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

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N/A1//====== Copyright 1996-2005, Valve Corporation, All rights reserved. =======
N/A2//
N/A3// Purpose: General game definition file (.fgd)
N/A4//
N/A5//=============================================================================
N/A6 
N/A7@mapsize(-16384, 16384)
N/A8 
N/A9 
N/A10//-------------------------------------------------------------------------
N/A11//
N/A12// Base Classes
N/A13//
N/A14//-------------------------------------------------------------------------
N/A15 
N/A16@BaseClass = PaintableBrush
N/A17[
N/A18 // Inputs
N/A19 input RemovePaint(void) : "Remove paint from the brush entity."
N/A20]
N/A21 
N/A22@BaseClass = Angles
N/A23[
N/A24 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/A25 "yaw is the rotation around the Z axis, roll is the rotation around the X axis."
N/A26]
N/A27 
N/A28@BaseClass = Origin
N/A29[
N/A30 origin(origin) : "Origin (X Y Z)" : : "The position of this entity's center in the world. Rotating entities typically rotate around their origin."
N/A31]
N/A32 
N/A33@BaseClass = Reflection
N/A34[
N/A35 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/A36 
N/A37 input DisableDrawInFastReflection(void) : "Turns off rendering of this entity in reflections when using $reflectonlymarkedentities in water material."
N/A38 input EnableDrawInFastReflection(void) : "Turn on rendering of this entity in reflections when using $reflectonlymarkedentities in water material."
N/A39]
N/A40 
N/A41@BaseClass = ToggleDraw
N/A42[
N/A43 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/A44 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/A45]
N/A46 
N/A47@BaseClass = Shadow
N/A48[
N/A49 disableshadows(boolean) : "Disable shadows" : 0
N/A50 disableshadowdepth(boolean) : "Disable ShadowDepth" : 0 : "Used to disable rendering into shadow depth (for flashlight) for this entity."
N/A51 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/A52 [
N/A53 0 : "Default"
N/A54 1 : "No cache = render every frame"
N/A55 2 : "Cache it = render only once"
N/A56 ]
N/A57 
N/A58 disableflashlight(boolean) : "Disable flashlight" : 0 : "Used to disable flashlight (env_projectedtexture) lighting and shadows on this entity."
N/A59 
N/A60 input DisableShadow(void) : "Turn shadow off."
N/A61 input EnableShadow(void) : "Turn shadow on."
N/A62 
N/A63 input DisableReceivingFlashlight(void) : "This object will not recieve light or shadows from projected textures (flashlights)."
N/A64 input EnableReceivingFlashlight(void) : "This object may recieve light or shadows from projected textures (flashlights)."
N/A65]
N/A66 
N/A67@BaseClass base(Reflection, ToggleDraw, Shadow) = Studiomodel
N/A68[
N/A69 model(studio) report : "World Model"
N/A70 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/A71 
N/A72 // Inputs
N/A73 input Skin(integer) : "Changes the model skin to the specified number."
N/A74 input DisableShadow(void) : "Turn shadow off."
N/A75 input EnableShadow(void) : "Turn shadow on."
N/A76 input AlternativeSorting(bool) : "Used to attempt to fix sorting problems when rendering. True activates, false deactivates"
N/A77 
N/A78 // Outputs
N/A79 output OnIgnite(void) : "Fired when this object catches fire."
N/A80]
N/A81 
N/A82@BaseClass = BasePlat
N/A83[
N/A84 input Toggle(void) : "Toggles the platform's state."
N/A85 input GoUp(void) : "Tells the platform to go up."
N/A86 input GoDown(void) : "Tells the platform to go down."
N/A87]
N/A88 
N/A89@BaseClass = Targetname
N/A90[
N/A91 targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
N/A92 
N/A93 vscripts(scriptlist) : "Entity Scripts" : "" : "Name(s) of script files that are executed after all entities have spawned."
N/A94 thinkfunction(string) : "Script think function" : "" : "Name of a function in this entity's script scope which will be called automatically."
N/A95 
N/A96 input RunScriptFile(script) : "Execute a game script file from disk"
N/A97 input RunScriptCode(string) : "Execute a string of script source code"
N/A98 
N/A99 // Inputs
N/A100 input Kill(void) : "Removes this entity from the world."
N/A101 input KillHierarchy(void) : "Removes this entity and all its children from the world."
N/A102 input AddOutput(string) : "Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care."
N/A103 input FireUser1(void) : "Causes this entity's OnUser1 output to be fired."
N/A104 input FireUser2(void) : "Causes this entity's OnUser2 output to be fired."
N/A105 input FireUser3(void) : "Causes this entity's OnUser3 output to be fired."
N/A106 input FireUser4(void) : "Causes this entity's OnUser4 output to be fired."
N/A107 
N/A108 // Outputs
N/A109 output OnUser1(void) : "Fired in response to FireUser1 input."
N/A110 output OnUser2(void) : "Fired in response to FireUser2 input."
N/A111 output OnUser3(void) : "Fired in response to FireUser3 input."
N/A112 output OnUser4(void) : "Fired in response to FireUser4 input."
N/A113]
N/A114 
N/A115@BaseClass = Parentname
N/A116[
N/A117 parentname(target_destination) : "Parent" : : "The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent."
N/A118 
N/A119 // Inputs
N/A120 input SetParent(string) : "Changes the entity's parent in the movement hierarchy."
N/A121 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/A122 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/A123 input ClearParent(void) : "Removes this entity from the the movement hierarchy, leaving it free to move independently."
N/A124]
N/A125 
N/A126@BaseClass = BaseBrush
N/A127[
N/A128 // Inputs
N/A129 input SetTextureIndex(integer) : "Used by HL1Port. Sets the brush texture index. Use a material_modify_control entity instead."
N/A130 input IncrementTextureIndex(void) : "Used by HL1Port. Increments the brush texture index. Use a material_modify_control entity instead."
N/A131]
N/A132 
N/A133@BaseClass = EnableDisable
N/A134[
N/A135 StartDisabled(boolean) : "Start Disabled" : 0
N/A136 
N/A137 // Inputs
N/A138 input Enable(void) : "Enable this entity."
N/A139 input Disable(void) : "Disable this entity."
N/A140]
N/A141 
N/A142@BaseClass = RenderFxChoices
N/A143[
N/A144 renderfx(choices) :"Render FX" : 0 =
N/A145 [
N/A146 0: "Normal"
N/A147 1: "Slow Pulse"
N/A148 2: "Fast Pulse"
N/A149 3: "Slow Wide Pulse"
N/A150 4: "Fast Wide Pulse"
N/A151 9: "Slow Strobe"
N/A152 10: "Fast Strobe"
N/A153 11: "Faster Strobe"
N/A154 12: "Slow Flicker"
N/A155 13: "Fast Flicker"
N/A156 5: "Slow Fade Away"
N/A157 6: "Fast Fade Away"
N/A158 7: "Slow Become Solid"
N/A159 8: "Fast Become Solid"
N/A160 14: "Constant Glow"
N/A161 15: "Distort"
N/A162 16: "Hologram (Distort + fade)"
N/A163 23: "Cull By Distance (TEST)"
N/A164 24: "Spotlight FX"
N/A165 26: "Fade Near"
N/A166 ]
N/A167]
N/A168 
N/A169@BaseClass = SpatialEntity
N/A170[
N/A171 minfalloff(float) : "Lookup Falloff Start Distance" : "0.0"  : "This is the distance to the start of the falloff region (-1 = everywhere)"
N/A172 maxfalloff(float) : "Lookup Falloff End Distance"  : "200.0" : "This is the distance to the end of the falloff region (-1 = everywhere)"
N/A173 maxweight(float)  : "Maximum Weight"  : "1.0"  : "This is the maximum weight for this lookup"
N/A174 fadeInDuration(float)  : "Lookup Fade In Duration"  : "0.0"  : "Duration of fade in on when enabled."
N/A175 fadeOutDuration(float)  : "Lookup Fade out Duration"  : "0.0"  : "Dration of fade out on when disabled."
N/A176 
N/A177 // Inputs
N/A178 input SetFadeInDuration(float) : "Sets the 'fadeInDuration' variable, used to fade cc lookup usage when entity is enabled."
N/A179 input SetFadeOutDuration(float) : "Sets the 'fadeOutDuration' variable, used to fade cc lookup usage when entity is disabled."
N/A180]
N/A181 
N/A182@BaseClass base(RenderFxChoices) = RenderFields
N/A183[
N/A184 rendermode(choices) : "Render Mode" : 0 : "Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'." =
N/A185 [
N/A186 0: "Normal"
N/A187 1: "Color"
N/A188 2: "Texture"
N/A189 3: "Glow"
N/A190 4: "Solid"
N/A191 5: "Additive"
N/A192 7: "Additive Fractional Frame"
N/A193 9: "World Space Glow"
N/A194 10: "Dont Render"
N/A195 ]
N/A196 renderamt(integer) : "FX Amount (0 - 255)" : 255 : "The FX amount is used by the selected Render Mode."
N/A197 rendercolor(color255) : "FX Color (R G B)" : "255 255 255" : "The FX color is used by the selected Render Mode."
N/A198 
N/A199 disablereceiveshadows(boolean) : "Disable Receiving Shadows" : 0
N/A200 
N/A201 input Alpha(integer) : "Set the sprite's alpha (0 - 255)."
N/A202 input Color(color255) : "Set the sprite's color (R G B)."
N/A203]
N/A204 
N/A205// Inherit from this to get the ability to only include an object in a range of dx levels.
N/A206// NOTE!!: MAKE SURE THAT YOU DON'T USE THIS WITH ANYTHING THAT WILL BREAK SAVE-GAMES SWITCHING
N/A207// BETWEEN SYSTEM LEVELS!!!!
N/A208@BaseClass = SystemLevelChoice
N/A209[
N/A210 mincpulevel(choices) : "Minimum CPU Level" : 0 =
N/A211 [
N/A212 0 : "default (low)"
N/A213 1 : "low"
N/A214 2 : "medium"
N/A215 3 : "high"
N/A216 ]
N/A217 maxcpulevel(choices) : "Maximum CPU Level" : 0 =
N/A218 [
N/A219 0 : "default (high)"
N/A220 1 : "low"
N/A221 2 : "medium"
N/A222 3 : "high"
N/A223 ]
N/A224 mingpulevel(choices) : "Minimum GPU Level" : 0 =
N/A225 [
N/A226 0 : "default (very low)"
N/A227 1 : "very low"
N/A228 2 : "low"
N/A229 3 : "medium"
N/A230 4 : "high"
N/A231 ]
N/A232 maxgpulevel(choices) : "Maximum GPU Level" : 0 =
N/A233 [
N/A234 0 : "default (high)"
N/A235 1 : "very low"
N/A236 2 : "low"
N/A237 3 : "medium"
N/A238 4 : "high"
N/A239 ]
N/A240 disableX360(choices) : "Disable X360" : 0 =
N/A241 [
N/A242 0 : "No"
N/A243 1 : "Yes"
N/A244 ]
N/A245]
N/A246 
N/A247@BaseClass = Inputfilter
N/A248[
N/A249 InputFilter(choices) : "Input Filter" : 0 : "Used to specify which inputs this entity will accept." =
N/A250 [
N/A251 0 : "Allow all inputs"
N/A252 8 : "Ignore Touch/Untouch"
N/A253 16 : "Ignore Use"
N/A254 32 : "Ignore All"
N/A255 ]
N/A256]
N/A257 
N/A258@BaseClass = Global
N/A259[
N/A260 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/A261]
N/A262 
N/A263// Base class for env_global
N/A264@BaseClass base(Targetname) = EnvGlobal :
N/A265 "An entity to control a global game state, with an optional associated counter, that persists across level transitions."
N/A266[
N/A267 initialstate(choices) : "Initial State" : 0 =
N/A268 [
N/A269 0 : "Off"
N/A270 1 : "On"
N/A271 2 : "Dead"
N/A272 ]
N/A273 
N/A274 counter(integer) : "Counter" : 0 : "An integer counter value associated with this global."
N/A275 
N/A276 spawnflags(flags) =
N/A277 [
N/A278 1 : "Set Initial State" : 0
N/A279 ]
N/A280 
N/A281 // Inputs
N/A282 input TurnOn(void) : "Set state of global to ON."
N/A283 input TurnOff(void) : "Set state of global to OFF."
N/A284 input Toggle(void) : "Toggles state of global between ON and OFF."
N/A285 input Remove(void) : "Set state of global to DEAD."
N/A286 input SetCounter(integer) : "Sets the counter value of this global."
N/A287 input AddToCounter(integer) : "Adds to the counter value of this global. Negative numbers subtract."
N/A288 input GetCounter(void) : "Causes the Counter output to be fired, passing the current counter value for this global."
N/A289 
N/A290 // Outputs
N/A291 output Counter(integer) : "Fired in response to the GetCounter input, passing the current value of the counter."
N/A292]
N/A293 
N/A294@BaseClass = DamageFilter
N/A295[
N/A296 damagefilter(target_destination) : "Damage Filter" : "" : "Name of the filter entity that controls which entities can damage us."
N/A297 input SetDamageFilter(string) : "Sets the entity to use as damage filter. Pass in an empty string to clear the damage filter."
N/A298]
N/A299 
N/A300@BaseClass = ResponseContext
N/A301[
N/A302 // Inputs
N/A303 input AddContext(string) : "Adds a context to this entity's list of response contexts. The format should be 'key:value'."
N/A304 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/A305 input ClearContext(void) : "Removes all contexts in this entity's list of response contexts."
N/A306 
N/A307 // Pre-defined contexts at server startup time (set by mapper)
N/A308 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/A309]
N/A310 
N/A311@BaseClass base(Targetname, DamageFilter, Shadow, Reflection) = Breakable
N/A312[
N/A313 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/A314 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/A315 PerformanceMode(choices) : "Performance Mode" : 0 : "Used to limit the amount of gibs produced when this entity breaks, for performance reasons." =
N/A316 [
N/A317 0 : "Normal"
N/A318 1 : "No Gibs"
N/A319 2 : "Full Gibs on All Platforms"
N/A320 3 : "Reduced gibs"
N/A321 ]
N/A322 
N/A323 // Inputs
N/A324 input Break(void) : "Breaks the breakable."
N/A325 input SetHealth(integer) : "Sets a new value for the breakable's health. If the breakable's health reaches zero it will break."
N/A326 input AddHealth(integer) : "Adds health to the breakable. If the breakable's health reaches zero it will break."
N/A327 input RemoveHealth(integer) : "Removes health from the breakable. If the breakable's health reaches zero it will break."
N/A328 input EnablePhyscannonPickup(void) : "Makes the breakable able to picked up by the physcannon."
N/A329 input DisablePhyscannonPickup(void) : "Makes the breakable not able to picked up by the physcannon."
N/A330 input SetMass(float) : "Set mass of this object."
N/A331 
N/A332 // Outputs
N/A333 output OnBreak(void) : "Fired when this breakable breaks."
N/A334 output OnTakeDamage(void) : "Fired each time this breakable takes any damage."
N/A335 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/A336 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/A337 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/A338 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/A339 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/A340 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/A341]
N/A342 
N/A343@BaseClass base(Breakable, Parentname, Global) = BreakableBrush
N/A344[
N/A345 spawnflags(flags) =
N/A346 [
N/A347 1 : "Only Break on Trigger" : 0
N/A348 2 : "Break on Touch" : 0
N/A349 4 : "Break on Pressure" : 0
N/A350 512: "Break immediately on Physics" : 0
N/A351 1024: "Don't take physics damage" : 0
N/A352 2048: "Don't allow bullet penetration": 0
N/A353 ]
N/A354 
N/A355 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/A356 [
N/A357 0 : "None"
N/A358 1 : "Wooden.Tiny"
N/A359 2 : "Wooden.Small"
N/A360 3 : "Wooden.Medium"
N/A361 4 : "Wooden.Large"
N/A362 5 : "Wooden.Huge"
N/A363 6 : "Metal.Small"
N/A364 7 : "Metal.Medium"
N/A365 8 : "Metal.Large"
N/A366 9 : "Cardboard.Small"
N/A367 10 : "Cardboard.Medium"
N/A368 11 : "Cardboard.Large"
N/A369 12 : "Stone.Small"
N/A370 13 : "Stone.Medium"
N/A371 14 : "Stone.Large"
N/A372 15 : "Stone.Huge"
N/A373 16 : "Glass.Small"
N/A374 17 : "Plastic.Small"
N/A375 18 : "Plastic.Medium"
N/A376 19 : "Plastic.Large"
N/A377 20 : "Pottery.Small"
N/A378 21 : "Pottery.Medium"
N/A379 22 : "Pottery.Large"
N/A380 23 : "Pottery.Huge"
N/A381 24 : "Glass.Window"
N/A382 ]
N/A383 
N/A384 health(integer) : "Strength" : 1 : "Number of points of damage to take before breaking. 0 means don't break."
N/A385 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/A386 [
N/A387 0: "Glass"
N/A388 1: "Wood"
N/A389 2: "Metal"
N/A390 3: "Flesh"
N/A391 4: "CinderBlock"
N/A392 5: "Ceiling Tile"
N/A393 6: "Computer"
N/A394 7: "Unbreakable Glass"
N/A395 8: "Rocks"
N/A396 9: "Metal Panel"
N/A397 10: "None"
N/A398 ]
N/A399 explosion(choices) : "Gibs Direction" : 0 : "Used to decide which direction to throw gibs when broken." =
N/A400 [
N/A401 0: "Random"
N/A402 1: "Relative to Attack"
N/A403 2: "Use Precise Gib Dir"
N/A404 ]
N/A405 
N/A406 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/A407 
N/A408 nodamageforces(boolean) : "Damaging it Doesn't Push It" : 0 : "Used to determine whether or not damage should cause the brush to move."
