663 //   N/A 4664 // Activator Filters   N/A 4665 //   N/A 4666 //-   N/A 4667    N/A 4668 @BaseClass base(Targetname) = BaseFilter   N/A 4669 [   N/A 4670        Negated(choices) : "Filter mode" : "Allow entities that match criteria" : "If set to Allow, only entities who match the criteria will pass the filter. "+   N/A 4671                "If set to Disallow, only entities who do NOT match the criteria will pass the filter." =  N/A 4672        [   N/A 4673                0 : "Allow entities that match criteria"   N/A 4674                1 : "Disallow entities that match criteria"   N/A 4675        ]   N/A 4676    N/A 4677        // Inputs   N/A 4678        input TestActivator(void) : "Test the activator against the filter and fires OnPass or OnFail output." N/A 4679   N/A 4680        // Outputs   N/A 4681        output OnPass(void) : "Fired in response to TestActivator input if the activator passes the filter." N/A 4682       output OnFail(void) : "Fired in response to TestActivator input if the activator fails to pass the filter." N/A 4683 ]  N/A 4684    N/A 4685 @FilterClass base(BaseFilter) iconsprite("editor/filter_multiple.vmt") = filter_multi :   N/A 4686        "A filter that tests the activator against multiple filters. This allows you to build more complex filters, such as"+   N/A 4687        "'Allow anyone on Team 1 who is also class engineer', or 'Allow everyone except classes npc_zombie and npc_headcrab'." N/A 4688 [  N/A 4689        filtertype(choices) : "Logic Type" : 0 =   N/A 4690        [   N/A 4691                0 : "AND (all filters must pass)"   N/A 4692                1 : "OR (any filter must pass)"   N/A 4693        ]   N/A 4694    N/A 4695        Negated(boolean) : "Negate Outcome" : 0 : "Whether to negate the result of the subfilters, after combining them using the Logic Type chosen.\n"+   N/A 4696                "Negating the outcome using the AND logic type means that any subfilter must fail for this filter to pass.\n"+   N/A 4697                "Negating the outcome using the OR logic type means that all subfilters must fail for this filter to pass." N/A 4698   N/A 4699        Filter01(filterclass) : "Filter 1" : : "Activator filter to test." N/A 4700       Filter02(filterclass) : "Filter 2" : : "Activator filter to test." N/A 4701       Filter03(filterclass) : "Filter 3" : : "Activator filter to test." N/A 4702       Filter04(filterclass) : "Filter 4" : : "Activator filter to test." N/A 4703       Filter05(filterclass) : "Filter 5" : : "Activator filter to test." N/A 4704       Filter06(filterclass) : "Filter 6" : : "Activator filter to test." N/A 4705       Filter07(filterclass) : "Filter 7" : : "Activator filter to test." N/A 4706       Filter08(filterclass) : "Filter 8" : : "Activator filter to test." N/A 4707       Filter09(filterclass) : "Filter 9" : : "Activator filter to test." N/A 4708       Filter10(filterclass) : "Filter 10" : : "Activator filter to test." N/A 4709 ]  N/A 4710    N/A 4711 @FilterClass base(BaseFilter) iconsprite("editor/filter_name.vmt") = filter_activator_name :   N/A 4712        "A filter that filters by the name of the activator." N/A 4713 [  N/A 4714        filtername(target_destination) : "Filter Name" : : "The name to filter by. If the filter mode is Allow, only entities whose "+   N/A 4715                "name matches the given string will pass the filter. If the filter mode is Disallow, "+   N/A 4716                "all entities EXCEPT those whose name matches the string will pass the filter." N/A 4717 ]  N/A 4718    N/A 4719 @FilterClass base(BaseFilter) iconsprite("editor/filter_name.vmt") = filter_activator_model :   N/A 4720        "A filter that filters by the model of the activator." N/A 4721 [  N/A 4722        model(studio) : "Filter Model" : : "The model to filter by. If the filter mode is Allow, only entities whose "+   N/A 4723                "model matches the given string will pass the filter. If the filter mode is Disallow, "+   N/A 4724                "all entities EXCEPT those whose model matches the string will pass the filter." N/A 4725 ]  N/A 4726    N/A 4727 @FilterClass base(BaseFilter) iconsprite("editor/filter_name.vmt") = filter_activator_context :   N/A 4728        "A filter that filters by a context on the activator." N/A 4729 [  N/A 4730        ResponseContext(string) : "Filter Context" : : "The context to filter by. If the filter mode is Allow, only entities that "+   N/A 4731                "have a context matching the given string, of any value, will pass the filter. If the filter mode is Disallow, "+   N/A 4732                "all entities EXCEPT those whose context matches the string will pass the filter." N/A 4733 ]  N/A 4734    N/A 4735 @FilterClass base(BaseFilter) iconsprite("editor/filter_class.vmt") = filter_activator_class :   N/A 4736        "A filter that filters by the class name of the activator." N/A 4737 [  N/A 4738        filterclass(string) : "Filter Classname" : : "The class name to filter by. If the filter mode is Allow, only entities whose "+   N/A 4739                "class name matches the given string will pass the filter. If the filter mode is Disallow, "+   N/A 4740                "all entities EXCEPT those whose class name matches the given string will pass the filter." N/A 4741 ]  N/A 4742    N/A 4743 @FilterClass base(BaseFilter) iconsprite("editor/filter_class.vmt") = filter_activator_mass_greater :   N/A 4744        "A filter that filters by the mass of the activator." N/A 4745 [  N/A 4746        filtermass(float) : "Filter Mass" : : "The mass to filter by. If the filter mode is Allow, only entities whose "+   N/A 4747                "mass is greater than the give float will pass the filter. If the filter mode is Disallow, "+   N/A 4748                "all entities EXCEPT those whose mass is greater than the given float will pass the filter." N/A 4749 ]  N/A 4750    N/A 4751 @FilterClass base(BaseFilter) = filter_damage_type :   N/A 4752        "A damage filter that filters by the type of damage inflicted. This can only be used as a damage filter, not as an activator filter." N/A 4753 [  N/A 4754        damagetype(choices) : "Damage type" : 64 : "The damage type to filter by. If the filter mode is Allow, only damage types that "+   N/A 4755                "match will pass the filter. If the filter mode is Disallow, all damage types EXCEPT those who match will pass the filter." =  N/A 4756        [   N/A 4757                0 : "GENERIC"   N/A 4758                1 : "CRUSH"   N/A 4759                2 : "BULLET"   N/A 4760                4 : "SLASH"   N/A 4761                8 : "BURN"   N/A 4762                16 : "VEHICLE"   N/A 4763                32 : "FALL"   N/A 4764                64 : "BLAST"   N/A 4765                128 : "CLUB"   N/A 4766                256 : "SHOCK"   N/A 4767                512 : "SONIC"   N/A 4768                1024 : "ENERGYBEAM"   N/A 4769                16384: "DROWN"   N/A 4770                32768 : "PARALYSE"   N/A 4771                65536 : "NERVEGAS"   N/A 4772                131072 : "POISON"   N/A 4773                262144 : "RADIATION"   N/A 4774                524288 : "DROWNRECOVER"   N/A 4775                1048576 : "ACID"   N/A 4776                2097152 : "SLOWBURN"   N/A 4777        ]   N/A 4778 ]   N/A 4779    N/A 4780 @FilterClass base(BaseFilter) iconsprite("editor/filter_class.vmt") sphere(filter_radius) sphere(filter_outer_radius) = filter_enemy :   N/A 4781        "A filter that filters a potential enemy entity by a set of criteria." N/A 4782 [  N/A 4783        filtername(string) : "Name/Classname" : : "The classname or entity name to filter by. If the filter mode is Allow, only entities whose "+   N/A 4784                "class name matches the given string will pass the filter. If the filter mode is Disallow, "+   N/A 4785                "all entities EXCEPT those whose class name matches the given string will pass the filter." N/A 4786   N/A 4787        filter_radius(float) : "Radius" : 0 : "Radius by which to test the proximity of the enemy.  If the filter mode is Allow, only entities whose "+   N/A 4788                "distance is equal to or closer than the radius will pass the filter. If the filter mode is Disallow, "+   N/A 4789                "all entities outside the radius will pass the filter." N/A 4790   N/A 4791        filter_outer_radius(float) : "Outer Radius" : 0 : "Enemies outside this radius are considered invalid if Allow is set and valid if Disallow is set." N/A 4792   N/A 4793        filter_max_per_enemy(integer) : "Max Squadmates Per Enemy" : 0 : "Maximum number of squadmates allowed to target any given entity." N/A 4794   N/A 4795        spawnflags(Flags) =   N/A 4796        [   N/A 4797                1 : "Do not lose target if already aquired but filter failed." : 0  N/A 4798        ]   N/A 4799 ]   N/A 4800    N/A 4801 //-   N/A 4802 //   N/A 4803 // Point Entities   N/A 4804 //   N/A 4805 //-   N/A 4806    N/A 4807 @PointClass base(Targetname, Parentname, EnableDisable) = point_anglesensor :   N/A 4808        "An entity that detects if another entity points in a given direction for a period of time." N/A 4809 [  N/A 4810        target(target_destination) : "Target Entity Name" : : "Name of the entity whose angles will be sensed." N/A 4811       lookatname(target_destination) : "Look At Entity" : : "The entity we want to check to see if the Target Entity is looking at." N/A 4812       duration(float) : "Duration" : : "The amount of time the Target Entity must look at the 'Look at Entity' to trigger this entity, in seconds." N/A 4813       tolerance(integer) : "Tolerance" : : "The tolerance, in degrees, in the checking to determine when the Target Entity is looking at the Look At Entity." N/A 4814   N/A 4815        spawnflags(Flags) =   N/A 4816        [   N/A 4817                1 : "Use target entity's angles (NOT position)" : 0   N/A 4818        ]   N/A 4819    N/A 4820        // Inputs   N/A 4821        input Toggle(void) : "Toggle the sensor between enabled and disabled." N/A 4822       input Test(void) : "Check to see if the Target Entity is facing the Look At Entity within the specified tolerance, firing either the OnFacingLookat or OnNotFacingLookat output based on the result." N/A 4823   N/A 4824        // Outputs   N/A 4825        output TargetDir(vector) : "Fired when the forward direction of the Target Entity changes. Passes the new forward direction as a parameter." N/A 4826       output OnFacingLookat(void) : "Fired when the Target Entity points at the Look At Entity for more than the specified Duration, or in response to a Test input." N/A 4827       output OnNotFacingLookat(void) : "Fires in response to a Test input when the Target Entity is not pointing at the Look At Entity." N/A 4828       output FacingPercentage(float) : "Normalized value (0..1) where 1 is facing directly at target and 0 is at or beyond the angle of tolerance." N/A 4829 ]  N/A 4830    N/A 4831 @PointClass base(Targetname) = point_angularvelocitysensor :   N/A 4832        "An entity that detects if another entity's angular velocity meets or exceeds a threshold value." N/A 4833 [  N/A 4834        target(target_destination) : "Target Entity Name" : : "Name of the entity whose angular velocity will be sensed." N/A 4835       threshold(float) : "Threshold Velocity" : 0 : "The threshold angular velocity to compare against, in degrees per second." N/A 4836       fireinterval(float) : "Fire Interval" : "0.2" : "Angular velocity must cross the threshold for at least this long to fire." N/A 4837   N/A 4838        axis(vecline) : "Axis"   N/A 4839    N/A 4840        usehelper(boolean) : "Use Axis Helper" : 0 : "Use axis helper to determine rotation values (clockwise/counter-clockwise)." N/A 4841   N/A 4842        // Inputs   N/A 4843        input Test(void) : "Checks to see if the Target Entity's angular velocity meets or exceeds the Threshold Velocity, " +   N/A 4844                "firing either the OnGreaterThanOrEqualTo or OnLessThan output based on the result." N/A 4845   N/A 4846        input TestWithInterval(void) : "Checks to see if the Target Entity's angular velocity meets or exceeds the Threshold Velocity. Once the Fire Interval expires, " +   N/A 4847                "fires the appropriate test result output if the result is stable throughout the Fire Interval." N/A 4848   N/A 4849        // Outputs   N/A 4850        output AngularVelocity(float) : "Fired when the Target's Angular Velocity changes, passing the new magnitude of the angular velocity." N/A 4851       output OnGreaterThan(void) : "Fired when the Target Entity goes from slower than the threshold angular velocity to faster than the threshold angular velocity." N/A 4852       output OnGreaterThanOrEqualTo(void) : "Fired when the Target Entity goes from slower than the threshold angular velocity to faster than the threshold angular velocity." N/A 4853       output OnLessThan(void) : "Fired when the Target Entity goes from faster than the threshold angular velocity to slower than the threshold angular velocity." N/A 4854       output OnLessThanOrEqualTo(void) : "Fired when the Target Entity goes from faster than the threshold angular velocity to slower than the threshold angular velocity." N/A 4855       output OnEqualTo(void) : "Fired when the Target Entity reaches the threshold angular velocity from a different velocity." N/A 4856 ]  N/A 4857    N/A 4858 @PointClass base(Targetname) = point_velocitysensor :   N/A 4859        "An entity that detects and outputs an entity's velocity." N/A 4860 [  N/A 4861        target(target_destination) : "Target Entity Name" : : "Name of the entity whose velocity will be sensed." N/A 4862       axis(vecline) : "Measurement Axis"   N/A 4863        enabled(boolean) : "Start Enabled" : 1 : "Whether or not to start enabled and active." N/A 4864   N/A 4865        // Outputs   N/A 4866        output Velocity(float) : "Fired when the Target's Velocity changes, passing the new magnitude of the velocity." N/A 4867   N/A 4868        input Enable(void) : "Enable the sensor." N/A 4869       input Disable(void) : "Disable the sensor." N/A 4870 ]  N/A 4871    N/A 4872 @PointClass base(Targetname, Parentname, EnableDisable, Angles) = point_proximity_sensor :   N/A 4873        "An entity that detects another entity's proximity to a target position." N/A 4874 [  N/A 4875        target(target_destination) : "Target Entity Name" : : "Name of the entity whose angles will be sensed." N/A 4876   N/A 4877        spawnflags(Flags) =   N/A 4878        [   N/A 4879                1 : "Test the distance as measured along the axis specified by our direction." : 0  N/A 4880        ]   N/A 4881    N/A 4882        // Inputs   N/A 4883        input Toggle(void) : "Toggle the sensor between enabled and disabled." N/A 4884   N/A 4885        // Outputs   N/A 4886        output Distance(float) : "Distance of the target entity away from this entity." N/A 4887 ]  N/A 4888    N/A 4889    N/A 4890 @PointClass base(Targetname, Angles) studio("models/editor/axis_helper_thick.mdl") = point_teleport :   N/A 4891        "An entity that teleports a target entity to this position and angles. "+   N/A 4892        "If 'Teleport Home' spawn flag is set, teleports the target entity to its spawn position instead." +  N/A 4893        "If object is physically simulated, simulation is turned off when teleported." N/A 4894 [  N/A 4895        target(target_destination) : "Entity To Teleport" : : "Name of the entity that will be teleported." N/A 4896       spawnflags(flags) =   N/A 4897        [   N/A 4898                1 : "Teleport Home" : 0   N/A 4899                2 : "Into Duck (episodic)" : 0   N/A 4900        ]   N/A 4901    N/A 4902        // Inputs   N/A 4903        input Teleport(void) : "Teleport the target entity." N/A 4904       input TeleportToCurrentPos(void) : "Teleport the target entity to wherever the point_teleport entity is currently. "+   N/A 4905                "The Teleport input teleports to the initial position of the point_teleport, so this input was added to avoid breaking old content." N/A 4906   N/A 4907        input TeleportEntity(target_destination) : "Teleport the entity specified by the parameter override. Use this to teleport an entity other than the one specified in the Entity To Teleport field." N/A 4908 ]  N/A 4909    N/A 4910 @PointClass base(Targetname) sphere(DamageRadius) = point_hurt :   N/A 4911        "An entity that does damage to all entities in a radius around itself, with a specified delay." +  N/A 4912        "If 'Target Entity' is specified, the damage is only done to that entity." N/A 4913 [  N/A 4914        DamageTarget(string) : "Target Entity" : "" : "If specified, only this entity will take damage. Otherwise, all entities within the Radius will take damage." N/A 4915   N/A 4916        DamageRadius(float) : "Radius" : 256 : "All entities within this radius of this entity will take damage. If a 'Target Entity' is specified, only that entity will take damage." N/A 4917       Damage(integer) : "Damage" : 5 : "Damage done to all affected entities each time this entity fires." N/A 4918       DamageDelay(float) : "Delay" : 1 : "Delay between refires, in seconds." N/A 4919   N/A 4920        DamageType(choices) : "Damage Type" : 0 : "Type of damage to inflict on entities damaged." =  N/A 4921        [   N/A 4922                0 : "GENERIC"   N/A 4923                1 : "CRUSH"   N/A 4924                2 : "BULLET"   N/A 4925                4 : "SLASH"   N/A 4926                8 : "BURN"   N/A 4927                16 : "FREEZE"   N/A 4928                32 : "FALL"   N/A 4929                64 : "BLAST"   N/A 4930                128 : "CLUB"   N/A 4931                256 : "SHOCK"   N/A 4932                512 : "SONIC"   N/A 4933                1024 : "ENERGYBEAM"   N/A 4934                16384: "DROWN"   N/A 4935                32768 : "PARALYSE"   N/A 4936                65536 : "NERVEGAS"   N/A 4937                131072 : "POISON"   N/A 4938                262144 : "RADIATION"   N/A 4939                524288 : "DROWNRECOVER"   N/A 4940                1048576 : "CHEMICAL"   N/A 4941                2097152 : "SLOWBURN"   N/A 4942                4194304 : "SLOWFREEZE"   N/A 4943        ]   N/A 4944    N/A 4945        // Inputs   N/A 4946        input Hurt(void) : "Force a single fire, damaging either the Target Entity or all entities within the radius." N/A 4947       input TurnOn(void) : "Enable this entity. It will start damaging entities everytime it fires, and refire based upon the specified Delay." N/A 4948       input TurnOff(void) : "Disable this entity. It will stop damaging entities." N/A 4949       input Toggle(void) : "Toggle this entity between On/Off state." N/A 4950 ]  N/A 4951    N/A 4952 @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = point_playermoveconstraint :   N/A 4953        "An entity that constrains players to a radius around itself, slowing them down the closer they get to the edge of the radius." N/A 4954 [  N/A 4955        radius(float) : "Radius" : 256 : "Radius to constrain players to." N/A 4956       width(float) : "Constraint Width" : "75.0" : "Width of the constraint edge. This is the distance in which to start slowing players down as they approach the edge of the radius." N/A 4957       speedfactor(float) : "Speed Factor" : "0.15" : "Factor applied to the player's max speed as they approach the radius edge." N/A 4958   N/A 4959        // Inputs   N/A 4960        input TurnOn(void) : "Start constraining any players within the radius." N/A 4961       input TurnOff(void) : "Stop constraining any players previously constrained." N/A 4962   N/A 4963        // Outputs   N/A 4964        output OnConstraintBroken(void) : "Fired when a player breaks through the constraint." N/A 4965 ]  N/A 4966    N/A 4967 //-   N/A 4968 //   N/A 4969 //        Physics entities   N/A 4970 //   N/A 4971 //-   N/A 4972    N/A 4973 @SolidClass base(BreakableBrush,Targetname, Origin, RenderFields, Shadow, Reflection) = func_physbox :   N/A 4974        "A brush entity that's physically simulated." N/A 4975 [  N/A 4976        _minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush." N/A 4977       spawnflags(flags) =   N/A 4978        [   N/A 4979                4096  : "Start Asleep" : 0   N/A 4980                8192  : "Ignore +USE for Pickup" : 0   N/A 4981                16384 : "Debris - Don't collide with the player or other debris" : 0   N/A 4982                32768 : "Motion Disabled" : 0   N/A 4983                65536 : "Use Preferred Carry Angles" : 0   N/A 4984                131072: "Enable motion on Physcannon grab" : 0   N/A 4985                262144: "Not affected by rotor wash" : 0   N/A 4986                524288: "Generate output on +USE " : 1   N/A 4987                1048576 : "Physgun can ALWAYS pick up. No matter what." : 0  N/A 4988                2097152 : "Physgun is NOT allowed to pick this up." : 0  N/A 4989                4194304 : "Physgun is NOT allowed to punt this object." : 0  N/A 4990                8388608: "Prevent motion enable on player bump" : 0   N/A 4991        ]   N/A 4992    N/A 4993        Damagetype(choices) : "Impact Damage Type" : 0 =   N/A 4994        [   N/A 4995                0: "Blunt"   N/A 4996                1: "Sharp"   N/A 4997        ]   N/A 4998    N/A 4999        massScale(float) : "Mass Scale" : "0" : "A scale multiplier for the object's mass." N/A 5000       overridescript(string) : "Override Parameters" : "" : "A list of physics key/value pairs that are usually in a physics prop .qc file. Format is 'key,value,key,value,etc'." N/A 5001       damagetoenablemotion(integer) : "Health Level to Override Motion" : 0 : "If specified, this object will start motion disabled. Once its health has dropped below this specified amount, it will enable motion." N/A 5002       forcetoenablemotion(float) : "Physics Impact Force to Override Motion" : 0 : "If specified, this object will start motion disabled. Any impact that imparts a force greater than this value on the physbox will enable motion." N/A 5003       health(integer) : "Strength" : 0 : "Number of points of damage to take before breaking.  