Template:PatchDiff/May 08, 2012 Patch/bin/portal2.fgd

N/A 1 //====== Copyright 1996-2005, Valve Corporation, All rights reserved. =======  N/A 2 //   N/A 3 // Purpose: Aperture entity declarations   N/A 4 //   N/A 5 //=============================================================================   N/A 6    N/A 7 @include "base.fgd"   N/A 8 @include "portal.fgd"   N/A 9 @include "halflife2.fgd"   N/A 10    N/A 11 @SolidClass base(Targetname, worldbase, ResponseContext) = worldspawn :   N/A 12        "This is the world entity. Each map can only contain one, and it's automatically created for you." N/A 13 [  N/A 14        paintinmap(choices) : "Paint in map" : 0 =   N/A 15        [   N/A 16                0 : "No"   N/A 17                1 : "Yes"   N/A 18        ]   N/A 19    N/A 20        maxblobcount(integer) : "Max number of blobs" : 250 : "Max number of blobs should NOT be exceed 250"   N/A 21 ]   N/A 22    N/A 23 @PointClass base(Targetname, Parentname, Angles) studio("models/editor/angle_helper.mdl") = point_futbol_shooter :   N/A 24        "Fires prop_futbols at a target entity"   N/A 25 [   N/A 26                input SetTarget(string) : "Set new launch target"   N/A 27                input ShootFutbol(void) : "Shoot a futbol at the target"   N/A 28    N/A 29                output OnShootSuccess(void) : "Called when a futbol is successfully fired." N/A 30               output OnShootFail(void) : "Called when a futbol fails to fire." N/A 31   N/A 32                launchSpeed(float) : "Launch speed" : "100" : "Speed to launch the futbol." N/A 33 ]  N/A 34    N/A 35    N/A 36 @BaseClass = LinkedPortalDoor : "An entity that can be linked to another door and create a passage between them dynamically." N/A 37 [  N/A 38        partnername(target_destination) : "Linked Partner" : : "Another 'prop_linked_portal_door' entity which will link to this one." N/A 39   N/A 40        input SetPartner(string) : "Set a new partner door." N/A 41       input Open(void) : "Open the door and cause the portal to activate." N/A 42       input Close(void) : "Close the door and cause the portal to deactivate." N/A 43   N/A 44        output OnOpen(void) : "Called when the door has started its open animation." N/A 45       output OnClose(void) : "Called when the door has started its close animation." N/A 46       output OnEntityTeleportFromMe(void)                : "When any entity is teleported from this portal to the linked partner." N/A 47       output OnPlayerTeleportFromMe(void)                : "When the player is teleported from this portal to the linked partner." N/A 48       output OnEntityTeleportToMe(void)                : "When any entity is teleported from this linked partner to the portal." N/A 49       output OnPlayerTeleportToMe(void)                : "When the player is teleported from this linked partner to the portal." N/A 50 ]  N/A 51    N/A 52 @BaseClass = BaseProjector : "The base for all the different projectors (wall & tractor beam)." N/A 53 [  N/A 54        StartEnabled(boolean) : "Start Enabled" : 1 : "If the projector should start enabled." N/A 55   N/A 56        DisableHelper(boolean) : "Disable Placement Helper" : 0 : "Disable the automatically created placement helper to prevent it from fighting with a custom one." N/A 57   N/A 58        input Enable(void) : "Enables projection from this projector." N/A 59       input Disable(void) : "Disables projection from this projector." N/A 60 ]  N/A 61    N/A 62 @PointClass base(Targetname) sphere(radius) = info_target_personality_sphere : "Personality Sphere Info Target"   N/A 63 [   N/A 64        sphereLine(string) : "Sphere Line" : "" : "Line sphere will speak when we are looking at this target." N/A 65       radius(float) : "Radius" : 16 : "Radius of this object"   N/A 66 ]   N/A 67    N/A 68 @PointClass base(Targetname, Parentname, Angles) iconsprite("editor/info_target.vmt") studioprop = info_target :   N/A 69        "Portal2 override of info_target. 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 70 [   N/A 71        spawnflags( Flags ) =   N/A 72        [   N/A 73                1 : "Transmit to client (respect PVS)" : 0   N/A 74                2 : "Always transmit to client (ignore PVS)" : 0   N/A 75        ]   N/A 76        model(studio) : "World Model"   N/A 77 ]   N/A 78    N/A 79 @PointClass base(Targetname, Parentname, Angles) studioprop("models/props/tripwire_turret.mdl") = prop_rocket_tripwire :   N/A 80        "A stationary tripwire that fires a rocket when crossed." N/A 81 [  N/A 82        RocketSpeed(float) : "Rocket Speed" : 450 : "Speed the rocket will travel at." N/A 83       RocketLifetime(float) : "Rocket Lifetime" : 20 : "The rocket will automatically detonate after this number of seconds." N/A 84       input ForceFire(void) : "Forces the rocket turret to fire." N/A 85   N/A 86        StartDisabled(choices) : "Initial State" : 0 =   N/A 87        [   N/A 88                0 : "Enabled"   N/A 89                1 : "Disabled"   N/A 90        ]   N/A 91    N/A 92        output OnTripped(void)         :         "Fires when the laser has been tripped"   N/A 93        output OnRocketExplode(void)         :         "Fires when the rocket explodes"   N/A 94    N/A 95        input EnableTripwire(void) : "Enables the rocket tripwire." N/A 96       input DisableTripwire(void) : "Disables the rocket tripwire." N/A 97 ]  N/A 98    N/A 99 @PointClass base(BasePropPhysics, RenderFields) studioprop sphere(fademindist) sphere(fademaxdist) = prop_physics :   N/A 100        "A prop that physically simulates as a single rigid body. It can be constrained to other physics objects using hinges "+   N/A 101        "or other constraints. It can also be configured to break when it takes enough damage. "+   N/A 102        "Note that the health of the object will be overridden by the health inside the model, to ensure consistent health game-wide. "+   N/A 103        "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 104        "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 105 [  N/A 106        allowfunnel(boolean) : "Allow Portal Funneling" : 1 : "Whether or not this object should auto-funnel into a portal." N/A 107 ]  N/A 108    N/A 109 @PointClass base(BasePropPhysics) studioprop sphere(fademindist) sphere(fademaxdist) = prop_physics_override :   N/A 110        "A prop that physically simulates as a single rigid body. It can be constrained to other physics objects using hinges "+   N/A 111        "or other constraints. It can also be configured to break when it takes enough damage. Health can be overridden on this version." N/A 112 [  N/A 113        health(integer) : "Health" : 0 : "Number of points of damage to take before breaking.  