N/A409 
N/A410 // Inputs
N/A411 input EnableDamageForces(void) : "Damaging the entity applies physics forces to it."
N/A412 input DisableDamageForces(void) : "Damaging the entity does *not* apply physics forces to it."
N/A413 
N/A414 gibmodel(string) : "Gib Model" : "" : "Used by HL1Port to specify a custom gib model to break into, overriding the 'Material Type'."
N/A415 spawnobject(choices) : "Spawn On Break" : 0 : "When broken, an entity of the selected type will be created." =
N/A416 [
N/A417 1: "item_battery"
N/A418 2: "item_healthkit"
N/A419 3: "item_ammo_pistol"
N/A420 4: "item_ammo_pistol_large"
N/A421 5: "item_ammo_smg1"
N/A422 6: "item_ammo_smg1_large"
N/A423 7: "item_ammo_ar2"
N/A424 8: "item_ammo_ar2_large"
N/A425 9: "item_box_buckshot"
N/A426 10: "item_flare_round"
N/A427 11: "item_box_flare_rounds"
N/A428 12: "item_ml_grenade"
N/A429 13: "item_smg1_grenade"
N/A430 14: "item_box_sniper_rounds"
N/A431 15: "unused1"
N/A432 16: "weapon_stunstick"
N/A433 17: "weapon_ar1"
N/A434 18: "weapon_ar2"
N/A435 19: "unused2"
N/A436 20: "weapon_ml"
N/A437 21: "weapon_smg1"
N/A438 22: "weapon_smg2"
N/A439 23: "weapon_slam"
N/A440 24: "weapon_shotgun"
N/A441 25: "weapon_molotov"
N/A442 26: "item_dynamic_resupply"
N/A443 ]
N/A444 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/A445 pressuredelay(float) : "Pressure Delay" : 0 : "Delay, in seconds, after 'broken' by pressure before breaking apart (allows for sound to play before breaking apart)."
N/A446]
N/A447 
N/A448@BaseClass base(Breakable) = BreakableProp
N/A449[
N/A450 spawnflags(flags) =
N/A451 [
N/A452 16 : "Break on Touch" : 0
N/A453 32 : "Break on Pressure" : 0
N/A454 ]
N/A455 pressuredelay(float) : "Pressure Delay" : 0 : "Delay, in seconds, after 'broken' by pressure before breaking apart (allows for sound to play before breaking apart)."
N/A456]
N/A457 
N/A458@BaseClass base(Targetname, Angles, RenderFields, DamageFilter, ResponseContext, Shadow, ToggleDraw) color(0 200 200) = BaseNPC
N/A459[
N/A460 target(target_destination) : "Target Path Corner" : : "If set, the name of a path corner entity that this NPC will walk to, after spawning."
N/A461 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/A462 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/A463 hintlimiting(boolean) : "Hint Limit Nav" : 0 : "Limits NPC to using specified hint group for navigation requests, but does not limit local navigation."
N/A464 
N/A465 spawnflags(Flags) =
N/A466 [
N/A467 1 : "Wait Till Seen" : 0
N/A468 2 : "Gag (No IDLE sounds until angry)" : 0
N/A469 4 : "Fall to ground (unchecked means *teleport* to ground)" : 1
N/A470 8 : "Drop Healthkit" : 0
N/A471 16 : "Efficient - Don't acquire enemies or avoid obstacles" : 0
N/A472 128: "Wait For Script" : 0
N/A473 256: "Long Visibility/Shoot" : 0
N/A474 512: "Fade Corpse" : 1
N/A475 1024: "Think outside PVS" : 0
N/A476 2048: "Template NPC (used by npc_maker, will not spawn)" : 0
N/A477 4096: "Do Alternate collision for this NPC (player avoidance)" : 0
N/A478 8192: "Don't drop weapons" : 0
N/A479 16384 : "Ignore player push (dont give way to player)" : 0
N/A480 ]
N/A481 
N/A482 //initialidle(string) : "Initial Idle Activity" :: "Activity the NPC should use to idle until becomes alert"
N/A483 sleepstate(choices) : "Sleep State" : 0 : "Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'." =
N/A484 [
N/A485 0 : "None"
N/A486 1 : "Waiting for threat"
N/A487 2 : "Waiting for PVS"
N/A488 3 : "Waiting for input, ignore PVS"
N/A489 4 : "Auto PVS"
N/A490 5 : "Auto PVS after PVS"
N/A491 ]
N/A492 
N/A493 wakeradius(float) : "Wake Radius" : 0 : "Auto-wake if player within this distance"
N/A494 wakesquad(boolean) : "Wake Squad" : 0 : "Wake all of the NPCs squadmates if the NPC is woken"
N/A495 
N/A496 enemyfilter(target_destination) : "Enemy Filter" : "" : "Filter by which to filter potential enemies"
N/A497 
N/A498 ignoreunseenenemies(boolean) : "Ignore unseen enemies" : 0 : "Prefer visible enemies, regardless of distance or relationship priority"
N/A499 
N/A500 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/A501 
N/A502 // Outputs
N/A503 output OnDamaged(void) : "Fired when this NPC takes damage."
N/A504 output OnDeath(void) : "Fired when this NPC is killed."
N/A505 output OnHalfHealth(void) : "Fired when this NPC reaches half of its maximum health."
N/A506 output OnHearWorld(void) : "Fired when this NPC hears a sound (other than combat or the player)."
N/A507 output OnHearPlayer(void) : "Fired when this NPC hears the player."
N/A508 output OnHearCombat(void) : "Fired when this NPC hears combat sounds."
N/A509 output OnFoundEnemy(string) : "Fired when this NPC establishes line of sight to its enemy (outputs entity)."
N/A510 output OnLostEnemyLOS(void) : "Fired when this NPC loses line of sight to its enemy."
N/A511 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/A512 output OnFoundPlayer(string) : "Fired when this NPC establishes line of sight to its enemy, and that enemy is a player (outputs player entity)."
N/A513 output OnLostPlayerLOS(void) : "Fired when this NPC loses line of sight to its enemy, and that enemy is a player."
N/A514 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/A515 output OnDamagedByPlayer(void) : "Fired when this NPC is hurt by a player."
N/A516 output OnDamagedByPlayerSquad(void) : "Fired when this NPC is hurt by a player OR by one of the player's squadmates."
N/A517 output OnDenyCommanderUse(void) : "Fired when this NPC has refused to join the player's squad."
N/A518 output OnSleep(void) : "Fired when this NPC enters a sleep state."
N/A519 output OnWake(void) : "Fired when this NPC comes out of a sleep state."
N/A520 output OnForcedInteractionStarted(void) : "Fired when the NPC starts a forced interaction."
N/A521 output OnForcedInteractionAborted(void) : "Fired when the NPC aborts a forced interaction for some reason (target NPC died, couldn't be pathed to, etc)"
N/A522 output OnForcedInteractionFinished(void) : "NPCs in actbusies can no longer perform dynamic interactions."
N/A523 
N/A524 // Inputs
N/A525 input SetRelationship(string) : "Changes this entity's relationship with another entity or class. Format: <entityname/classname> <D_HT/D_FR/D_LI/D_NU> <priority>"
N/A526 input SetEnemyFilter(string) : "Changes this NPC's enemy filter to the named filter."
N/A527 input SetHealth(integer) : "Set this NPC's health."
N/A528 input SetBodyGroup(integer) : "HACK: Sets this NPC's body group (from 0 - n). You'd better know what you are doing!"
N/A529 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/A530 input Ignite(void) : "Ignite, burst into flames"
N/A531 input IgniteLifetime(float) : "Ignite, with a parameter lifetime."
N/A532 input IgniteNumHitboxFires(integer) : "Ignite, with a parameter number of hitbox fires."
N/A533 input IgniteHitboxFireScale(float) : "Ignite, with a parameter hitbox fire scale."
N/A534 input Break(void) : "Break, smash into pieces"
N/A535 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/A536 input StopScripting(void) : "Exit scripting state."
N/A537 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/A538 input Wake(void) : "Wakes up the NPC if it is sleeping."
N/A539 input ForgetEntity(string) : "Clears out the NPC's knowledge of a named entity."
N/A540 input GagEnable(void) : "Turn on the NPC Gag flag. NPC won't speak outside of choreographed scenes."
N/A541 input GagDisable(void) : "Turn off the NPC Gag flag."
N/A542 input IgnoreDangerSounds(float) : "Ignore danger sounds for the specified number of seconds."
N/A543 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/A544 input HolsterAndDestroyWeapon(void) : "Identical to HolsterWeapon, except the weapon is destroyed once it has been holstered and concealed."
N/A545 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/A546 input ForceInteractionWithNPC(string) : "Force the NPC to use a dynamic interaction with another NPC. Parameter format: <target NPC name> <dynamic interaction name>"
N/A547 input UpdateEnemyMemory(string) : "Update (or Create) this NPC's memory of an enemy and its location"
N/A548 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/A549]
N/A550 
N/A551@PointClass base(Targetname, Parentname, Angles) iconsprite("editor/info_target.vmt") = info_npc_spawn_destination :
N/A552 "NPC Spawn Destination. (Consult npc_template_maker help for more info)"
N/A553[
N/A554 ReuseDelay(float) : "Reuse Delay" : 1 : "After an NPC is spawned at this destination, the delay before this destination is eligible for selection again."
N/A555 RenameNPC(string) : "New NPC Name" : "" : "If an NPC spawns at this destination, change that NPC's targetname to this."
N/A556 
N/A557 // Outputs
N/A558 output OnSpawnNPC(void) : "Fired when an NPC spawns at this destination."
N/A559]
N/A560 
N/A561@BaseClass base(Targetname, Angles, EnableDisable) iconsprite("editor/npc_maker.vmt") color(0 0 255) = BaseNPCMaker
N/A562[
N/A563 StartDisabled(boolean) : "Start Disabled" : 1
N/A564 
N/A565 spawnflags(Flags) =
N/A566 [
N/A567 // Only in npc__maker, npc_template_maker uses flag from template NPC
N/A568 16 : "Fade Corpse" : 0
N/A569 32 : "Infinite Children" : 0
N/A570 64 : "Do Not Drop" : 0
N/A571 128 : "Don't Spawn While Visible" : 0
N/A572 ]
N/A573 
N/A574 MaxNPCCount(integer) : "Num. of NPCs" : 1 : "Number of NPCs that will spawn before this spawner is exhausted."
N/A575 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/A576 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/A577 HullCheckMode(Choices) : "Hull Check Mode" : 0 : "How NPC's hull should be checked at spawn destination?" =
N/A578 [
N/A579 0 : "Default"
N/A580 1 : "No hull check"
N/A581 ]
N/A582 
N/A583 // Outputs
N/A584 output OnSpawnNPC(string) : "Fired when an NPC is spawned. The activator is the NPC, and the string is the name of the NPC."
N/A585 output OnAllSpawned(void) : "Fired when the spawned is exhausted (all children have been spawned)."
N/A586 output OnAllSpawnedDead(void) : "Fired when the spawner is exhausted (all children have been spawned) and all spawned children have died."
N/A587 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/A588 
N/A589 // Inputs
N/A590 input Spawn(void) : "Spawns an NPC."
N/A591 input Toggle(void) : "Toggles the spawner enabled/disabled state."
N/A592 input Enable(void) : "Enables the spawner."
N/A593 input Disable(void) : "Disables the spawner."
N/A594 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/A595 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/A596 input SetMaxLiveChildren(integer) : "Sets the maximum number of NPCs that can be alive at any one time from this spawner."
N/A597 input SetSpawnFrequency(float) : "Sets how often (in seconds) a new NPC will be spawned."
N/A598]
N/A599 
N/A600@PointClass base(BaseNPCMaker) iconsprite("editor/npc_maker.vmt") = npc_template_maker :
N/A601 "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/A602[
N/A603 spawnflags(Flags) =
N/A604 [
N/A605 256 : "Always use radius spawn" : 0
N/A606 512 : "Don't preload template models" : 0
N/A607 ]
N/A608 
N/A609 TemplateName(target_destination) : "Name of template NPC" : "" : "Template NPC that this maker should be creating clones of."
N/A610 
N/A611 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/A612 
N/A613 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/A614 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/A615 [
N/A616 0 : "Yes"
N/A617 1 : "No"
N/A618 2 : "Don't Care"
N/A619 ]
N/A620 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/A621 [
N/A622 0 : "Nearest"
N/A623 1 : "Farthest"
N/A624 2 : "Don't Care"
N/A625 ]
N/A626 
N/A627 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/A628 
N/A629 //Inputs
N/A630 input SpawnNPCInRadius(void) : "Spawn an NPC somewhere within the maker's radius."
N/A631 input SpawnNPCInLine(void) : "Spawn an NPC somewhere within a line behind the maker."
N/A632 input SpawnMultiple(integer) : "Spawn multiple NPCs (uses destination group, else radius)."
N/A633 input ChangeDestinationGroup(string) : "Switch to a different set of Destination entities."
N/A634 input SetMinimumSpawnDistance(integer) : "Set the minimum spawn distance from player to destination node."
N/A635]
N/A636 
N/A637@BaseClass base( BaseNPC ) = BaseHelicopter
N/A638[
N/A639 InitialSpeed(string) : "Initial Speed" : "0" : "Sets the helicopter's desired speed that it should try to reach as soon as it's spawned."
N/A640 target(target_destination) : "Target path_track" : : "(Optional) The name of a path_track entity that this NPC will fly to after spawning."
N/A641 
N/A642 // Inputs
N/A643 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/A644 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/A645 input SetMaxSpeed(float): "Change the helicopter's max speed."
N/A646 input ChangePathCorner(target_destination) : "Tell the helicopter to move to a path corner on a new path."
N/A647 input SelfDestruct(void) : "Self Destruct."
N/A648 input Activate(void) : "Activate. Use to wake up a helicopter that spawned with the 'Await Input' spawnflag on."
N/A649 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/A650 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/A651 input StartPatrol(void) : "Start patrolling back and forth along the current track."
N/A652 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/A653 input ChooseFarthestPathPoint(void) : "When tracking an enemy, choose the point on the path furthest from the enemy, but still in firing range."
N/A654 input ChooseNearestPathPoint(void) : "When tracking an enemy, choose the point on the path nearest from the enemy."
N/A655 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/A656 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/A657 
N/A658 spawnflags(Flags) =
N/A659 [
N/A660 // AWAIT INPUT will make the helicopter spawn disabled, awaiting
N/A661 // the "Activate" input to start acting.
N/A662 32 : "No Rotorwash" : 0
N/A663 64 : "Await Input" : 0
N/A664 ]
N/A665]
N/A666 
N/A667@BaseClass color(0 255 0) = PlayerClass []
N/A668 
N/A669@BaseClass color(180 10 180) = Light
N/A670[
N/A671 _light(color255) : "Brightness" : "255 255 255 200"
N/A672 _lightHDR(color255) : "BrightnessHDR" : "-1 -1 -1 1"
N/A673 _lightscaleHDR(float) : "BrightnessScaleHDR" : "1" : "Amount to scale the light by when compiling for HDR."
N/A674 style(Choices) : "Appearance" : 0 =
N/A675 [
N/A676 0 : "Normal"
N/A677 10: "Fluorescent flicker"
N/A678 2 : "Slow, strong pulse"
N/A679 11: "Slow pulse, noblack"
N/A680 5 : "Gentle pulse"
N/A681 1 : "Flicker A"
N/A682 6 : "Flicker B"
N/A683 3 : "Candle A"
N/A684 7 : "Candle B"
N/A685 8 : "Candle C"
N/A686 4 : "Fast strobe"
N/A687 9 : "Slow strobe"
N/A688 ]
N/A689 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/A690 _constant_attn(string)  : "Constant" : "0"
N/A691 _linear_attn(string)  : "Linear" : "0"
N/A692 _quadratic_attn(string)  : "Quadratic" : "1"
N/A693 _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/A694 _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/A695 _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/A696 // Inputs
N/A697 input TurnOn(void) : "Turn the light on."
N/A698 input TurnOff(void) : "The the light off."
N/A699 input Toggle(void) : "Toggle the light's current state."