0 means don't break." N/A 5004       preferredcarryangles(vector) : "Preferred Player-carry Angles" : "0 0 0" : "If the 'Use Preferred Carry Angles' spawnflag is set, this angle is the angle which the object should orient to when the player picks it up, with the physgun or +USE." N/A 5005       notsolid(choices) : "Not solid to world" : 0 =   N/A 5006        [   N/A 5007                0: "Solid to World"   N/A 5008                1: "Passes through World"   N/A 5009        ]   N/A 5010    N/A 5011        ExploitableByPlayer(choices) : "Exploitable by Player" : 0 =   N/A 5012        [   N/A 5013                0: "Default"   N/A 5014                1: "Explosive"   N/A 5015        ]   N/A 5016    N/A 5017        // Inputs   N/A 5018        input Wake(void) : "Wake up this physics object, if it is sleeping." N/A 5019       input Sleep(void) : "Put this physics object to sleep. It will wake if given the Wake input, or if force is applied to it. Note that physics objects go to sleep automatically after coming to rest for a while, so you don't really need to use this." N/A 5020       input EnableMotion(void) : "Enable physics motion/collision response." N/A 5021       input DisableMotion(void) : "Disable physics motion/collision response." N/A 5022       input ForceDrop(void) : "If this object is being carried by a player, with the physgun or +USE, force it to be dropped." N/A 5023       input Enable(void) : "Show this object and allow it to collide, doesn't override notsolid"   N/A 5024        input Disable(void) : "Hide this object and stop collisions"   N/A 5025        input BecomeDebris(void) : "Change the collision to act like debris"   N/A 5026    N/A 5027    N/A 5028        // Outputs   N/A 5029        output OnDamaged(void) : "Fired when this entity is damaged." N/A 5030       output OnAwakened(void) : "Fired when this entity becomes awake (collision/force is applied)." N/A 5031       output OnMotionEnabled(void) : "Fired when motion is enabled due to damage/physcannon/force." N/A 5032       output OnPhysGunPickup(void) : "Fired when a player picks this object up, either with the physgun or +USE." N/A 5033       output OnPhysGunPunt(void) : "Fired when a player punts this object with the physgun." N/A 5034       output OnPhysGunOnlyPickup(void) : "Fired when a player picks this object up WITH THE PHYSGUN. +USE pickups do not fire this output." N/A 5035       output OnPhysGunDrop(void) : "Fired when a player drops this object." N/A 5036       output OnPlayerUse(void) : "Fired when the player tries to +USE the physbox. This output will fire only if the Generate output on +USE spawnflag is set." N/A 5037 ]  N/A 5038    N/A 5039 @BaseClass base(Targetname) = TwoObjectPhysics   N/A 5040 [   N/A 5041        spawnflags(flags) =   N/A 5042        [   N/A 5043                1: "No Collision until break" : 0   N/A 5044                // 2 is defined independently by subclasses, do not reuse   N/A 5045                4: "Start inactive" : 0   N/A 5046                8: "Change mass to keep stable attachment to world" : 0   N/A 5047                16: "Do not connect entities until turned on" : 0   N/A 5048        ]   N/A 5049        attach1(target_destination) : "Entity 1" : ""   N/A 5050        attach2(target_destination) : "Entity 2" : ""   N/A 5051        constraintsystem(target_destination) : "Constraint System Manager" : "" : "The name of a phys_constraintsystem that this constraint should be a part of. All constraints on a set of entities should be placed in the same system, or they will fight each other during simulation." N/A 5052   N/A 5053        forcelimit(float) : "Force Limit to Break (lbs)" : "0" : "The amount of force an impact must apply to the constraint to break it. A way of calculating this is to set it to the mass of an object that would break this constraint if it were resting on the constrainted objects." N/A 5054       torquelimit(float) : "Torque Limit to Break (lbs * distance)" : "0" : "The amount of torque required to break the constraint. A way of calculating this is to multiply any reference mass by the resting distance (from the center of mass of the object) needed to break the constraint." N/A 5055       breaksound(sound) : "Play Sound on Break" : "" : "A sound played when the constraint is broken." N/A 5056       teleportfollowdistance(float) : "Follow teleport distance" : "0" : "If one object teleports more than this many units away it will cause the other constrained object to teleport to an appropriate relative position." N/A 5057   N/A 5058        // Inputs   N/A 5059        input Break(void) : "Force the constraint to break." N/A 5060       input TurnOn(void) : "Enable the constraint.  Do this when the objects don't exist when the constraint spawns - or when you have deactivated the constraint.  Broken constraints can NOT be turned on.  They have been deleted." N/A 5061       input TurnOff(void) : "Disable this constraint." N/A 5062   N/A 5063        // Outputs   N/A 5064        output OnBreak(void) : "Fired when the constraint breaks." N/A 5065 ]  N/A 5066    N/A 5067 @PointClass base(Targetname) = phys_constraintsystem :   N/A 5068        "An entity used to manage a group of interacting constraints and keep them stable. " +   N/A 5069        "All constraints on a set of entities should be placed in the same system, or they will fight each other during simulation." N/A 5070 [  N/A 5071        additionaliterations(integer) : "Additional System Iterations" : 0 : "Adding iterations makes the interactions among constraints in a system tighter.  It will not compensate for errors due to collision, but will help in cases where objects of disparate mass are constrained to each other." N/A 5072 ]  N/A 5073    N/A 5074 @PointClass base(Targetname,Angles) = phys_keepupright : "A controller that tries to keep an entity facing a particular direction." N/A 5075 [  N/A 5076        spawnflags(flags) =   N/A 5077        [   N/A 5078                1: "Start inactive" : 0   N/A 5079        ]   N/A 5080    N/A 5081        attach1(target_destination) : "Target Entity" : "" : "The entity to align to the desired angles." N/A 5082       angularlimit(float) : "Angular Limit" : "15" : "The maximum angular velocity that this controller can compensate for, in degrees per second." N/A 5083   N/A 5084        // Inputs   N/A 5085        input TurnOn(void) : "Enable the controller." N/A 5086       input TurnOff(void) : "Disable the controller." N/A 5087 ]  N/A 5088    N/A 5089 @PointClass base(Targetname, Angles) sphere(expradius) studioprop = physics_cannister :   N/A 5090        "A physically simulated gas cannister that can have its cap shot off, at which point gas will start escaping and cause the cannister to fly around. If it takes enough damage, it will explode." N/A 5091 [  N/A 5092        model(studio) : "World model" : "models/fire_equipment/w_weldtank.mdl"   N/A 5093        spawnflags(flags) =   N/A 5094        [   N/A 5095                1 : "Start Asleep" : 0   N/A 5096                2 : "Explodes" : 1   N/A 5097        ]   N/A 5098    N/A 5099        expdamage(string) : "Explosion Damage" : "200.0" : "The amount of damage done by the explosion created when the cannister blows up." N/A 5100       expradius(string) : "Explosion Radius" : "250.0" : "The radius of the explosion to create when the cannister blows up." N/A 5101       health(integer) : "Health" : 25 : "The amount of damage the cannister takes before exploding." N/A 5102   N/A 5103        thrust(string) : "Thrust" : "3000.0" : "When the cap has been blown off, and the escaping gas is thrusting the cannister about, this is the amount of thrust generated." N/A 5104       fuel(string) : "Fuel Seconds" : "12.0" : "The amount of time that gas leaks from the cannister before being considered empty." N/A 5105       rendercolor(color255) : "Smoke Color (R G B)" : "255 255 255"   N/A 5106        renderamt(integer) : "Smoke Alpha (0 - 255)" : 128   N/A 5107        gassound(sound) : "Thruster Sound" : "ambient/objects/cannister_loop.wav" : "The sound played when the gas is escaping from the cannister." N/A 5108   N/A 5109        // Inputs   N/A 5110        input Activate(string) : "Start gas escaping from the cannister." N/A 5111       input Deactivate(string) : "Stop gas escaping from the cannister." N/A 5112       input Explode(string) : "Force the cannister to explode." N/A 5113       input Wake(void) : "Wakes up the cannister, if it is sleeping." N/A 5114   N/A 5115        // Outputs   N/A 5116        output OnActivate(void) : "Fired when gas starts to escape from the cannister." N/A 5117       output OnAwakened(void) : "Fired when this entity becomes awake (collision/force is applied)." N/A 5118 ]  N/A 5119    N/A 5120 @PointClass base(Targetname, Parentname) size(-4 -4 -4, 4 4 4) = info_constraint_anchor :   N/A 5121        "An entity used to attach constraints to a local position on an entity. Usually constraints will attach to the center of mass of an object. "+   N/A 5122        "Attach the desired constraint to this entity, and then parent this entity to the entity you want the constraint to apply to." N/A 5123 [  N/A 5124        massScale(float) : "Amount to scale the mass of this body in the constraint solver" : "1"   N/A 5125 ]   N/A 5126    N/A 5127 @PointClass size(-4 -4 -4, 4 4 4) = info_mass_center :   N/A 5128        "An entity that overrides the mass center of the target physics prop, or func_physbox, by moving it to the info_mass_center's location." N/A 5129 [  N/A 5130        target(target_destination) : "Target object" : ""  : "The entity whose mass center will be overridden." N/A 5131 ]  N/A 5132    N/A 5133 @PointClass halfgridsnap base(Targetname) = phys_spring :   N/A 5134        "A physically simulated spring. "+   N/A 5135        "'Length' is what's known as the 'natural spring length'. This is how long the spring would "+   N/A 5136        "be if it was at rest (nothing hanging on it or attached). When you attach something to the "+   N/A 5137        "spring, it will stretch longer than its 'natural length'. The amount of stretch is "+   N/A 5138        "determined by the 'Sprint Constant'. The larger the spring constant the less stretch the spring." N/A 5139 [  N/A 5140        spawnflags(flags) =   N/A 5141        [   N/A 5142                1 : "Force only on stretch" : 0   N/A 5143        ]   N/A 5144    N/A 5145        attach1(target_destination) : "Entity 1" : ""   N/A 5146        attach2(target_destination) : "Entity 2" : ""   N/A 5147    N/A 5148        springaxis(vecline) : "Spring Axis" : "" : "Use the helper. Drag it out to match the virtual spring." N/A 5149       length(string) : "Spring Length" : "0" : "How long the spring would be if it was at rest (nothing hanging on it or attached). 0 means the length of the brush." N/A 5150       constant(string) : "Spring Constant" : "50" : "Stiffness of the spring.  The larger the number the less the spring will stretch." N/A 5151       damping(string) : "Damping Constant" : "2.0" : "How much energy the spring loses.  The larger the number, the less bouncy the spring." N/A 5152       relativedamping(string) : "Relative Damping Constant" : "0.1" : "The amount of energy the spring loses proportional to the relative velocity of the two objects the spring is attached to." N/A 5153       // UNDONE: add max tension and what event to fire when it breaks   N/A 5154        breaklength(string) : "Break on Length" : "0" : "If the spring's length ever exceeds this length, the spring breaks." N/A 5155   N/A 5156        // Inputs   N/A 5157        input SetSpringConstant(float) : "Set the Spring Constant." N/A 5158       input SetSpringLength(float) : "Set the Spring Length." N/A 5159       input SetSpringDamping(float) : "Set the Spring Damping." N/A 5160 ]  N/A 5161    N/A 5162 @PointClass halfgridsnap size(-8 -8 -8, 8 8 8) base(TwoObjectPhysics) = phys_hinge :   N/A 5163        "A physically simulated hinge. Use the helper to define the axis of rotation." N/A 5164 [  N/A 5165        hingefriction(float) : "Friction" : "0" : "Resistance/friction in the hinge"   N/A 5166        hingeaxis(vecline) : "Hinge Axis"   N/A 5167        SystemLoadScale(float) : "Load Scale" : "1" : "Scale of the load connected to this hinge (1=just the objects directly connected)"   N/A 5168    N/A 5169        // Inputs   N/A 5170        input SetAngularVelocity(float) : "Set angular velocity around the hinge (motor) in deg/sec"   N/A 5171    N/A 5172    N/A 5173    N/A 5174        //// Episodic only -- for now. N/A 5175   N/A 5176        minSoundThreshold(float) : "Minimum Sound Velocity" : "6" : "When travelling below this many units/sec, will not play any sound." N/A 5177       maxSoundThreshold(float) : "Full Sound Velocity" : "80" : "When travelling at this speed or above, will play sound at full volume." N/A 5178       slidesoundfwd(sound) : "Travel sound (forward)" : "" : "Play this sound when travelling forward on helper axis"   N/A 5179        slidesoundback(sound) : "Travel sound (backward)" : "" : "Play this sound when travelling backward on helper axis"   N/A 5180    N/A 5181        reversalsoundthresholdSmall(float) : "Reversal sound threshold (small)" : "0" : "When accelerating by more than this many units/sec^2 opposite to direction of travel, play the small reversal sound." N/A 5182       reversalsoundthresholdMedium(float) : "Reversal sound threshold (medium)" : "0" : "When accelerating by more than this many units/sec^2 opposite to direction of travel, play the medium reversal sound." N/A 5183       reversalsoundthresholdLarge(float) : "Reversal sound threshold (large)" : "0" : "When accelerating by more than this many units/sec^2 opposite to direction of travel, play the large reversal sound." N/A 5184   N/A 5185        reversalsoundSmall(sound) : "Reversal sound (small)" : "" : "Play this sound when making a hard reverse over the small threshold but less than medium"   N/A 5186        reversalsoundMedium(sound) : "Reversal sound (medium)" : "" : "Play this sound when making a hard reverse over the medium threshold but less than large"   N/A 5187        reversalsoundLarge(sound) : "Reversal sound (large)" : "" : "Play this sound when making a hard reverse over the large threshold"   N/A 5188 ]   N/A 5189    N/A 5190 @PointClass base(TwoObjectPhysics) iconsprite("editor/phys_ballsocket.vmt") = phys_ballsocket :   N/A 5191        "A constraint that keeps the position of two objects fixed, relative to the constraint's origin. It does not affect rotation." N/A 5192 [  N/A 5193        spawnflags(flags) =   N/A 5194        [   N/A 5195        ]   N/A 5196 ]   N/A 5197    N/A 5198 @PointClass base(TwoObjectPhysics) studio("models/editor/axis_helper.mdl") = phys_constraint :   N/A 5199        "A constraint that keeps the relative position and orientation of two objects fixed." N/A 5200 [  N/A 5201 ]   N/A 5202    N/A 5203 @PointClass base(TwoObjectPhysics) studio("models/editor/axis_helper.mdl") = phys_pulleyconstraint :   N/A 5204        "A constraint that is essentially two length constraints and two points. Imagine it as a virtual rope connected to two objects, each suspended from a pulley above them."