0 means don't break." N/A 114   N/A 115        // Inputs   N/A 116        input Ignite(void) : "Ignite, burst into flames." N/A 117       input IgniteLifetime(float) : "Ignite, with a parameter lifetime." N/A 118       input IgniteNumHitboxFires(integer) : "Ignite, with a parameternumber of hitbox fires." N/A 119       input IgniteHitboxFireScale(float) : "Ignite, with a parameter hitbox fire scale." N/A 120 ]  N/A 121    N/A 122 @SolidClass base(Targetname) = func_camera_target :   N/A 123        "Used to produce perfectly reflective glass that renders world + entities." N/A 124 [  N/A 125 ]   N/A 126    N/A 127 @PointClass base(Targetname, Parentname, Angles, LinkedPortalDoor) studio("models/editor/axis_helper_thick.mdl") line(255 255 0, targetname, partnername) = linked_portal_door :   N/A 128 "A door which is linked by a portal to another 'linked_portal_door' entity." N/A 129 [  N/A 130        width(integer) : "Width" : 128 : "Width of the desired portal." N/A 131       height(integer) : "Height" : 128 : "Height of the desired portal." N/A 132       startactive(boolean) : "Start Active" : 0 : "Whether to start the linkage as active from the start." N/A 133 ]  N/A 134    N/A 135 @PointClass base(Targetname, Parentname, Angles, LinkedPortalDoor) studio("models/props/portal_door.mdl") line(255 255 0, targetname, partnername) = prop_linked_portal_door :   N/A 136 "A door which is linked by a portal to another 'prop_linked_portal_door' entity." N/A 137 [  N/A 138        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 139   N/A 140        output OnFullyOpen(void) : "Called when the door has finished its open animation." N/A 141       output OnFullyClosed(void) : "Called when the door has finished its close animation." N/A 142 ]  N/A 143    N/A 144 @PointClass base(Targetname, Parentname, Angles ) studio("models/props/switch001.mdl") = prop_button :   N/A 145 "A button which is activated by player use or by game inputs." N/A 146 [  N/A 147        Delay(float) : "Delay Before Reset" : 1 : "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." N/A 148       istimer(boolean) : "Play timer sound?" : 0 : "If set, this button will play timer sounds while button is depressed. This allows fast reset by default - use Prevent fast reset to stop this." N/A 149       preventfastreset(boolean) : "Prevent fast reset?" : 0 : "Buttons that are timer's allow you to reset early - use this to make the button stick for the entire duration." N/A 150   N/A 151        skin(choices) : "Skin" : 0 =   N/A 152        [   N/A 153                0 : "Clean"   N/A 154                1 : "Rusted"   N/A 155        ]   N/A 156    N/A 157        input Press(void) : "Cause the button to be pressed." N/A 158       input Lock(void) : "Locks the button." N/A 159       input UnLock(void) : "UnLocks the button." N/A 160       input CancelPress(void) : "Causes the button to reset quietly and without firing OnButtonReset outputs." N/A 161   N/A 162        output OnPressed(void) : "Called when the button has been pressed." N/A 163       output OnPressedBlue(void) : "Called in Coop when the button has been pressed by the Blue player." N/A 164       output OnPressedOrange(void) : "Called in Coop when the button has been pressed by the Orange player." N/A 165       output OnButtonReset(void) : "Called when the button has reset after being pressed." N/A 166 ]  N/A 167    N/A 168 @PointClass base(prop_button) studio("models/props_underground/underground_testchamber_button.mdl") = prop_under_button :   N/A 169 "A button which is activated by player use or by game inputs, for use in underground test chambers"   N/A 170 [   N/A 171 ]   N/A 172    N/A 173 @PointClass base(Targetname, Parentname, Angles ) studio = prop_floor_button :   N/A 174 "A floor button which is activated by a player or objects." N/A 175 [  N/A 176        model(studio) : "Button model" : "models/props/portal_button.mdl" : "Button model must have the correct sequences and attachments in order to work as a button." N/A 177       input PressIn(void) : "Activate the button as if it was pressed, sending it to the bottom position." N/A 178       input PressOut(void) : "Unpress the button, sending it to the top position." N/A 179       output OnPressed(void) : "Called when the button has been pressed." N/A 180       output OnPressedBlue(void) : "Called in Coop when the button has been pressed by the Blue player." N/A 181       output OnPressedOrange(void) : "Called in Coop when the button has been pressed by the Orange player." N/A 182       output OnUnPressed(void) : "Called when the button has been unpressed." N/A 183 ]  N/A 184    N/A 185 @PointClass base(Targetname, Parentname, Angles ) studio("models/props/box_socket.mdl") = prop_floor_cube_button :   N/A 186 "A floor button which is activated by a prop_weighted_cube." N/A 187 [  N/A 188        AcceptsBall(boolean) : "Accepts Balls" : 1 : "If this button gets activated by the spherical cubes?" N/A 189   N/A 190        input PressIn(void) : "Activate the button as if it was pressed, sending it to the bottom position." N/A 191       input PressOut(void) : "Unpress the button, sending it to the top position." N/A 192       output OnPressed(void) : "Called when the button has been pressed." N/A 193       output OnUnPressed(void) : "Called when the button has been unpressed." N/A 194 ]  N/A 195    N/A 196 @PointClass base(Targetname, Parentname, Angles ) studio("models/props/ball_button.mdl") = prop_floor_ball_button :   N/A 197 "A floor button which is only activated by a prop_weighted_cube that is set to Cube Type = Sphere." N/A 198 [  N/A 199        input PressIn(void) : "Activate the button as if it was pressed, sending it to the bottom position." N/A 200       input PressOut(void) : "Unpress the button, sending it to the top position." N/A 201       output OnPressed(void) : "Called when the button has been pressed." N/A 202       output OnUnPressed(void) : "Called when the button has been unpressed." N/A 203 ]  N/A 204    N/A 205 @PointClass base(Targetname, Parentname, Angles ) studio("models/props_underground/underground_floor_button.mdl") = prop_under_floor_button :   N/A 206 "A floor button which is activated by a player or objects, for use in the underground test chambers"   N/A 207 [   N/A 208        output OnPressed(void) : "Called when the button has been pressed." N/A 209       output OnUnPressed(void) : "Called when the button has been unpressed." N/A 210 ]  N/A 211    N/A 212 @PointClass base(Targetname, Angles, BaseProjector) studio("models/props/wall_emitter.mdl") = prop_wall_projector : "Wall Projector"   N/A 213 [   N/A 214 ]   N/A 