N/A700 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/A701 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/A702]
N/A703 
N/A704@BaseClass = Node
N/A705[
N/A706 nodeid(node_id) readonly : "Node ID"
N/A707]
N/A708 
N/A709@BaseClass base(Node) = HintNode
N/A710[
N/A711 spawnflags(flags) =
N/A712 [
N/A713 65536: "Allow jump up" : 0
N/A714 ]
N/A715 
N/A716 hinttype(choices) : "Hint" : 0 =
N/A717 [
N/A718 0 : "None"
N/A719 
N/A720 17: "Generic"
N/A721 
N/A722 2: "World: Window"
N/A723 12: "World: Act Busy Hint"
N/A724 13: "World: Visually Interesting"
N/A725 14: "World: Visually Interesting (Don't aim at)"
N/A726 15: "World: Inhibit Combine Mines within 15 feet"
N/A727 16: "World: Visually Interesting (Stealth mode)"
N/A728 
N/A729 100: "Tactical: Crouch Cover Medium"
N/A730 101: "Tactical: Crouch Cover Low"
N/A731// 102: "Waste Scanner Spawn"
N/A732 103: "Tactical: Entrance / Exit Pinch"
N/A733// 104: "Guard Point"
N/A734 105: "Tactical: Enemy Disadvantage Point"
N/A735// 106: "Health Kit"
N/A736 107: "Tactical: High Ground"
N/A737 
N/A738 400: "Antlion: Burrow Point"
N/A739 401: "Antlion: Thumper Flee Point"
N/A740 
N/A741 450: "Headcrab: Burrow Point"
N/A742 451: "Headcrab: Exit Pod Point"
N/A743 
N/A744 500: "Roller: Patrol Point"
N/A745 501: "Roller: Cleanup Spot"
N/A746 
N/A747 700: "Crow: Fly to point"
N/A748 701: "Crow: Perch point"
N/A749 
N/A750 900: "Follower: Wait point"
N/A751 901: "Override jump permission"
N/A752 902: "Player squad transition point"
N/A753 903: "NPC exit point"
N/A754 904: "Strider node"
N/A755 
N/A756 950: "Player Ally: Push away destination"
N/A757 951: "PLayer Ally: Fear withdrawal destination"
N/A758 
N/A759 1000: "HL1 World: Machinery"
N/A760 1001: "HL1 World: Blinking Light"
N/A761 1002: "HL1 World: Human Blood"
N/A762 1003: "HL1 World: Alien Blood"
N/A763 
N/A764// 1100: "CS Hostage: Escape Point"
N/A765 ]
N/A766 
N/A767 generictype(string) : "Generic Hint" : "" : "String identifying what the hint type is, if generic."
N/A768 
N/A769 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/A770 
N/A771 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/A772 [
N/A773 45 : "45 Degrees"
N/A774 90 : "90 Degrees"
N/A775 180 : "180 Degrees"
N/A776 360 : "360 Degrees"
N/A777 ]
N/A778 
N/A779 // Does not inherit from EnableDisable, as node itself will
N/A780 // use that. This is enabling/disabling of the hint only
N/A781 StartHintDisabled(boolean) : "Start Hint Disabled" : 0
N/A782 
N/A783 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/A784 
N/A785 TargetNode(node_dest) : "Target node" : -1 : "The node ID of an associated target node, if any."
N/A786 
N/A787 radius(integer) : "Radius" : 0 : "How close an NPC must be to consider this hint. 0 means infinite."
N/A788 IgnoreFacing(choices) : "Ignore Facing" : 2 : "Don't pay attention to the facing of the node. May not apply to a given hint type." =
N/A789 [
N/A790 0 : "No"
N/A791 1 : "Yes"
N/A792 2 : "Default"
N/A793 ]
N/A794 
N/A795 MinimumState(choices) : "Minimum State" : 1 : "Require an NPC have a minimum state to use the hint." =
N/A796 [
N/A797 1 : "Idle"
N/A798 2 : "Alert"
N/A799 3 : "Combat"
N/A800 ]
N/A801 
N/A802 MaximumState(choices) : "Maximum State" : 3 : "Require an NPC have a maximum state to use the hint." =
N/A803 [
N/A804 1 : "Idle"
N/A805 2 : "Alert"
N/A806 3 : "Combat"
N/A807 ]
N/A808 
N/A809 // Inputs
N/A810 input EnableHint(void) : "Enable hint."
N/A811 input DisableHint(void) : "Disable hint."
N/A812]
N/A813 
N/A814@BaseClass base(Targetname, Parentname, Origin, EnableDisable, Global) = TriggerOnce
N/A815[
N/A816 spawnflags(flags) =
N/A817 [
N/A818 1: "Clients" : 1
N/A819 2: "NPCs" : 0
N/A820 4: "Pushables": 0
N/A821 8: "Physics Objects" : 0
N/A822 16: "Only player ally NPCs" : 0
N/A823 32: "Only clients in vehicles" : 0
N/A824 64: "Everything (not including physics debris)" : 0
N/A825 512: "Only clients *not* in vehicles" : 0
N/A826 1024: "Physics debris" : 0
N/A827 2048: "Only NPCs in vehicles (respects player ally flag)" : 0
N/A828 4096: "Correctly account for object mass (trigger_push used to assume 100Kg) and multiple component physobjs (car, blob...)" : 1
N/A829 ]
N/A830 
N/A831 filtername(filterclass) : "Filter Name" : : "Filter to use to see if activator triggers me. See filter_activator_name for more explanation."
N/A832 
N/A833 // Inputs
N/A834 input Toggle(void) : "Toggles this trigger between enabled and disabled states."
N/A835 
N/A836 // Outputs
N/A837 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/A838]
N/A839 
N/A840@BaseClass base(Targetname, Parentname, Origin, EnableDisable, TriggerOnce) = Trigger
N/A841[
N/A842 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/A843 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/A844 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/A845]
N/A846 
N/A847@BaseClass = worldbase
N/A848[
N/A849 message(string) : "Map Description / Title"
N/A850 skyname(string) : "SkyBox Texture Name" : "sky_black_nofog"
N/A851 chaptertitle(string) : "Chapter Title Message" : "" : "Chapter Title that appears onscreen when this level starts."
N/A852 startdark(boolean) : "Level Fade In" : 0
N/A853 gametitle(boolean) : "Display Game Title" : 0 : "Game Title that appears onscreen when this level starts."
N/A854 
N/A855 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/A856 [
N/A857 0 : "No, keep current"
N/A858 1 : "Yes, clear previous levels"
N/A859 ]
N/A860 maxoccludeearea(float) : "Max occludee area" : "0" : "[Used on PC] Prevents occlusion testing for entities that take up more than X% of the screen."
N/A861 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/A862 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/A863 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/A864 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/A865 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/A866 detailvbsp(string) : "Detail.vbsp file" : "detail.vbsp" : "Detail.vbsp file to use for emitting detail props (found in directory <root>/modname)"
N/A867 detailmaterial(string) : "Detail material file" : "detail/detailsprites" : "Material for detail sprites to use for drawing detail props"
N/A868 coldworld(boolean) : "World is cold" : 0
N/A869]
N/A870 
N/A871 
N/A872//-------------------------------------------------------------------------
N/A873//
N/A874// World
N/A875//
N/A876//-------------------------------------------------------------------------
N/A877 
N/A878@SolidClass base(Targetname, worldbase, ResponseContext) = worldspawn :
N/A879 "This is the world entity. Each map can only contain one, and it's automatically created for you."
N/A880[
N/A881]
N/A882 
N/A883@PointClass base(Targetname) iconsprite("editor/ambient_generic.vmt") sphere() = ambient_generic : "Universal ambient sound. Use it to play and control a single sound."
N/A884[
N/A885 message(sound) report : "Sound Name" : "" : "Name of the GameSound entry for the sound to play. Also supports direct .wav filenames."
N/A886 health(integer) : "Volume" : 10 : "Sound volume, expressed as a range from 0 to 10, where 10 is the loudest."
N/A887 preset(choices) :"Dynamic Presets" : 0 = // NEEDHELP
N/A888 [
N/A889 0: "None"
N/A890 1: "Huge Machine"
N/A891 2: "Big Machine"
N/A892 3: "Machine"
N/A893 4: "Slow Fade in"
N/A894 5: "Fade in"
N/A895 6: "Quick Fade in"
N/A896 7: "Slow Pulse"
N/A897 8: "Pulse"
N/A898 9: "Quick pulse"
N/A899 10: "Slow Oscillator"
N/A900 11: "Oscillator"
N/A901 12: "Quick Oscillator"
N/A902 13: "Grunge pitch"
N/A903 14: "Very low pitch"
N/A904 15: "Low pitch"
N/A905 16: "High pitch"
N/A906 17: "Very high pitch"
N/A907 18: "Screaming pitch"
N/A908 19: "Oscillate spinup/down"
N/A909 20: "Pulse spinup/down"
N/A910 21: "Random pitch"
N/A911 22: "Random pitch fast"
N/A912 23: "Incremental Spinup"
N/A913 24: "Alien"
N/A914 25: "Bizzare"
N/A915 26: "Planet X"
N/A916 27: "Haunted"
N/A917 ]
N/A918 volstart(integer) : "Start Volume" : 0 // NEEDHELP
N/A919 fadeinsecs(integer) : "Fade in time in seconds (0-100)" : 0 // NEEDHELP
N/A920 fadeoutsecs(integer) : "Fade out time in seconds (0-100)" : 0 // NEEDHELP
N/A921 pitch(integer) : "Pitch" : 100 : "Sound pitch, expressed as a range from 1 to 255, where 100 is the sound's default pitch."
N/A922 pitchstart(integer) : "Start Pitch" : 100 // NEEDHELP
N/A923 spinup(integer) : "Spin up time (0-100)" : 0 // NEEDHELP
N/A924 spindown(integer) : "Spin down time (0-100)" : 0 // NEEDHELP
N/A925 lfotype(integer) : "LFO type 0)off 1)sqr 2)tri 3)rnd" : 0 // NEEDHELP
N/A926 lforate(integer) : "LFO rate (0-1000)" : 0 // NEEDHELP
N/A927 lfomodpitch(integer) : "LFO mod pitch (0-100)" : 0 // NEEDHELP
N/A928 lfomodvol(integer) : "LFO mod vol (0-100)" : 0 // NEEDHELP
N/A929 cspinup(integer) : "Incremental Spinup Count" : 0 // NEEDHELP
N/A930 radius(string) : "Max Audible Distance" : "1250" : "Maximum distance at which this sound is audible."
N/A931 spawnflags(flags) =
N/A932 [
N/A933 1: "Play everywhere" : 0
N/A934 16:"Start Silent": 1
N/A935 32:"Is NOT Looped": 1
N/A936 ]
N/A937 SourceEntityName(target_destination) : "SourceEntityName" : : "If an entity is specified, sound will come from this named entity instead of the location of ambient_generic."
N/A938 
N/A939 // Inputs
N/A940 input Pitch(integer) : "Sets the sound pitch, expressed as a range from 1 to 255, where 100 is the sound's default pitch."
N/A941 input PlaySound(void) : "Starts the sound."
N/A942 input StopSound(void) : "Stops the sound if it is playing."
N/A943 input ToggleSound(void) : "Toggles the sound between playing and stopping."
N/A944 input Volume(integer) : "Sets the sound volume, expressed as a range from 0 to 10, where 10 is the loudest."
N/A945 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/A946 input FadeOut(integer) : "Fades the sound to silence over a specified number of seconds, with a range from 0 to 100 seconds."
N/A947]
N/A948 
N/A949@SolidClass base(Targetname) sphere(DisappearDist) = func_lod :
N/A950 "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/A951[
N/A952 DisappearDist(integer)  : "Disappear Distance" : 2000 : "Distance at which these brushes should fade out."
N/A953 Solid(choices) : "Solid" : 0 : "Set whether or not these brushes should collide with other entities." =
N/A954 [
N/A955 0: "Solid"
N/A956 1: "Nonsolid"
N/A957 ]
N/A958]
N/A959 
N/A960@PointClass base(Targetname) = env_zoom :
N/A961 "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/A962[
N/A963 Rate(float) : "Seconds to reach target" : "1.0" : "Amount of time it should take to reach the specified FOV."
N/A964 FOV(integer) : "Target FOV" : 75 : "FOV that this entity should set the player's FOV to when active."
N/A965 
N/A966 // Inputs
N/A967 input Zoom(void) : "Start controlling the player's FOV."
N/A968 input UnZoom(void) : "Stop controlling the player's FOV."
N/A969 
N/A970 spawnflags(flags) =
N/A971 [
N/A972 1: "Allow Suit Zoom" : 0
N/A973 ]
N/A974]
N/A975 
N/A976@PointClass base(Targetname) = env_screenoverlay:
N/A977 "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/A978[
N/A979 OverlayName1(string) : "Overlay Name 1" : "" : "Name of the first overlay material to display."
N/A980 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/A981 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/A982 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/A983 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/A984 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/A985 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/A986 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/A987 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/A988 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/A989 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/A990 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/A991 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/A992 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/A993 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/A994 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/A995 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/A996 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/A997 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/A998 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/A999 
N/A1000 // Inputs
N/A1001 input StartOverlays(void) : "Start displaying the first overlay."
N/A1002 input StopOverlays(void) : "Stop displaying any overlays."
N/A1003 input SwitchOverlay(float) : "Switch to displaying a specific overlay. Pass in the desired overlay number in the parameter."
N/A1004]
N/A1005 
N/A1006@PointClass base(Targetname) = env_screeneffect :
N/A1007 "Allows screenspace effects to be played on the player's view."
N/A1008[
N/A1009 type(choices) : "Effect Type" : 0 : "Which effect to use." =
N/A1010 [
N/A1011 0 : "Advisor Stun"
N/A1012 1 : "Intro Blur"
N/A1013 2 : "Groggy Vision"
N/A1014 ]
N/A1015 
N/A1016 // Inputs
N/A1017 input StartEffect(float) : "Start the effect with the duration in seconds as the passed parameter."
N/A1018 input StopEffect(float) : "Stop the effect."
N/A1019]
N/A1020 
N/A1021@PointClass base(Targetname) iconsprite("editor/env_texturetoggle.vmt") = env_texturetoggle :
N/A1022 "An entity that allows you to change the textures on other brush-built entities."
N/A1023[
N/A1024 target(target_destination) : "Target Brush(es)."
N/A1025 
N/A1026 // Inputs
N/A1027 input IncrementTextureIndex(void) : "Increments target brush's current texture frame by one."
N/A1028 input SetTextureIndex(integer) : "Sets target brush's texture frame to the specified index."
N/A1029]
N/A1030 
N/A1031@PointClass base(Targetname, Angles) = env_splash :
N/A1032 "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/A1033[
N/A1034 scale(float) : "Scale of the splash" : "8.0"
N/A1035 
N/A1036 // Inputs
N/A1037 input Splash(void) : "Create a splash effect."
N/A1038 
N/A1039 spawnflags(flags) =
N/A1040 [
N/A1041 1: "Automatically find water surface (place entity above water)" : 0
N/A1042 2: "Diminish with depth (diminished completely in 10 feet of water)" : 1
N/A1043 ]
N/A1044]
N/A1045 
N/A1046@PointClass base(Parentname) color(180 10 180) = env_particlelight :
N/A1047 "An entity that can be used to light the smoke particles emitted by env_smokestack entities. Does not light any other particle types."
N/A1048[
N/A1049 Color(color255) : "Color" : "255 0 0" : "Color emitted by this light."
N/A1050 Intensity(integer) : "Intensity" : 5000
N/A1051 
N/A1052 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/A1053 
N/A1054 PSName(string) : "Particle System Entity" : "" : "Set this to the name of the env_smokestack that you want this light to affect."
N/A1055]
N/A1056 
N/A1057@PointClass base(Targetname, Angles) color(255 0 0) = env_sun :
N/A1058 "An entity to control & draw a sun effect in the sky."
N/A1059[
N/A1060 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/A1061 
N/A1062 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/A1063 
N/A1064 pitch(integer) : "Pitch" : 0
N/A1065 
N/A1066 rendercolor(color255) : "Sun Color (R G B)" : "100 80 80"
N/A1067 overlaycolor(color255) : "Overlay Color (R G B)" : "0 0 0" : "A value of 0 0 0 will act the old way."
N/A1068 
N/A1069 size(integer) : "Size" : 16
N/A1070 overlaysize(integer) : "Overlay Size" : -1 : "A value of -1 means the overlay will act the old way."
N/A1071 
N/A1072 material(sprite) : "Material Name" : "sprites/light_glow02_add_noz" : "Material of the inner glow."
N/A1073 overlaymaterial(sprite) : "Overlay Material Name" : "sprites/light_glow02_add_noz" : "Material of the overlay glow."
N/A1074 
N/A1075 HDRColorScale(float) : "HDR color scale." : "1.0" : "float value to multiply sprite color by when running in HDR mode."
N/A1076 
N/A1077 // Inputs
N/A1078 input TurnOn(void) : "Enable sun rendering."
N/A1079 input TurnOff(void) : "Disable sun rendering."
N/A1080 input SetColor(color255) : "Change the sun's color. Format: <Red 0-255> <Green 0-255> <Blue 0-255>"
N/A1081]
N/A1082 
N/A1083@PointClass base(Targetname) = game_ragdoll_manager :
N/A1084 "An entity to control the number of ragdolls in the world, for performance reasons."
N/A1085[
N/A1086 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/A1087 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/A1088 
N/A1089 SaveImportant(boolean) : "Save Important Ragdolls" : 0 : "Should the ragdoll manager make sure ally ragdolls aren't deleted?"
N/A1090 
N/A1091 // Inputs
N/A1092 input SetMaxRagdollCount(integer) : "Set the Max Ragdoll Count."
N/A1093 input SetMaxRagdollCountDX8(integer) : "Set the Max Ragdoll Count on DX8 hardware."
N/A1094]
N/A1095 
N/A1096@PointClass base(Targetname) = game_gib_manager : "An entity to control the number of gibs in the world, for performance reasons."
N/A1097[
N/A1098 maxpieces(integer)  : "Max Gib Count" : -1 : "Sets the max number of gib that can be spawned at a time. (-1=no limit)"
N/A1099 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/A1100 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/A1101 
N/A1102 input SetMaxPieces(integer)  : "Set the max gib count."
N/A1103 input SetMaxPiecesDX8(integer)  : "Set the max gib count under DX8."