+   N/A 5205        "The constraint keeps the sum of the distances between the pulley points and their suspended objects constant." N/A 5206 [  N/A 5207        addlength(float) : "Additional Length" : "0" : "Add (or subtract) this amount to the rest length of the pulley rope." N/A 5208       gearratio(float) : "Pulley Gear Ratio" : "1" : "Add (or subtract) this amount to the rest length of the pulley rope." N/A 5209       position2(vecline) : "Pulley Position 2" : : "The position of the pulley for Entity 2. The pulley for Entity 1 is the origin of this constraint entity. Entity 1 is always suspended from pulley point 1, and Entity 2 is always suspended from pulley point 2." N/A 5210       spawnflags(flags) =   N/A 5211        [   N/A 5212                1: "No Collision until break" : 1   N/A 5213                2: "Keep Rigid" : 0   N/A 5214        ]   N/A 5215 ]   N/A 5216    N/A 5217 @PointClass halfgridsnap base(TwoObjectPhysics) studio("models/editor/axis_helper.mdl") = phys_slideconstraint :   N/A 5218        "A constraint that constrains an entity along a line segment." N/A 5219 [  N/A 5220        spawnflags(flags) =   N/A 5221        [   N/A 5222                1: "No Collision until break" : 1   N/A 5223                2: "Limit Endpoints" : 0   N/A 5224        ]   N/A 5225        slideaxis(vecline) : "Sliding Axis"   N/A 5226        slidefriction(float) : "Friction" : "0" : "Resistance/friction in the constraint"   N/A 5227        SystemLoadScale(float) : "Load Scale" : "1" : "Scale of the mass load connected to this constraint (1=just the objects directly connected)"   N/A 5228    N/A 5229        // Inputs   N/A 5230        input SetVelocity(float) : "Set linear velocity along the constraint"   N/A 5231    N/A 5232    N/A 5233        //// Episodic only -- for now. N/A 5234   N/A 5235        minSoundThreshold(float) : "Minimum Sound Velocity" : "6" : "When travelling below this many units/sec, will not play any sound." N/A 5236       maxSoundThreshold(float) : "Full Sound Velocity" : "80" : "When travelling at this speed or above, will play sound at full volume." N/A 5237       slidesoundfwd(sound) : "Travel sound (forward)" : "" : "Play this sound when travelling forward on helper axis"   N/A 5238        slidesoundback(sound) : "Travel sound (backward)" : "" : "Play this sound when travelling backward on helper axis"   N/A 5239    N/A 5240        reversalsoundthresholdSmall(float) : "Reversal sound threshold (small)" : "0" : "When accelerating by more than this many units/sec^2 opposite to direction of travel, play the small reversal sound." N/A 5241       reversalsoundthresholdMedium(float) : "Reversal sound threshold (medium)" : "0" : "When accelerating by more than this many units/sec^2 opposite to direction of travel, play the medium reversal sound." N/A 5242       reversalsoundthresholdLarge(float) : "Reversal sound threshold (large)" : "0" : "When accelerating by more than this many units/sec^2 opposite to direction of travel, play the large reversal sound." N/A 5243   N/A 5244        reversalsoundSmall(sound) : "Reversal sound (small)" : "" : "Play this sound when making a hard reverse over the small threshold but less than medium"   N/A 5245        reversalsoundMedium(sound) : "Reversal sound (medium)" : "" : "Play this sound when making a hard reverse over the medium threshold but less than large"   N/A 5246        reversalsoundLarge(sound) : "Reversal sound (large)" : "" : "Play this sound when making a hard reverse over the large threshold"   N/A 5247 ]   N/A 5248    N/A 5249 @PointClass base(TwoObjectPhysics) studio("models/editor/axis_helper.mdl") = phys_lengthconstraint :   N/A 5250        "A constraint that preserves the distance between two entities. If the 'Keep Rigid' flag is set, think of it as a rod. If not, think off it as a virtual rope." N/A 5251 [  N/A 5252        addlength(float) : "Additional Length" : "0" : "Add (or subtract) this amount to the rest length of the rope." N/A 5253       minlength(float) : "Minimum Length" : "0" : "If the constraint is not rigid, this is the minimum length it can be." N/A 5254       attachpoint(vecline) : "Attached object 2 point" : "The position the rope attaches to object 2"   N/A 5255        spawnflags(flags) =   N/A 5256        [   N/A 5257                1: "No Collision until break" : 1   N/A 5258                2: "Keep Rigid" : 0   N/A 5259        ]   N/A 5260 ]   N/A 5261    N/A 5262 @PointClass base(TwoObjectPhysics) studio("models/editor/axis_helper.mdl") = phys_ragdollconstraint :   N/A 5263        "A constraint that fixes the position of two entities, relative to this constraint's origin. Also allows for limits on the rotation around each axis, in the space of this constraint." N/A 5264 [  N/A 5265        spawnflags(flags) =   N/A 5266        [   N/A 5267                1: "No Collision until break" : 1   N/A 5268                2: "Only limit rotation (free movement)" : 0   N/A 5269        ]   N/A 5270    N/A 5271        xmin(float) : "X axis min limit" : "-90" : "-180 min and 180 max = no constraint on this axis." N/A 5272       xmax(float) : "X axis max limit" : "90" : "-180 min and 180 max = no constraint on this axis." N/A 5273       ymin(float) : "Y axis min limit" : "0" : "-180 min and 180 max = no constraint on this axis." N/A 5274       ymax(float) : "Y axis max limit" : "0" : "-180 min and 180 max = no constraint on this axis." N/A 5275       zmin(float) : "Z axis min limit" : "0" : "-180 min and 180 max = no constraint on this axis." N/A 5276       zmax(float) : "Z axis max limit" : "0" : "-180 min and 180 max = no constraint on this axis." N/A 5277       xfriction(float) : "X axis friction" : "0"   N/A 5278        yfriction(float) : "Y axis friction" : "0"   N/A 5279        zfriction(float) : "Z axis friction" : "0"   N/A 5280 ]   N/A 5281    N/A 5282 @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) color(0 0 255) = phys_convert :   N/A 5283        "Turns an arbitrary entity into a physically simulated entity. i.e. brush entities will behave like func_physbox, model entities behave like prop_physics." N/A 5284 [  N/A 5285        spawnflags(flags) =   N/A 5286        [   N/A 5287                1: "Convert Asleep" : 0   N/A 5288                2: "Convert As Debris" : 0   N/A 5289        ]   N/A 5290        target(target_destination) : "Entity to convert" : : "Name of the entity that will be converted to a physics object when the ConvertTarget input is fired." N/A 5291       swapmodel(string) : "Model Swap Entity"   N/A 5292        massoverride(float) : "Mass Override" : "0" : "Sets the mass when the object(s) are converted (0 means auto-calculate)"   N/A 5293    N/A 5294        // Outputs   N/A 5295        output OnConvert(void) : "Fires after the conversion has taken place." N/A 5296   N/A 5297        // Inputs   N/A 5298        input ConvertTarget(void) : "Converts this entity's target to a physically simulated object." N/A 5299 ]  N/A 5300    N/A 5301 @BaseClass base(Targetname) = ForceController   N/A 5302 [   N/A 5303        spawnflags(flags) =   N/A 5304        [   N/A 5305                // Thrust is on by default (will turn off in forcetime)   N/A 5306                1: "Start On" : 0   N/A 5307                // Apply linear force (if off, torque only)   N/A 5308                2: "Apply Force" : 1   N/A 5309                // Apply rotational force (torque - if off, linear only)   N/A 5310                4: "Apply Torque" : 1   N/A 5311                // Maintain local relationship with the attached object   N/A 5312                8: "Orient Locally" : 1   N/A 5313                // Impulse is independent of object's mass (impulse is acceleration NOT force)   N/A 5314                16: "Ignore Mass" : 0   N/A 5315        ]   N/A 5316        attach1(target_destination) : "Attached Object" : "" : "Object to apply the force to." N/A 5317   N/A 5318        forcetime(string) : "Time of Force (0=inf)" : "0" : "Automatic shut-off after this time has passed (0 = stay on forever or until deactivated)"   N/A 5319    N/A 5320        input Activate(void) : "Turn the force on"   N/A 5321        input Deactivate(void) : "Turn the force off"   N/A 5322        input Scale(string) : "Set Force Scale"   N/A 5323 ]   N/A 5324    N/A 5325 @PointClass base(Angles, ForceController) = phys_thruster :   N/A 5326        "An entity used to apply constant acceleration to a physics object. "+   N/A 5327        "The force and torque is calculated using the position and direction of the thruster as an impulse. So moving those off the object's center "+   N/A 5328        "will cause torque as well. Torque can be removed by unchecking the 'apply torque' flag. The position of the thruster can be forced to be "+   N/A 5329        "at the object's center by checking to 'ignore pos' flag." N/A 5330 [  N/A 5331        spawnflags(flags) =   N/A 5332        [   N/A 5333                // Put the thrust at the object center   N/A 5334                32: "Ignore Pos" : 0   N/A 5335        ]   N/A 5336    N/A 5337        force(string) : "Force" : "0" : "Force (will be integrated, units are force kg*in/s^2)"   N/A 5338 ]   N/A 5339    N/A 5340 @PointClass halfgridsnap base(ForceController) = phys_torque :   N/A 5341        "An angular thruster. Use it to apply angular force to an entity." N/A 5342 [  N/A 5343        // Angular acceleration (units are degress/s^2)   N/A 5344        force(string) : "Angular Acceleration" : "0"   N/A 5345        axis(vecline) : "Rotation Axis" : ""   N/A 5346 ]   N/A 5347    N/A 5348 @PointClass base(Targetname) halfgridsnap size(-8 -8 -8, 8 8 8) = phys_motor :   N/A 5349        "An entity that tries to spin a target entity at a particular speed." N/A 5350 [  N/A 5351        speed(string) : "Rotation Speed" : "0" : "Angular speed (units are degress/second)"   N/A 5352        spinup(string) : "Spin up time" : "1" : "spin up time in seconds (also affects the rate at which speed changes happen)"   N/A 5353        inertiafactor(float) : "System Interia Scale" : "1.0" : "Make this larger if the object being driven is constrained to a set of heavier objects." N/A 5354       axis(vecline) : "Rotation Axis" : ""   N/A 5355    N/A 5356        spawnflags(flags) =   N/A 5357        [   N/A 5358                // starts on by default   N/A 5359                1: "Start On" : 1   N/A 5360                // Disable world collisions on hinges   N/A 5361                2: "No world collision" : 0   N/A 5362                // motor also acts as a hinge constraining the object to this axis   N/A 5363                4: "Hinge Object" : 1   N/A 5364                // Maintain local relationship with the attached object (NOT WORKING YET)   N/A 5365 //                8: "Orient Locally" : 1   N/A 5366        ]   N/A 5367        attach1(target_destination) : "Attached Object" : "" : "Object to apply the force to"   N/A 5368    N/A 5369        // Inputs   N/A 5370        input SetSpeed(float) : "Sets target speed"   N/A 5371        input TurnOn(void) : "Turns motor on"   N/A 5372        input TurnOff(void) : "Turns motor off"   N/A 5373 ]   N/A 5374    N/A 5375 @PointClass base(Targetname, Parentname, Angles, Studiomodel) studio = phys_magnet :   N/A 5376        "An entity that acts like a magnet, attaching metallic physics objects to itself when they touch it." N/A 5377 [  N/A 5378        spawnflags(flags) =   N/A 5379        [   N/A 5380                1 : "Start Asleep" : 0   N/A 5381                2 : "Motion Disabled" : 0   N/A 5382                4 : "Suck On Touch" : 0   N/A 5383                8 : "Allow Attached Rotation" : 0   N/A 5384                16: "Coast jeep pickup hack" : 0   N/A 5385        ]   N/A 5386    N/A 5387        forcelimit(float) : "Force Limit to Break (lbs)" : "0" : "The amount of force necessary to break a stuck object off the magnet. A way of calculating this is to set it to the mass of an object that would break this constraint if it were resting on the magnet." N/A 5388       torquelimit(float) : "Torque Limit to Break (lbs * distance)" : "0" : "The amount of torque necessary to break a stuck object off the magnet. A way of calculating this is to multiply any reference mass by the resting distance (from the center of mass of the object) needed to break the constraint." N/A 5389   N/A 5390        massScale(float) : "Mass Scale" : "0" : "A scale multiplier for the object's mass." N/A 5391       overridescript(string) : "Override parameters" : "" : "A list of physics key/value pairs that are usually in a physics prop .qc file. Format is 'key,value,key,value,etc'." N/A 5392       maxobjects(integer) : "Maximum Attached Objects" : 0 : "The maximum number of physics objects that can be stuck to the magnet at once. 0 = no limit." N/A 5393   N/A 5394        // Inputs   N/A 5395        input TurnOn(void) : "Turn the magnet on." N/A 5396       input TurnOff(void) : "The the magnet off. This will detach anything current stuck to the magnet." N/A 5397   N/A 5398        // Outputs   N/A 5399        output OnAttach(void) : "Fired when an entity is grabbed by the magnet." N/A 5400       output OnDetach(void) : "Fired when an entity is released by the magnet." N/A 5401 ]  N/A 5402    N/A 5403    N/A 5404 //-   N/A 5405 //   N/A 5406 // Props   N/A 5407 //   N/A 5408 //-   N/A 5409    N/A 5410 @BaseClass = prop_detail_base   N/A 5411 [   N/A 5412        model(studio) : "World model"   N/A 5413 ]   N/A 5414    N/A 5415 @BaseClass base(Angles, SystemLevelChoice, Reflection, Shadow) = prop_static_base   N/A 5416 [   N/A 5417        model(studio) report : "World Model"   N/A 5418        skin(integer) : "Skin" : 0 : "Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin instead of the default." N/A 5419       solid(choices) : "Collisions" : 6 =   N/A 5420        [   N/A 5421                0: "Not Solid"   N/A 5422                2: "Use Bounding Box"   N/A 5423                6: "Use VPhysics"   N/A 5424        ]   N/A 5425    N/A 5426        screenspacefade(boolean) : "Screen Space Fade" : 0 : "The method by which the fading distance should be determined. If 'No', the fade distances is the distance from the player's view to the object, in inches. If 'Yes', the fade distance is the size of the object onscreen, in pixels." N/A 5427   N/A 5428        fademindist(float) : "Start Fade Dist/Pixels" : -1 : "Distance at which the prop starts to fade (<0 = use fademaxdist). If 'Screen Space Fade' is selected, this represents the number of pixels wide covered by the prop when it starts to fade." N/A 5429       fademaxdist(float) : "End Fade Dist/Pixels" : 0 : "Maximum distance at which the prop is visible (0 = don't fade out). If 'Screen Space Fade' is selected, this represents the *minimum* number of pixels wide covered by the prop when it fades." N/A 5430       fadescale(float) : "Fade Scale" : 1 : "If you specify a fade in the worldspawn, or if the engine is running under dx7 [hl2/ep1/portal] or dx8 [ep2/tf], then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified." +  N/A 5431        " This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades." +  N/A 5432        " Numbers smaller than 1 cause the prop to fade out at further distances," +   N/A 5433        "and greater than 1 cause it to fade out at closer distances." N/A 5434       lightingorigin(target_destination) : "Lighting Origin" : "" : "Select an info_lighting to specify a location to sample lighting from, instead of using this entity's origin." N/A 5435       disablevertexlighting(boolean) : "Disable Vertex lighting" : 0 : "Disable per-vertex lighting on this object." N/A 5436       disableselfshadowing(boolean) : "Disable Self-Shadowing" : 0 : "When vertex lighting is enabled, prevent the geometry from self-shadowing -- casting shadows onto itself." N/A 5437       ignorenormals(boolean) : "Ignore Surface Normal" : 0 : "When vertex lighting is enabled, ignore the surface normal of faces when calculating the vertex lighting." +  N/A 5438        " Useful for thin, translucent objects such as leaves on foliage props." N/A 5439   N/A 5440        renderamt(integer) : "Alpha" : 255 : "Alpha of the fade, where 0 = fully transparent and 255 = fully opaque." N/A 5441       rendercolor(color255) : "Color (R G B)" : "255 255 255"   N/A 5442 ]   N/A 5443    N/A 5444 @BaseClass = BaseFadeProp   N/A 5445 [   N/A 5446        fademindist(float) : "Start Fade Dist" : -1 : "Distance at which the prop starts to fade (<0 = use fademaxdist)." N/A 5447       fademaxdist(float) : "End Fade Dist" : 0 : "Max fade distance at which the prop is visible (0 = don't fade out)"   N/A 5448        fadescale(float) : "Fade Scale" : 1 : "If you specify a fade in the worldspawn, or if the engine is running under dx7, then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified." +  N/A 5449                                                                                                 " This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades." +  N/A 5450                                                                                                 " Numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances." N/A 5451 ]  N/A 5452    N/A 5453 @BaseClass base(Parentname, Global, Angles, Studiomodel, BreakableProp, SystemLevelChoice, BaseFadeProp, RenderFields, Shadow) = prop_dynamic_base   N/A 5454 [   N/A 5455        solid(choices) : "Collisions" : 6 =   N/A 5456        [   N/A 5457                0: "Not Solid"   N/A 5458                2: "Use Bounding Box"   N/A 5459                6: "Use VPhysics"   N/A 5460        ]   N/A 5461    N/A 5462        spawnflags(flags) =   N/A 5463        [   N/A 5464                64 : "Use Hitboxes for Renderbox" : 0   N/A 5465                256 : "Start with collision disabled" : 0   N/A 5466        ]   N/A 5467    N/A 5468        DefaultAnim(string) : "Default Animation" : "" : "The name of the idle animation that this prop will revert to whenever it finishes a random or forced animation." N/A 5469   N/A 5470        RandomAnimation(boolean) : "Randomly Animate" : 0 : "If set, this prop will randomly choose and play animations, based upon the times specified in 'Min/Max Random Anim Time'. Inbetween the random animations, it will revert to playing the 'Default Animation'." N/A 5471   N/A 5472        DisableBoneFollowers(boolean) : "Disable Bone Followers" : 0 : "If set, the prop will not use bone followers, even if it has them defined." N/A 5473       SuppressAnimSounds(boolean) : "Suppress Anim Sounds" : 0 : "If set, the prop will not play any sounds that are embedded in animations it plays." N/A 5474   N/A 5475        HoldAnimation(boolean) : "Hold Animation" : 0 : "If set, the prop will not loop its animation, but hold the last frame." N/A 5476   N/A 5477        MinAnimTime(float) : "Min Random Anim Time" : "5" : "Minimum time between random animations." N/A 5478       MaxAnimTime(float) : "Max Random Anim Time" : "10" : "Maximum time between random animations." N/A 5479       SetBodyGroup(integer) : "Body Group" : 0        // NEEDHELP   N/A 5480    N/A 5481        // Inputs   N/A 5482        input SetAnimation(string) : "Force the prop to play an animation. The parameter should be the name of the animation." N/A 5483       input SetAnimationNoReset(string) : "Force the prop to play an animation unless the prop is already playing the animation. The parameter should be the name of the animation." N/A 5484       input SetDefaultAnimation(string) : "Set the Default Animation to the one specified in the parameter." N/A 5485       input SetPlaybackRate(float) : "Set the playback rate for the animation." N/A 5486       input SetBodyGroup(integer) : "Set the visible bodygroup, by index." N/A 5487       input TurnOn(void) : "Make the prop visible." N/A 5488       input TurnOff(void) : "Make the prop invisible." N/A 5489       input EnableCollision(void) : "Enable collision on the prop." N/A 5490       input DisableCollision(void) : "Disable collision on the prop." N/A 5491       input BecomeRagdoll(void) : "Change into a ragdoll immediately." N/A 5492       input FadeAndKill(void) : "Fade out then remove this prop." N/A 5493   N/A 5494        // Outputs   N/A 5495        output OnAnimationBegun(void) : "Fired whenever a new animation has begun playing." N/A 5496       output OnAnimationDone(void) : "Fired whenever an animation is complete." N/A 5497   N/A 5498        lightingorigin(target_destination) : "Lighting Origin" : "" : "Select a path_corner entity to specify a location to sample lighting from, instead of using this entity's origin." N/A 5499       rendercolor(color255) : "Color (R G B)" : "255 255 255"   N/A 5500 ]   N/A 5501    N/A 5502 @PointClass base(prop_detail_base) studioprop = prop_detail :   N/A 5503        "Detail Prop"   N/A 5504 [   N/A 5505        model(studio) : "World model"   N/A 5506 ]   N/A 5507    N/A 5508 @PointClass base(prop_static_base) color(255 255 0) sphere(fademindist) sphere(fademaxdist) studioprop = prop_static :   N/A 5509        "A prop that doesn't move and doesn't animate." N/A 5510 [  N/A 5511 ]   N/A 5512    N/A 5513 @PointClass base(prop_dynamic_base,EnableDisable) sphere(fademindist) sphere(fademaxdist) studioprop = prop_dynamic :   N/A 5514        "A prop that can be placed in hierarchy and can play animations. It can also be configured to break when it takes enough damage. "+   N/A 5515        "Note that the health of the object will be overridden by the health inside the model, to ensure consistent health game-wide. "+   N/A 5516        "If the model used by the prop is configured to be used as a prop_physics (i.e. it should be physically simulated) then it CANNOT be "+   N/A 5517        "used as a prop_dynamic. Upon level load it will display a warning in the console and remove itself. Use a prop_physics instead." N/A 5518 [  N/A 5519 ]   N/A 5520    N/A 5521 @PointClass base(prop_dynamic_base) studioprop = prop_dynamic_override :   N/A 5522        "A prop that can be placed in hierarchy and can play animations. It can also be configured to break when it takes enough damage.