215    N/A 216 @PointClass base(Targetname, Parentname, Angles, EnableDisable) sphere(radius) studio("models/editor/angle_helper.mdl") = info_placement_helper : "Placement helper"   N/A 217 [   N/A 218        radius(float) : "Radius" : 16 : "Radius in which to influence placement.,"   N/A 219        proxy_name(target_destination) : "Proxy Entity Name" : : "Name of the entity we want to use for our real placement position." N/A 220       attach_target_name(string) : "Attach Entity Name" : : "Name of the entity we want force our attachment to. Used to combine objects." N/A 221   N/A 222        snap_to_helper_angles(boolean) : "Use helper's angles" : 0 : "Placed objects will snap to the angles of the placement helper." N/A 223   N/A 224        force_placement(boolean) : "Force Placement" : 0 : "Avoids placement rules when placing at this helper." N/A 225   N/A 226        output OnObjectPlaced(void) : "An object has been successfully placed using us as a guide." N/A 227       output OnObjectPlacedSize(integer) : "When an object is successfully placed, this sends the scale level as an out value"   N/A 228 ]   N/A 229    N/A 230 @PointClass base(Targetname) iconsprite("editor/info_target.vmt") studioprop = info_player_ping_detector : "Player Ping Detector"   N/A 231 [   N/A 232        FuncTankName(target_destination) : "Func Tank Entity" : : "Name of the func_tank that will be told to look at the ping location when detected." N/A 233       TeamToLookAt(choices) : "Team to Observe" : 2 : "Which team's pings to look at." =  N/A 234        [   N/A 235                1 : "Both"   N/A 236                2 : "Orange"   N/A 237                3 : "Blue"   N/A 238        ]   N/A 239        Enabled(choices) : "Default State" : 1 : "Is this entity enabled by defualt or not?" =  N/A 240        [   N/A 241                0 : "Disabled"   N/A 242                1 : "Enabled"   N/A 243        ]   N/A 244    N/A 245        input Enable(void) : "Starts listening for pings and will fire outputs when found." N/A 246       input Disable(void): "Disable this entity from listening for pings." N/A 247       input Toggle(void): "DToggle from Enabled to Disabled and vice versa." N/A 248   N/A 249        output OnPingDetected(void) : "Fired when a ping is detected." N/A 250 ]  N/A 251    N/A 252 @SolidClass base(Trigger) = func_placement_clip : "Specifies a region where things cannot be built." N/A 253 [  N/A 254 ]   N/A 255    N/A 256 //-   N/A 257 //   N/A 258 // NPCs   N/A 259 //   N/A 260 //-   N/A 261    N/A 262 @FilterClass base(BaseFilter) iconsprite("editor/filter_name.vmt") = filter_player_held :   N/A 263        "A filter that only accepts objects held by the player." N/A 264 [  N/A 265 ]   N/A 266    N/A 267 @PointClass base(Parentname, Targetname, Angles, Reflection) studio = env_portal_laser   N/A 268 : "Laser beam that will move through portals and reflect off metal surfaces." N/A 269 [  N/A 270        NoPlacementHelper(boolean) : "No placement helper" : 0 : "Don't automatically create a portal placement helper at the end of the laser." N/A 271       model(studio) : "Laser model" : "models/props/laser_emitter.mdl"   N/A 272    N/A 273        StartState(choices) : "Start off?" : 0 =  N/A 274        [   N/A 275                1 : "Yes"   N/A 276                0 : "No"   N/A 277        ]   N/A 278    N/A 279        LethalDamage(choices) : "Deal lethal damage" : 0 =   N/A 280        [   N/A 281                0 : "Non-lethal"   N/A 282                1 : "Lethal"   N/A 283        ]   N/A 284    N/A 285        AutoAimEnabled(boolean) : "Should auto aim" : 1 : "Default to enabled"   N/A 286    N/A 287        skin(choices) : "Skin Type" : 0 =   N/A 288        [   N/A 289                0 : "Clean"   N/A 290                1 : "Rusted"   N/A 291        ]   N/A 292    N/A 293        input Toggle( void ) : "Toggle the laser on and off." N/A 294       input TurnOn( void ) : "Turn the laser on." N/A 295       input TurnOff( void ) : "Turn the laser off." N/A 296 ]  N/A 297    N/A 298    N/A 299 @PointClass base(Targetname) = point_laser_target   N/A 300 : "Target for lasers to strike. The entity will fire outputs when struck and unstruck." N/A 301 [  N/A 302        terminalpoint(boolean) : "Terminal Point" : 1   N/A 303    N/A 304        output OnPowered(void) : "Fired when a laser hits the target." N/A 305       output OnUnpowered(void) : "Fired when a laser has stopped hitting the target." N/A 306 ]  N/A 307    N/A 308 @PointClass base(Parentname, Targetname, Reflection) studio = prop_laser_catcher   N/A 309 : "Laser catcher that has target for lasers to strike. The entity will fire outputs when struck and unstruck." N/A 310 [  N/A 311        SkinType(choices) : "Skin Type" : 0 =   N/A 312        [   N/A 313                0 : "Clean"   N/A 314                1 : "Rusted"   N/A 315        ]   N/A 316    N/A 317        model(studio) : "laser catcher model" : "models/props/laser_catcher.mdl"   N/A 318        output OnPowered(void) : "Fired when a laser hits the target." N/A 319       output OnUnpowered(void) : "Fired when a laser has stopped hitting the target." N/A 320 ]  N/A 321    N/A 322 @PointClass base(Parentname, Targetname, Reflection) studio = prop_laser_relay   N/A 323 : "Laser catcher that has target for lasers to strike. The entity will fire outputs when struck and unstruck." N/A 324 [  N/A 325        model(studio) : "laser relay model" : "models/props/laser_receptacle.mdl"   N/A 326        output OnPowered(void) : "Fired when a laser hits the target." N/A 327       output OnUnpowered(void) : "Fired when a laser has stopped hitting the target." N/A 328 ]  N/A 329    N/A 330 @PointClass base(Targetname,Angles, Reflection) studio( "models/props/metal_box.mdl" ) = prop_weighted_cube : "Weighted Cube"   N/A 331 [   N/A 332        skin(choices) : "Skin (OLD)" : 0 =   N/A 333        [   N/A 334                0 : "Standard"   N/A 335                1 : "Companion"   N/A 336                2 : "Standard Activated"   N/A 337                3 : "Reflective"   N/A 338                4 : "Sphere"   N/A 339                5 : "Antique"   N/A 340        ]   N/A 341    N/A 342        CubeType(choices) : "Cube Type" : 0 =   N/A 343        [   N/A 344                0 : "Standard"   N/A 345                1 : "Companion"   N/A 346                2 : "Reflective"   N/A 347                3 : "Sphere"   N/A 348                4 : "Antique"   N/A 349        ]   N/A 350    N/A 351        SkinType(choices) : "Skin Type" : 0 =   N/A 352        [   N/A 353                0 : "Clean"   N/A 354                1 : "Rusted"   N/A 355        ]   N/A 356    N/A 357        PaintPower(choices) : "Paint Power" : 