N/A1104]
N/A1105 
N/A1106@PointClass base(Targetname) iconsprite("editor/env_dof_controller.vmt") = env_dof_controller :
N/A1107 "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/A1108[
N/A1109 enabled(boolean) : "Enabled" : 0 : "Whether the effect should be active"
N/A1110 
N/A1111 near_blur(float) : "Near blur depth" : 20 : "Distance that the blurriness is at its peak near the viewpoint."
N/A1112 near_focus(float) : "Near focus depth" : 100 : "Distance that the focus is in full effect near the viewpoint."
N/A1113 near_radius(float) : "Near blur radius" : 8 : "Radius (in pixels) to blur the surrounding pixels."
N/A1114 
N/A1115 far_blur(float) : "Far blur depth" : 1000 : "Distance where blurriness is at its peak far from the viewpoint."
N/A1116 far_focus(float) : "Far focus depth" : 500 : "Distance that the focus is in full effect far from the viewpoint."
N/A1117 far_radius(float) : "Far blur radius" : 8 : "Radius (in pixels) to blur the surrounding pixels."
N/A1118 focus_target(target_source) : "Focus target" : "" : "Entity to use as a focal point."
N/A1119 focus_range(float) : "Focus target range" : "200" : "Distance behind the focal plane to remain in focus."
N/A1120 
N/A1121 // Inputs
N/A1122 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/A1123 input SetNearFocusDepth(float) : "The area between the near focus and far focus distances is perfectly in focus. Must be smaller than FarFocusDepth."
N/A1124 input SetFarFocusDepth(float) : "The area between the near focus and far focus distances is perfectly in focus. Must be smaller than FarBlurDepth."
N/A1125 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/A1126 input SetNearBlurRadius(float) : "Set the blur radius (in pixels) to use at the near blur distance. Set to 0 to disable near blur."
N/A1127 input SetFarBlurRadius(float) : "Set the blur radius (in pixels) to use at the far blur distance. Set to 0 to disable far blur."
N/A1128 input SetFocusTarget(string) : "Set the focal target for the effect."
N/A1129 input SetFocusTargetRange(float) : "Set the distance behind the focal point that will remain in focus."
N/A1130]
N/A1131 
N/A1132@PointClass base(Parentname, Targetname, Angles) color(255 128 0) studio("models/editor/axis_helper_thick.mdl") = env_lightglow :
N/A1133 "An entity that puts an additive glow in the world, mostly used over light sources."
N/A1134[
N/A1135 rendercolor(color255) : "Color (R G B)" : "255 255 255"
N/A1136 VerticalGlowSize(integer) : "Vertical Size" : 30
N/A1137 HorizontalGlowSize(integer) : "Horizontal Size" : 30
N/A1138 MinDist(integer) : "Minimum Distance" : 500 : "The distance at which this effect will be fully translucent."
N/A1139 MaxDist(integer) : "Maximum Distance" : 2000 : "The distance at which this effect will be at full intensity."
N/A1140 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/A1141 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/A1142 HDRColorScale(float) : "HDR color scale." : "1.0" : "float value to multiply sprite color by when running in HDR mode."
N/A1143 
N/A1144 // Inputs
N/A1145 input Color(color255) : "Change the render color of the glow. Format: <Red 0-255> <Green 0-255> <Blue 0-255>"
N/A1146 
N/A1147 spawnflags(flags) =
N/A1148 [
N/A1149 1: "Visible only from front" : 0
N/A1150 ]
N/A1151]
N/A1152 
N/A1153@PointClass base(Parentname, Angles) color(255 255 255) = env_smokestack :
N/A1154 "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/A1155[
N/A1156 targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
N/A1157 
N/A1158 InitialState(choices) : "Initial State" : 0 =
N/A1159 [
N/A1160 0 : "Off"
N/A1161 1 : "On"
N/A1162 ]
N/A1163 
N/A1164 BaseSpread(integer) : "Spread at the base" : 20 : "Amount of random spread in the origins of the smoke particles when they're spawned."
N/A1165 SpreadSpeed(integer) : "Spread Speed" : 15 : "Amount of random spread in the velocity of the smoke particles after they're spawned."
N/A1166 Speed(integer) : "Speed" : 30 : "The speed at which the smoke particles move after they're spawned."
N/A1167 StartSize(integer) : "Particle start size" : 20 : "Size of the smoke particles when they're first emitted."
N/A1168 EndSize(integer) : "Particle end size" : 30 : "Size of the smoke particles at the point they fade out completely."
N/A1169 Rate(integer) : "Emission rate" : 20 : "Rate at which to emit smoke particles (i.e. particles to emit per second)."
N/A1170 JetLength(integer) : "Length of smoke trail" : 180 : "Length of the smokestack. Lifetime of the smoke particles is derived from this & particle speed."
N/A1171 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/A1172 WindSpeed(integer) : "Wind Speed" : 0 : "The strength of the wind."
N/A1173 SmokeMaterial(string) : "Particle material" : "particle/SmokeStack.vmt" : "Material of the smoke particles emitted by this stack."
N/A1174 twist(integer) : "Twist" : 0 : "The amount, in degrees per second, that the smoke particles twist around the origin."
N/A1175 roll(float)  : "Roll Speed": 0 : "Amount of roll in degrees per second."
N/A1176 
N/A1177 rendercolor(color255) : "Base Color (R G B)" : "255 255 255"
N/A1178 
N/A1179 renderamt(integer) : "Translucency" : 255
N/A1180 
N/A1181 // Inputs
N/A1182 input TurnOn(void) : "Turn on the smokestack."
N/A1183 input TurnOff(void) : "Turn off the smokestack."
N/A1184 input Toggle(void) : "Toggles the smokestack between on and off state."
N/A1185 input JetLength(integer): "Set the length of the smoke trail."
N/A1186 input Rate(integer) : "Set the rate at which to emit smoke particles (particles per second)."
N/A1187 input Speed(integer) : "Set the speed at which the smoke particles move after they're spawned."
N/A1188 input SpreadSpeed(integer) : "Set the amount of random spread in the velocity of the smoke particles after they're spawned."
N/A1189]
N/A1190 
N/A1191@PointClass base(Targetname) iconsprite("editor/env_fade") = env_fade :
N/A1192 "An entity that controls screen fades."
N/A1193[
N/A1194 spawnflags(flags) =
N/A1195 [
N/A1196 1: "Fade From" : 0
N/A1197 2: "Modulate" : 0
N/A1198 4: "Triggering player only" : 0
N/A1199 8: "Stay Out" : 0
N/A1200 ]
N/A1201 duration(string) : "Duration (seconds)" : "2" : "The time that it will take to fade the screen in or out."
N/A1202 holdtime(string) : "Hold Fade (seconds)" : "0" : "The time to hold the faded in/out state."
N/A1203 renderamt(integer) : "Fade Alpha" : 255 : "Alpha of the fade, where 0 = fully transparent and 255 = fully opaque."
N/A1204 rendercolor(color255) : "Fade Color (R G B)" : "0 0 0"
N/A1205 ReverseFadeDuration(float) : "Reverse Fade Duration (seconds)" : "2" : "The duration of the reverse fade."
N/A1206 
N/A1207 // Inputs
N/A1208 input Fade(void) : "Start the screen fade."
N/A1209 input FadeReverse(void) : "Begin doing the reverse of the current fade."
N/A1210 
N/A1211 // Outputs
N/A1212 output OnBeginFade(void) : "Fired when the fade has begun."
N/A1213]
N/A1214 
N/A1215@PointClass base(Targetname) = env_player_surface_trigger :
N/A1216 "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/A1217[
N/A1218 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/A1219 [
N/A1220 0 : "None (player's in the air)"
N/A1221 67 : "Concrete"
N/A1222 77 : "Metal"
N/A1223 68 : "Dirt"
N/A1224 86 : "Vent"
N/A1225 71 : "Grate"
N/A1226 84 : "Tile"
N/A1227 83 : "Slosh"
N/A1228 87 : "Wood"
N/A1229 80 : "Computer"
N/A1230 89 : "Glass"
N/A1231 70 : "Flesh"
N/A1232 73 : "Clip"
N/A1233 79 : "Foliage"
N/A1234 78 : "Sand"
N/A1235 ]
N/A1236 
N/A1237 // Inputs
N/A1238 input Enable(void) : "Start watching the player's surface."
N/A1239 input Disable(void) : "Stop watching the player's surface."
N/A1240 
N/A1241 // Outputs
N/A1242 output OnSurfaceChangedToTarget(void) : "Fired when the player moves onto the specified game material."
N/A1243 output OnSurfaceChangedFromTarget(void) : "Fired when the player moves off the specified game material."
N/A1244]
N/A1245 
N/A1246@PointClass base(Targetname) iconsprite("editor/env_tonemap_controller.vmt") = env_tonemap_controller :
N/A1247 "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/A1248[
N/A1249 // Inputs
N/A1250 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/A1251 input BlendTonemapScale(string) : "Blend from the player's current tonemap scale to a new one. The parameter syntax is as follows: <target tonemap scale> <blend duration>. 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/A1252 input UseDefaultAutoExposure(void) : "Revert to using the default tonemap auto exposure."
N/A1253 input SetAutoExposureMin(float) : "Set a custom tonemap auto exposure minimum."
N/A1254 input SetAutoExposureMax(float) : "Set a custom tonemap auto exposure maximum."
N/A1255 input SetBloomScale(float) : "Set a custom bloom scale."
N/A1256 input SetTonemapRate(float) : "Set the rate for autoexposure adjustment."
N/A1257]
N/A1258 
N/A1259@SolidClass base(Targetname) color(0 128 255) = func_areaportalwindow :
N/A1260 "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/A1261[
N/A1262 target(target_destination)  : "Rendered Window" : : "The name of a brush model to render as the window."
N/A1263 FadeStartDist(integer) : "Fade Start Distance" : 128 : "When the viewer is closer than this distance, the alpha is set to 'TranslucencyLimit'."
N/A1264 FadeDist(integer) : "Fade End Distance"  : 512 : "When the viewer is at this distance, the portal becomes solid and closes off."
N/A1265 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/A1266 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/A1267 PortalVersion(integer) readonly  : "Portal Version"  : 1  : "(Don't change). Differentiates between shipping HL2 maps and maps using new engine features."
N/A1268 
N/A1269 // Inputs
N/A1270 input SetFadeStartDistance(integer) : "Set fade start distance."
N/A1271 input SetFadeEndDistance(integer) : "Set fade end distance."
N/A1272]
N/A1273 
N/A1274@SolidClass base(Targetname, RenderFields, Global, Shadow) = func_wall :
N/A1275 "Legacy support. Use func_brush instead."
N/A1276[
N/A1277 _minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush."
N/A1278]
N/A1279 
N/A1280@SolidClass base(Targetname, EnableDisable) = func_clip_vphysics :
N/A1281 "A brush entity that's considered solid to vphysics."
N/A1282[
N/A1283 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/A1284]
N/A1285 
N/A1286@SolidClass base(Targetname, Parentname, Origin, RenderFields, Global, Inputfilter, EnableDisable, Shadow, Reflection, PaintableBrush) = func_brush :
N/A1287 "An brush built entity with various features."
N/A1288[
N/A1289 spawnflags(flags) =
N/A1290 [
N/A1291 2: "Ignore player +USE" : 1
N/A1292 ]
N/A1293 
N/A1294 _minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush."
N/A1295 Solidity(choices) : "Solidity" : 0 : "Used to control the solidity/collision of these brushes." =
N/A1296 [
N/A1297 0 : "Toggle"
N/A1298 1 : "Never Solid"
N/A1299 2 : "Always Solid"
N/A1300 ]
N/A1301 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/A1302 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/A1303 [
N/A1304 0 : "No"
N/A1305 1 : "Yes"
N/A1306 ]
N/A1307 
N/A1308 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/A1309 
N/A1310 vrad_brush_cast_shadows(boolean) : "Shadows" : 0 : "Set this if this brush casts lightmap shadows."
N/A1311 
N/A1312 input Alpha(integer) : "Sets the brush's alpha value."
N/A1313 input SetExcluded( string ) : "Change the NPC class excluded from collisions"
N/A1314 input SetInvert( integer ) : "Set the state of invversion for NPC class exclusion (0 or 1)"
N/A1315]
N/A1316 
N/A1317//-------------------------------------------------------------------------
N/A1318//
N/A1319// A Vgui screen in 3D
N/A1320//
N/A1321//-------------------------------------------------------------------------
N/A1322 
N/A1323@BaseClass base(Targetname, Parentname, Angles) = vgui_screen_base
N/A1324[
N/A1325 panelname(string) : "Panel Name"
N/A1326 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/A1327 width(integer) : "Panel Width in World" : 32 : "Width of the panel in units."
N/A1328 height(integer) : "Panel Height in World" : 32 : "Height of the panel in units."
N/A1329 IsTransparent(boolean) : "Is Transparent?" : 0 : "Set this to true if you would like your background to be invisible instead of a black fill."
N/A1330 
N/A1331 // Inputs
N/A1332 input SetActive(void) : "Make the vgui screen visible."
N/A1333 input SetInactive(void) : "Make the vgui screen invisible."
N/A1334]
N/A1335 
N/A1336@PointClass base(vgui_screen_base) size(-4 -4 -4, 4 4 4) = vgui_screen :
N/A1337 "A VGUI screen. Useful for in-world monitors."
N/A1338[
N/A1339]
N/A1340 
N/A1341@PointClass base(Targetname, Angles, Parentname) studio("models/editor/axis_helper_thick.mdl") = vgui_slideshow_display : "Slideshow Display"
N/A1342[
N/A1343 displaytext(string) : "Display Text" : ""
N/A1344 
N/A1345 directory(string) : "Image Directory (materials/vgui/...)" : "slideshow"
N/A1346 
N/A1347 minslidetime(float) : "Min Slide Time" : "0.5" : "Minimum amount of random time that a slide is displayed."
N/A1348 maxslidetime(float) : "Max Slide Time" : "0.5" : "Maximum amount of random time that a slide is displayed."
N/A1349 
N/A1350 cycletype(choices) : "Cycle Type" : 0 =
N/A1351 [
N/A1352 0 : "Random"
N/A1353 1 : "Forward"
N/A1354 2 : "Backward"
N/A1355 ]
N/A1356 
N/A1357 nolistrepeat(choices) : "No List Repeat" : 0 =
N/A1358 [
N/A1359 0 : "Allow List Repeats"
N/A1360 1 : "No List Repeats"
N/A1361 ]
N/A1362 
N/A1363 width(integer) : "Panel width" : 256 : "Width of the panel in units."
N/A1364 height(integer) : "Panel height" : 128 : "Height of the panel in units."
N/A1365 
N/A1366 input Enable(void) : "Make slideshow visible."
N/A1367 input Disable(void) : "Make slideshow invisible."
N/A1368 
N/A1369 input SetDisplayText(string) : "Sets the display text."
N/A1370 
N/A1371 input RemoveAllSlides(void) : "Removes all slides from slideshow."
N/A1372 input AddSlides(string) : "Adds slides by keyword."
N/A1373 
N/A1374 input SetMinSlideTime(float) : "Sets min random time between slides."
N/A1375 input SetMaxSlideTime(float) : "Sets max random time between slides."
N/A1376 
N/A1377 input SetCycleType(integer) : "0 - random, 1 - forward, 2 - backward"
N/A1378 input SetNoListRepeat(bool) : "Sets if lists can be randomly picked twice in a row."
N/A1379]
N/A1380 
N/A1381@PointClass base(Targetname, Angles, Parentname) studio("models/editor/axis_helper_thick.mdl") = vgui_movie_display : "Movie Display"
N/A1382[
N/A1383 displaytext(string) : "Display Text" : ""
N/A1384 moviefilename(string) : "Movie Filename" : "media/"
N/A1385 groupname(string) : "Group Name" : ""
N/A1386 
N/A1387 looping(boolean) : "Loop Movie" : 0
N/A1388 stretch(boolean) : "Stretch to Fill" : 0
N/A1389 forcedslave(boolean) : "Forced slave" : 0
N/A1390 forceprecache(boolean) : "Force precache" : 0 : "Precache the movie referred to by Movie Filename on entity spawn."
N/A1391 
N/A1392 width(integer) : "Panel width" : 256 : "Width of the panel in units."
N/A1393 height(integer) : "Panel height" : 128 : "Height of the panel in units."
N/A1394 
N/A1395 input Enable(void) : "Make movie visible."
N/A1396 input Disable(void) : "Make movie invisible."
N/A1397 
N/A1398 input SetDisplayText(string) : "Sets the display text."
N/A1399 input SetMovie(string) : "Sets the movie to display."
N/A1400 
N/A1401 input SetUseCustomUVs(bool) : "Use custom UVs."
N/A1402 input TakeOverAsMaster(void) : "Start using this video as the master of it's group."
N/A1403 
N/A1404 input SetUMin(float) : "Set the minimum U."
N/A1405 input SetUMax(float) : "Set the maximum U."
N/A1406 input SetVMin(float) : "Set the minimum V."
N/A1407 input SetVMax(float) : "Set the maximum V."
N/A1408]
N/A1409 
N/A1410//-------------------------------------------------------------------------
N/A1411//
N/A1412// Cyclers
N/A1413//
N/A1414//-------------------------------------------------------------------------
N/A1415 
N/A1416@PointClass base(Targetname, Parentname, Angles, RenderFxChoices, RenderFields) studio() = cycler :
N/A1417 "An entity used to display a model for testing purposes. Shooting it with cycle through the model's animations."