\n"+   N/A 5523        "prop_dynamic_override is a prototyping entity only. It will allow the use of models designed to be used as prop_physics." N/A 5524 [  N/A 5525        health(integer) : "Health" : 0 : "Number of points of damage to take before breaking.  0 means don't break." N/A 5526       AnimateEveryFrame(boolean) : "Animate Every Frame" : 0 : "Force this prop to animate every frame. Don't use this unless you know what you are doing." N/A 5527 ]  N/A 5528    N/A 5529 @BaseClass base(Targetname, Global, Angles, Studiomodel, BreakableProp, SystemLevelChoice, BaseFadeProp) = BasePropPhysics   N/A 5530 [   N/A 5531        spawnflags(flags) =   N/A 5532        [   N/A 5533                1 : "Start Asleep" : 0   N/A 5534                2 : "Don't take physics damage" : 0   N/A 5535                4 : "Debris - Don't collide with the player or other debris" : 0   N/A 5536                8 : "Motion Disabled" : 0   N/A 5537                64 : "Enable motion on Physcannon grab" : 0   N/A 5538                128 : "Not affected by rotor wash" : 0   N/A 5539                256 : "Generate output on +USE " : 1   N/A 5540                512 : "Prevent pickup" : 0   N/A 5541                1024: "Prevent motion enable on player bump" : 0   N/A 5542                4096: "Debris with trigger interaction" : 0   N/A 5543                8192: "Force server-side (Multiplayer only)" : 0   N/A 5544                1048576: "Physgun can ALWAYS pick up. No matter what." : 0  N/A 5545        ]   N/A 5546    N/A 5547        minhealthdmg(integer) : "Min Damage to Hurt" : 0 : "The prop will ignore any damage events if the damage is less than this amount."   N/A 5548        shadowcastdist(integer) : "Shadow Cast Distance" : 0 : "Use this to override how far this object casts shadows. 0 = default distance."  N/A 5549        physdamagescale(float) : "Physics Impact Damage Scale" : "0.1" : "Scales damage energy when this object is hit by a physics object. NOTE: 0 means this feature is disabled for backwards compatibility.\nSet to 1.0 for materials as strong as flesh, smaller numbers indicate stronger materials."  N/A 5550        Damagetype(choices) : "Impact damage type" : 0 =   N/A 5551        [   N/A 5552                0: "Blunt"   N/A 5553                1: "Sharp"   N/A 5554        ]   N/A 5555    N/A 5556        nodamageforces(choices) : "Damaging it Doesn't Push It" : 0 : "Used to determine whether or not damage should cause the brush to move." =   N/A 5557        [   N/A 5558                0: "No"   N/A 5559                1: "Yes"   N/A 5560        ]   N/A 5561    N/A 5562        inertiaScale(float) : "Scale Factor For Inertia" : "1.0" : "Scales the angular mass of an object. Used to hack angular damage and collision response."  N/A 5563        massScale(float) : "Mass Scale" : "0" : "A scale multiplier for the object's mass."   N/A 5564        overridescript(string) : "Override Parameters" : "" : "A list of physics key/value pairs that are usually in a physics prop .qc file. Format is 'key,value,key,value,etc'."  N/A 5565        damagetoenablemotion(integer) : "Health Level to Override Motion" : 0 : "If specified, this object will start motion disabled. Once its health has dropped below this specified amount, it will enable motion."  N/A 5566        forcetoenablemotion(float) : "Physics Impact Force to Override Motion" : 0 : "If specified, this object will start motion disabled. Any impact that imparts a force greater than this value on the physbox will enable motion."  N/A 5567    N/A 5568        puntsound(sound) : "Sound to make when punted"   N/A 5569    N/A 5570        addon(string) : "AI AddOn" : "" : "If specified this object will use this addon behavior when installed in a composite AI"   N/A 5571    N/A 5572        // Inputs   N/A 5573        input Wake(void) : "Wake up this physics object, if it is sleeping."   N/A 5574        input Sleep(void) : "Put this physics object to sleep. It will wake if given the Wake input, or if force is applied to it. Note that physics objects go to sleep automatically after coming to rest for a while, so you don't really need to use this."  N/A 5575        input EnableMotion(void) : "Enable physics motion/collision response."   N/A 5576        input DisableMotion(void) : "Disable physics motion/collision response."   N/A 5577        input DisableFloating(void) : "Disable fluid/floating simulation to reduce cost."   N/A 5578        input SetBodyGroup(integer) : "Set this prop's body group (from 0 - n)."   N/A 5579        input physdamagescale(float) : "Set the Physics Impact Damage Scale for this character. NOTE: 0 means this feature is disabled for backwards compatibility."  N/A 5580        input EnableDamageForces(void) : "Damaging the entity applies physics forces to it."   N/A 5581        input DisableDamageForces(void) : "Damaging the entity does *not* apply physics forces to it."   N/A 5582        input EnablePuntSound(void) : "Allow this prop to play its own sound when punted"   N/A 5583        input DisablePuntSound(void) : "Prevent this prop from playing its own sound when punted"   N/A 5584    N/A 5585        // Outputs   N/A 5586        output OnMotionEnabled(void) : "Fired when motion is enabled on this prop, either via 'Health Level to Override Motion' or from the EnableMotion input."   N/A 5587        output OnAwakened(void) : "Fired when this entity becomes awake (collision/force is applied to it while it's asleep)."   N/A 5588        output OnPhysGunPickup(void) : "Fired when the player picks up the prop with the physcannon or +USE." N/A 5589       output OnPhysGunPunt(void) : "Fired when a player punts this object with the physgun." N/A 5590       output OnPhysGunOnlyPickup(void) : "Fired when a player picks this object up WITH THE PHYSGUN. +USE pickups do not fire this output." N/A 5591       output OnPhysGunDrop(void) : "Fired when the player drops the prop with the physcannon or USE." N/A 5592       output OnPlayerUse(void) : "Fired when the player tries to +USE the prop. This output will fire only if the Generate output on +USE spawnflag is set." N/A 5593       output OnPlayerPickup(void) : "Fired whenever the player picks up this prop (with the physcannon or with +USE)." N/A 5594       output OnOutOfWorld(void) : "Fired whenever the prop is out of the allowed world bounds." N/A 5595 ]  N/A 5596    N/A 5597 @PointClass base(BasePropPhysics) studioprop sphere(fademindist) sphere(fademaxdist) = prop_physics_override :   N/A 5598        "A prop that physically simulates as a single rigid body. It can be constrained to other physics objects using hinges "+   N/A 5599        "or other constraints. It can also be configured to break when it takes enough damage. Health can be overridden on this version." N/A 5600 [  N/A 5601        health(integer) : "Health" : 0 : "Number of points of damage to take before breaking.  0 means don't break." N/A 5602   N/A 5603        // Inputs   N/A 5604        input Ignite(void) : "Ignite, burst into flames." N/A 5605       input IgniteLifetime(float) : "Ignite, with a parameter lifetime." N/A 5606       input IgniteNumHitboxFires(integer) : "Ignite, with a parameternumber of hitbox fires." N/A 5607       input IgniteHitboxFireScale(float) : "Ignite, with a parameter hitbox fire scale." N/A 5608 ]  N/A 5609    N/A 5610 @PointClass base(BasePropPhysics, RenderFields) studioprop sphere(fademindist) sphere(fademaxdist) = prop_physics :   N/A 5611        "A prop that physically simulates as a single rigid body. It can be constrained to other physics objects using hinges "+   N/A 5612        "or other constraints. It can also be configured to break when it takes enough damage. "+   N/A 5613        "Note that the health of the object will be overridden by the health inside the model, to ensure consistent health game-wide. "+   N/A 5614        "If the model used by the prop is configured to be used as a prop_dynamic (i.e. it should not be physically simulated) then it CANNOT be "+   N/A 5615        "used as a prop_physics. Upon level load it will display a warning in the console and remove itself. Use a prop_dynamic instead." N/A 5616 [  N/A 5617        ExploitableByPlayer(choices) : "Exploitable by Player" : 0 =   N/A 5618        [   N/A 5619                0: "Default"   N/A 5620                1: "Explosive"   N/A 5621        ]   N/A 5622    N/A 5623        // Inputs   N/A 5624        input Ignite(void) : "Ignite, burst into flames." N/A 5625       input IgniteLifetime(float) : "Ignite, with a parameter lifetime." N/A 5626       input IgniteNumHitboxFires(integer) : "Ignite, with a parameternumber of hitbox fires." N/A 5627       input IgniteHitboxFireScale(float) : "Ignite, with a parameter hitbox fire scale." N/A 5628 ]  N/A 5629    N/A 5630 @PointClass base(prop_physics) studioprop sphere(fademindist) sphere(fademaxdist) = prop_physics_multiplayer :   N/A 5631        "This class is the same as prop_physics, except the runtime collisions use a more bouncy method that avoids " +   N/A 5632        "the prediction errors normal physics objects get." N/A 5633 [  N/A 5634        physicsmode(choices) : "Physics Mode" : 0 =   N/A 5635        [   N/A 5636                0: "Auto Detect"   N/A 5637                1: "Solid, Server-side"   N/A 5638                2: "Non-Solid, Server-side"   N/A 5639                3: "Non-Solid, Client-side"   N/A 5640        ]   N/A 5641 ]   N/A 5642    N/A 5643 @PointClass base(Angles, Targetname, Studiomodel, SystemLevelChoice, BaseFadeProp, EnableDisable) sphere(fademindist) sphere(fademaxdist) studioprop = prop_ragdoll :   N/A 5644        "A prop that physically simulates and can be articulated with internal joints. The joint constraints are part of the physics model." N/A 5645 [  N/A 5646        spawnflags(flags) =   N/A 5647        [   N/A 5648                4 : "Debris - Don't collide with the player or other debris" : 1   N/A 5649                8192 : "Allow Dissolve" : 0   N/A 5650                16384 : "Motion Disabled" : 0   N/A 5651                32768 : "Allow stretch" : 0   N/A 5652                65536 : "Start asleep" : 0   N/A 5653        ]   N/A 5654        angleOverride(string) : "Override Animation" : "" : "Filled in by the engine via wc_update_entity, do not edit by hand except to clear." N/A 5655   N/A 5656        input StartRagdollBoogie(void) : "Begins ragdoll boogie effect. Parameter override = number of seconds to boogie." N/A 5657       input EnableMotion(void) : "Enable physics motion/collision response." N/A 5658       input DisableMotion(void) : "Disable physics motion/collision response." N/A 5659       input FadeAndRemove(float) : "Fade out then remove (kill) self. Parameter override = duration of fade"   N/A 5660 ]   N/A 5661    N/A 5662 @PointClass base(prop_dynamic_base) studioprop = prop_dynamic_ornament :   N/A 5663        "A way to attach one studio model to another as an ornament. It will render in the way that player/NPC weapons render." N/A 5664 [  N/A 5665        solid(choices) : "Collisions" : 0 =   N/A 5666        [   N/A 5667                0: "Not Solid"   N/A 5668        ]          N/A 5669    N/A 5670        InitialOwner(string) : "Target Entity" : : "Name of the entity that this ornament should attach to, at startup." N/A 5671   N/A 5672        // Inputs   N/A 5673        input SetAttached(string) : "Attach the ornament to a different entity. Parameter should be the name of entity to attach to." N/A 5674       input Detach(string) : "Detach from the Target Entity and become invisible. The ornament can be re-attached with the SetAttached input." N/A 5675 ]  N/A 5676    N/A 5677 //-   N/A 5678 //   N/A 5679 // Solid Entities   N/A 5680 //   N/A 5681 //-   N/A 5682    N/A 5683 @SolidClass base(Targetname) color(0 255 255) = func_areaportal :   N/A 5684        "A portal brush used to manage visibility in maps. Portals define areas, which are spaces " +   N/A 5685        "that are connected in the map. Both sides of a portal cannot touch the same area, for example, a " +   N/A 5686        "doughnut shaped map would require at least two portals to divide the map into two areas. A linear map " +   N/A 5687        "could be divided into two areas with a single area portal." N/A 5688 [  N/A 5689        target(target_destination) : "Name of Linked Door" : : "(Optional) The name of a door whose open/closed state controls the on/off state of this area portal." N/A 5690       StartOpen(choices) : "Initial State" : 1 =   N/A 5691        [   N/A 5692                0 : "Closed"   N/A 5693                1 : "Open"   N/A 5694        ]   N/A 5695    N/A 5696        PortalVersion(integer)        readonly        : "Portal Version"      : 1  : "(Don't change). Differentiates between shipping HL2 maps and maps using new engine features." N/A 5697   N/A 5698        // Inputs   N/A 5699        input Open(void) : "Open the portal. When the portal is open is can be seen through." N/A 5700       input Close(void) : "Close the portal. When the portal is closed it cannot be seen through." N/A 5701       input Toggle(void) : "Toggle the open/closed state of the portal." N/A 5702 ]  N/A 5703    N/A 5704 @SolidClass base(Targetname) color(0 255 255) = func_occluder :   N/A 5705        "A occluder brush used to manage dynamic visibility in maps. Occluders are used to dynamically " +   N/A 5706        "determine what things are behind them, to prevent trying to draw them at all." N/A 5707 [  N/A 5708        StartActive(choices) : "Initial State" : 1 =   N/A 5709        [   N/A 5710                0 : "Inactive"   N/A 5711                1 : "Active"   N/A 5712        ]   N/A 5713    N/A 5714        // Inputs   N/A 5715        input Deactivate(void) : "Deactivate the occluder, When inactive, it can be seen through." N/A 5716       input Activate(void) : "Activate the occluder. When active, it cannot be seen through." N/A 5717       input Toggle(void) : "Toggle the active/inactive state of the occluder." N/A 5718 ]  N/A 5719    N/A 5720 @SolidClass base(BreakableBrush, Origin, RenderFields, Shadow, Reflection) = func_breakable :   N/A 5721        "A brush entity that can be broken from damage, or an input." N/A 5722 [  N/A 5723        minhealthdmg(integer) : "Min Damage to Hurt" : 0 : "The prop will ignore any damage events if the damage is less than this amount." N/A 5724   N/A 5725        _minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush." N/A 5726       physdamagescale(float) : "Physics Impact Damage Scale" : "1.0" : "Scales damage energy when this object is hit by a physics object. NOTE: 0 means this feature is disabled for backwards compatibility.\nSet to 1.0 for materials as strong as flesh, smaller numbers indicate stronger materials." N/A 5727 ]  N/A 5728    N/A 5729 @SolidClass quadbounds base(BreakableBrush, RenderFields, Shadow, Reflection) = func_breakable_surf :   N/A 5730        "A breakable surface, for partially breakable glass / tile / etc.  All faces but the desired visible one must be marked as NODRAW and that" +   N/A 5731        "face must be 4 sided.  The material applied to the visible face must be set up to be breakable." N/A 5732 [  N/A 5733        spawnflags(Flags) =   N/A 5734        [   N/A 5735                1 : "Physics damage decals" : 0   N/A 5736                2 : "Take damage from held objects" : 0   N/A 5737        ]   N/A 5738        health(integer) : "Health" : 5 : "The amount of damage the surface takes before breaking." N/A 5739       fragility(integer) : "Fragility" : 100 : "If the 'Surface Type' is set to Glass, this value sets how fragile the glass pieces are after the surface has been broken." N/A 5740       surfacetype(choices) : "Surface Type" : 0 =   N/A 5741        [   N/A 5742                0 : "Glass"   N/A 5743                1 : "Tile"   N/A 5744        ]   N/A 5745    N/A 5746        // Inputs   N/A 5747        input Shatter(vector) : "Shatter the window. Input a vector. First two coordinates are the X,Y center of the shattering (as values from from 0-1). The third coordinate is the radius of the shatter, in inches." N/A 5748 ]  N/A 5749    N/A 5750 @SolidClass base(Targetname, Parentname, RenderFields, Shadow) = func_conveyor :   N/A 5751        "Conveyor Belt"                        // NEEDHELP   N/A 5752 [   N/A 5753        movedir(angle) : "Move Direction (Pitch Yaw Roll)" : "0 0 0" : "The direction conveyor moves." N/A 5754       spawnflags(flags) =   N/A 5755        [   N/A 5756                1 : "No Push" : 0   N/A 5757                2 : "Not Solid" : 0   N/A 5758        ]   N/A 5759        speed(string) : "Conveyor Speed" : "100"   N/A 5760        _minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush." N/A 5761   N/A 5762        // Inputs   N/A 5763        input ToggleDirection(void) : "ToggleDirection"   N/A 5764        input SetSpeed(integer) : "SetSpeed"   N/A 5765 ]   N/A 5766    N/A 5767 @SolidClass base(SystemLevelChoice) color(0 180 0) = func_detail :   N/A 5768        "An entity that turns its brushes into detail brushes. Detail brushes do NOT contribute to visibility in the PVS. World geometry "+   N/A 5769        "is not clipped to detail brushes, so if you have a small detail clump attached to a wall, the wall won't be cut up by the detail brush."+   N/A 5770        "func_detail is great for high-frequency brush geometry that's visual detail only. It is also ideal for reducing map VIS time." N/A 5771 [  N/A 5772 ]   N/A 5773    N/A 5774 @SolidClass color(180 180 0) = func_viscluster :   N/A 5775        "Any leaves touching this brush will have their vis merged together into a single cluster.  Use multiple func_viscluster entities to reduce vis time"   N/A 5776 [   N/A 5777 ]   N/A 5778    N/A 5779 @SolidClass base(Targetname, Parentname, Origin, RenderFields, Shadow) = func_illusionary :   N/A 5780        "Legacy support. Use func_brush instead." N/A 5781 [  N/A 5782        _minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush." N/A 5783 ]  N/A 5784    N/A 5785 @SolidClass base(Targetname, Parentname) = func_precipitation :   N/A 5786        "A brush entity that creates rain and snow inside its volume." N/A 5787 [  N/A 5788        renderamt(integer) : "Density (0-100%)" : 100          N/A 5789        rendercolor(color255) : "Color (R G B)" : "100 100 100"   N/A 5790        preciptype(choices) : "Precipitation Type" : 0 =          N/A 5791        [   N/A 5792                0 : "Rain"   N/A 5793                1 : "Snow"   N/A 5794                2 : "Ash"   N/A 5795                3 : "Snowfall"   N/A 5796                4 : "Particle Rain"   N/A 5797                5 : "Particle Ash"   N/A 5798                6 : "Particle Rainstorm"   N/A 5799                7 : "Particle Snow"   N/A 5800        ]   N/A 5801        minSpeed(float) : "Minimum speed (snowfall only)" : 25   N/A 5802        maxSpeed(float) : "Maximum speed (snowfall only)" : 35   N/A 5803 ]   N/A 5804    N/A 5805 @SolidClass base(func_wall) = func_wall_toggle :   N/A 5806        "A brush entity that can be toggled on/off. When off, the brush will be non-solid and invisible. Does not cast lightmap shadows."  