4 :   N/A 358        "The paint power of the cube." =  N/A 359        [   N/A 360                0 : "Bounce"   N/A 361                1 : "Stick"   N/A 362                2 : "Speed"   N/A 363                3 : "Portal"   N/A 364                4 : "None"   N/A 365        ]   N/A 366    N/A 367        NewSkins(boolean) : "Use new skins" : 0 : "Use the values in the Cube Type and Skin Type fields instead of the Skin(OLD) field." N/A 368   N/A 369        allowfunnel(boolean) : "Allow Portal Funneling" : 1 : "Whether or not this object should auto-funnel into a portal." N/A 370   N/A 371        input  EnablePortalFunnel(void) : "Enable portal funneling behavior." N/A 372       input  DisablePortalFunnel(void) : "Disable portal funneling behavior." N/A 373   N/A 374        input  Dissolve(void) : "Dissolves the cube." N/A 375       input  SilentDissolve(void) : "Kills the cube and fires its OnFizzled output." N/A 376       input  PreDissolveJoke(void) : "GLaDOS make a funny about the cube." N/A 377       input  ExitDisabledState(void) : "Exits the disabled state of a reflective cube." N/A 378       output OnFizzled(void) : "Fired when a cube is fizzled." N/A 379       output OnOrangePickUp(void) : "Orange picked up the cube." N/A 380       output OnBluePickUp(void) : "Blue picked up the cube." N/A 381       output OnPlayerPickup(void) : "Player picked up the cube." N/A 382       output OnPhysGunDrop(void) : "Player dropped the cube." N/A 383       output OnPainted(void) : "Cube got painted." N/A 384 ]  N/A 385    N/A 386 @SolidClass base(Trigger) = trigger_catapult : "Catapult the player in a given diretion at a given velocity." N/A 387 [  N/A 388        playerSpeed(float) : "Player Speed" : 450 : "Speed at which to launch the players (u/sec)"   N/A 389        physicsSpeed(float) : "Physics Object Speed" : 450 : "Speed at which to launch physics objects (u/sec)"   N/A 390        useThresholdCheck(boolean) : "Use Threshold Check" : 0   N/A 391        entryAngleTolerance(float) : "Entry Angle Tolerance" : "0.0" : "Flung object's velocity must be pointing this much at the target. Specify a value between [-1...1] 1 means exactly, 0 means within 180 degrees -1 means any angle is accepted. This is only used if Use Threshold Check is set to yes." N/A 392       useExactVelocity(boolean) : "Use Exact Velocity" : 0 : "Try to fling exactly at the speed specified - this prevents the added upward velocity from a launch target." N/A 393       exactVelocityChoiceType(choices) : "Exact Solution Method" : 0 :   N/A 394        "Using exact velocity generates two correct solutions. Use this to force which one you choose." =  N/A 395        [   N/A 396                0 : "Best"   N/A 397                1 : "Solution One"   N/A 398                2 : "Solution Two"   N/A 399        ]   N/A 400        lowerThreshold(float) : "Lower Threshold" : "0.15" : "Flung object must be within this percentage value in order to activate fling. Specify a value between [0...1] (default is .15) This is only used if Use Threshold Check is set to yes." N/A 401       upperThreshold(float) : "Upper Threshold" : "0.30" : "Flung object must be within this percentage value in order to activate fling. Specify a value between [0...1] (default is .30) This is only used if Use Threshold Check is set to yes." N/A 402       launchDirection(angle) : "Launch direction" : "0 0 0" : "Direction to launch the player in." N/A 403       launchTarget(target_destination) : "Launch target" : "" : "Entity to try to 'hit' when we're launched." N/A 404       onlyVelocityCheck(boolean) : "Only check velocity" : 0 : "Only check velocity of the touching object - don't actually catapult it.  Use in conjunction with OnCatapulted to create velocity checking triggers.  Only works when Use Threshhold Check is enabled." N/A 405       applyAngularImpulse(boolean) : "Apply angular impulse" : 1 : "If a random angular impulse should be applied to physics objects being catapulted." N/A 406       AirCtrlSupressionTime(float) : "Air Control SupressionTime" : "-1.0" : "[Launch by target only!]If greater than zero, supress player aircontrol for this number (in seconds). If less than zero use the default (quarter second)." N/A 407   N/A 408        output OnCatapulted(void) : "The object has been launched." N/A 409 ]  N/A 410    N/A 411 @PointClass base(BasePropPhysics) studio( "models/props/futbol.mdl" ) = prop_glass_futbol : "Magic glass futbol which the player uses to power futbol sockets." N/A 412 [  N/A 413        SpawnerName(string)                : "Spawner Name" : "" : "Name of prop_glass_futbol_spawner for this futbol to respawn in once broken." N/A 414 ]  N/A 415    N/A 416 @PointClass base(Targetname) studio( "models/props/futbol_dispenser.mdl" ) = prop_glass_futbol_spawner : "Spawns magic glass futbols. Will re-create a futbol when it's created futbol breaks." N/A 417 [  N/A 418        StartWithFutbol(boolean) : "Start with Futbol" : "1" : "Set true if this spawner starts with a futbol in it. Set to false if this spawner's futbol will be maunally placed in the map." N/A 419   N/A 420        // Inputs   N/A 421        input ForceSpawn(void)        : "Spawns a new futbol. Usually isn't nessicary, because futbols respawn automatically if broken." N/A 422   N/A 423        // Outputs   N/A 424        output OnFutbolSpawned(void) : "Created a new futbol." N/A 425       output OnFutbolGrabbed(void) : "Player has taken the futbol out of this spawner." N/A 426 ]  N/A 427    N/A 428 @PointClass base(Targetname) studio( "models/props/futbol_socket.mdl" ) = prop_glass_futbol_socket : "Catches futbols and fires an output." N/A 429 [  N/A 430        // Outputs   N/A 431        output OnFutbolReleased(void) : "Player has taken the futbol out of this socket." N/A 432       output OnFutbolCaught(void)        : "This socket has captured a futbol." N/A 433 ]  N/A 434    N/A 435 @PointClass base(Targetname) = portalmp_gamerules : "Proxy entity for Portal 2 Gamerules"   N/A 436 [          N/A 437        input AddRedTeamScore(integer) : "Add to the Red team score (can be a negative number)"   N/A 438        input AddBlueTeamScore(integer) : "Add to the Blue team score (can be a negative number)"   N/A 439 ]   N/A 440    N/A 441 @PointClass base(Parentname, Targetname, Angles) studio("models/effects/cappoint_hologram.mdl") = item_nugget : "Aperture Incentivizing Nugget"   N/A 442 [   N/A 443        GroupName(string) : "Group Name" : : "Giving nuggets a group name hints the game that they are intended to be a group"   N/A 444        RespawnTime(float) : "Respawn Time" : 30 : "Number of seconds between when a nugget is collected and when it respawns"   N/A 