N/A1418[
N/A1419 spawnflags(flags) =
N/A1420 [
N/A1421 1: "Not Solid" : 0
N/A1422 ]
N/A1423 model(studio) : "Model"
N/A1424 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/A1425 
N/A1426 sequence(integer) : "Sequence" : 0 : "Default animation sequence for the model to be playing after spawning."
N/A1427 
N/A1428 // Inputs
N/A1429 input SetSequence(string) : "Sets the cycler's sequence."
N/A1430]
N/A1431 
N/A1432//-------------------------------------------------------------------------
N/A1433//
N/A1434// Environmental effects
N/A1435//
N/A1436//-------------------------------------------------------------------------
N/A1437 
N/A1438@BaseClass base(Targetname, Parentname) = gibshooterbase
N/A1439[
N/A1440 angles(string) : "Gib Direction (Pitch Yaw Roll)" : "0 0 0" : "The direction the gibs will fly."
N/A1441 m_iGibs(integer) : "Number of Gibs" : 3 : "Total number of gibs to shoot each time it's activated."
N/A1442 delay(string) : "Delay between shots" : "0" : "Delay (in seconds) between shooting each gib. If 0, all gibs shoot at once."
N/A1443 gibangles(string) : "Gib Angles (Pitch Yaw Roll)" : "0 0 0" : "The orientation of the spawned gibs."
N/A1444 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/A1445 m_flVelocity(integer) : "Gib Velocity" : 200 : "Speed of the fired gibs"
N/A1446 m_flVariance(string) : "Course Variance" : "0.15" : "How much variance in the direction gibs are fired."
N/A1447 m_flGibLife(string) : "Gib Life" : "4" : "Time in seconds for gibs to live +/- 5%"
N/A1448 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/A1449 
N/A1450 spawnflags(Flags) =
N/A1451 [
N/A1452 1 : "Repeatable"  : 0
N/A1453 ]
N/A1454 
N/A1455 // Inputs
N/A1456 input Shoot(void) : "Force the gibshooter to create and shoot a gib."
N/A1457]
N/A1458 
N/A1459@PointClass base(Targetname, Parentname, RenderFxChoices) size(-4 -4 -4, 4 4 4) line(255 255 255, targetname, LightningStart, targetname, LightningEnd) = env_beam :
N/A1460 "An entity that creates a visible beam between two points. The points can be attached to entities to make the beam move around."
N/A1461[
N/A1462 renderamt(integer) : "Brightness (1 - 255)" : 100
N/A1463 rendercolor(color255) : "Beam Color (R G B)" : "255 255 255"
N/A1464 Radius(integer) : "Radius" : 256 : "If the 'Random Strike' spawnflag is set, this radius determines the area within which the endpoints will randomly strike."
N/A1465 life(string) : "Life (seconds 0 = infinite)" : "1" : "Amount of time before the beam dies. Setting to zero will make the beam stay forever."
N/A1466 BoltWidth(float) : "Width of beam" : 2 : "Pixel width of the beam."
N/A1467 NoiseAmplitude(float) : "Amount of noise (0-255)" : 0 : "The amount of noise in the beam. 0 is a perfectly straight beam."
N/A1468 texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr" : "The material used to draw the beam."
N/A1469 TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35 : "Rate at which the beam texture should scroll along the beam."
N/A1470 framerate(integer) : "Frames per 10 seconds" : 0 : "Framerate at which the beam texture should animate, if it has multiple frames."
N/A1471 framestart(integer) : "Starting Frame" : 0 : "The frame to start the beam texture on."
N/A1472 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/A1473 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/A1474 LightningStart(target_destination) : "Start Entity" : "" : "Entity that the beam starts at."
N/A1475 LightningEnd(target_destination) : "Ending Entity" : "" : "Entity that the beam ends at."
N/A1476 decalname(string) : "Decal Name" : "Bigshot" : "Decal to be applied at the end of the beam"
N/A1477 HDRColorScale(float) : "HDR color scale." : "1.0" : "float value to multiply sprite color by when running in HDR mode."
N/A1478 
N/A1479 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/A1480 
N/A1481 
N/A1482 spawnflags(flags) =
N/A1483 [
N/A1484 1 : "Start On" : 0
N/A1485 2 : "Toggle" : 0
N/A1486 4 : "Random Strike" : 0
N/A1487 8 : "Ring" : 0
N/A1488 16: "StartSparks" : 0
N/A1489 32: "EndSparks" : 0
N/A1490 64: "Decal End" : 0
N/A1491 128: "Shade Start" : 0
N/A1492 256: "Shade End" : 0
N/A1493 512: "Taper Out" : 0
N/A1494 ]
N/A1495 
N/A1496 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/A1497 [
N/A1498 0 : "Not a tripwire"
N/A1499 1 : "Player Only"
N/A1500 2 : "NPC Only"
N/A1501 3 : "Player or NPC"
N/A1502 4 : "Player or NPC or Physprop"
N/A1503 ]
N/A1504 
N/A1505 ClipStyle(choices) : "Beam clipping" : 0 : "Select whether you want the beam to clip against geometry or characters" =
N/A1506 [
N/A1507 0 : "Do not clip (default)"
N/A1508 1 : "Clip to geometry"
N/A1509 2 : "Clip to everything solid"
N/A1510 ]
N/A1511 
N/A1512 filtername(filterclass) : "Filter Name" : : "Filter to use to see if activator triggers me. See filter_activator_name for more explanation."
N/A1513 
N/A1514 // Inputs
N/A1515 input TurnOn(void) : "Turns the beam on."
N/A1516 input TurnOff(void) : "Turns the beam off."
N/A1517 input Toggle(void) : "Toggles the beam between on and off."
N/A1518 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/A1519 input Alpha(integer) : "Sets the beam's alpha (0 - 255)."
N/A1520 input Color(color255) : "Sets the beam's render color (R G B)."
N/A1521 input ColorRedValue(float) : "Sets the red color channel's value (0 - 255)."
N/A1522 input ColorGreenValue(float) : "Sets the green color channel's value (0 - 255)."
N/A1523 input ColorBlueValue(float) : "Sets the blue color channel's value (0 - 255)."
N/A1524 input Amplitude(float) : "Set the amplitude of beam noise (0 - 255)."
N/A1525 input ScrollSpeed(float) : "Set the scroll speed in units per second (0 - 100)."
N/A1526 input Width(float) : "Set the width of the beam, in pixels."
N/A1527 
N/A1528 // Outputs
N/A1529 output OnTouchedByEntity(void) : "Fired when an entity touches the beam. Only fired if the entity passes the 'Touch Type' choice."
N/A1530]
N/A1531 
N/A1532@SolidClass base(Targetname, Parentname, Angles) = env_embers :
N/A1533 "An entity used to create a volume in which to spawn fire embers."
N/A1534[
N/A1535 particletype(choices) : "Ember type" : 0 =
N/A1536 [
N/A1537 0 : "Normal"
N/A1538 1 : "Smooth Fade"
N/A1539 2 : "Pulled"
N/A1540 ]
N/A1541 
N/A1542 density(integer) : "Density (particles per second)" : 50
N/A1543 lifetime(integer) : "Particle Lifetime (seconds)" : 4
N/A1544 speed(integer) : "Particle Speed (units per second)" : 32
N/A1545 rendercolor(color255) : "Ember Color (R G B)" : "255 255 255"
N/A1546 
N/A1547 spawnflags(Flags) =
N/A1548 [
N/A1549 1 : "Start On"  : 0
N/A1550 2 : "Toggle" : 0
N/A1551 ]
N/A1552]
N/A1553 
N/A1554@PointClass base(Targetname, Parentname) size(-16 -16 -16, 16 16 16) = env_funnel :
N/A1555 "HL1 Legacy: Large Portal Funnel"
N/A1556[
N/A1557 spawnflags(flags) =
N/A1558 [
N/A1559 1: "Reverse" : 0
N/A1560 ]
N/A1561]
N/A1562 
N/A1563@PointClass base(Targetname, Parentname) size(-16 -16 -16, 16 16 16) color(255 0 0) = env_blood :
N/A1564 "An entity used to spawn blood effects."
N/A1565[
N/A1566 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/A1567 color(choices) : "Blood Color" : 0 =
N/A1568 [
N/A1569 0 : "Red (Human)"
N/A1570 1 : "Yellow (Alien)"
N/A1571 ]
N/A1572 amount(string) : "Amount of blood (damage to simulate)" : "100"
N/A1573 spawnflags(flags) =
N/A1574 [
N/A1575 1: "Random Direction" : 0
N/A1576 2: "Blood Stream" : 0
N/A1577 4: "On Player" : 0
N/A1578 8: "Spray decals" : 0
N/A1579 // dvs: support these flags
N/A1580 //16: "Cloud" : 0
N/A1581 //32: "Drops" : 0
N/A1582 //64: "Gore" : 0
N/A1583 ]
N/A1584 
N/A1585 // Inputs
N/A1586 input EmitBlood(void) : "Triggers the blood effect."
N/A1587]
N/A1588 
N/A1589@SolidClass base(Targetname, Parentname) = env_bubbles :
N/A1590 "An entity used to create a volume in which to spawn bubbles."
N/A1591[
N/A1592 density(integer) : "Bubble density" : 2
N/A1593 frequency(integer) : "Bubble frequency" : 2
N/A1594 current(integer) : "Speed of Current" : 0 : "The speed of the water current in the volume, used to move the bubbles."
N/A1595 spawnflags(Flags) =
N/A1596 [
N/A1597 1 : "Start Off"  : 0
N/A1598 ]
N/A1599 
N/A1600 // Inputs
N/A1601 input Activate(void) : "Activates the bubbles."
N/A1602 input Deactivate(void) : "Deactivates the bubbles."
N/A1603 input Toggle(void) : "Toggles the bubbles on and off."
N/A1604 input SetDensity(integer) : "Sets the bubble density."
N/A1605 input SetFrequency(integer) : "Sets bubble emission rate in bubbles per second."
N/A1606 input SetCurrent(integer) : "Sets current speed in inches per second."
N/A1607]
N/A1608 
N/A1609@PointClass base(Targetname, Parentname) iconsprite("editor/env_explosion.vmt") = env_explosion :
N/A1610 "An entity that creates an explosion at its origin."
N/A1611[
N/A1612 iMagnitude(Integer) : "Magnitude" : 100 : "The amount of damage done by the explosion."
N/A1613 // If no radius override, magnitude will determine radius.
N/A1614 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/A1615 fireballsprite(sprite) : "Fireball Sprite" : "sprites/zerogxplode.spr"
N/A1616 rendermode(choices) : "Render Mode" : 5 =
N/A1617 [
N/A1618 0: "Normal"
N/A1619 4: "Solid"
N/A1620 5: "Additive"
N/A1621 ]
N/A1622 spawnflags(flags) =
N/A1623 [
N/A1624 1: "No Damage" : 0
N/A1625 2: "Repeatable" : 0
N/A1626 4: "No Fireball" : 0
N/A1627 8: "No Smoke" : 0
N/A1628 16: "No Decal" : 0
N/A1629 32: "No Sparks" : 0
N/A1630 64: "No Sound" : 0
N/A1631 128: "Random Orientation" : 0
N/A1632 256: "No Fireball Smoke" : 0
N/A1633 512: "No particles" : 0
N/A1634 1024: "No DLights" : 0
N/A1635 2048: "Don't clamp Min" : 0
N/A1636 4096: "Don't clamp Max" : 0
N/A1637 8192: "Damage above surface only" : 0
N/A1638 16384: "Generic damage" : 0
N/A1639 ]
N/A1640 
N/A1641 ignoredEntity(target_destination) : "Ignored Entity" : : "Do not harm or affect the named entity."
N/A1642 
N/A1643 // Inputs
N/A1644 input Explode(void) : "Triggers the explosion."
N/A1645]
N/A1646 
N/A1647@PointClass base(Targetname, Parentname) color(200 50 0) size(-8 -8 -8, 8 8 8) = env_smoketrail :
N/A1648 "An entity that creates a smoke trail."
N/A1649[
N/A1650 opacity(float) : "Sprite Opacity" : "0.75" : "Opacity of the sprites (range from 0 - 1)."
N/A1651 spawnrate(float) : "Spawn Rate" : "20" : "Number of particles to emit each second."
N/A1652 lifetime(float) : "Particle Life Time" : "5.0" : "Number of seconds until each particle dies."
N/A1653 startcolor(color255) : "Start Color" : "192 192 192" : "Starting color of the emitted particles."
N/A1654 endcolor(color255) : "End Color" : "160 160 160" : "Ending color of the emitted particles."
N/A1655 emittime(float) : "Emitter Life Time" : "0" : "Number of seconds until the env_smoketrail stops emitting particles. 0 means never stop emitting particles."
N/A1656 minspeed(float) : "Minimum Random Speed" : "10" : "Minimum randomly-directed speed to use for emitted particles."
N/A1657 maxspeed(float) : "Maximum Random Speed" : "20" : "Maximum randomly-directed speed to use for emitted particles."
N/A1658 mindirectedspeed(float) : "Minimum Directed Speed" : "0" : "Minimum speed along the env_smoketrail's forward direction (x axis) to use for emitted particles."
N/A1659 maxdirectedspeed(float) : "Maximum Directed Speed" : "0" : "Maximum speed along the env_smoketrail's forward direction (x axis) to use for emitted particles."
N/A1660 startsize(float) : "Starting particle size" : "15" : "Starting particle size."
N/A1661 endsize(float) : "Ending particle size" : "50" : "Ending particle size."
N/A1662 spawnradius(float) : "Spawn radius" : "15" : "Distance from env_smoketrail at which particles are emitted."
N/A1663 
N/A1664 firesprite(sprite) : "Fire Sprite" : "sprites/firetrail.spr"
N/A1665 smokesprite(sprite) : "Smoke Puff" : "sprites/whitepuff.spr"
N/A1666]
N/A1667 
N/A1668@PointClass base(Targetname, Parentname) sphere() sphere(inner_radius) iconsprite("editor/env_physexplosion.vmt") = env_physexplosion :
N/A1669 "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/A1670[
N/A1671 magnitude(string) : "Magnitude" : "100" : "Amount of physics force applied by the explosion."
N/A1672 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/A1673 targetentityname(target_destination) : "Limit to Entity" : "" : "If specified, the explosion will only affect the matching entity."
N/A1674 
N/A1675 spawnflags(flags) =
N/A1676 [
N/A1677 1 : "No Damage - Only Force" : 1
N/A1678 2 : "Push players" : 0
N/A1679 4 : "Push radially - not as a sphere" : 0
N/A1680 8 : "Test LOS before pushing" : 0
N/A1681 16 : "Disorient player if pushed" : 0
N/A1682 ]
N/A1683 
N/A1684 inner_radius(float) : "Inner radius" : "0" : "If not zero, the LOS is calculated from a point intersecting this sphere."
N/A1685 
N/A1686 // Inputs
N/A1687 input Explode(void) : "Trigger the explosion."
N/A1688 
N/A1689 // Outputs
N/A1690 output OnPushedPlayer(void) : "Fires when the player is pushed by the explosion."
N/A1691]
N/A1692 
N/A1693@PointClass base(Targetname, Parentname) line(255 255 255, targetname, directionentityname) iconsprite("editor/env_physexplosion.vmt") = env_physimpact :
N/A1694 "An entity that will cause a physics impact on another entity."
N/A1695[
N/A1696 angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" : "Direction to project the impact."
N/A1697 magnitude(integer) : "Magnitude" : 100 : "Strength of the impact."
N/A1698 distance(integer) : "Distance" : 0 : "How far to project the impact (if 0 uses a default value)."
N/A1699 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/A1700 
N/A1701 spawnflags(flags) =
N/A1702 [
N/A1703 1: "No fall-off" : 0
N/A1704 2: "Infinite Length" : 0
N/A1705 4: "Ignore Mass" : 0
N/A1706 8: "Ignore Surface Normal When Applying Force" : 1
N/A1707 ]
N/A1708 
N/A1709 // Inputs
N/A1710 input Impact(void) : "Trigger the impact"
N/A1711]
N/A1712 
N/A1713 
N/A1714@PointClass base(Targetname, Parentname, EnableDisable) iconsprite("editor/env_fire") color(0 180 0) = env_fire :
N/A1715 "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/A1716[
N/A1717 health(integer) : "Duration" : 30 : "Amount of time the fire will burn."
N/A1718 firesize(integer) : "Size" : 64 : "Height (in world units) of the flame."
N/A1719 fireattack(integer) : "Attack" : 4 : "Amount of time the fire takes to grow to full strength."
N/A1720 firetype(choices) : "Type" : 0 =
N/A1721 [
N/A1722 0 : "Natural"
N/A1723 1 : "Plasma"
N/A1724 ]
N/A1725 spawnflags(flags) =
N/A1726 [
N/A1727 1: "Infinite Duration" : 0
N/A1728 2: "Smokeless" : 0
N/A1729 4: "Start On" : 0
N/A1730 8: "Start Full" : 0
N/A1731 16: "Don't drop" : 0
N/A1732 32: "No glow" : 0
N/A1733 128: "Delete when out" : 0
N/A1734 256: "Visible from above" : 0
N/A1735 ]
N/A1736 
N/A1737 ignitionpoint(float) : "Ignition Point" : 32 : "Amount of heat 'damage' to take before this flame should ignite."
N/A1738 damagescale(float) : "Damage Scale" : "1.0" : "Multiplier of the burn damage done by the flame."
N/A1739 
N/A1740 // Inputs
N/A1741 input StartFire(void) : "Start the fire."
N/A1742 input Extinguish(float) : "Puts out the fire permanently in the number of seconds specified."