N/A 5807 [   N/A 5808        spawnflags(flags) =   N/A 5809        [   N/A 5810                1 : "Starts Invisible" : 0   N/A 5811        ]   N/A 5812    N/A 5813        // Inputs   N/A 5814        input  Toggle(void) : "Toggle the brush on/off. When off, the brush will be non-solid and invisible."  N/A 5815 ]   N/A 5816    N/A 5817    N/A 5818 //@SolidClass base(Door) = func_water :   N/A 5819 //        "Liquid"                        // NEEDHELP   N/A 5820 //[   N/A 5821 //        spawnflags(flags) =   N/A 5822 //        [   N/A 5823 //                1 : "Starts Open" : 0   N/A 5824 //                256:"Use Only" : 0   N/A 5825 //        ]   N/A 5826 //        movedir(angle) : "Move Direction (Pitch Yaw Roll)" : "0 0 0" : "The direction the water will move when it is told to 'Open'."   N/A 5827 //        WaveHeight(string) : "Wave Height" : "3.0"   N/A 5828 //]   N/A 5829    N/A 5830 @SolidClass base(Targetname, Parentname, RenderFields, Global) = func_guntarget :   N/A 5831        "This is a moving target that moves along a path of path_tracks. It can be shot and killed."  N/A 5832 [   N/A 5833        speed(integer) : "Speed (units per second)" : 100 : "The speed at which the target moves along its path."   N/A 5834        target(target_destination) : "First stop target" : : "The name of the first path_track entity in the path that this target should follow."   N/A 5835        health(integer) : "Damage to Take" : 0 : "The amount of damage taken before this target is killed."   N/A 5836        _minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush."   N/A 5837    N/A 5838        // Inputs   N/A 5839        input Start(void) : "Start the target moving."   N/A 5840        input Stop(void) : "Stop the target from moving."   N/A 5841        input Toggle(void) : "Toggle the target between moving and stopped."   N/A 5842    N/A 5843        // Outputs   N/A 5844        output OnDeath(void) : "Fires when the target is killed." N/A 5845 ]  N/A 5846    N/A 5847 //-   N/A 5848 //   N/A 5849 // Trains and Tracks   N/A 5850 //   N/A 5851 //-   N/A 5852    N/A 5853 @BaseClass = PlatSounds   N/A 5854 [   N/A 5855        movesnd(choices) : "Move Sound" : 0 : "The sound played whenever the platform starts moving." =  N/A 5856        [   N/A 5857                0: "No Sound"   N/A 5858                1: "big elev 1"   N/A 5859                2: "big elev 2"   N/A 5860                3: "tech elev 1"   N/A 5861                4: "tech elev 2"   N/A 5862                5: "tech elev 3"   N/A 5863                6: "freight elev 1"   N/A 5864                7: "freight elev 2"   N/A 5865                8: "heavy elev"   N/A 5866                9: "rack elev"   N/A 5867                10: "rail elev"   N/A 5868                11: "squeek elev"   N/A 5869                12: "odd elev 1"   N/A 5870                13: "odd elev 2"   N/A 5871        ]   N/A 5872        stopsnd(choices) : "Stop Sound" : 0 : "The sound played when the platform stops moving." =  N/A 5873        [   N/A 5874                0: "No Sound"   N/A 5875                1: "big elev stop1"   N/A 5876                2: "big elev stop2"   N/A 5877                3: "freight elev stop"   N/A 5878                4: "heavy elev stop"   N/A 5879                5: "rack stop"   N/A 5880                6: "rail stop"   N/A 5881                7: "squeek stop"   N/A 5882                8: "quick stop"   N/A 5883        ]   N/A 5884        volume(string) : "Sound Volume 0.0 - 1.0" : "0.85"   N/A 5885 ]   N/A 5886    N/A 5887 @BaseClass base(Targetname, Parentname, RenderFields, Global, PlatSounds) = Trackchange   N/A 5888 [   N/A 5889        height(integer) : "Travel Altitude" : 0 : "The vertical height above the track that the train moves. Negative values moves the train below." N/A 5890       spawnflags(flags) =   N/A 5891        [   N/A 5892                1: "Auto Activate train" : 0   N/A 5893                2: "Relink track" : 0   N/A 5894                8: "Start at Bottom" : 0   N/A 5895                16: "Rotate Only" : 0   N/A 5896                64: "X Axis" : 0   N/A 5897                128: "Y Axis" : 0   N/A 5898        ]   N/A 5899        rotation(integer) : "Spin amount" : 0 : "The amount this platform should rotate as it moves, in degrees." N/A 5900       train(target_destination) : "Train to Switch"                        // NEEDHELP   N/A 5901        toptrack(target_destination) : "Top Track"                                // NEEDHELP   N/A 5902        bottomtrack(target_destination) : "Bottom Track"                // NEEDHELP   N/A 5903        speed(integer) : "Move/Rotate Speed" : 0                                // NEEDHELP   N/A 5904 ]   N/A 5905    N/A 5906 @BaseClass base(Targetname, Parentname, Origin, RenderFields, Global, Shadow, Reflection) = BaseTrain   N/A 5907 [   N/A 5908        spawnflags(flags) =   N/A 5909        [   N/A 5910                1 : "No Pitch (X-rot)" : 0   N/A 5911                2 : "No User Control" : 0   N/A 5912                8 : "Passable" : 0   N/A 5913                16 : "Fixed Orientation" : 0   N/A 5914                128 : "HL1 Train" : 0   N/A 5915                256 : "Use max speed for pitch shifting move sound" : 0   N/A 5916                512 : "Is unblockable by player" : 0   N/A 5917                1024 : "Allow Roll (Z-rot)" : 0   N/A 5918        ]   N/A 5919    N/A 5920        target(target_destination) : "First Stop Target" : "" : "The name of the first path_track in the train's path. The train " +  N/A 5921                "will spawn at this path_track. It will also turn to face direction indicated by the 'Orientation Type' setting."  N/A 5922    N/A 5923        startspeed(integer) : "Max Speed (units / second)" : 100 : "The maximum speed that this train can move. "+  N/A 5924                "Any speeds applied to this train, such as by path_tracks or SetSpeed inputs, will be clipped to this maximum value."   N/A 5925    N/A 5926        speed(integer) : "Initial Speed (units / second)" : 0 : "The speed that the train will move at after it spawns, 0 = stopped."   N/A 5927    N/A 5928        velocitytype(choices) : "Change Velocity" : 0 : "The method through which this train changes its velocity as it moves along the path." =   N/A 5929        [   N/A 5930                0 : "Instantaneously"   N/A 5931                1 : "Linear blend"   N/A 5932                2 : "Ease in/ease out"   N/A 5933        ]   N/A 5934    N/A 5935        orientationtype(choices) : "Change angles" : 1 : "The method through which this train changes its orientation as it moves along the path." =   N/A 5936        [   N/A 5937                0 : "Never (fixed orientation)"   N/A 5938                1 : "Near path_tracks"   N/A 5939                2 : "Linear blend"   N/A 5940                3 : "Ease in/ease out"   N/A 5941        ]   N/A 5942    N/A 5943        wheels(integer) : "Distance Between the Wheels" : 50 : "Used for turning and stopping." N/A 5944       height(integer) : "Height above track" : 4 : "The height above the track that this train moves." N/A 5945       bank(string) : "Bank Angle on Turns" : "0"                        // NEEDHELP   N/A 5946    N/A 5947        dmg(integer) : "Damage on Crush" : 0 : "The amount of damage this train does to entities that block it." N/A 5948   N/A 5949        _minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush." N/A 5950   N/A 5951        MoveSound(sound) : "Move Sound" : "" : "A sound that is played (and looped) while the train is moving." N/A 5952       MovePingSound(sound) : "Move Ping Sound" : "" : "A sound that is played more frequently as the train speeds up." N/A 5953       StartSound(sound) : "Start Sound" : "" : "A sound played when the train starts moving." N/A 5954       StopSound(sound) : "Stop Sound" : "" : "A sound played when the train stops moving." N/A 5955       volume(integer) : "Volume (10 = loudest)" : 10   N/A 5956        MoveSoundMinPitch(integer) : "Min pitch (1-255, > 100 = higher)" : 60 : "The sound pitch value that the train will approach as it comes to a stop." N/A 5957       MoveSoundMaxPitch(integer) : "Max pitch (1-255, > 100 = higher)" : 200 : "The sound pitch value that the train will approach as it approaches its "+   N/A 5958                "max speed (or 1000 inches/second if the 'Use max speed for pitch shifting move sound' flag is not set)." N/A 5959       MoveSoundMinTime(float) : "Min move sound interval" : 0 : "Minimum interval at which to play the move ping sound." N/A 5960       MoveSoundMaxTime(float) : "Max move sound interval" : 0 : "Maximum interval at which to play the move ping sound." N/A 5961   N/A 5962        // Inputs   N/A 5963        input SetSpeed(float) : "Set the speed of the train, as a ratio of max speed [0, 1]"   N/A 5964        input SetSpeedDir(float) : "Set the speed of the train, as a ratio of max speed. Negative values reverse the direction [-1, 1]"   N/A 5965        input SetSpeedReal(float) : "Set the speed of the train. Must be a positive value from 0 to max speed." N/A 5966       input Stop(void) : "Stop the train." N/A 5967       input StartForward(void) : "Start the train moving forward." N/A 5968       input StartBackward(void) : "Start the train moving backward." N/A 5969       input Resume(void) : "Resume the train moving in the current direction after it was stopped via the 'Stop' or 'Toggle' input." N/A 5970       input Reverse(void) : "Reverse the direction of the train." N/A 5971       input Toggle(void) : "Toggle the train between start and stop." N/A 5972 ]  N/A 5973    N/A 5974 @SolidClass base(Trackchange) = func_trackautochange :   N/A 5975        "An entity that works as a rotating/moving platform that will carry a train to a new track. "+   N/A 5976        "It must be larger in X-Y planar area than the train, since it must contain the train within "+   N/A 5977        "these dimensions in order to operate when the train is near it." N/A 5978 [  N/A 5979        _minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush." N/A 5980   N/A 5981        // Inputs   N/A 5982        input Trigger(void) : "Trigger the track change." N/A 5983 ]  N/A 5984    N/A 5985 @SolidClass base(Trackchange) = func_trackchange :   N/A 5986        "An entity that works as a rotating/moving platform that will carry a train to a new track. "+   N/A 5987        "It must be larger in X-Y planar area than the train, since it must contain the train within "+   N/A 5988        "these dimensions in order to operate when the train is near it." N/A 5989 [  N/A 5990        _minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush." N/A 5991 ]  N/A 5992    N/A 5993 @SolidClass base(BaseTrain, PaintableBrush) = func_tracktrain :   N/A 5994        "A moving platform that the player can ride. It follows a path of path_track entities.\n" +   N/A 5995        "NOTE: Build your train so that the front of the train is facing down the X axis. " +   N/A 5996        "When it spawns it will automatically rotate to face the next path_track on the path." N/A 5997 [  N/A 5998    N/A 5999        // Inputs   N/A 6000        input MoveToPathNode(string) : "Start moving to a destination and stop when you get there. This must be in the same path." N/A 6001       input TeleportToPathNode(string) : "Teleport to a destination and stop there. This can be in a new path." N/A 6002       input LockOrientation(void) : "Lock the current orientation of the train." N/A 6003       input UnlockOrientation(void) : "Unlock the current orientation of the train." N/A 6004   N/A 6005        input SetMaxSpeed(float) : "Set a new max speed for the train." N/A 6006   N/A 6007        // Outputs   N/A 6008        output OnStart(void) : "Fired when the train starts moving in either direction." N/A 6009       output OnNext(string) : "Fires when this train picks a new point to move towards (and just after OnStart)." N/A 6010   N/A 6011        output OnArrivedAtDestinationNode(void) : "Fired when this train arrives at a destination that was specified by the MoveToPathNode Input." N/A 6012 ]  N/A 6013    N/A 6014 @SolidClass base(BaseTrain) = func_tanktrain :   N/A 6015        "A moving train that follows a path of path_track entities, shoots at the player, and can be killed.\n" +   N/A 6016        "NOTE: Build your train so that the front of the train is facing down the X axis. " +   N/A 6017        "When it spawns it will automatically rotate to face the next path_track on the path." N/A 6018 [  N/A 6019        health(integer) : "Health" : 100   N/A 6020    N/A 6021        // Outputs   N/A 6022        output OnDeath(void) : "Fired when the tank is killed." N/A 6023 ]  N/A 6024    N/A 6025 @SolidClass base(Parentname,Global) = func_traincontrols :   N/A 6026        "When used by the player, this entity overrides the player's controls to let them drive a train." N/A 6027 [  N/A 6028        target(target_destination) : "Train Name" : : "The target train to control when the player uses these controls." N/A 6029 ]  N/A 6030    N/A 6031 @PointClass base(Targetname) iconsprite("editor/tanktrain_aitarget.vmt") = tanktrain_aitarget :   N/A 6032        "An entity that changes the target of a tanktrain_ai entity." N/A 6033 [  N/A 6034        target(target_destination) : "Tank AI Entity" : : "The tanktrain_ai entity to change the target of." N/A 6035       newtarget(target_destination) : "New Target Entity" : : "The entity to tell the tanktrain_ai to target." N/A 6036 ]  N/A 6037    N/A 6038 @PointClass base(Targetname) iconsprite("editor/tanktrain_ai.vmt") = tanktrain_ai :   N/A 6039        "Train chase AI"                        // NEEDHELP   N/A 6040 [   N/A 6041        target(target_destination) : "Train Name"   N/A 6042        startsound(sound) : "Start Moving Sound" : "vehicles/diesel_start1.wav"   N/A 6043        enginesound(sound) : "Engine Loop Sound" : "vehicles/diesel_turbo_loop1.wav"   N/A 6044        movementsound(sound) : "Vehicle Movement Sound" : "vehicles/tank_treads_loop1.wav"   N/A 6045 ]   N/A 6046    N/A 6047 @PointClass base(Targetname, Parentname, Angles) studio("models/editor/angle_helper.mdl") cylinder(255 255 255, targetname, target, radius, targetname, targetname, radius) color(255 192 0) = path_track :   N/A 6048        "An entity used to build paths for other entities to follow. Each path_track is a node on the path, each holding the name of the next path_track in the path." N/A 6049 [  N/A 6050        spawnflags(Flags) =   N/A 6051        [   N/A 6052                1:  "Disabled" : 0   N/A 6053                2:  "Fire once" : 0   N/A 6054                4:  "Branch Reverse" : 0   N/A 6055                8:  "Disable train" : 0   N/A 6056                16: "Teleport to THIS path track" : 0   N/A 6057        ]   N/A 6058    N/A 6059        target(target_destination) : "Next Stop Target" : : "The next path_track in the path." N/A 6060       altpath(target_destination) : "Branch Path" : : "An alternative path_track to be the next node in the path. Useful for making branching paths. Use the ToggleAlternatePath / EnableAlternatePath inputs to make the alternative path active." N/A 6061       speed(float) : "New Train Speed" : 0 : "When the train reaches this path_track, it will set its speed to this speed. "+   N/A 6062                "This speed must be a positive value that is less than the train's max speed. A value of 0 will cause no change in the train's speed." N/A 6063       radius(float) : "Path radius" : 0 : "Used by NPCs who follow track paths (attack chopper/gunship). This tells them the maximum distance they're allowed to be from the path at this node." N/A 6064   N/A 6065        orientationtype(choices) : "Orientation Type" : 1 : "The way that the path follower faces as it moves through this path track." =  N/A 6066        [   N/A 6067                0 : "No change"   N/A 6068                1 : "Face direction of motion"   N/A 6069                2 : "Face this path_track's angles"   N/A 6070        ]   N/A 6071    N/A 6072        // Inputs   N/A 6073        input ToggleAlternatePath(void) : "Cause the track to toggle to/from its alternate path." N/A 6074       input EnableAlternatePath(void) : "Enable the alternate path of the track." N/A 6075       input DisableAlternatePath(void) : "Disable the alternate path of the track." N/A 6076   N/A 6077        input TogglePath(void) : "Cause the track to toggle on/off/"   N/A 6078        input EnablePath(void) : "Enable the track." N/A 6079       input DisablePath(void) : "Disable the track." N/A 6080   N/A 6081        // Outputs   N/A 6082        output OnPass(void) : "Fired when any entity following this path passes this path_track node." N/A 6083 ]  N/A 6084    N/A 6085    N/A 6086 //-   N/A 6087 //   N/A 6088 // Test Entities   N/A 6089 //   N/A 6090 //-   N/A 6091 @PointClass base(Angles) size(-16 -16 -16, 16 16 16) color(255 255 255) = test_traceline :   N/A 6092        "A debugging tool for testing tracelines." N/A 6093 [  N/A 6094 ]   N/A 6095    N/A 6096    N/A 6097 //-   N/A 6098 //   N/A 6099 // Triggers   N/A 6100 //   N/A 6101 //-   N/A 6102    N/A 6103 @SolidClass base(Targetname) = trigger_autosave :   N/A 6104        "A trigger volume that autosaves when the player touches it." N/A 6105 [  N/A 6106        master(string) : "Master" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate." N/A 6107       NewLevelUnit(boolean) : "Force New Level Unit" : 0 : "If set, the save will discard any savedata from previous levels, for the purpose of keeping savegame filesizes down. Can only be safely used if there is no way for the player to return to previous levels." N/A 6108   N/A 6109        DangerousTimer(float) : "Dangerous Timer" : 0 : "The number of seconds the player must survive before this autosave takes effect." N/A 6110   N/A 6111        MinimumHitPoints(integer): "Minumum Hit Points" : 0 : "Don't save dangerous when player has less than this many hitpoints." N/A 6112 ]  N/A 6113    N/A 6114 @SolidClass base(EnableDisable) = trigger_changelevel :   N/A 6115        "An entity that triggers a level change.\n" +   N/A 6116        "Place an info_landmark in both maps that marks the 'same' location in each map.\n"+   N/A 6117        "TIPS & TRICKS: To fire events in the next level, use the OnLevelChange output to turn on "+   N/A 6118        "an env_global in the current level.  Create a logic_auto in the next level that checks "+   N/A 6119        "for the state set by the env_global.