445        PointValue(choices) : "Point Value" : 1 =   N/A 446        [   N/A 447                1 : "1"   N/A 448                5 : "5"   N/A 449                10 : "10"   N/A 450                25 : "25"   N/A 451        ]   N/A 452 ]   N/A 453    N/A 454 @SolidClass base(func_portal_detector) = func_portalled : "Fires outputs when an entity teleports through a portal in its volume"   N/A 455 [   N/A 456        FireOnDeparture(boolean) : "Fire On Departure" : 1 : "Fire when the entity is entering this portal"   N/A 457        FireOnArrival(boolean) : "Fire On Arrival" : 1 : "Fire when the entity is exiting this portal"                  N/A 458        FireOnPlayer(boolean) : "Player" : 1 : "Fire when a player has portalled"   N/A 459    N/A 460        output OnEntityPrePortalled(void)        : "Fires when the entity is about to portal." N/A 461       output OnEntityPostPortalled(void)        : "Fires when the entity is done portalling." N/A 462 ]  N/A 463    N/A 464 @PointClass base(Targetname) = logic_player_slowtime : "Start/stops player being in slow time"   N/A 465 [   N/A 466        input StartSlowingTime(float) : "Start slowing time for the player (with a set duration)." N/A 467       input StopSlowingTime(void) : "Stop slowing time for the player." N/A 468 ]  N/A 469    N/A 470 @PointClass base(Targetname) = logic_timescale : "Changes the server's timescale"   N/A 471 [   N/A 472        BlendTime(float) : "Blend Time" : 0 : "The amount of time it takes to ramp to the desired timescale when triggered." N/A 473       input SetDesiredTimescale(float) : "Sets the desired timescale and starts slowing time (will blend to desired using the specified blend time)." N/A 474       input SetTimescaleBlendTime(float) : "Set the amount of time that it takes to ramp to the desired timescale when triggered." N/A 475 ]  N/A 476    N/A 477 @PointClass base(Targetname) = env_player_viewfinder : "When enabled, the viewfinder screen overlay will turn on." N/A 478 [  N/A 479        input ShowViewFinder(void) : "Shows the view finder scren overlay." N/A 480       input HideViewFinder(void) : "Hides the view finder scren overlay." N/A 481 ]  N/A 482    N/A 483 @PointClass base(Targetname, PlayerClass, Angles) studio("models/editor/playerstart.mdl") = info_coop_spawn : "Player spawns for cooperative mode"   N/A 484 [   N/A 485        Enabled(choices) : "Initial State" : 0 =   N/A 486        [   N/A 487                0 : "Disabled"   N/A 488                1 : "Enabled"   N/A 489        ]   N/A 490    N/A 491        StartingTeam(choices) : "Team" : 0 =   N/A 492        [   N/A 493                0 : "Any"   N/A 494                2 : "Red"   N/A 495                3 : "Blue"   N/A 496        ]   N/A 497    N/A 498        ForceGunOnSpawn(boolean) : "Force gun on spawn" : 0 : "Force the blue player to start with the portal gun and the red player to start with the paint gun." N/A 499   N/A 500        input Enable(void) : "Enable the spawn point to be used." N/A 501       input SetAsActiveSpawn(void) : "Enable the spawn point to be used, disabling all other spawn points that do not share the same name." N/A 502       input Disable(void) : "Disable the spawn point from being used." N/A 503       input SetTeam(integer) : "Set the team this spawn point is for. 0 and 1 are any team. 2 is red, 3 is blue"   N/A 504 ]   N/A 505    N/A 506 @PointClass base(TalkNPC,Parentname) studio("models/npcs/personality_sphere/personality_sphere.mdl") = npc_personality_core   N/A 507 [   N/A 508        ModelSkin(choices) : "Alt Model Skin" : 0 : "If using the 'alt' skin, this sets the eye color -- If not using the alt skin, (0 = broken) (1=normal)" =   N/A 509        [   N/A 510                0 : "Blue Eye / Broken"   N/A 511                1 : "Green Eye / Normal"   N/A 512                2 : "Red Eye / NA"   N/A 513                3 : "Purple Eye / NA"   N/A 514        ]   N/A 515    N/A 516        altmodel(choices) : "Use Alternate Skins" : 0 : "Use the model with corrupted skins, instead of the skins in the original model. " =   N/A 517        [   N/A 518                0 : "No"   N/A 519                1 : "Yes"   N/A 520        ]   N/A 521    N/A 522        output OnPlayerPickup(void) : "Fired whenever the player picks up the core." N/A 523       output OnPlayerDrop(void) : "Fired whenever the player drops the core." N/A 524   N/A 525        input EnableMotion(void) : "Enable physics motion/collision response." N/A 526       input DisableMotion(void) : "Disable physics motion/collision response." N/A 527   N/A 528        input EnableFlashlight(void) : "Enable the eye flashlight." N/A 529       input DisableFlashlight(void) : "Disable the eye flashlight." N/A 530   N/A 531        input ForcePickup(void) : "Force the player to pickpup the sphere." N/A 532       input EnablePickup(void) : "Allow player pickup." N/A 533       input DisablePickup(void) : "Disable player pickup." N/A 534   N/A 535        input PlayAttach(void) : "Play the attach animation, used for syncing with the socket animation." N/A 536       input PlayDetach(void) : "Play the attach animation, used for syncing with the socket animation." N/A 537       input PlayLock(void) : "Play the lock animation, used for syncing with the socket animation." N/A 538   N/A 539        input SetIdleSequence(string) : "Set a sequence to use as an idle." N/A 540       input ClearIdleSequence(void) : "Return to the default idle animation." N/A 541   N/A 542        input Explode(void) : "Explode the sphere." N/A 543 ]  N/A 544    N/A 545 @PointClass base(BasePropPhysics,Parentname) studio("models/npcs/monsters/monster_a.mdl") = prop_monster_box   N/A 546 [   N/A 547        StartAsBox(boolean) : "Start As Box" : 0 : "Start as an Box." N/A 548       BoxSwitchSpeed(float) : "Box Switch Speed" : 400 : "Speed to force switch to a box." N/A 549       AllowSilentDissolve(boolean) : "Allow SilentDissolve input" : 0 : "Allow the SilentDissolve input to dissolve this monster." N/A 550   N/A 551        input BecomeBox(string) : "Force the monster to stay as a box." N/A 552       input BecomeMonster(void) : "Allow the monster to come out when set down." N/A 553       input BecomeShortcircuit(void) : "Short circuit this box and don't allow him to move anymore." N/A 554   N/A 555        input  Dissolve(void) : "Dissolves the monster." N/A 556       output OnFizzled(void) : "Fired when the monster gets fizzled." N/A 557       input  SilentDissolve(void) : "Kills the monster box and fires its OnFizzled output." N/A 558 ]  N/A 559    N/A 560 @PointClass base(Targetname, Parentname, Angles) studio("models/props/sign_frame01/sign_frame01.mdl") line(255 255 