N/A1743 input ExtinguishTemporary(float): "Puts out the fire temporarily in the number of seconds specified."
N/A1744 
N/A1745 // Outputs
N/A1746 output OnIgnited(void) : "Fires when the fire is first ignited."
N/A1747 output OnExtinguished(void) : "Fires when the fire is fully extinguished."
N/A1748]
N/A1749 
N/A1750@PointClass base(Targetname, Parentname) iconsprite("editor/env_firesource") color(255 255 0) sphere(fireradius) = env_firesource :
N/A1751 "An entity that provides heat to all nearby env_fire entities. Cannot be extinguished."
N/A1752[
N/A1753 spawnflags(flags) =
N/A1754 [
N/A1755 1: "Start On" : 0
N/A1756 ]
N/A1757 
N/A1758 fireradius(float) : "Radius" : 128 : "The radius around this entity in which to provide heat."
N/A1759 firedamage(float) : "Intensity / Damage" : 10 : "Amount of heat 'damage' to apply to env_fire entities within the radius."
N/A1760 
N/A1761 // Inputs
N/A1762 input Enable(void) : "Enable fire source."
N/A1763 input Disable(void) : "Disable fire source."
N/A1764]
N/A1765 
N/A1766@PointClass base(Targetname, Parentname) size(-4 -4 -4, 4 4 4) color(255 255 0) sphere(fireradius) = env_firesensor :
N/A1767 "An entity that detects changes in heat nearby."
N/A1768[
N/A1769 spawnflags(flags) =
N/A1770 [
N/A1771 1: "Start On" : 1
N/A1772 ]
N/A1773 
N/A1774 fireradius(float) : "Radius" : 128 : "The radius around this entity in which to detect heat changes."
N/A1775 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/A1776 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/A1777 
N/A1778 // Inputs
N/A1779 input Enable(void) : "Enable fire sensor."
N/A1780 input Disable(void) : "Disable fire sensor."
N/A1781 output OnHeatLevelStart(void) : "Fires when the heat level has been sustained for the specified length of time."
N/A1782 output OnHeatLevelEnd(void) : "Fires when the heat level drops below the target level."
N/A1783]
N/A1784 
N/A1785@PointClass base(Targetname) size(-4 -4 -4, 4 4 4) color(0 180 0) = env_entity_igniter :
N/A1786 "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/A1787[
N/A1788 target(target_destination) : "Entity to ignite" : : "Name of the entity to catch on fire."
N/A1789 lifetime(float) : "Lifetime in seconds" : 10 : "Duration of flames."
N/A1790 
N/A1791 // Inputs
N/A1792 input Ignite(void) : "Ignite the target entity."
N/A1793]
N/A1794 
N/A1795@PointClass base(Targetname, SystemLevelChoice, Angles) iconsprite("editor/fog_controller.vmt") color(255 255 255) = env_fog_controller :
N/A1796 "An entity that controls the fog and view distance in the map."
N/A1797[
N/A1798 // Inputs
N/A1799 input SetStartDist(float) : "Set the fog start distance."
N/A1800 input SetEndDist(float) : "Set the fog end distance."
N/A1801 input TurnOn(void) : "Turn the fog on."
N/A1802 input TurnOff(void) : "Turn the fog off."
N/A1803 input SetColor(color255) : "Set the primary fog color."
N/A1804 input SetColorSecondary(color255) : "Set the secondary fog color."
N/A1805 input SetFarZ(integer): "Set the far clip plane distance."
N/A1806 input SetAngles(string) : "Set the angles to use for the secondary fog direction."
N/A1807 
N/A1808 input SetColorLerpTo(color255) : "Set the primary fog color."
N/A1809 input SetColorSecondaryLerpTo(color255) : "Set the secondary fog color."
N/A1810 input SetStartDistLerpTo(float) : "Set the fog start distance."
N/A1811 input SetEndDistLerpTo(float) : "Set the fog end distance."
N/A1812 input StartFogTransition(void) : "Start fog transition."
N/A1813 
N/A1814 // Starting fog parameters for the level. These are selectable per LOD.
N/A1815 fogenable(boolean) : "Fog Enable" : 0
N/A1816 fogblend(boolean) : "Fog Blend" : 0
N/A1817 use_angles(boolean) : "Use Angles for Fog Dir" : 0
N/A1818 
N/A1819 fogcolor(color255) : "Primary Fog Color" : "255 255 255"
N/A1820 fogcolor2(color255) : "Secondary Fog Color" : "255 255 255"
N/A1821 fogdir(string) : "Primary Fog Direction" : "1 0 0"
N/A1822 fogstart(string) : "Fog Start" : "500.0"
N/A1823 fogend(string) : "Fog End" : "2000.0"
N/A1824 fogmaxdensity(float) : "Fog Max Density [0..1]" : "1"
N/A1825 
N/A1826 foglerptime(float) : "Interpolate time" : "0"
N/A1827 
N/A1828 farz(string) : "Far Z Clip Plane" : "-1"
N/A1829 
N/A1830 spawnflags(flags) =
N/A1831 [
N/A1832 1 : "Master (Has priority if multiple env_fog_controllers exist)" : 0
N/A1833 ]
N/A1834]
N/A1835 
N/A1836@PointClass base(Targetname, Parentname, Angles) studioprop("models/editor/spot_cone.mdl") color(255 255 255) = env_steam :
N/A1837 "An entity used to create a jet of steam."
N/A1838[
N/A1839 spawnflags(flags) =
N/A1840 [
N/A1841 1 : "Emissive" : 0
N/A1842 ]
N/A1843 
N/A1844 InitialState(choices) : "Initial State" : 0 =
N/A1845 [
N/A1846 0 : "Off"
N/A1847 1 : "On"
N/A1848 ]
N/A1849 
N/A1850 //Type of particle to spew out
N/A1851 type(choices) : "Particle Type" : 0 =
N/A1852 [
N/A1853 0 : "Normal"
N/A1854 1 : "Heat Wave"
N/A1855 ]
N/A1856 
N/A1857 SpreadSpeed(integer) : "Spread Speed" : 15 : "The amount of random spread in the particle's velocity after they spawn."
N/A1858 Speed(integer) : "Speed" : 120 : "The default speed at which the particles move after they spawn."
N/A1859 StartSize(integer) : "Particle start size" : 10 : "The initial size of the particles after they spawn."
N/A1860 EndSize(integer) : "Particle end size" : 25 : "The size of the particles at the point at which they are removed."
N/A1861 Rate(integer) : "Emission rate" : 26 : "The rate of particle emission. i.e. particles per second."
N/A1862 rendercolor(color255) : "Color (R G B)" : "255 255 255"
N/A1863 JetLength(integer) : "Length of steam jet" : 80 : "The length of the jet determines the lifetime of each particle."
N/A1864 renderamt(integer) : "Translucency" : 255
N/A1865 rollspeed(float) : "How fast does the particles spin" : 8
N/A1866 
N/A1867 // Inputs
N/A1868 input TurnOn(void) : "Turns the steam jet on."
N/A1869 input TurnOff(void) : "Turns the steam jet off."
N/A1870 input Toggle(void) : "Toggles the steam jet between on and off."
N/A1871 input JetLength(integer) : "Sets the length of steam jet."
N/A1872 input Rate(integer) : "Sets the particle emission rate in particles per second."
N/A1873 input Speed(integer) : "Sets the default speed of the particles in units per second."
N/A1874 input SpreadSpeed(integer) : "Sets the spread speed in units per second."
N/A1875]
N/A1876 
N/A1877@PointClass base(Targetname, Parentname, RenderFxChoices) size(-4 -4 -4, 4 4 4) line(255 255 255, targetname, LaserTarget) = env_laser :
N/A1878 "An entity that creates a laser beam between itself and a given target."
N/A1879[
N/A1880 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/A1881 renderamt(integer) : "Brightness (1 - 255)" : 100
N/A1882 rendercolor(color255) : "Beam Color (R G B)" : "255 255 255"
N/A1883 width(float) : "Width of Beam" : 2 : "The width of the laser beam, in pixels."
N/A1884 NoiseAmplitude(integer) : "Amount of noise (0-255)" : 0 : "The amount of noise in the beam. 0 is a perfectly straight beam."
N/A1885 texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr" : "The material used to draw the laser beam."
N/A1886 EndSprite(sprite) : "End Sprite" : "" : "If specified, this sprite will be drawn at the end of the laser beam."
N/A1887 TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35 : "Rate at which the beam texture should scroll along the beam."
N/A1888 framestart(integer) : "Starting Frame" : 0 : "The frame to start the beam texture on."
N/A1889 damage(string) : "Damage / second" : "100" : "How much damage this laser does. per second. to things it hits."
N/A1890 dissolvetype(choices) : "Dissolve Type" : "None" =
N/A1891 [
N/A1892 -1 : "None"
N/A1893 0 : "Energy"
N/A1894 1 : "Heavy electrical"
N/A1895 2 : "Light electrical"
N/A1896 ]
N/A1897 spawnflags(flags) =
N/A1898 [
N/A1899 1 : "Start On" : 0
N/A1900 16: "StartSparks" : 0
N/A1901 32: "EndSparks" : 0
N/A1902 64: "Decal End" : 0
N/A1903 ]
N/A1904 
N/A1905 // Inputs
N/A1906 input TurnOn(void) : "Turns the laser on."
N/A1907 input TurnOff(void) : "Turns the laser off."
N/A1908 input Toggle(void) : "Toggles the laser between on and off."
N/A1909]
N/A1910 
N/A1911@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = env_message :
N/A1912 "An entity that draws a text message on player's HUDs."
N/A1913[
N/A1914 message(string) : "Message Text"
N/A1915 spawnflags(flags) =
N/A1916 [
N/A1917 1: "Play Once" : 0
N/A1918 2: "All Clients" : 0
N/A1919 ]
N/A1920 messagesound(sound) : "Sound Effect" : "" : "When the message is shown, this sound effect will be played, originating from this entity."
N/A1921 messagevolume(string) : "Volume 0-10" : "10" : "Volume of the sound effect."
N/A1922 messageattenuation(Choices) : "Sound Radius" : 0 =
N/A1923 [
N/A1924 0 : "Small Radius"
N/A1925 1 : "Medium Radius"
N/A1926 2 : "Large Radius"
N/A1927 3 : "Play Everywhere"
N/A1928 ]
N/A1929 
N/A1930 // Inputs
N/A1931 input ShowMessage(void) : "Shows the message and plays the sound."
N/A1932 
N/A1933 // Outputs
N/A1934 output OnShowMessage(void) : "Fired when the message is activated."
N/A1935]
N/A1936 
N/A1937@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = env_hudhint :
N/A1938 "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/A1939[
N/A1940 message(string) : "Hint Text (localized)" : "" : "This should be set to match the desired HUD hint entry in the hl2\resource\valve_english.txt."
N/A1941 
N/A1942 // Inputs
N/A1943 input ShowHudHint(void) : "Shows the hint message."
N/A1944 input HideHudHint(void) : "Hides the hint message."
N/A1945]
N/A1946 
N/A1947@PointClass sphere() iconsprite("editor/env_shake.vmt") base(Targetname, Parentname) = env_shake :
N/A1948 "An entity to control screen shake on players."
N/A1949[
N/A1950 spawnflags(flags) =
N/A1951 [
N/A1952 1: "GlobalShake" : 0
N/A1953 //2: "Disrupt player control" : 0 // doesn't work
N/A1954 4: "In Air" : 0 // shakes objects even if they are not onground
N/A1955 8: "Physics" : 0 // shakes physically as well as the camera
N/A1956 16: "Ropes" : 0 // shakes ropes too.
N/A1957 32: "DON'T shake view (for shaking ropes or physics only)" : 0
N/A1958 64: "DON'T Rumble Controller" : 0
N/A1959 ]
N/A1960 
N/A1961 amplitude(float) : "Amplitude (0-16)" : "4" : "The amount of noise in the screen shake. Should be a range between 0 and 16."
N/A1962 radius(float) : "Effect Radius" : "500" : "The radius around this entity in which to affect players."
N/A1963 duration(float) : "Duration (seconds)" : "1" : "The length of time in which to shake the player's screens."
N/A1964 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/A1965 
N/A1966 // Inputs
N/A1967 input Amplitude(string) : "Set the amplitude (0-16)"
N/A1968 input Frequency(string) : "Set the frequence. Should be a value between 0 and 255, where 0.1 = jerk, and 255.0 = rumble."
N/A1969 input StartShake(void) : "Start the shake."
N/A1970 input StopShake(void) : "Stop the shake."
N/A1971]
N/A1972 
N/A1973@PointClass sphere() studio("models/editor/axis_helper_thick.mdl") base(Targetname, Parentname, Angles) = env_tilt :
N/A1974 "An entity to control screen tilt on players."
N/A1975[
N/A1976 spawnflags(flags) =
N/A1977 [
N/A1978 1: "GlobalTilt" : 0
N/A1979 128: "Ease in/out" : 0
N/A1980 ]
N/A1981 
N/A1982 radius(float) : "Effect Radius" : "500" : "The radius around this entity in which to affect players."
N/A1983 duration(float) : "Duration (seconds)" : "1" : "The length of time in which to tilt the player's screens."
N/A1984 tilttime(float) : "Tilt time (seconds)" : "2.5" : "How long it takes to reach full tilt."
N/A1985 
N/A1986 // Inputs
N/A1987 input StartTilt(void) : "Start the shake."
N/A1988 input StopTilt(void) : "Stop the tilt."
N/A1989]
N/A1990 
N/A1991@PointClass sphere() size(-4 -4 -4, 4 4 4) base(Targetname, Parentname) = env_viewpunch :
N/A1992 "Causes a view punch on players."
N/A1993[
N/A1994 spawnflags(flags) =
N/A1995 [
N/A1996 1: "Punch all players (ignore radius)" : 0
N/A1997 2: "Punch players in the air" : 0
N/A1998 ]
N/A1999 
N/A2000 punchangle(angle) : "Punch angles" : "0 0 90" : "The punch angles to apply."
N/A2001 radius(float) : "Effect Radius" : "500" : "The radius around this entity in which to affect players."
N/A2002 
N/A2003 // Inputs
N/A2004 input ViewPunch(void) : "Performs the view punch."
N/A2005]
N/A2006 
N/A2007@PointClass base(gibshooterbase) iconsprite("editor/gibshooter.vmt") = gibshooter :
N/A2008 "An entity that shoots out gibs. Style of body part depends on language type."
N/A2009[
N/A2010]
N/A2011 
N/A2012@PointClass base(gibshooterbase, RenderFields) iconsprite("editor/env_shooter.vmt") = env_shooter :
N/A2013 "An entity that shoots models, or sprites, out of its origin."
N/A2014[
N/A2015 shootmodel(studio) : "Model" : "" : "Thing to shoot out. Can be a .mdl or a .vmt."
N/A2016 shootsounds(choices) :"Material Sound" : -1 =
N/A2017 [
N/A2018 -1: "None"
N/A2019 0: "Glass"
N/A2020 1: "Wood"
N/A2021 2: "Metal"
N/A2022 3: "Flesh"
N/A2023 4: "Concrete"
N/A2024 ]
N/A2025 simulation(choices) :"Simulate" : 0 =
N/A2026 [
N/A2027 0: "Point"
N/A2028 1: "Physics"
N/A2029 2: "Ragdoll"
N/A2030 ]
N/A2031 
N/A2032 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/A2033 
N/A2034 spawnflags(flags) =
N/A2035 [
N/A2036 2 : "On fire" : 0
N/A2037 4 : "strict remove after lifetime" : 0
N/A2038 ]
N/A2039 
N/A2040 nogibshadows(boolean) :"Disable Shadows on Gibs" : 0
N/A2041 
N/A2042 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/A2043 
N/A2044 massoverride(float) : "Mass override" : "0" : "EPISODIC ONLY. Specify an arbitrary mass for the gibs emitted by me."
N/A2045]
N/A2046 
N/A2047@PointClass base(gibshooterbase, RenderFields) iconsprite("editor/env_shooter.vmt") = env_rotorshooter :
N/A2048 "An entity that creates gibs when it's within the influence of a helicopter's rotor wash."
N/A2049[
N/A2050 shootmodel(studio) : "Model" : "" : "Thing to shoot out. Can be a .mdl or a .vmt."
N/A2051 shootsounds(choices) :"Material Sound" : -1 =
N/A2052 [
N/A2053 -1: "None"
N/A2054 0: "Glass"
N/A2055 1: "Wood"
N/A2056 2: "Metal"
N/A2057 3: "Flesh"
N/A2058 4: "Concrete"
N/A2059 ]
N/A2060 simulation(choices) :"Simulate" : 0 =
N/A2061 [
N/A2062 0: "Point"
N/A2063 1: "Physics"
N/A2064 2: "Ragdoll"
N/A2065 ]
N/A2066 
N/A2067 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/A2068 
N/A2069 spawnflags(flags) =
N/A2070 [
N/A2071 2 : "On fire" : 0
N/A2072 ]
N/A2073 
N/A2074 rotortime(float) : "Time Under Rotor" : "1" : "The average time it has to be under the rotor before it shoots a gib."
N/A2075 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/A2076]
N/A2077 
N/A2078@PointClass base(Targetname,Parentname) sphere() iconsprite("editor/env_soundscape.vmt") = env_soundscape_proxy :
N/A2079 "An entity that acts like a soundscape but gets all of its sound parameters from another env_soundscape entity."