\n\n"+   N/A 6120        "To control which entities go through the level transition, create one or more trigger_transitions and "+   N/A 6121        "give them the same name as the landmark. Any entities within the trigger_transition(s) will go to the next map." N/A 6122 [  N/A 6123        targetname(target_source) : "Name"   N/A 6124        map(string) : "New Map Name"   N/A 6125        landmark(target_destination) : "Landmark Name"   N/A 6126        spawnflags(flags) =   N/A 6127        [   N/A 6128                2: "Disable Touch" : 0   N/A 6129                4: "To Previous Chapter" : 0   N/A 6130        ]   N/A 6131    N/A 6132        // Inputs   N/A 6133        input ChangeLevel(void) : "Cause the level change. Use this when triggering the level change with a button, etc." N/A 6134   N/A 6135        // Outputs   N/A 6136        output OnChangeLevel(void) : "Fired when the level changes." N/A 6137 ]  N/A 6138    N/A 6139 @SolidClass base(Trigger) = trigger_gravity :   N/A 6140        "A trigger volume that changes the gravity on any entity that touches it." N/A 6141 [  N/A 6142        gravity(integer) : "Gravity (0-1)" : 1   N/A 6143 ]   N/A 6144    N/A 6145 @SolidClass base(Trigger) = trigger_playermovement :   N/A 6146        "An entity that can be used to disable player's automatic ducking/unducking when jumping." N/A 6147 [  N/A 6148        spawnflags(flags) =   N/A 6149        [   N/A 6150        // Remove this after maps fixed up:   N/A 6151                16: "(OBSOLETE, Uncheck me)" : 0   N/A 6152                128: "Disable auto player movement" : 1   N/A 6153                2048: "Auto-duck while in trigger" : 0   N/A 6154        ]   N/A 6155 ]   N/A 6156    N/A 6157    N/A 6158 // NEEDHELP   N/A 6159 @SolidClass base(Trigger) = trigger_soundscape :   N/A 6160        "Soundscape trigger. " +   N/A 6161        "It is not necessary to create outputs for this trigger. It automatically will trigger the " +   N/A 6162        "soundscape referred to by its 'Soundscape' property." N/A 6163 [  N/A 6164        soundscape(target_source) : "Soundscape"   N/A 6165 ]   N/A 6166    N/A 6167 @SolidClass base(Trigger, Targetname) = trigger_hurt :   N/A 6168        "A trigger volume that damages entities that touch it." N/A 6169 [  N/A 6170        master(string) : "Master (Obsolete)" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate." N/A 6171       damage(integer) : "Damage" : 10 : "The amount of damage done to entities that touch this trigger. The damage is done every half-second. See also 'Damage Model' for extra details on how damage can be dealt." N/A 6172       damagecap(integer) : "Damage Cap" : 20 : "Maximum damage dealt per second. This field is only used if you select the Doubling w/Forgiveness damage model, via the spawnflag." N/A 6173       damagetype(choices) : "Damage Type" : 0 =   N/A 6174        [   N/A 6175                0 : "GENERIC"   N/A 6176                1 : "CRUSH"   N/A 6177                2 : "BULLET"   N/A 6178                4 : "SLASH"   N/A 6179                8 : "BURN"   N/A 6180                16 : "FREEZE"   N/A 6181                32 : "FALL"   N/A 6182                64 : "BLAST"   N/A 6183                128 : "CLUB"   N/A 6184                256 : "SHOCK"   N/A 6185                512 : "SONIC"   N/A 6186                1024 : "ENERGYBEAM"   N/A 6187                16384: "DROWN"   N/A 6188                32768 : "PARALYSE"   N/A 6189                65536 : "NERVEGAS"   N/A 6190                131072 : "POISON"   N/A 6191                262144 : "RADIATION"   N/A 6192                524288 : "DROWNRECOVER"   N/A 6193                1048576 : "CHEMICAL"   N/A 6194                2097152 : "SLOWBURN"   N/A 6195                4194304 : "SLOWFREEZE"   N/A 6196        ]   N/A 6197    N/A 6198        damagemodel(choices) : "Damage Model" : 0 : "How damage is dealt. Normal always does the specified amount of damage each half second. Doubling starts with the specified amount and doubles it each time it hurts the toucher. Forgiveness means that if the toucher gets out of the trigger the damage will reset to the specified value. Good for making triggers that are deadly over time without having to cause massive damage on each touch." =  N/A 6199        [   N/A 6200                0 : "Normal"   N/A 6201                1 : "Doubling w/forgiveness"   N/A 6202        ]   N/A 6203    N/A 6204        nodmgforce(boolean) : "Zero Damage Force" : 0 : "Should the damaged entity receive no physics force from this trigger."   N/A 6205    N/A 6206        // Inputs   N/A 6207        input SetDamage(float) : "Set a new amount of damage for this trigger."   N/A 6208    N/A 6209        // Outputs   N/A 6210        output OnHurt(void) : "Fired whenever this trigger hurts something other than a player."   N/A 6211        output OnHurtPlayer(void) : "Fired whenever this trigger hurts a player."   N/A 6212 ]   N/A 6213    N/A 6214 @SolidClass base(Trigger, Targetname) = trigger_remove :   N/A 6215        "A trigger volume that removes any entities that touch it. Be careful, removing some entities can cause instability. "+  N/A 6216        "This is not the same as killing entities. i.e. NPCs removed in this manner will not fire their OnKilled outputs."  N/A 6217 [   N/A 6218        // Outputs   N/A 6219        output OnRemove(void) : "Fired whenever an entity is removed."   N/A 6220 ]   N/A 6221    N/A 6222 @SolidClass base(Trigger) = trigger_multiple :   N/A 6223        "A trigger volume that can be triggered multiple times."   N/A 6224 [   N/A 6225        wait(integer) : "Delay Before Reset" : 1 : "Amount of time, in seconds, after the trigger_multiple has triggered before it can be triggered again. If set to -1, it will never trigger again (in which case you should just use a trigger_once)."  N/A 6226    N/A 6227        // Inputs   N/A 6228        input TouchTest(void) : "Tests if the trigger is being touched and fires an output based on whether the value is true or false."   N/A 6229    N/A 6230    N/A 6231        // Outputs   N/A 6232        output OnTrigger(void) : "Fired whenever the trigger is activated."   N/A 6233        output OnTouching(void) : "Fired when the TestTouch input is true (something is touching the trigger.)"   N/A 6234        output OnNotTouching(void) : "Fired when the TestTouch input is not true (nothing is touching the trigger.)"   N/A 6235 ]   N/A 6236    N/A 6237 @SolidClass base(TriggerOnce) = trigger_once :   N/A 6238        "A trigger volume that removes itself after it is triggered once."   N/A 6239 [   N/A 6240        // Outputs   N/A 6241        output OnTrigger(void) : "Fired whenever the trigger is activated." N/A 6242 ]  N/A 6243    N/A 6244 @SolidClass base(Trigger) = trigger_look :   N/A 6245        "An entity used to trigger something when the player looks at something. It fires 'OnTrigger' when the player "+   N/A 6246        "looks at a target entity for the given amount of time, while within the trigger volume. If the player leaves "+   N/A 6247        "the trigger or looks away from the target entity the clock resets. If the 'Use Velocity instead of facing' spawnflag " +   N/A 6248        "is checked, the trigger uses the player's velocity instead of the player's view, so it determines whenever the player "+   N/A 6249        "is moving toward the target entity. Useful for triggering when players are driving a vehicle at something."+   N/A 6250        "NOTE: Only designed for single-player game. "   N/A 6251 [   N/A 6252        spawnflags(flags) =   N/A 6253        [   N/A 6254                128: "Fire Once" : 1   N/A 6255                256: "Use Velocity instead of facing" : 0   N/A 6256        ]   N/A 6257    N/A 6258        target(target_destination) : "Look Target" : : "The name of the entity to be looked at." N/A 6259       LookTime(string) : "LookTime" : "0.5" : "The time, in seconds, that the player must look the target before firing the output. Resets if player leaves trigger, or looks outside the Field of View threshold." N/A 6260       FieldOfView(string) : "FieldOfView" : "0.9" : "How close the player has to be looking at the target. 1.0 = straight ahead\n 0.0 = +/- 90 degrees\n -1.0 = all directions)."   N/A 6261        Timeout(float) : "Timeout" : "0" : "The time, in seconds, to wait after player enters the trigger before firing the OnTimeout output, 0 = never."   N/A 6262    N/A 6263        // Output   N/A 6264        output OnTrigger(void) : "Fired when the trigger is activated."   N/A 6265        output OnTimeout(void) : "Fired after the timeout interval expires if the player never looked at the target."   N/A 6266 ]   N/A 6267    N/A 6268 @SolidClass base(Trigger) = trigger_push :   N/A 6269        "A trigger volume that pushes entities that touch it."   N/A 6270 [   N/A 6271        pushdir(angle) : "Push Direction (Pitch Yaw Roll)" : "0 0 0" : "Angles indicating the direction to push touched entities." N/A 6272   N/A 6273        spawnflags(flags) =   N/A 6274        [   N/A 6275                128: "Once Only" : 0   N/A 6276                256: "Affects Ladders (Half-Life 2)" : 0   N/A 6277        ]   N/A 6278    N/A 6279        speed(integer) : "Speed of Push" : 40 : "The speed at which to push entities away, in inches / second." N/A 6280       alternateticksfix(float) : "Scale force for alternate ticks" : "0" : "If nonzero, scale the force by this amount when running with alternate ticks. This fixes problems with an overly large force due to the longer frametime on when running with sv_alternateticks 1." N/A 6281   N/A 6282        // Inputs   N/A 6283        input SetPushDirection(vector) : "Sets the angles indicating the direction to push touched entities." N/A 6284 ]  N/A 6285    N/A 6286 @SolidClass base(Trigger, Angles) = trigger_wind :   N/A 6287        "A trigger volume that pushes physics objects that touch it." N/A 6288 [  N/A 6289        Speed(integer) : "Speed" : 200   : "The baseline for how hard the wind blows." N/A 6290       SpeedNoise(integer) : "Speed Noise" : 0 : "Noise added to wind speed +/-"   N/A 6291        DirectionNoise(integer) : "Direction Noise" : 10 : "Noise added to wind direction." N/A 6292       HoldTime(integer) : "Hold Time" : 0 : "Baseline for how long to wait before changing wind." N/A 6293       HoldNoise(integer) : "Hold Noise" : 0 : "Noise added to how long to wait before changing wind." N/A 6294   N/A 6295        // Inputs   N/A 6296        input SetSpeed(integer) : "Set the baseline for how hard the wind blows." N/A 6297 ]  N/A 6298    N/A 6299 @SolidClass base(trigger_multiple) = trigger_hierarchy:   N/A 6300        "A trigger volume that can will check if any of trigger's children pass a secondary filter." N/A 6301 [  N/A 6302        childfiltername(filterclass) : "Child Filter Name" : : "Filter to use to see if activator's children trigger me. See filter_activator_name for more explanation." N/A 6303 ]  N/A 6304    N/A 6305 @SolidClass base(Targetname, Origin, Angles) = trigger_impact :   N/A 6306        "A trigger volume that can be told to push all physics objects that are inside of it in the direction specified by this trigger's angles.\n"+   N/A 6307        "Also outputs the force at the time of impact for anyone else that wants to use it." N/A 6308 [  N/A 6309        Magnitude(float) : "Magnitude" : 200    : "The strength of the impact. Negative values reverse the direction." N/A 6310       noise(float) : "Noise" : "0.1" : "The amount of directional noise (0-1). 0 = no noise, 1 = random direction." N/A 6311       viewkick(float) : "Viewkick" : "0.05" : "The amount to kick player's view if the player is in the trigger.  Proportional to magnitude (0-1)." N/A 6312   N/A 6313        // Inputs   N/A 6314        input Impact(float) : "Fire the impact, pushing all entities within the volume." N/A 6315       input SetMagnitude(float) : "Set the magnitude of the impact." N/A 6316   N/A 6317        // Outputs   N/A 6318        output ImpactForce(string) : "Fired after an impact. The parameter passed along is the force of the impact that was generated." N/A 6319 ]  N/A 6320    N/A 6321 @SolidClass base(Trigger) = trigger_proximity :   N/A 6322        "Measures the distance of the player within the trigger volume from a given point (and within " +   N/A 6323        "a given radius). The NearestPlayerDistance output will be 0 when the player is at the center point, " +   N/A 6324        "and 1 when the player is at the radius." N/A 6325 [  N/A 6326        measuretarget(target_destination) : "Point to Measure From" : : "The name of a target entity who's origin is the point to measure the player's distance from." N/A 6327       radius(string) : "Radius to measure within" : 256 : "The radius to which the distance should be mapped. If the player is outside the radius he will be ignored." N/A 6328   N/A 6329        // Outputs   N/A 6330        output NearestEntityDistance(integer) : "Fired continuously when entities are touching the trigger volume. The output parameter is the distance from the "+   N/A 6331                                                "Point to Measure From to the nearest entity that passed the trigger filters. The distance is mapped to the radius distance, "+   N/A 6332                                                "so it will be 0 when the entity is on the point, and 1 when the entity is at the edge of the radius." N/A 6333 ]  N/A 6334    N/A 6335 @SolidClass base(Trigger) = trigger_teleport :   N/A 6336        "A trigger volume that teleports entities that touch it. Entities are teleported to the Remote Destination, and have their angles "+   N/A 6337        "set to that of the Remote Destination's. If a Local Destination Landmark is specified, teleported entities are offset from the target "+   N/A 6338        "by their initial offset from the landmark, and their angles are left alone." N/A 6339 [  N/A 6340        target(target_destination) : "Remote Destination" : : "The entity specifying the point to which entities should be teleported." N/A 6341       landmark(target_destination) : "Local Destination Landmark" : : "If specified, then teleported entities are offset from the target by their initial offset from the landmark." N/A 6342       UseLandmarkAngles(boolean) : "Use Landmark Angles" : 0 : "Forces the teleported object to snap to the angles of the destination landmark." N/A 6343   N/A 6344        input SetRemoteDestination(string) : "Set a new target to teleport to." N/A 6345 ]  N/A 6346    N/A 6347 @SolidClass base(Targetname) = trigger_transition :   N/A 6348        "A volume that's used to control which entities go through the level transition. Create one or more trigger_transitions and "+   N/A 6349        "give them the same name as the changelevel landmark. Any entities within the trigger_transition(s) will go to the next map."+   N/A 6350        "See trigger_changelevel for more info." N/A 6351 [  N/A 6352 ]   N/A 6353    N/A 6354 @SolidClass base(Targetname) = trigger_serverragdoll :   N/A 6355        "A volume that forces any NPC inside it to create a server side ragdoll instead of a client one." N/A 6356 [  N/A 6357 ]   N/A 6358    N/A 6359    N/A 6360    N/A 6361    N/A 6362    N/A 6363 //-   N/A 6364 //   N/A 6365 // AI   N/A 6366 //   N/A 6367 //-   N/A 6368    N/A 6369 @PointClass base(Targetname,ResponseContext,EnableDisable) = ai_speechfilter :   N/A 6370        "An entity that can be used to control the idle speech patterns of a set of NPCs." N/A 6371 [  N/A 6372        subject(target_destination) : "Subject(s)" : "" : "This is the NPC(s) whose speech we're filtering. May be a targetname or a classname." N/A 6373   N/A 6374        IdleModifier(float) : "Idle modifier." : "1.0" : "Multiplier to the percentage chance that our NPC(s) will idle speak. Set to 0 to prevent all idle speech." N/A 6375       NeverSayHello(choices) : "Greet Player?" : 0 : "If set to Yes, our NPC(s) won't greet the player when they first meet him." =  N/A 6376        [   N/A 6377                0 : "Yes"   N/A 6378                1 : "No"   N/A 6379        ]   N/A 6380    N/A 6381        input SetIdleModifier(float) : "Allows designers to change the idle modifier at runtime"   N/A 6382 ]   N/A 6383    N/A 6384 @BaseClass base(Targetname) = ai_addon   N/A 6385 [   N/A 6386        target(target_destination) : "Host NPC"   N/A 6387        input        Install(target_destination) : "Install this AddOn to the specified NPC"   N/A 6388        input        Remove(target_destination): "Remove this AddOn from the NPC it is attached to"   N/A 6389 ]   N/A 6390    N/A 6391 @PointClass base(Targetname,EnableDisable) = ai_addon_builder   N/A 6392 [   N/A 6393        NPCName(string) : "NPC name" : "" : "Name to give built NPCs"   N/A 6394        AddOnName(string) : "Add on name" : "" : "Name to give built addons"   N/A 6395        NpcPoints(integer) : "NPC Points" : 10 : "Points available to spend for NPCs"   N/A 6396        AddonPoints(integer) : "Addon Points" : 10 : "Points available to spend for addons"   N/A 6397        input Execute(void) : ""   N/A 6398        output OnCreateNpc(void) : "Fires when an NPC is created." N/A 6399       output OnFailedToCreateNpc(void) : "Fires when an NPC fails to be created." N/A 6400       output OnCreateAddon(void) : "Fires when an Addon is created." N/A 6401       output OnFailedToCreateAddon(void) : "Fires when an Addon fails to be created." N/A 6402 ]  N/A 6403    N/A 6404 //-   N/A 6405 // Water LOD control   N/A 6406 //-   N/A 6407    N/A 6408 @PointClass base(Targetname) iconsprite("editor/waterlodcontrol.vmt") = water_lod_control :   N/A 6409        "An entity used to control the LOD behavior of any water in the map. If your map has water, this entity is required." N/A 6410 [  N/A 6411        cheapwaterstartdistance(float) : "Start Transition to Cheap Water" : 1000 : "This is the distance from the camera that water will start transitioning to cheap water, in inches." N/A 6412       cheapwaterenddistance(float) : "End Transition to Cheap Water" : 2000 : "This is the distance from the camera that water will finish transitioning to cheap water, in inches." N/A 6413   N/A 6414        // Inputs   N/A 6415        input SetCheapWaterStartDistance(float) : "Set the distance that water starts transitioning to cheap water." N/A 6416       input SetCheapWaterEndDistance(float) : "Set the distance that water finishes transitioning to cheap water." N/A 6417 ]  N/A 6418    N/A 6419    N/A 6420 //-   N/A 6421 // Used to allow entities to use point_cameras for their materials   N/A 6422 //-   N/A 6423    N/A 6424 @PointClass base(Targetname) = info_camera_link :   N/A 6425        "An entity that can use point_cameras to render images for materials used by entities. "+   N/A 6426        "To author the material, use the special identifier _rt_Camera " +   N/A 6427        "for the $baseTexture (or whatever texture you want, like envmap, etc.) in the .vmt " +   N/A 6428        "then connect the 'target' field to the entity which uses that material, and the 'PointCamera' " +   N/A 6429        "field to the point_camera you want to have appear on that entity's material"   N/A 6430 [   N/A 6431        target(target_destination) : "Entity Whose Material Uses _rt_camera"   N/A 6432        PointCamera(target_destination) : "Camera Name" : : "The name of a point_camera entity in the map that the material should be rendered from." N/A 6433   N/A 6434        // Inputs   N/A 6435        input SetCamera(string) : "Set the camera to use. The parameter should be the name of a point_camera entity in the map." N/A 6436 ]  N/A 6437    N/A 6438    N/A 6439 //-   N/A 6440 // Used to listen to events caled from code   N/A 6441 //-   N/A 6442    N/A 6443 @PointClass base(Targetname) = logic_eventlistener :   N/A 6444        "An entity that can listen to events fired from code and fire " +   N/A 6445        "and output when it happens." N/A 6446 [  N/A 6447        EventName(string) : "Event