0, targetname, IndicatorLights) = prop_indicator_panel   N/A 561 [   N/A 562        TimerDuration(float) : "Timer Duration" : 0 : "Amount of time the counter will count down"   N/A 563        Enabled(boolean) : "Start visible?" : 0 : "Whether the timer should be initially visible." N/A 564       IsTimer(boolean) : "Is a timer" : 0 : "Whether we're a countdown timer or not." N/A 565       IsChecked(boolean) : "Is checked" : 0 : "If this is a binary indicator, whether this is checked or not." N/A 566   N/A 567        IndicatorLights(target_destination) : "Indicator Lights" : "" : "If supplied, assumes this is a group of indicators lights to toggle when the indicator is toggled." N/A 568   N/A 569        input Check(void) : "Sets the indicator state to be 'checked'." N/A 570       input Uncheck(void) : "Sets the indicator state to be 'unchecked'." N/A 571   N/A 572        input Start(void) : "Start counting down." N/A 573       input Stop(void) : "Stop the counter at its current value." N/A 574       input Reset(void) : "Reset the timer back to its default value." N/A 575 ]  N/A 576    N/A 577 @PointClass base(Targetname, Parentname, Angles) studio("models/props/sign_frame01/sign_frame01.mdl") = prop_tic_tac_toe_panel   N/A 578 [   N/A 579        output OnPlayer1Pinged(void) : "Fired if pinged by Player 1." N/A 580       output OnPlayer2Pinged(void) : "Fired if pinged by Player 2." N/A 581 ]  N/A 582    N/A 583 @SolidClass base(Trigger) = trigger_playerteam : "Triggers different outputs for different players touching the trigger." N/A 584 [  N/A 585        target_team(choices) : "Target Team" : 0 : "Which team (or all) to allow to touch this trigger." =  N/A 586        [   N/A 587                0 : "Both"   N/A 588                3 : "Blue"   N/A 589                2 : "Orange"   N/A 590        ]          N/A 591    N/A 592        trigger_once(boolean) : "Trigger Once" : "No" : "Only trigger once, then remove the trigger." N/A 593   N/A 594        output OnStartTouchOrangePlayer(void) : "Orange player has started touching the trigger." N/A 595       output OnStartTouchBluePlayer(void) : "Blue player has started touching the trigger." N/A 596       output OnEndTouchOrangePlayer(void) : "Orange player has stopped touching the trigger." N/A 597       output OnEndTouchBluePlayer(void) : "Blue player has stopped touching the trigger." N/A 598 ]  N/A 599    N/A 600 @SolidClass base(Targetname) = trigger_ping_detector : "Detects whether a player has pinged in its region." N/A 601 [  N/A 602        output OnOrangePlayerPinged(void) : "Fired when the orange player has pinged inside the trigger." N/A 603       output OnBluePlayerPinged(void) : "Fired when the blue player has pinged inside the trigger." N/A 604 ]  N/A 605    N/A 606 @PointClass base(Targetname) iconsprite("editor/info_landmark") = info_landmark_entry : "Entry landmark"   N/A 607 [   N/A 608 ]   N/A 609    N/A 610 @PointClass base(Targetname) iconsprite("editor/info_landmark") = info_landmark_exit : "Exit landmark"   N/A 611 [   N/A 612 ]   N/A 613    N/A 614 @PointClass base(Targetname) iconsprite("editor/game_end.vmt") = point_changelevel : "Level Change Entity"   N/A 615 [   N/A 616        input ChangeLevel(string) : "Changes the level to the map name supplied as a parameter." N/A 617       output OnChangeLevel(void) : "Fired when the level is about to change." N/A 618 ]  N/A 619    N/A 620 @PointClass base(Targetname, Parentname, Angles, BaseProjector, Reflection, Shadow) studio("models/props/tractor_beam_emitter.mdl") = prop_tractor_beam : "Emitter for a tractor beam." N/A 621 [  N/A 622        linearForce(float) : "Linear Force" : 250 : "Linear force to apply to objects in the beam." N/A 623       noemitterparticles(boolean) : "Disable Emitter Particles" : 0 : "Disable the whirly particles on the emitter." N/A 624       input SetLinearForce(float) : "Set the linear force applied to objects in the beam." N/A 625       use128model(boolean) : "Use 128 model" : 0 : "Use the tbeam projector model that fits within a 128 unit square." N/A 626       // input Enable(void) : "Turn the beam on." N/A 627       // input Disable(void) : "Turn the beam off." N/A 628 ]  N/A 629    N/A 630 @PointClass base(Targetname, Parentname, Angles) studio("models/editor/cone_helper.mdl") = info_paint_sprayer : "An entity that sprays paint." N/A 631 [  N/A 632        //Paint sprayer   N/A 633        maxblobcount(integer) : "Max number of blobs" : 250 : "Max number of blobs that sprayer can spawn in the world (1-250)." N/A 634       light_position_name(string) : "Light Position Name" : : "Name of the entity we want to use as blobs light position." N/A 635       start_active(boolean) : "Start Active?" : 0  N/A 636        silent(boolean) : "Silent?" : "0" : "If this flag is true, blobs will only paint (no render, effect, or sound)"  N/A 637        DrawOnly(boolean) : "DrawOnly?" : "0" : "If this flag is true, blobs will only render (no paint, effect, or sound)"  N/A 638        PaintType(choices) : "Paint Type" : 0 :   N/A 639        "The type of paint sprayed." =  N/A 640        [   N/A 641                0 : "Bounce"   N/A 642                1 : "Stick"   N/A 643                2 : "Speed"   N/A 644                3 : "Portal"   N/A 645                4 : "Erase"   N/A 646        ]   N/A 647    N/A 648        RenderMode(choices) : "Render Mode" : 0 :   N/A 649        "The mode to render blobs." =  N/A 650        [   N/A 651                0 : "Blobulator"   N/A 652                1 : "Fast Sphere"   N/A 653        ]   N/A 654    N/A 655        AmbientSound(choices) : "Ambient Sound" : 0 :   N/A 656        "The sound to play when paint is flowing." =  N/A 657        [   N/A 658                0 : "None (silent)"   N/A 659                1 : "Drip"   N/A 660                2 : "Medium Flow"   N/A 661                3 : "Heavy Flow"   N/A 662        ]   N/A 663    N/A 664        blobs_per_second(float) : "Blobs per second" : "1" : "The number of paint blobs sprayed per second." N/A 665       min_speed(float) : "Min blob speed" : "100" : "The minimum speed of the sprayed blobs." N/A 666       max_speed(float) : "Max blob speed" : "100" : "The maximum speed of the sprayed blobs." N/A 667       blob_spread_radius(float) : "Blob spread radius" : "0" : "The starting radius of the spread of the blobs." N/A 668       blob_spread_angle(float) : "Blob spread angle" : "0" : "The spread of the blobs along its direction vector (in degrees)." N/A 669       blob_streak_percentage(float) : "Blob streak percentage" : "0" : "The percentage of blobs that will streak (0 - 100)." N/A 670       min_streak_time(float) : "Blob min streak time" : "0.2" : "The minimum time that