N/A2080[
N/A2081 MainSoundscapeName(target_destination) : "Soundscape Entity" : "" : "The soundscape to get all sound parameters from."
N/A2082 
N/A2083 radius(integer) : "Radius" : 128 // NEEDHELP: The datadesc doesn't include this entry. Probably not used.
N/A2084]
N/A2085 
N/A2086@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/A2087 "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/A2088[
N/A2089 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/A2090 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/A2091 [
N/A2092 "Nothing" : "Nothing"
N/A2093 "Automatic" : "Automatic"
N/A2094 "Automatic_Dialog" : "Automatic (dialog)"
N/A2095 "GenericIndoor" : "Indoor"
N/A2096 "GenericOutdoor" : "Outdoor"
N/A2097 ]
N/A2098 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/A2099 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/A2100 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/A2101 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/A2102 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/A2103 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/A2104 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/A2105 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/A2106 
N/A2107 // Inputs
N/A2108 input Enable(void) : "Enable the soundscape."
N/A2109 input Disabled(void) : "Disable the soundscape."
N/A2110 input ToggleEnabled(void) : "Toggle the soundscape enabled state."
N/A2111 
N/A2112 // Outputs
N/A2113 output OnPlay(void) : "Fired when this soundscape becomes the active one."
N/A2114]
N/A2115 
N/A2116@PointClass base(env_soundscape) sphere() iconsprite("editor/env_soundscape.vmt") = env_soundscape_triggerable :
N/A2117 "An entity that works like env_soundscape except that it works in conjunction with trigger_soundscape to determine when a player hears it."
N/A2118[
N/A2119]
N/A2120 
N/A2121@PointClass base(Targetname, Parentname, Angles) iconsprite("editor/env_spark.vmt") = env_spark :
N/A2122 "An entity used to create sparks at its origin."
N/A2123[
N/A2124 MaxDelay(string) : "Max Delay" : "0" : "The longest delay between sparks (in seconds)."
N/A2125 Magnitude(choices) : "Magnitude" : 1 : "The size of the sparks." =
N/A2126 [
N/A2127 1 : "Small"
N/A2128 2 : "Medium"
N/A2129 5 : "Large"
N/A2130 8 : "Huge"
N/A2131 ]
N/A2132 
N/A2133 TrailLength(choices) : "Spark Trail Length" : 1 =
N/A2134 [
N/A2135 1 : "Short"
N/A2136 2 : "Medium"
N/A2137 3 : "Long"
N/A2138 ]
N/A2139 
N/A2140 spawnflags(flags) =
N/A2141 [
N/A2142 64: "Start ON" : 0
N/A2143 128: "Glow" : 0
N/A2144 256: "Silent" : 0
N/A2145 512: "Directional" : 0
N/A2146 ]
N/A2147 
N/A2148 // Inputs
N/A2149 input StartSpark(void) : "Start the spark effect."
N/A2150 input StopSpark(void) : "Stop the spark effect."
N/A2151 input ToggleSpark(void) : "Toggle the on/off state of the spark effect."
N/A2152 input SparkOnce(void) : "Spark once."
N/A2153]
N/A2154 
N/A2155@PointClass base(Targetname, Parentname, RenderFields, SystemLevelChoice) size(-2 -2 -2, 2 2 2) sprite() color(20 140 20) = env_sprite :
N/A2156 "An entity that controls the drawing of a sprite in the world."
N/A2157[
N/A2158 framerate(string) : "Framerate" : "10.0" : "Rate at which the sprite should animate, if at all."
N/A2159 model(sprite) : "Sprite Name" : "sprites/glow01.spr" : "Material of the sprite to be drawn."
N/A2160 scale(string) : "Scale" : "" : "Scale multiplier of the sprite."
N/A2161 spawnflags(flags) =
N/A2162 [
N/A2163 1: "Start on" : 0
N/A2164 2: "Play Once" : 0
N/A2165 ]
N/A2166 
N/A2167 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/A2168 
N/A2169 HDRColorScale(float) : "HDR color scale." : "1.0" : "float value to multiply sprite color by when running in HDR mode."
N/A2170 
N/A2171 // Inputs
N/A2172 input ColorRedValue(float) : "Sets the red color channel's value (0 - 255)."
N/A2173 input ColorGreenValue(float) : "Sets the green color channel's value (0 - 255)."
N/A2174 input ColorBlueValue(float) : "Sets the blue color channel's value (0 - 255)."
N/A2175 input SetScale(float) : "Set the sprite's scale (0 - 8.0)."
N/A2176 input HideSprite(void) : "Hide the sprite. Won't be drawn until the 'ShowSprite' input is received."
N/A2177 input ShowSprite(void) : "Show the sprite."
N/A2178 input ToggleSprite(void) : "Toggle the sprite between hidden and shown."
N/A2179]
N/A2180 
N/A2181@PointClass base(env_sprite) size(-2 -2 -2, 2 2 2) sprite() color(20 140 20) = env_sprite_clientside :
N/A2182 "An env_sprite that only exists on the client (much lower overhead!)"
N/A2183[
N/A2184]
N/A2185 
N/A2186@PointClass base(env_sprite, Angles) = env_sprite_oriented :
N/A2187 "A env_sprite that allows orientation."
N/A2188[
N/A2189 framerate(string) : "Framerate" : "10.0" : "Rate at which the sprite should animate, if at all."
N/A2190 model(sprite) : "Sprite Name" : "sprites/glow01.spr" : "Material of the sprite to be drawn."
N/A2191 scale(string) : "Scale" : "" : "Scale multiplier of the sprite."
N/A2192 spawnflags(flags) =
N/A2193 [
N/A2194 1: "Start on" : 0
N/A2195 2: "Play Once" : 0
N/A2196 ]
N/A2197 
N/A2198 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/A2199 
N/A2200 HDRColorScale(float) : "HDR color scale." : "1.0" : "float value to multiply sprite color by when running in HDR mode."
N/A2201 
N/A2202 // Inputs
N/A2203 input ColorRedValue(float) : "Sets the red color channel's value (0 - 255)."
N/A2204 input ColorGreenValue(float) : "Sets the green color channel's value (0 - 255)."
N/A2205 input ColorBlueValue(float) : "Sets the blue color channel's value (0 - 255)."
N/A2206 input SetScale(float) : "Set the sprite's scale (0 - 8.0)."
N/A2207 input HideSprite(void) : "Hide the sprite. Won't be drawn until the 'ShowSprite' input is received."
N/A2208 input ShowSprite(void) : "Show the sprite."
N/A2209 input ToggleSprite(void) : "Toggle the sprite between hidden and shown."
N/A2210]
N/A2211 
N/A2212 
N/A2213@PointClass base(Targetname, Angles) iconsprite("editor/env_wind.vmt") = env_wind :
N/A2214 "An entity to control wind in the map. Partially functional."
N/A2215[
N/A2216 //gustsound(sound) : "Gust Sound Filename" : "" : "Sound to be played to simulate the gusting wind."
N/A2217 minwind(integer) : "Min normal speed" : 20 : "Minimum speed of the wind while idling."
N/A2218 maxwind(integer) : "Max normal speed" : 50 : "Maximum speed of the wind while idling."
N/A2219 
N/A2220 mingust(integer) : "Min gust speed" : 100 : "Minimum speed of wind gusts."
N/A2221 maxgust(integer) : "Max gust speed" : 250 : "Maximum speed of wind gusts."
N/A2222 
N/A2223 mingustdelay(integer) : "Min gust delay" : 10 : "Minimum time delay between random gusts."
N/A2224 maxgustdelay(integer) : "Max gust delay" : 20 : "Maximum time delay between random gusts."
N/A2225 
N/A2226 gustduration(integer) : "Gust Duration" : 5 : "How long will the wind gust for."
N/A2227 
N/A2228 gustdirchange(integer) : "Max gust dir change (degrees)" : 20 : "Maximum amount that the wind's direction changes due to a gust."
N/A2229 
N/A2230 output OnGustStart(void) : "Fired when a wind gust begins."
N/A2231 output OnGustEnd(void) : "Fired when a wind gust ends."
N/A2232]
N/A2233 
N/A2234@PointClass base(Angles) size(-16 -16 -16, 16 16 16) color(0 0 255) = sky_camera :
N/A2235 "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/A2236[
N/A2237 scale(integer) : "3D Skybox scale" : 16 : "Scale of the skybox."
N/A2238 fogenable(boolean) : "Fog Enable" : 0
N/A2239 fogblend(boolean) : "Fog Blend" : 0
N/A2240 use_angles(boolean) : "Use Angles for Fog Dir" : 0
N/A2241 
N/A2242 fogcolor(color255) : "Primary Fog Color" : "255 255 255"
N/A2243 fogcolor2(color255) : "Secondary Fog Color" : "255 255 255"
N/A2244 fogdir(string) : "Primary Fog Dir" : "1 0 0"
N/A2245 fogstart(string) : "Fog Start" : "500.0" : "Distance at which the skybox fog should start."
N/A2246 fogend(string) : "Fog End" : "2000.0" : "Distance at which the skybox fog should be fully opaque."
N/A2247]
N/A2248 
N/A2249@BaseClass base(Targetname, ResponseContext) = BaseSpeaker
N/A2250[
N/A2251 delaymin(string) : "Min Delay Between Announcements" : "15"
N/A2252 delaymax(string) : "Max Delay Between Announcements" : "135"
N/A2253 spawnflags(flags) =
N/A2254 [
N/A2255 1: "Start Silent" : 0
N/A2256 2: "Play Everywhere" : 0
N/A2257 ]
N/A2258 rulescript(string) : "Context rule script" : "" : "Script file containing rules for playing appropriate sounds."
N/A2259 concept(string) : "Concept name" : "" : "High level concept name used as primary search key."
N/A2260 
N/A2261 // Inputs
N/A2262 input TurnOn(void) : "Turn on the random announcements."
N/A2263 input TurnOff(void) : "Turn off the random announcements."
N/A2264 input Toggle(void) : "Toggle the random announcements off and on."
N/A2265]
N/A2266 
N/A2267//-------------------------------------------------------------------------
N/A2268//
N/A2269// Game Entities
N/A2270//
N/A2271//-------------------------------------------------------------------------
N/A2272 
N/A2273@PointClass base(Targetname) = game_weapon_manager :
N/A2274 "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/A2275[
N/A2276 weaponname(string) : "Weapon Classname" : "" : "Classname of the weapon type to limit."
N/A2277 maxpieces(integer) : "Max Allowed in Level"  : 0 : "The maximum amount of the specified weapon type allowed in the world."
N/A2278 ammomod(float)  : "Ammo modifier" : 1 : "Modifier for ammount of ammo dropped by a weapon."
N/A2279 
N/A2280 // Inputs
N/A2281 input SetAmmoModifier(float): "Adjust the ammo modifier."
N/A2282]
N/A2283 
N/A2284@PointClass base(Targetname) iconsprite("editor/game_end.vmt") = game_end :
N/A2285 "An entity that ends a multiplayer game."
N/A2286[
N/A2287 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/A2288 input EndGame(void) : "End the multiplayer game."
N/A2289]
N/A2290 
N/A2291@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = game_player_equip :
N/A2292 "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/A2293[
N/A2294 spawnflags(flags) =
N/A2295 [
N/A2296 1: "Use Only" : 0
N/A2297 ]
N/A2298 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/A2299]
N/A2300 
N/A2301@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = game_player_team :
N/A2302 "An entity that changes the team of the player who activates it."
N/A2303[
N/A2304 spawnflags(flags) =
N/A2305 [
N/A2306 1 : "Remove On fire" : 0
N/A2307 2 : "Kill Player" : 0
N/A2308 4 : "Gib Player" : 0
N/A2309 ]
N/A2310 target(string) : "game_team_master to use"
N/A2311 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/A2312]
N/A2313 
N/A2314@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = game_score :
N/A2315 "An entity that awards/deducts points from the player who activates it."
N/A2316[
N/A2317 spawnflags(flags) =
N/A2318 [
N/A2319 1: "Allow Negative" : 0
N/A2320 2: "Team Points" : 0
N/A2321 ]
N/A2322 
N/A2323 points(integer) : "Points to add (+/-)" : 1
N/A2324 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/A2325 
N/A2326 // Inputs
N/A2327 input ApplyScore(void) : "Add score to player."
N/A2328]
N/A2329 
N/A2330@PointClass base(Targetname) iconsprite("editor/game_text.vmt") = game_text :
N/A2331 "An entity that displays text on player's screens."
N/A2332[
N/A2333 spawnflags(flags) =
N/A2334 [
N/A2335 1: "All Players" : 0
N/A2336 ]
N/A2337 
N/A2338 message(string) report : "Message Text" : "" : "Message to display onscreen."
N/A2339 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/A2340 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/A2341 effect(Choices) : "Text Effect" : 0 =
N/A2342 [
N/A2343 0 : "Fade In/Out"
N/A2344 1 : "Credits"
N/A2345 2 : "Scan Out"
N/A2346 ]
N/A2347 color(color255) : "Color1" : "100 100 100"
N/A2348 color2(color255) : "Color2" : "240 110 0"
N/A2349 fadein(string) : "Fade in Time (or character scan time)" : "1.5" : "The time it should take for the text to fully fade in."
N/A2350 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/A2351 holdtime(string) : "Hold Time" : "1.2" : "The time the text should stay onscreen, after fading in, before it begins to fade out."
N/A2352 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/A2353 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/A2354 [
N/A2355 1 : "Channel 1"
N/A2356 2 : "Channel 2"
N/A2357 3 : "Channel 3"
N/A2358 4 : "Channel 4"
N/A2359 ]
N/A2360 master(string) : "Master" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate."
N/A2361 
N/A2362 // Inputs
N/A2363 input Display(void) : "Display the message text."
N/A2364 input SetText(string) : "Set the text to display."
N/A2365 input SetPosX(float) : "Set the X position of the text. (0 - 1.0 = left to right) (-1 centers)"
N/A2366 input SetPosY(float) : "Set the Y position of the text. (0 - 1.0 = top to bottom) (-1 centers)"
N/A2367 input SetTextColor(color255) : "Set color of the front text."
N/A2368 input SetTextColor2(color255) : "Set color of the transition text."
N/A2369]
N/A2370 
N/A2371@PointClass base(Parentname, Angles) size(-2 -2 -2, 2 2 2) = point_enable_motion_fixup :
N/A2372 "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/A2373[
N/A2374]
N/A2375 
N/A2376@PointClass base(Targetname, Parentname) size(-8 -8 -8, 8 8 8) = point_message :
N/A2377 "An entity that displays a text message in the world, at its origin."
N/A2378[
N/A2379 spawnflags(flags) =
N/A2380 [
N/A2381 1: "Start Disabled" : 0
N/A2382 ]
N/A2383 
N/A2384 message(string) : "Entity Message"
N/A2385 radius(integer) : "Show message radius" : 128 : "Distance the player must be within to see this message."
N/A2386 developeronly(boolean) : "Developer Only?" : 0 : "If set, this message will only be visible when developer mode is on."
N/A2387 
N/A2388 // Inputs
N/A2389 input Enable(void) : "Start displaying the message text, if the player is within the message radius."
N/A2390 input Disable(void) : "Stop displaying the message text."
N/A2391]
N/A2392 
N/A2393@PointClass base(Targetname, Parentname, RenderFields, Angles, SystemLevelChoice) studio("models/editor/cone_helper.mdl") = point_spotlight :
N/A2394 "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/A2395 "Unless the 'No Dynamic Light' spawnflag is checked, it will also create a dynamic light wherever the end of the spotlight rests."
N/A2396[
N/A2397 spawnflags(Flags) =
N/A2398 [
N/A2399 1 : "Start On" : 1
N/A2400 2 : "No Dynamic Light" : 1
N/A2401 ]
N/A2402 
N/A2403 spotlightlength(integer) : "Spotlight Length" : 500 : "Length of the spotlight beam."
N/A2404 spotlightwidth(integer) : "Spotlight Width" : 50 : "Width of the spotlight beam."
N/A2405 rendercolor(color255) : "Color (R G B)" : "255 255 255"
N/A2406 HDRColorScale(float) : "HDR color scale." : "1.0" : "float value to multiply sprite color by when running in HDR mode."
N/A2407 
N/A2408 // Inputs
N/A2409 input LightOn(void) : "Turn the spotlight on."
N/A2410 input LightOff(void) : "Turn the spotlight off"
N/A2411 input SetColor(color255) : "Change the color of the spotlight"
N/A2412 input ForceUpdate(void) : "Force an update of the spotlight position and orientation"
N/A2413 
N/A2414 // outputs
N/A2415 output OnLightOn(void) : "Fires when light turns on."
N/A2416 output OnLightOff(void) : "Fires when light turns off."
N/A2417 
N/A2418]
N/A2419 
N/A2420@PointClass base(Targetname, Parentname) size(-8 -8 -8, 8 8 8) = point_tesla :
N/A2421 "An entity that creates tesla lightning arcs around its origin."
N/A2422[
N/A2423 m_SourceEntityName(string) : "Source Entity" : "" : "If specified, tesla lightning will originate from the specified entity. Otherwise, they originate from this entity."
N/A2424 m_SoundName(string) : "Sound Name" : "DoSpark" : "Sound to be played whenever lightning is created."
N/A2425 
N/A2426 texture(sprite) : "Sprite Name" : "sprites/physbeam.vmt" : "Material to use for the tesla lightning beams."
N/A2427 
N/A2428 m_Color(color255) : "Color" : "255 255 255"
N/A2429 
N/A2430 m_flRadius(integer) : "Radius" : 200 : "Radius around the origin to find a point to strike with a tesla lightning beam."