Name" : "" : "The name of the event that you want to listen for." N/A 6448       IsEnabled(choices) : "Start Enabled" : 1 =   N/A 6449        [   N/A 6450                0 : "No"   N/A 6451                1 : "Yes"   N/A 6452        ]   N/A 6453        TeamNum(choices) : "Team Number" : -1 : "If set, will only fire its output if the event is generated from someone of the specified team." =  N/A 6454        [   N/A 6455                -1 : "Don't care"   N/A 6456                1 : "Team 1"   N/A 6457                2 : "Team 2 (ORANGE)"   N/A 6458                3 : "Team 3 (BLUE)"   N/A 6459        ]   N/A 6460    N/A 6461        // Inputs   N/A 6462        input Enable(void) : "Enable the logic_measure_movement." N/A 6463       input Disable(void) : "Disable the logic_measure_movement." N/A 6464   N/A 6465        // Outputs   N/A 6466        output OnEventFired(void)  : "Fired when the event has been detected." N/A 6467 ]  N/A 6468    N/A 6469    N/A 6470 //-   N/A 6471 // Used to allow entities to mimic the motions of other entities   N/A 6472 //-   N/A 6473    N/A 6474 @PointClass base(Targetname) = logic_measure_movement :   N/A 6475        "An entity that can measure the movement of an entity relative to another entity " +   N/A 6476        "and apply that movement to a third entity." N/A 6477 [  N/A 6478        MeasureTarget(target_destination) : "Entity to Measure" : "" : "Entity whose movement you want to measure." N/A 6479       MeasureReference(target_destination) : "Measure Reference" : "" : "The movement of Entity to Measure will be measured relative to this entity." N/A 6480       Target(target_destination) : "Entity to Move" : "" : "This entity will be moved to mimic the motions of Entity to Measure." N/A 6481       TargetReference(target_destination) : "Movement Reference" : "" : "The Entity to Move will move relative to this entity." N/A 6482       TargetScale(float) : "Movement scale" : "1" : "A scale to divide the measured movements by, before applying those movements to the Entity to Move. 1 = target entity moves as much as the measured entity, 2 = target entity moves half as far as the measured entity, and 0.5 = target entity moves twice as far as the measured entity." N/A 6483       MeasureType(choices) : "Measurement Type" : 0 =   N/A 6484        [   N/A 6485                0 : "Position"   N/A 6486                1 : "Eye position"   N/A 6487        ]   N/A 6488    N/A 6489        // Inputs   N/A 6490        input SetMeasureTarget(string) : "Set the Entity to Measure, whose movement should be measured." N/A 6491       input SetMeasureReference(string) : "Set the Measure Reference entity." N/A 6492       input Target(string) : "Set the Entity to Move, which will be moved to mimic the measured entity." N/A 6493       input SetTargetReference(string) : "Set the Movement Reference entity." N/A 6494       input SetTargetScale(float) : "Set the scale to divide the measured movements by." N/A 6495       input Enable(void) : "Enable the logic_measure_movement." N/A 6496       input Disable(void) : "Disable the logic_measure_movement." N/A 6497 ]  N/A 6498    N/A 6499    N/A 6500 //-   N/A 6501 // Misc   N/A 6502 //-   N/A 6503    N/A 6504 @PointClass base(BaseNPC, Parentname) studio = npc_furniture :   N/A 6505        "An entity used for non-NPCs that need to synchronise their animation with an NPC in a scripted_sequence. Usually a piece"+   N/A 6506        "of furniture or door that an NPC needs to manipulate within a scripted_sequence." N/A 6507 [  N/A 6508        model(studio) : "Model"   N/A 6509        input DisablePlayerCollision(void) : "Disable collisions against the player." N/A 6510       input EnablePlayerCollision(void) : "Enable collisions against the player." N/A 6511 ]  N/A 6512    N/A 6513 @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = env_credits :   N/A 6514        "An entity to control the rolling credits." N/A 6515 [  N/A 6516        // Inputs   N/A 6517        input RollCredits(void) : "Start the intro credits rolling." N/A 6518       input RollOutroCredits(void) : "Start the outro credits rolling." N/A 6519       input ShowLogo(void) : "Show the HL2 logo." N/A 6520   N/A 6521        // Outputs   N/A 6522        output OnCreditsDone(void)  : "Fired when the credits having finished rolling." N/A 6523 ]  N/A 6524    N/A 6525 @PointClass base(Parentname, Targetname) size(-8 -8 -8, 8 8 8 ) = material_modify_control :   N/A 6526        "An entity that can be used to directly control material vars. To use it, you need to read the .vmt of the material you "+   N/A 6527        "intend to change. Parent this entity to a brush model entity who's material you want to control." N/A 6528 [  N/A 6529        materialName(string) : "Material to modify." N/A 6530       materialVar(string) : "Material variable to modify." N/A 6531   N/A 6532        // Inputs   N/A 6533        input SetMaterialVar(string) : "Fire to modify a material variable. The argument is the value to set the variable to." N/A 6534       input SetMaterialVarToCurrentTime(void) : "This sets the material variable to the current time on the server." N/A 6535       input StartAnimSequence(string) : "Force an animated material with the MaterialModifyAnimated proxy to play a set of animation frames. Format is:    \nSetting  to -1 uses the last frame of the texture. <Loop> should be 1 or 0." N/A 6536       input StartFloatLerp(string) : "Force a material with the MaterialModifyAnimated proxy to lerp a material var between two floating point values. Format is: <Start Value> <End Value> <Transition Time> <Loop>\n<Loop> should be 1 or 0." N/A 6537 ]  N/A 6538    N/A 6539 //-   N/A 6540 // Devshot camera   N/A 6541 //        - Used by the -makedevshots system, which automatically takes screenshots   N/A 6542 //          at the position of every devshot camera in the level. N/A 6543 //-  N/A 6544    N/A 6545 @PointClass base(Angles) studioprop("models/editor/camera.mdl") = point_devshot_camera :   N/A 6546        "An entity used by the -makedevshots system, which automatically takes screenshots at the position of every devshot camera in the level." N/A 6547 [  N/A 6548        cameraname(string) : "Camera Name" : "" : "Used as the name of the directory to store screenshots from this camera. Must be unique within the level." N/A 6549       FOV(integer) : "Camera FOV" : 75 : "FOV of this camera." N/A 6550 ]  N/A 6551    N/A 6552    N/A 6553 @PointClass base(Targetname, DamageFilter) size(-8 -8 -8, 8 8 8) = logic_playerproxy :   N/A 6554        "An entity that is used to relay inputs/ouputs to the player and back to the world." N/A 6555 [  N/A 6556        output OnStartSlowingTime(void)                        : "Fired when a Portal player initiates slow time." N/A 6557       output OnStopSlowingTime(void)                        : "Fired when a Portal player stops slowing time." N/A 6558   N/A 6559        output OnPrimaryPortalPlaced(void)                : "Fired when a Portal player successfully places the primary portal." N/A 6560       output OnSecondaryPortalPlaced(void)        : "Fired when a Portal player successfully places the secondary portal." N/A 6561   N/A 6562        output OnDuck(void)                                                : "Fired when a player starts to duck." N/A 6563       output OnUnDuck(void)                                        : "Fired when a player releases the duck button." N/A 6564       output OnJump(void)                                                : "Fired when a player jumps." N/A 6565   N/A 6566        // Outputs   N/A 6567        output OnFlashlightOn(float)                         : "Fired when the player turns on his flashlight. This output has the value of how much energy the player had when this happened [0..1]." N/A 6568       output OnFlashlightOff(float)                         : "Fired when the player turns off his flashlight. This output has the value of how much energy the player had when this happened [0..1]." N/A 6569       input RequestPlayerHealth(void)                 : "Requests the current player's health from the proxy. This will fire the PlayerHealth output with the value." N/A 6570       output PlayerHealth(integer)                        : "The player's current health value." N/A 6571       output PlayerMissedAR2AltFire(void)                : "Player fired an AR2 combine ball that didn't kill any enemies." N/A 6572   N/A 6573        input SetFlashlightSlowDrain(void)                : "Puts the player's flashlight in slow-power-drain mode (for Episodic darkness)"   N/A 6574        input SetFlashlightNormalDrain(void)                : "Puts the player's flashlight to default power drain"   N/A 6575    N/A 6576        input SetPlayerHealth(integer)                        : "Sets the player's health to this value." N/A 6577   N/A 6578        input RequestAmmoState(void)                        : "Request the ammo state of the player. It will fire PlayerHasAmmo or PlayerHasNoAmmo outputs." N/A 6579       output PlayerHasAmmo(void)                                 : "Fired by request if the player has any ammo." N/A 6580       output PlayerHasNoAmmo(void)                         : "Fired by request if the player doesn't have any ammo." N/A 6581   N/A 6582        output PlayerDied(void)                                 : "Fires when the player dies." N/A 6583   N/A 6584        input LowerWeapon(void)                                        : "Lowers the players weapon." N/A 6585   N/A 6586        input EnableCappedPhysicsDamage(void) :         "Cause player to take less damage from physics objects, and never more than 30 points from any individual strike." N/A 6587       input DisableCappedPhysicsDamage(void) : "Undo effects of EnableCappedPhysicsDamage"   N/A 6588        input SetLocatorTargetEntity(string) : "Set the entity that the HUD locator should track. (Usually a vehicle)"   N/A 6589    N/A 6590        input AddPotatosToPortalgun(void)        : "Change portalgun bodygroup to show potatos." N/A 6591       input RemovePotatosFromPortalgun(void)        : "Change portalgun bodygroup to not show potatos." N/A 6592   N/A 6593        input SetDropEnabled(bool) :                        "Set wether the player is allowed to drop a carried object." N/A 6594       input ForceVMGrabController(void) : "Force the player to use the view model grab controller for all objects that are picked up." N/A 6595       input ForcePhysicsGrabController(void) : "Force the player to use the physics grab controller for all objects that are picked up." N/A 6596       input ResetGrabControllerBehavior(void) : "Resets the grab controller used by the player to its default behavior." N/A 6597       input SetMotionBlurAmount(float) : "Forces the motion blur effect on the player. Set to < 0 to disable this override." N/A 6598 ]  N/A 6599    N/A 6600 @PointClass base(Parentname, Targetname) size(-8 -8 -8, 8 8 8 ) = env_spritetrail :   N/A 6601        "A magical trail you can parent to anything you heart desires." N/A 6602 [  N/A 6603        lifetime(float) : "Lifetime" : "0.5"   N/A 6604        startwidth(float) : "Start Width" : "8.0"   N/A 6605        endwidth(float) : "End Width" : "1.0"   N/A 6606        spritename(string) : "Sprite Name" : "sprites/bluelaser1.vmt"   N/A 6607    N/A 6608        renderamt(integer) : "FX Amount (0 - 255)" : 255 : "The FX amount is used by the selected Render Mode." N/A 6609       rendercolor(color255) : "FX Color (R G B)" : "255 255 255" : "The FX color is used by the selected Render Mode." N/A 6610   N/A 6611        rendermode(choices) : "Render Mode" : 5 =   N/A 6612        [   N/A 6613                0: "Normal"   N/A 6614                4: "Solid"   N/A 6615                5: "Additive"   N/A 6616        ]   N/A 6617 ]   N/A 6618    N/A 6619 // lightprop("models/editor/spot.mdl") < use this once the orientation is unfucked   N/A 6620 @PointClass base(Targetname, Parentname, Angles, SystemLevelChoice) studio("models/editor/cone_helper.mdl") frustum(lightfov,nearz,farz,lightcolor,-1) = env_projectedtexture :   N/A 6621        "Projected texture entity." N/A 6622 [  N/A 6623        spawnflags(flags) =   N/A 6624        [   N/A 6625                1  : "Enabled"                                : 1   N/A 6626                2  : "Always Update (moving light)"        : 0   N/A 6627        ]   N/A 6628    N/A 6629        style(Choices) : "Appearance" : 0 =   N/A 6630        [   N/A 6631                0 : "Normal"   N/A 6632                10: "Fluorescent flicker"   N/A 6633                2 : "Slow, strong pulse"   N/A 6634                11: "Slow pulse, noblack"   N/A 6635                5 : "Gentle pulse"   N/A 6636                1 : "Flicker A"   N/A 6637                6 : "Flicker B"   N/A 6638                3 : "Candle A"   N/A 6639                7 : "Candle B"   N/A 6640                8 : "Candle C"   N/A 6641                4 : "Fast strobe"   N/A 6642                9 : "Slow strobe"   N/A 6643        ]   N/A 6644        pattern(string) : "Custom Appearance" : "" : "Set a custom pattern of light brightness for this light. Pattern format is a string of characters, where 'a' is total darkness, 'z' fully bright. i.e. 'aaggnnttzz' would be a steppy fade in from dark to light."  N/A 6645    N/A 6646        target(target_destination)        : "target" : : "target"          N/A 6647        lightfov(float)                                : "FOV" : "90.0" : "FOV"   N/A 6648        nearz(float)                                : "NearZ" : "4.0" : "Near Z for projected texture"   N/A 6649        farz(float)                                        : "FarZ" : "750.0" : "Far Z for projected texture"          N/A 6650    N/A 6651        enableshadows(boolean) : "Enable Shadows" : 0 : "Enables/disables shadows from this projected texture."   N/A 6652        shadowquality(Choices) : "Shadow Quality" : 1 : "Quality of shadows." =   N/A 6653        [   N/A 6654                0 : "Low"   N/A 6655                1 : "High"   N/A 6656        ]   N/A 6657        lightonlytarget(boolean) : "Light Only Target" : 0 : "Limit flashlight effect to only effect target entity." N/A 6658       lightworld(boolean) : "Light World" : 1 : "Control whether flashlight effects static world geometry." N/A 6659   N/A 6660        simpleprojection(boolean) : "Simple Projection" : 0 : "Indicates if this is a simple, non-light casting texture projection"   N/A 6661    N/A 6662        brightnessscale(float)                : "Brightness Scale" : "1.0" : "Scale the light color by this brightness"          N/A 6663    N/A 6664        lightcolor(color255)                : "Light Color" : "255 255 255 200" : "Light Color RGB-Intensity"   N/A 6665        colortransitiontime(float)        : "Color Transition Time" : "0.5" : "Amount of time it takes for a color change to occur." N/A 6666       cameraspace(integer)                : "Camera Space" : 0 : "Angles are interpreted as being relative to camera." N/A 6667   N/A 6668        texturename(material) : "Texture Name" : "effects/flashlight001"   N/A 6669    N/A 6670        // Inputs   N/A 6671        input TurnOn(void)                : "Turn on the texture"   N/A 6672        input TurnOff(void)                : "Turn off the texture"   N/A 6673        input AlwaysUpdateOn(void)        : "Turn on per frame updating (for moving lights)"   N/A 6674        input AlwaysUpdateOff(void)        : "Turn off per frame updating (for moving lights)"   N/A 6675        input SetFOV(float)                : "Set FOV"   N/A 6676        // Disabled texture setting. If we need this feature reimplemented, tell a programmer. N/A 6677       //input SpotlightTexture(string)                : "Set the spotlight texture"   N/A 6678        input EnableShadows(bool)                : "Set the if shadows are enabled"   N/A 6679        input LightColor(color255)                : "Change the light color/brightness"   N/A 6680        input SetLightStyle(integer) : "Change the lightstyle (see Appearance field for possible values)." N/A 6681       input SetPattern(string) : "Set a custom pattern of light brightness for this light. Pattern format is a string of characters, where 'a' is total darkness, 'z' fully bright. i.e. 'aaggnnttzz' would be a steppy fade in from dark to light." N/A 6682       input SetNearZ(float) : "Sets the near Z distance." N/A 6683       input SetFarZ(float) : "Sets the far Z distance." N/A 6684 ]  N/A 6685    N/A 6686    N/A 6687 @SolidClass base(func_brush) = func_reflective_glass :   N/A 6688        "Used to produce perfectly reflective glass that renders world + entities. " +   N/A 6689        "Typically, you want your glass brush to have nodraw on all non-reflective surfaces " +   N/A 6690        "and you want to use a shader like lightmappedreflective in your material applied " +   N/A 6691        "to the non-nodraw surfaces. See hl2/materials/glass/reflectiveglass001.vmt for an example. " +   N/A 6692        "NOTE: currently, you cannot use reflective glass in scenes with water, and you can only " +   N/A 6693        "have 1 reflective glass in your view frustum ( + pvs ) at a time." N/A 6694 [  N/A 6695 ]   N/A 6696    N/A 6697 @PointClass base(Targetname) = env_particle_performance_monitor :   N/A 6698        "An entity for turning on and off measuring and display of particle throughput." N/A 6699 [  N/A 6700        // Inputs   N/A 6701        input TurnOnDisplay(void) : "Turn on display of particle simulation benchmark"   N/A 6702        input TurnOffDisplay(void) : "Turn off display of particle simulation benchmark"   N/A 6703        input StartMeasuring(void) : "Start measuring particle simulation speed"   N/A 6704        input StopMeasuring(void) : "Stop measuring particle simulation speed"   N/A 6705 ]   N/A 6706    N/A 6707 @PointClass base(BaseNPC, Targetname, Parentname,Studiomodel) studioprop = npc_puppet : "Puppet entity that mimics the animations of a target NPC." N/A 6708 [  N/A 6709        animationtarget(target_source) : "Animation target" : ""   N/A 6710        attachmentname(string) : "Target attachment point name" : ""   N/A 6711    N/A 6712        input SetAnimationTarget(string) : "Set the animation target to use. An empty string will disable the puppet." N/A 6713 ]  N/A 6714    N/A 6715 @PointClass base(Origin, Targetname, EnableDisable) size(-2 -2 -2, 2 2 2) color(0 255 0) = point_gamestats_counter : "Generic game statistics counter." N/A 6716 [  N/A 6717        Name(string)                 : "Name of statistic counter"   N/A 6718    N/A 6719        input SetName(string)  : "Changes name of statistic counter"   N/A 6720        input Increment(float) : "Increments named statistic counter by specified value"   N/A 6721 ]   N/A 6722    N/A 6723 // Beam spotlight -   N/A 6724 @PointClass base(Targetname, Parentname, RenderFields, Angles, SystemLevelChoice) studio("models/editor/cone_helper.mdl") = beam_spotlight :   N/A 6725        "An entity to draw a spotlight. Will draw a beam when the player views it side on, and a halo when it's facing towards the player. "+   N/A 6726        "Unless the 'No Dynamic Light' spawnflag is checked, it will also create a dynamic light wherever the end of the spotlight rests." +  N/A 6727        "This spotlight is entirely client side, it is not sync'd across clients." N/A 6728 [  N/A 6729        spawnflags(Flags) =   N/A 6730        [   N/A 6731                1 : "Start On" : 1   N/A 6732                2 : "No Dynamic Light" : 0   N/A 6733                4 : "Start rotation on" : 0   N/A 6734                8 : "Reverse Direction" : 0   N/A 6735                16 : "X Axis"  : 0   N/A 6736                32 : "Y Axis"  : 0   N/A 6737        ]   N/A 6738    N/A 6739        maxspeed(integer) : "Max Rotation Speed" : 100 : "The maximum rotation speed of the spotlight, in degrees per second." N/A 6740   N/A 6741        spotlightlength(integer) : "Spotlight Length" : 500 : "Length of the spotlight beam." N/A 6742       spotlightwidth(integer) : "Spotlight Width" : 50 : "Width of the spotlight beam." N/A 6743       rendercolor(color255) : "Color (R G B)" : "255 255 255"   N/A 6744        HDRColorScale(float) : "HDR color scale." : "0.7" : "float value to multiply sprite color by when running in HDR mode." N/A 6745   N/A 6746        // Inputs   N/A 6747        input LightOn(void) : "Turn the spotlight on." N/A 6748       input LightOff(void) : "Turn the spotlight off"   N/A 6749        input Start(void) : "Start the rotator rotating." N/A 6750       input Stop(void) : "Stop the rotator from rotating." N/A 6751       input Reverse(void) : "Reverse the direction of rotation of the rotator." N/A 6752   N/A 6753        // outputs   N/A 6754        output OnLightOn(void) : "Fires when light turns on." N/A 6755       output OnLightOff(void) : "Fires when light turns off." N/A 6756 ]  N/A 6757    N/A 6758 @PointClass base(Angles) size( -2 -2 -2, 2 2 2 ) instance = func_instance :   N/A 6759        "An entity for placing an instance of a map file.  