the blobs will streak for." N/A 671       max_streak_time(float) : "Blob max streak time" : "0.5" : "The maximum time that the blobs will streak for." N/A 672       min_streak_speed_dampen(float) : "Blob min streak speed dampen" : "500" : "The minimum speed dampening while streaking." N/A 673       max_streak_speed_dampen(float) : "Blob max streak speed dampen" : "1000" : "The maximum speed dampening while streaking." N/A 674   N/A 675        input Start(void) : "Tell the paint sprayer to start spraying." N/A 676       input Stop(void) : "Tell the paint sprayer to stop spraying." N/A 677       input ChangePaintType(integer) : "Change the type of paint being sprayed." N/A 678 ]  N/A 679    N/A 680 @PointClass base(Targetname,Angles) studio("models/props/futbol.mdl") = prop_paint_bomb : "Paint bomb that explodes on impact." N/A 681 [  N/A 682        //Paint bomb   N/A 683        PaintType(choices) : "Paint Type" : 4 :   N/A 684        "The type of paint to explode." =  N/A 685        [   N/A 686                0 : "Bounce"   N/A 687                1 : "Stick"   N/A 688                2 : "Speed"   N/A 689                3 : "Portal"   N/A 690                4 : "Erase"   N/A 691        ]   N/A 692    N/A 693        BombType(choices) : "Bomb Type" : 0 :   N/A 694        "The type of explosion." =  N/A 695        [   N/A 696                0 : "Dry Bomb"   N/A 697                1 : "Wet Bomb"   N/A 698        ]   N/A 699    N/A 700        allowfunnel(boolean) : "Allow Portal Funneling" : 1 : "Whether or not this object should auto-funnel into a portal." N/A 701       AllowSilentDissolve(boolean) : "Allow SilentDissolve input" : 0 : "Allow the SilentDissolve input to dissolve this bomb." N/A 702   N/A 703        playspawnsound(boolean) : "Play Spawn Sound" : 1 : "Whether or not this bomb should play a sound on spawn." N/A 704   N/A 705        input  Dissolve(void) : "Dissolves the paint bomb." N/A 706       input  SilentDissolve(void) : "Kills the paint bomb and fires its OnFizzled output." N/A 707       input  EnablePortalFunnel(void) : "Enable portal funneling behavior." N/A 708       input  DisablePortalFunnel(void) : "Disable portal funneling behavior." N/A 709   N/A 710        output OnFizzled(void) : "Fired when a paint bomb is fizzled." N/A 711       output OnExploded(void) : "Fired when a paint bomb explodes." N/A 712 ]  N/A 713    N/A 714    N/A 715 @PointClass base(Item) studio("models/items/healthkit.mdl") = item_paint_power_pickup : "Paint Ammo"   N/A 716 [   N/A 717        // Paint power pickup   N/A 718        PaintType(choices) : "Paint Type" : 0 :   N/A 719        "The paint power of the pickup." =  N/A 720        [   N/A 721                0 : "Bounce"   N/A 722                1 : "Stick"   N/A 723                2 : "Speed"   N/A 724                3 : "Portal"   N/A 725        ]   N/A 726 ]   N/A 727    N/A 728 @SolidClass base(Trigger, Targetname) = trigger_paint_cleanser :   N/A 729        "A trigger volume that fizzles paint powers from the gun when the player touches it." N/A 730 [  N/A 731 ]   N/A 732    N/A 733 @PointClass base(Weapon) studio("models/weapons/w_portalgun.mdl") = weapon_paintgun : "Paintgun" []   N/A 734    N/A 735 @PointClass base(Targetname) = point_survey : "Displays a survey to the player"   N/A 736 [   N/A 737        surveyname(string) : "Survey Name" : : "The name of the survey keyvalues file." N/A 738       input ShowSurvey(string) : "Displays the survey." N/A 739       output OnSurveyComplete(void) : "Fired when the player finishes a survey." N/A 740 ]  N/A 741    N/A 742 @PointClass base(Targetname, Angles) studio("models/effects/cappoint_hologram.mdl") = portal_race_checkpoint : "Checkpoint for race maps." N/A 743 [  N/A 744        ResetTime(float) : "Reset Time" : "5.0" : "The time it takes for the checkpoint to reset after activation"   N/A 745    N/A 746        output OnCheckpointActivated(void) : "Fired when the checkpoint is activated by the player." N/A 747       output OnCheckpointReset(void) : "Fired when the checkpoint is reset after being activated by the player." N/A 748   N/A 749        input Activate(void) : "Activates the checkpoint." N/A 750       input CancelActivate(void) : "Cancels the checkpoint's activated state." N/A 751       input Lock(void) : "Locks the checkpoint from being activated." N/A 752       input Unlock(void) : "The checkpoint can be activated." N/A 753 ]  N/A 754    N/A 755 @PointClass base(Targetname, Parentname, Angles) studio("models/editor/axis_helper_thick.mdl") = vgui_level_placard_display :   N/A 756 "Pre-level display placard entity." N/A 757 [  N/A 758 ]   N/A 759    N/A 760 @PointClass base(Targetname, Parentname, Angles) studio("models/editor/axis_helper_thick.mdl") = vgui_mp_lobby_display :   N/A 761 "MP lobby display for day selection." N/A 762 [  N/A 763 ]   N/A 764    N/A 765 @PointClass base(BasePropPhysics) studio( "models/props/futbol.mdl" ) = prop_exploding_futbol : "Magic exploding futbol which the player uses to power futbol sockets." N/A 766 [  N/A 767        SpawnerName(string)        : "Spawner Name" : "" : "Name of prop_exploding_futbol_spawner for this futbol to respawn in once it has exploded." N/A 768       ShouldRespawn(boolean) : "Should Respawn" : "0" : "Should the futbol respawn at its spawner after exploding. Note: Spawner needs to be set for this to work." N/A 769       ExplodeOnTouch(boolean) : "Explode on touch" : "1" : "If the futbol should explode when it touches something." N/A 770   N/A 771        input Explode(void) : "Explodes the futbol." N/A 772 ]  N/A 773    N/A 774 @PointClass base(Targetname) studio( "models/props/futbol_dispenser.mdl" ) = prop_exploding_futbol_spawner : "Spawns magic exploding futbols. Will re-create a futbol when it's created futbol explodes." N/A 775 [  N/A 776        StartWithFutbol(boolean) : "Start with Futbol" : "1" : "Set true if this spawner starts with a futbol in it. Set to false if this spawner's futbol will be maunally placed in the map." N/A 777       IsTimed(boolean) : "Is Futbol Timed?" : "0" : "If the futbol should explode after a set amount of time." N/A 778       Timer(float) : "Explode Timer" : "0" : "The time after which the futbol explodes if it is timed." N/A 779       TimerIndicatorName(target_destination) : "Timer Indicator Panel" : "" : "The name of the timer panel associated with the futbol, if any." N/A 780   N/A 781        // Inputs   N/A 782        input ForceSpawn(void)        : "Spawns a new futbol. Usually isn't nessicary, because futbols respawn automatically if broken." N/A 783   N/A 784        // Outputs   N/A 785        output OnFutbolSpawned(void) : "Created a new futbol." N/A 786       output OnFutbolGrabbed(void) : "Player has taken the futbol out of this spawner." N/A 787 ]  N/A 788    N/A 789 @PointClass base(Targetname) studio( "models/props/futbol_socket.mdl" ) = prop_exploding_futbol_socket : "Catches futbols and fires an output." N/A 790 [  N/A 791        // Outputs   N/A 792        output OnFutbolReleased(void) : "Player has taken the futbol out of this socket." N/A 793       output OnFutbolCaught(void)        : "This socket has captured a futbol." N/A 794 ]  N/A 795    N/A 796 @PointClass base(Targetname, Angles) sphere(radius) sphere(inner_radius) = point_push: "Point Push"   N/A 797 [   N/A 798        spawnflags(Flags) =   N/A 799        [   N/A 800                1 : "Test LOS before pushing" : 0   N/A 801                2 : "Use angles for push direction" : 0   N/A 802                4 : "No falloff (constant push at any distance)" : 0   N/A 803                8 : "Push players" : 1   N/A 804                16 : "Push physics" : 1   N/A 805        ]   N/A 806    N/A 807        enabled(boolean) : "Start Enabled"        : 1   N/A 808    N/A 809        magnitude(float) : "Magnitude" : 100 : "How strongly to push away from the center." N/A 810       radius(float) : "Radius" : 128 : "Radius to affect items in." N/A 811       inner_radius(float) : "Inner radius" : "0" : "If not zero, the LOS is calculated from a point intersecting this sphere." N/A 812       influence_cone(float) : "Cone of Influence" : "0" : "If greater than zero, the cone (in degrees) within which the object must lie for it to be affected." N/A 813   N/A 814        input Enable(void) : "Enable the push." N/A 815       input Disable(void): "Disable the push." N/A 816 ]  N/A 817    N/A 818 @PointClass base(prop_physics) sphere(fademindist) sphere(fademaxdist) studioprop = prop_physics_paintable :   N/A 819        "A dynamic prop that can be painted." N/A 820 [  N/A 821        PaintPower(choices) : "Paint Power" : 4 :   N/A 822        "The paint power of the pickup." =  N/A 823        [   N/A 824                0 : "Bounce"   N/A 825                1 : "Stick"   N/A 826                2 : "Speed"   N/A 827                3 : "Portal"   N/A 828                4 : "None"   N/A 829        ]   N/A 830 ]   N/A 831    N/A 832 @PointClass base(Targetname) iconsprite("editor/logic_coop_manager.vmt") = logic_coop_manager :   N/A 833        "Manages two sets of values and can fire outputs based on the state of those values. " +   N/A 834        "Useful in coop where you can have players independently setting states on buttons, switches, etc." N/A 835 [  N/A 836        // keys   N/A 837        DefaultPlayerStateA(choices) : "Default State A" : 0 :   N/A 838        "The default state of A" =   N/A 839        [   N/A 840                0 : "FALSE"   N/A 841                1 : "TRUE"   N/A 842        ]   N/A 843        DefaultPlayerStateB(choices) : "Default State B" : 0 :   N/A 844        "The default state of B" =   N/A 845        [   N/A 846                0 : "FALSE"   N/A 847                1 : "TRUE"   N/A 848        ]   N/A 849    N/A 850        // Inputs   N/A 851        input SetStateATrue(void) : "Set State A to TRUE"   N/A 852        input SetStateAFalse(void) : "Set State A to FALSE"   N/A 853        input ToggleStateA(void) : "Toggle State A"   N/A 854        input SetStateBTrue(void) : "Set State B to TRUE"   N/A 855        input SetStateBFalse(void) : "Set State B to FALSE"   N/A 856        input ToggleStateB(void) : "Toggle State B"   N/A 857    N/A 858        // Outputs   N/A 859        output OnChangeToAllTrue(void) : "Fires when ALL of the values change to TRUE for the first time"   N/A 860        output OnChangeToAnyTrue(void) : "Fires when ANY of the values change to tTRUE for the first time"   N/A 861        output OnChangeToAllFalse(void) : "Fires when ALL of the values change to FALSE for the first time"   N/A 862        output OnChangeToAnyFalse(void) : "Fires when ANY of the values change to FALSE for the first time"   N/A 863 ]   N/A 864    N/A 865    N/A 866 @PointClass base(Targetname, Parentname, Angles) studio("models/props/portal_door_combined.mdl") = prop_testchamber_door :   N/A 867 "Test chamber door entity." N/A 868 [  N/A 869        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 870   N/A 871        AreaPortalWindow(target_destination) : "Area Portal Window Name" : "" : "The name of an area portal window that is controlled by the door." N/A 872       UseAreaPortalFade(boolean) : "Fade Area Portal?" : 0 : "If the area portal should use the specified fade distances to fade out." N/A 873       AreaPortalFadeStart(float) : "Fade Start Distance" : 0 : "The distance at which the area portal starts fading out." N/A 874       AreaPortalFadeEnd(float) : "Fade End Distance" : 0 : "The distance at which the area portal turns completely opaque." N/A 875   N/A 876        input Open(void) : "Open the door and cause the portal to activate." N/A 877       input Close(void) : "Close the door and cause the portal to deactivate." N/A 878       input Lock(void) : "Locking a door will prevent the Open or Close inputs from doing anything." N/A 879       input Unlock(void) : "If locked, unocking a door will allow the Open or Close inputs to function." N/A 880   N/A 881        output OnOpen(void) : "Called when the door has started its open animation." N/A 882       output OnClose(void) : "Called when the door has started its close animation." N/A 883       output OnFullyOpen(void) : "Called when the door has finished its open animation." N/A 884       output OnFullyClosed(void) : "Called when the door has finished its close animation." N/A 885 ]  N/A 886    N/A 887 @PointClass base(BaseNPC, Parentname, RenderFields, Shadow) studio = npc_wheatley_boss : "Wheatley NPC stub"   N/A 888 [   N/A 889        model(studio) : "Model"   N/A 890 ]   N/A 891    N/A 892    N/A 893 @PointClass base(Targetname) sphere(radius) = paint_sphere : "Paint brush entities inside the sphere"   N/A 894 [   N/A 895        paint_type(choices) : "Paint Type" : 0 :   N/A 896        "The type of paint." =  N/A 897        [   N/A 898                0 : "Bounce"   N/A 899                1 : "Stick"   N/A 900                2 : "Speed"   N/A 901                3 : "Portal"   N/A 902                4 : "Erase"   N/A 903        ]   N/A 904    N/A 905        radius(float) : "Radius" : "60.f" : "Radius of paint sphere"   N/A 906    N/A 907        alpha_percent(float) : "Alpha Percent" : "1.0" : "Alpha percent to control the density of paint, the value must be between 0 to 1"   N/A 908    N/A 909        input Paint(void) : "Apply paint with specified paint type inside the paint sphere"   N/A 910 ]