You may translate and rotate this entity. " +   N/A 6760        "You can use the replace keys to do parameter changes on the instance contents.  In a $ at the " +   N/A 6761        "beginning of a variable name.  Then just use the $variable name inside of the instance contents on any "+   N/A 6762        "value portion of a key/value pair." N/A 6763 [  N/A 6764        targetname(target_source) : "Fix Up Name" : : "The name that all entities will be fixed up with based upon the fix up style." N/A 6765       file(instance_file) : "VMF Filename" : : "This indicates a map file relative to the map's file name"   N/A 6766        fixup_style(Choices) : "Entity Name Fix Up" : 0 : "Fixup style for instanced entity names.  Uses the 'Fix Up Name' field." =  N/A 6767        [   N/A 6768                0 : "Prefix"   N/A 6769                1 : "Postfix"   N/A 6770                2 : "None"   N/A 6771        ]   N/A 6772    N/A 6773        replace01(instance_variable) : "Replace" : : "This is a replacement parameter.  It goes in the form of $variable value.  All entities inside of that instance that have $variable somewhere will be replaced with the value contents.  Example: $color 255 0 0"   N/A 6774        replace02(instance_variable) : "Replace" : : "This is a replacement parameter.  It goes in the form of $variable value.  All entities inside of that instance that have $variable somewhere will be replaced with the value contents.  Example: $color 255 0 0"   N/A 6775        replace03(instance_variable) : "Replace" : : "This is a replacement parameter.  It goes in the form of $variable value.  All entities inside of that instance that have $variable somewhere will be replaced with the value contents. Example: $color 255 0 0"  N/A 6776        replace04(instance_variable) : "Replace" : : "This is a replacement parameter. It goes in the form of $variable value. All entities inside of that instance that have $variable somewhere will be replaced with the value contents. Example: $color 255 0 0"  N/A 6777        replace05(instance_variable) : "Replace" : : "This is a replacement parameter. It goes in the form of $variable value. All entities inside of that instance that have $variable somewhere will be replaced with the value contents. Example: $color 255 0 0"  N/A 6778        replace06(instance_variable) : "Replace" : : "This is a replacement parameter. It goes in the form of $variable value. All entities inside of that instance that have $variable somewhere will be replaced with the value contents. Example: $color 255 0 0"  N/A 6779        replace07(instance_variable) : "Replace" : : "This is a replacement parameter. It goes in the form of $variable value. All entities inside of that instance that have $variable somewhere will be replaced with the value contents. Example: $color 255 0 0"  N/A 6780        replace08(instance_variable) : "Replace" : : "This is a replacement parameter. It goes in the form of $variable value. All entities inside of that instance that have $variable somewhere will be replaced with the value contents. Example: $color 255 0 0"  N/A 6781        replace09(instance_variable) : "Replace" : : "This is a replacement parameter. It goes in the form of $variable value. All entities inside of that instance that have $variable somewhere will be replaced with the value contents. Example: $color 255 0 0"  N/A 6782        replace10(instance_variable) : "Replace" : : "This is a replacement parameter. It goes in the form of $variable value. All entities inside of that instance that have $variable somewhere will be replaced with the value contents. Example: $color 255 0 0"  N/A 6783 ]   N/A 6784    N/A 6785 @PointClass iconsprite("editor/func_instance_parms.vmt") = func_instance_parms :   N/A 6786        "Place one copy of this entity inside of an instance. Whenever you add a $parameter for the instance, get the properties " +  N/A 6787        "of this entity. It will auto-populate it with the variables and allow you to indicate the variable type."  N/A 6788 [   N/A 6789        parm1(instance_parm) : "Parm" : : "This is a parameter. It goes in the form of $variable type [default value]."  N/A 6790        parm2(instance_parm) : "Parm" : : "This is a parameter. It goes in the form of $variable type [default value]."  N/A 6791        parm3(instance_parm) : "Parm" : : "This is a parameter. It goes in the form of $variable type [default value]."  N/A 6792        parm4(instance_parm) : "Parm" : : "This is a parameter. It goes in the form of $variable type [default value]."  N/A 6793        parm5(instance_parm) : "Parm" : : "This is a parameter. It goes in the form of $variable type [default value]."  N/A 6794        parm6(instance_parm) : "Parm" : : "This is a parameter. It goes in the form of $variable type [default value]."  N/A 6795        parm7(instance_parm) : "Parm" : : "This is a parameter. It goes in the form of $variable type [default value]."  N/A 6796        parm8(instance_parm) : "Parm" : : "This is a parameter. It goes in the form of $variable type [default value]."  N/A 6797        parm9(instance_parm) : "Parm" : : "This is a parameter. It goes in the form of $variable type [default value]."  N/A 6798        parm10(instance_parm) : "Parm" : : "This is a parameter. It goes in the form of $variable type [default value]."  N/A 6799 ]   N/A 6800    N/A 6801 @PointClass iconsprite("editor/func_instance_parms.vmt") = func_instance_io_proxy :   N/A 6802        "Place one copy of this entity inside of an instance. Sending messages to entities inside the instance from the Proxy's OnProxyRelay output " +  N/A 6803        "will allow you to trigger these entities from outside the instance by sending messages to the func_instance. " +  N/A 6804        "Send the ProxyRelay message from entities inside the instance to the proxy and you will be able to use these events to send messages to other entities " +   N/A 6805        "outside the instance from the func_instance. NOTE: The instance, the proxy, and all entities involved should be named descriptively."  N/A 6806 [   N/A 6807        targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."   N/A 6808    N/A 6809        input ProxyRelay(string) : "This message will get relayed and will be available from the instance."   N/A 6810    N/A 6811        output OnProxyRelay(void) : "A message from outside can trigger this to cause something to happen in the instance."   N/A 6812 ]   N/A 6813    N/A 6814 @PointClass = func_instance_origin :   N/A 6815        "This is the center of the instance for rotation."   N/A 6816 [   N/A 6817 ]   N/A 6818    N/A 6819 @PointClass base(Targetname) = env_instructor_hint : "An entity that allows for creation and control of instructor lessons by map logic"   N/A 6820 [   N/A 6821        hint_replace_key(string) : "Replace Key" : : "Unique name so that messages with the same key will replace each other." N/A 6822       hint_target(target_destination) : "Target Entity" : : "The entity to show this hint on top of. The entity used must exist on the client, info_target_instructor_hint can be parented to server only entities for this purpose." N/A 6823       hint_static(Choices) : "Positioning" : 0 : "Either show at the position of the Target Entity. Or show the hint directly on the hud at a fixed position." =  N/A 6824        [   N/A 6825                0 : "Follow the Target Entity"   N/A 6826                1 : "Show on the hud"   N/A 6827        ]   N/A 6828    N/A 6829        hint_allow_nodraw_target(Choices) : "Allow invisible target" : 1 : "Do we allow the hint to follow entites with nodraw set?" =  N/A 6830        [   N/A 6831                0 : "End immediately on nodraw"   N/A 6832                1 : "Yes"   N/A 6833        ]   N/A 6834    N/A 6835        hint_caption(string) : "Caption" : : "The text of your hint." N/A 6836       hint_activator_caption(string) : "Activator Caption" : : "The text of your hint shown to only the activating player." N/A 6837       hint_color(color255) : "Caption Color" : "255 255 255" : "The color of the caption text"   N/A 6838        hint_forcecaption(Choices) : "Force caption" : 0 : "Do we show the caption text even if the hint is occluded by a wall?" =  N/A 6839        [   N/A 6840                0 : "No"   N/A 6841                1 : "Show when occluded"   N/A 6842        ]   N/A 6843    N/A 6844        hint_icon_onscreen(Choices) : "Onscreen Icon" : "icon_tip" : "The icon to use when the hint is within the player's view." =  N/A 6845        [   N/A 6846                "icon_bulb" : "icon_bulb"   N/A 6847                "icon_caution" : "icon_caution"   N/A 6848                "icon_alert" : "icon_alert"   N/A 6849                "icon_alert_red" : "icon_alert_red"   N/A 6850                "icon_tip" : "icon_tip"   N/A 6851                "icon_skull" : "icon_skull"   N/A 6852                "icon_no" : "icon_no"   N/A 6853                "icon_run" : "icon_run"   N/A 6854                "icon_interact" : "icon_interact"   N/A 6855                "icon_button" : "icon_button"   N/A 6856                "icon_door" : "icon_door"   N/A 6857                "icon_arrow_plain" : "icon_arrow_plain"   N/A 6858                "icon_arrow_plain_white_dn" : "icon_arrow_plain_white_dn"   N/A 6859                "icon_arrow_plain_white_up" : "icon_arrow_plain_white_up"   N/A 6860                "icon_arrow_up" : "icon_arrow_up"   N/A 6861                "icon_arrow_right" : "icon_arrow_right"   N/A 6862                "icon_fire" : "icon_fire"   N/A 6863                "icon_present" : "icon_present"   N/A 6864                "use_binding" : "show key bindings"   N/A 6865        ]   N/A 6866    N/A 6867        hint_icon_offscreen(Choices) : "Offscreen Icon" : "icon_tip" : "The icon to use when the hint is outside the player's view." =  N/A 6868        [   N/A 6869                "icon_bulb" : "icon_bulb"   N/A 6870                "icon_caution" : "icon_caution"   N/A 6871                "icon_alert" : "icon_alert"   N/A 6872                "icon_alert_red" : "icon_alert_red"   N/A 6873                "icon_tip" : "icon_tip"   N/A 6874                "icon_skull" : "icon_skull"   N/A 6875                "icon_no" : "icon_no"   N/A 6876                "icon_run" : "icon_run"   N/A 6877                "icon_interact" : "icon_interact"   N/A 6878                "icon_button" : "icon_button"   N/A 6879                "icon_door" : "icon_door"   N/A 6880                "icon_arrow_plain" : "icon_arrow_plain"   N/A 6881                "icon_arrow_plain_white_dn" : "icon_arrow_plain_white_dn"   N/A 6882                "icon_arrow_plain_white_up" : "icon_arrow_plain_white_up"   N/A 6883                "icon_arrow_up" : "icon_arrow_up"   N/A 6884                "icon_arrow_right" : "icon_arrow_right"   N/A 6885                "icon_fire" : "icon_fire"   N/A 6886                "icon_present" : "icon_present"   N/A 6887        ]   N/A 6888    N/A 6889        hint_nooffscreen(Choices) : "Show offscreen" : 0 : "When the hint is offscreen, do we show an icon and arrow?" =  N/A 6890        [   N/A 6891                0 : "Show"   N/A 6892                1 : "Don't show"                  N/A 6893        ]   N/A 6894    N/A 6895        hint_binding(string) : "Bound Command" : : "If using 'show key bindings' for the onscreen icon, this field should be the command we want to show bindings for"   N/A 6896        hint_gamepad_binding(string) : "Gamepad Bound Command" : : "If using 'show key bindings' for the onscreen icon, this field should be the command we want to show bindings for when gamepad is enabled (and PS3/X360)"   N/A 6897        hint_icon_offset(float) : "Icon Height Offset" : 0 : "A height offset from the target entity's origin to display the hint"   N/A 6898        hint_pulseoption(Choices) : "Size Pulsing" : 0 : "The icon size can pulsate" =   N/A 6899        [   N/A 6900                0 : "No Pulse"   N/A 6901                1 : "Slow Pulse"   N/A 6902                2 : "Fast Pulse"   N/A 6903                3 : "Urgent Pulse"   N/A 6904        ]   N/A 6905    N/A 6906        hint_alphaoption(Choices) : "Alpha Pulsing" : 0 : "The icon alpha can pulsate" =   N/A 6907        [   N/A 6908                0 : "No Pulse"   N/A 6909                1 : "Slow Pulse"   N/A 6910                2 : "Fast Pulse"   N/A 6911                3 : "Urgent Pulse"   N/A 6912        ]   N/A 6913    N/A 6914        hint_shakeoption(Choices) : "Shaking" : 0 : "The icon can shake" =   N/A 6915        [   N/A 6916                0 : "No Shaking"   N/A 6917                1 : "Narrow Shake"   N/A 6918                2 : "Wide Shake"   N/A 6919        ]   N/A 6920    N/A 6921        hint_local_player_only(boolean) : "Only Local Player" : "No" : "The hint will only be shown to the local player." N/A 6922   N/A 6923        hint_timeout(integer) : "Timeout" : 0 : "The automatic timeout for the hint. 0 will persist until stopped with EndHint." N/A 6924       hint_range(float) : "Display Range" : 0 : "The visible range of the hint." N/A 6925   N/A 6926        input ShowHint(string) : "Start showing the hint. If an entity name is passed as a parameter, the hint is shown only to that entity." N/A 6927       input EndHint(void) : "Stop showing the hint if it hasn't already timed out." N/A 6928 ]  N/A 6929    N/A 6930 @PointClass base(Targetname,Parentname) = info_target_instructor_hint : "A generic target that gets replicated to the client for hud hint targeting"   N/A 6931 [   N/A 6932 ]   N/A 6933    N/A 6934 @PointClass base(Targetname,EnableDisable) = info_game_event_proxy : "Entity that, when seen, generates a simple game event." N/A 6935 [  N/A 6936        event_name(string) : "Event Name" : : "The event to trigger by name from modevents.res"   N/A 6937        range(float) : "Range" : 512 : "Distance that the player must be before the event is generated." N/A 6938   N/A 6939        spawnflags(flags) =   N/A 6940        [   N/A 6941                1 : "Automatically detect visibility" : 1   N/A 6942        ]   N/A 6943    N/A 6944        input GenerateGameEvent(void) : "Generate the event on input." N/A 6945 ]  N/A 6946    N/A 6947 @PointClass base(Angles) iconsprite("editor/light_directional.vmt") = light_directional :   N/A 6948        "A directional light with no falloff. Similar to sunlight in light_environment." N/A 6949 [  N/A 6950        pitch(integer) : "Pitch" : 0 : "The downward pitch of the light from the sun. 0 is horizontal, -90 is straight down." N/A 6951       _light(color255) : "Brightness" : "255 255 255 200"   N/A 6952        _lightHDR(color255) : "BrightnessHDR" : "-1 -1 -1 1"   N/A 6953        _lightscaleHDR(float) : "BrightnessScaleHDR" : "0.7" : "Amount to scale the light by when compiling for HDR." N/A 6954       SunSpreadAngle(float) : "SpreadAngle" : 0 : "The angular extent of the light for casting soft shadows. Higher numbers are more diffuse. 5 is a good starting value." N/A 6955 ]  N/A 6956    N/A 6957 @PointClass base(Targetname) iconsprite("editor/postprocess_controller.vmt") color(255 255 255) = postprocess_controller :   N/A 6958        "An entity that controls the postprocess settings in the map." N/A 6959 [  N/A 6960        // Inputs   N/A 6961        input SetFadeTime(float) : "Set the fade time between post process settings." N/A 6962       input SetLocalContrastStrength(float) : "Set the local contrast strength." N/A 6963       input SetLocalContrastEdgeStrength(float) : "Set the local contrast strength at the edge of the screen (controlled by vignette)." N/A 6964       input SetVignetteStart(float) : "Set the vignette start distance (from screen center)." N/A 6965       input SetVignetteEnd(float) : "Set the vignette end distance." N/A 6966       input SetVignetteBlurStrength(float) : "Set the strength of the desaturated blur on the vignette." N/A 6967       input SetFadeToBlackStrength(float) : "Set the fadeout strength." N/A 6968       input SetDepthBlurFocalDistance(float) : "Set the focal distance of the depth blur effect (in the range [0,1])." N/A 6969       input SetDepthBlurStrength(float) : "Set the depth blur effect strength." N/A 6970       input SetScreenBlurStrength(float) : "Set the screen blur effect strength." N/A 6971       input SetFilmGrainStrength(float) : "Set the film grain effect strength." N/A 6972   N/A 6973        fadetime(float) : "Fade-in time" : "2"   N/A 6974        localcontraststrength(float) : "Local contrast strength [-1..x]" : "0"   N/A 6975        localcontrastedgestrength(float) : "Local contrast edge strength [0..1]" : "0"   N/A 6976        vignettestart(float) : "Vignette start distance [0..1]" : "0.8"   N/A 6977        vignetteend(float) : "Vignette end distance [0..x]" : "1.1"   N/A 6978        vignetteblurstrength(float) : "Vignette blur strength [0..1]" : "0"   N/A 6979        fadetoblackstrength(float) : "Fade to black strength [0..1]" : "0"   N/A 6980        depthblurfocaldistance(float) : "Depth-blur focal plane distance [0..1]" : "0"   N/A 6981        depthblurstrength(float) : "Depth-blur effect strength [0..x]" : "0"   N/A 6982        screenblurstrength(float) : "Full-screen blur strength [0..1]" : "0"   N/A 6983        filmgrainstrength(float) : "Film grain strength [0..x]" : "0"   N/A 6984    N/A 6985        spawnflags(flags) =   N/A 6986        [   N/A 6987                1 : "Master (Has priority if multiple postprocess_controllers exist)" : 0   N/A 6988        ]   N/A 6989 ]   N/A 6990    N/A 6991 @SolidClass base( Targetname, EnableDisable ) = fog_volume : "An entity to control the fog in the map." N/A 6992 [  N/A 6993        FogName(target_destination) : "Fog Name" : : "The name of the fog entity associated with this volume." N/A 6994       PostProcessName(target_destination) : "Postprocess Name" : : "The name of the postprocess entity associated with this volume." N/A 6995       ColorCorrectionName(target_destination) : "ColorCorrection Name" : : "The name of the color_correction entity associated with this volume." N/A 6996 ]