N/A2431 
N/A2432 beamcount_min(integer) : "Min # of Beams" : 6 : "Minimum number of tesla lightning beams to create when creating an arc."
N/A2433 beamcount_max(integer) : "Max # of Beams" : 8 : "Maximum number of tesla lightning beams to create when creating an arc."
N/A2434 
N/A2435 thick_min(string) : "Min Beam Width" : "4" : "Minimum width of the tesla lightning beams."
N/A2436 thick_max(string) : "Max Beam Width" : "5" : "Maximum width of the tesla lightning beams."
N/A2437 
N/A2438 lifetime_min(string) : "Min Time Visible" : "0.3" : "Minimum lifetime of the tesla lightning beams."
N/A2439 lifetime_max(string) : "Max Time Visible" : "0.3" : "Maximum lifetime of the tesla lightning beams."
N/A2440 
N/A2441 interval_min(string) : "Min Time Between Arcs":"0.5" : "Minimum time delay between random arcing."
N/A2442 interval_max(string) : "Max Time Between Arcs":"2" : "Maximum time delay between random arcing."
N/A2443 
N/A2444 // Inputs
N/A2445 input TurnOn(void) : "Turn emitter on."
N/A2446 input TurnOff(void) : "Turn emitter off."
N/A2447 input DoSpark(void) : "Force a single arc."
N/A2448]
N/A2449 
N/A2450@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = point_clientcommand :
N/A2451 "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/A2452[
N/A2453 // Inputs
N/A2454 input Command(string) : "Command to execute."
N/A2455]
N/A2456 
N/A2457@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = point_servercommand :
N/A2458 "An entity that issues commands to the server console."
N/A2459[
N/A2460 // Inputs
N/A2461 input Command(string) : "Command to execute."
N/A2462]
N/A2463 
N/A2464@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = point_bonusmaps_accessor :
N/A2465 "An entity that relays bonus maps changes."
N/A2466[
N/A2467 filename(string) : "File Name" : ""
N/A2468 mapname(string) : "Map Name" : ""
N/A2469 
N/A2470 // Inputs
N/A2471 input Unlock(void) : "Unlocks the filename/map combination."
N/A2472 input Complete(void) : "Completes the filename/map combination."
N/A2473 input Save(void) : "Saves bonus map data."
N/A2474]
N/A2475 
N/A2476@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = game_ui :
N/A2477 "An entity used to override player input when the player is looking at it."
N/A2478[
N/A2479 spawnflags(flags) =
N/A2480 [
N/A2481 32 : "Freeze Player" : 1
N/A2482 64 : "Hide Weapon" : 1
N/A2483 128 : "+Use Deactivates" : 1
N/A2484 256 : "Jump Deactivates" : 1
N/A2485 ]
N/A2486 
N/A2487 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/A2488 
N/A2489 // Inputs
N/A2490 input Deactivate(void) : "Return Player Control."
N/A2491 input Activate(string) : "Take Player Control."
N/A2492 
N/A2493 // Outputs
N/A2494 output PlayerOn(void) : "Fired whenever this entity starts controlling the player's input."
N/A2495 output PlayerOff(void) : "Fired whenever this entity stops controlling the player's input."
N/A2496 output PressedMoveLeft(void) : "Fired whenever the player presses the moveleft key."
N/A2497 output PressedMoveRight(void) : "Fired whenever the player presses the moveright key."
N/A2498 output PressedForward(void) : "Fired whenever the player presses the forward key."
N/A2499 output PressedBack(void) : "Fired whenever the player presses the backward key."
N/A2500 output PressedAttack(void) : "Fired whenever the player presses the attack key."
N/A2501 output PressedAttack2(void) : "Fired whenever the player presses the secondary attack key."
N/A2502 
N/A2503 output UnpressedMoveLeft(void) : "Fired whenever the player releases the moveleft key."
N/A2504 output UnpressedMoveRight(void) : "Fired whenever the player releases the moveright key."
N/A2505 output UnpressedForward(void) : "Fired whenever the player releases the forward key."
N/A2506 output UnpressedBack(void) : "Fired whenever the player releases the backward key."
N/A2507 output UnpressedAttack(void) : "Fired whenever the player releases the attack key."
N/A2508 output UnpressedAttack2(void) : "Fired whenever the player releases the secondary attack key."
N/A2509 
N/A2510 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/A2511 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/A2512 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/A2513 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/A2514]
N/A2515 
N/A2516@PointClass base(Targetname) = point_entity_finder :
N/A2517 "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/A2518[
N/A2519 filtername(filterclass) : "Filter Name" : : "Filter to use to narrow set of findable entities. See filter_activator_name for more explanation."
N/A2520 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/A2521 
N/A2522 Method(choices) : "Search Method" : "0" =
N/A2523 [
N/A2524 0 : "Nearest"
N/A2525 1 : "Farthest"
N/A2526 2 : "Random"
N/A2527 ]
N/A2528 
N/A2529 // Inputs
N/A2530 input FindEntity(void) : "Find an entity that meets the specified criteria. Will fire OutEntity if found and pass the entity as !Caller."
N/A2531 
N/A2532 // Outputs
N/A2533 output OnFoundEntity(void) : "Fired when FindEntity is input and an entity was found. Passes the found entity as !Caller."
N/A2534]
N/A2535 
N/A2536@SolidClass base(Targetname, Parentname) = game_zone_player :
N/A2537 "An entity used to count the number of players within a zone."
N/A2538[
N/A2539 // Inputs
N/A2540 input CountPlayersInZone(void) : "Count the number of players in the zone, and fire the corresponding outputs."
N/A2541 
N/A2542 // Outputs
N/A2543 output OnPlayerInZone(void) : "Fired whenever a count finds a player inside the zone, with the player as the activator."
N/A2544 output OnPlayerOutZone(void) : "Fired whenever a count finds a player outside the zone, with the player as the activator."
N/A2545 output PlayersInCount(integer) : "Fired after a count, and contains the number of players found inside the zone."
N/A2546 output PlayersOutCount(integer) : "Fired after a count, and contains the number of players found outside the zone."
N/A2547]
N/A2548 
N/A2549//-------------------------------------------------------------------------
N/A2550//
N/A2551// Info Entities
N/A2552//
N/A2553//-------------------------------------------------------------------------
N/A2554 
N/A2555@PointClass base(Targetname) decal() studio("models/editor/axis_helper_thick.mdl") = infodecal :
N/A2556 "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/A2557 "If it has a name specified, it won't apply until it receives the 'Activate' input."
N/A2558[
N/A2559 texture(decal)
N/A2560 
N/A2561 LowPriority(boolean) : "Low Priority (can be replaced)" : 0
N/A2562 
N/A2563 // Inputs
N/A2564 input Activate(void) : "Force the decal to apply itself to the world."
N/A2565]
N/A2566 
N/A2567// 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/A2568// ray to cast for projection
N/A2569@PointClass base(Angles,Targetname) decal() studio("models/editor/axis_helper_thick.mdl") = info_projecteddecal :
N/A2570 "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/A2571 "the level is loaded. If it has a name specified, it won't apply until it receives the 'Activate' input."
N/A2572[
N/A2573 texture(decal)
N/A2574 Distance(float) : "Distance" : 64 : "Distance from the origin to project the decal."
N/A2575 
N/A2576 // Inputs
N/A2577 input Activate(void) : "Force the decal to apply itself to the world."
N/A2578]
N/A2579 
N/A2580@PointClass = info_no_dynamic_shadow :
N/A2581 "Use this entity to mark surfaces that shouldn't receive dynamic shadows. Useful to apply to walls and floors "+
N/A2582 "where shadows are drawn improperly, giving away the location of enemies."
N/A2583[
N/A2584 sides(sidelist) : "Brush faces"
N/A2585]
N/A2586 
N/A2587@PointClass base(PlayerClass, Angles) studio("models/editor/playerstart.mdl") = info_player_start :
N/A2588 "This entity indicates the position and facing direction at which the player will spawn. Any number of "+
N/A2589 "info_player_start entities may be placed in a map for when working in cordoned-off portions of the map. "+
N/A2590 "When multiple info_player_start entities are present in a map, set the 'Master' spawnflag on one of them "+
N/A2591 "to indicate which one should be used when running the entire map."
N/A2592[
N/A2593 spawnflags(flags) =
N/A2594 [
N/A2595 1: "Master (Has priority if multiple info_player_starts exist)" : 0
N/A2596 ]
N/A2597]
N/A2598 
N/A2599@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/A2600 "An entity that places an overlay on the world."
N/A2601[
N/A2602 material(material) : "Material"
N/A2603 sides(sidelist) : "Brush faces"
N/A2604 RenderOrder(integer) : "Render Order" : 0 : "Higher values render after lower values. This value can be 0-3."
N/A2605 StartU(float) : "U Start" : "0.0"
N/A2606 EndU(float) : "U End" : "1.0"
N/A2607 StartV(float) : "V Start" : "0.0"
N/A2608 EndV(float) : "V End" : "1.0"
N/A2609 BasisOrigin(Vector) readonly : "Overlay Basis Origin(Read-Only)"
N/A2610 BasisU(Vector) readonly : "Overlay Basis U(Read-Only)"
N/A2611 BasisV(Vector) readonly : "Overlay Basis V(Read-Only)"
N/A2612 BasisNormal(Vector) readonly : "Overlay Basis Normal(Read-Only)"
N/A2613 uv0(vector) readonly : "Overlay Point 1(Read-Only)"
N/A2614 uv1(vector) readonly : "Overlay Point 2(Read-Only)"
N/A2615 uv2(vector) readonly : "Overlay Point 3(Read-Only)"
N/A2616 uv3(vector) readonly : "Overlay Point 4(Read-Only)"
N/A2617 fademindist(float) : "Start Fade Dist" : -1 : "Distance at which the overlay starts to fade (<0 = use fademaxdist)."
N/A2618 fademaxdist(float) : "End Fade Dist" : 0 : "Maximum distance at which the overlay is visible (0 = don't fade out)."
N/A2619]
N/A2620 
N/A2621@PointClass size(-8 -8 -8, 8 8 8) sidelist(sides) sidelist(sides2) overlay_transition() = info_overlay_transition : "Overlay Transition"
N/A2622[
N/A2623 material(material) : "Material"
N/A2624 sides(sidelist) : "Brush faces"
N/A2625 sides2(sidelist) : "Water faces"
N/A2626 LengthTexcoordStart(float) : "Texcoord Length Start" : "0.0"
N/A2627 LengthTexcoordEnd(float) : "Texcoord Length End" : "1.0"
N/A2628 WidthTexcoordStart(float) : "Texcoord Width Start" : "0.0"
N/A2629 WidthTexcoordEnd(float) : "Texcoord Width End" : "1.0"
N/A2630 Width1(float) : "Width Land" : "25.0"
N/A2631 Width2(float) : "Width Water" : "25.0"
N/A2632 DebugDraw(integer) : "Show Debug" : 0 : "Boolean value (0 or 1)."
N/A2633]
N/A2634 
N/A2635@PointClass size(-4 -4 -4, 4 4 4) color(0 180 0) = info_intermission :
N/A2636 "An entity that defines an intermission spot where dead players will float until they respawn."
N/A2637[
N/A2638 target(target_destination) : "Entity to look at" : : "Name of entity that dead players will face while in intermission at this spot."
N/A2639]
N/A2640 
N/A2641@PointClass base(Targetname) iconsprite("editor/info_landmark") = info_landmark :
N/A2642 "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/A2643[
N/A2644]
N/A2645 
N/A2646@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = info_null :
N/A2647 "An entity that's immediately removed on spawning. Useful as a spotlight target."
N/A2648[
N/A2649]
N/A2650 
N/A2651@PointClass base(Targetname, Parentname, Angles) iconsprite("editor/info_target.vmt") studio("models/editor/axis_helper.mdl") = info_target :
N/A2652 "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/A2653[
N/A2654 spawnflags( Flags ) =
N/A2655 [
N/A2656 1 : "Transmit to client (respect PVS)" : 0
N/A2657 2 : "Always transmit to client (ignore PVS)" : 0
N/A2658 ]
N/A2659]
N/A2660 
N/A2661@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/A2662 "An entity that spawns a particle system built using the particle editor."
N/A2663[
N/A2664 effect_name(particlesystem) : "Particle System Name"
N/A2665 start_active(boolean) : "Start Active?" : 0
N/A2666 
N/A2667 cpoint1(target_destination) : "Control Point 1" : : "If set, control point 1 of the effect will be at this entity's location."
N/A2668 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/A2669 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/A2670 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/A2671 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/A2672 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/A2673 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/A2674 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/A2675 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/A2676 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/A2677 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/A2678 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/A2679 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/A2680 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/A2681 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/A2682 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/A2683 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/A2684 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/A2685 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/A2686 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/A2687 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/A2688 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/A2689 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/A2690 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/A2691 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/A2692 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/A2693 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/A2694 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/A2695 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/A2696 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/A2697 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/A2698 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/A2699 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/A2700 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/A2701 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/A2702 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/A2703 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/A2704 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/A2705 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/A2706 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/A2707 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/A2708 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/A2709 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/A2710 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/A2711 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/A2712 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/A2713 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/A2714 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/A2715 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/A2716 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/A2717 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/A2718 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/A2719 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/A2720 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/A2721 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/A2722 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/A2723 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/A2724 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/A2725 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/A2726 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/A2727 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/A2728 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/A2729 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/A2730 
N/A2731 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/A2732 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/A2733 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/A2734 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/A2735 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/A2736 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/A2737 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/A2738 
N/A2739 // Inputs
N/A2740 input Start(void) : "Tell the particle system to start emitting."
N/A2741 input Stop(void) : "Tell the particle system to stop emitting."
N/A2742 input StopPlayEndCap(void) : "Tell the particle system to stop emitting and play its End Cap Effect."
N/A2743 input DestroyImmediately(void) : "Destroy the particle system and remove all particles immediately."
N/A2744]
N/A2745 
N/A2746 
N/A2747@PointClass base(Targetname, EnableDisable, Parentname, Angles) iconsprite("editor/info_target.vmt") sphere(radius) = phys_ragdollmagnet :
N/A2748 "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/A2749 "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/A2750[
N/A2751 axis(vecline) : "Bar Magnet Axis"
N/A2752 radius(float) : "Effective Radius" : "512" : "Radius in which ragdolls are affected around this entity's origin."
N/A2753 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/A2754 
N/A2755 target(string) : "Entity to affect" : "" : "If specified, the phys_ragdollmagnet will only affect the target entity."
N/A2756 
N/A2757 spawnflags( Flags ) =
N/A2758 [
N/A2759 2 : "Bar Magnet (use axis helper)" : 0
N/A2760 ]
N/A2761]
N/A2762 
N/A2763@PointClass base(Targetname) iconsprite("editor/info_lighting.vmt") = info_lighting :
N/A2764 "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/A2765 "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/A2766[
N/A2767]
N/A2768 
N/A2769// This is obsolete, info_target is all you need now.
N/A2770@PointClass base(Targetname, Parentname, Angles, PlayerClass) studio("models/editor/playerstart.mdl") = info_teleport_destination :
N/A2771 "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/A2772[
N/A2773]
N/A2774 
N/A2775 
N/A2776//-------------------------------------------------------------------------
N/A2777//
N/A2778// Nodes and Hints
N/A2779//
N/A2780//-------------------------------------------------------------------------
N/A2781 
N/A2782@PointClass base(Node) studio("models/editor/ground_node.mdl") color(232 219 8) = info_node :
N/A2783 "A navigation node for ground moving NPCs. Navigation nodes are baked into the nodegraph so that NPCs can move " +
N/A2784 "to them. Ground nodes fall to the ground when they spawn."
N/A2785[
N/A2786 spawnflags(Flags) =
N/A2787 [
N/A2788 1 : "Force human permission" : 0
N/A2789 2 : "Force small_centered permission" : 0
N/A2790 4 : "Force wide_human permission" : 0
N/A2791 8 : "Force tiny permissiont" : 0
N/A2792 16 : "Force wide_short permission" : 0
N/A2793 32 : "Force medium permission" : 0
N/A2794 64 : "Force tiny_centered permission" : 0
N/A2795 128 : "Force large permission" : 0
N/A2796 256 : "Force large_centered permission" : 0
N/A2797 512 : "Keep editor position" : 0
N/A2798 ]
N/A2799]
N/A2800 
N/A2801@PointClass base(Targetname, Angles, HintNode) studio("models/editor/ground_node_hint.mdl") sphere(radius) color(232 219 8) = info_node_hint :
N/A2802 "A navigation node for ground moving NPCs that includes some context information for NPCs that are interested in it. The hint might " +
N/A2803 "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/A2804 "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/A2805 "the NPC should face to perform the hint behavior.\n\n" +
N/A2806 "It's important to understand the distinction between scripts, such as scripted_sequence and scripted_schedule, and info_hint entities. Scripts summon " +
N/A2807 "NPCs to specific cue points to play their parts, while hints provide context information to the AI that they use to perform their " +
N/A2808 "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/A2809 "by the AI, use a script if the behavior is driven by the map."
N/A2810 
N/A2811[
N/A2812 spawnflags(Flags) =
N/A2813 [
N/A2814 512 : "Keep editor position" : 0
N/A2815 ]
N/A2816 
N/A2817 // Outputs
N/A2818 output OnNPCStartedUsing(string) : "Fired when an NPC has reached this node and started using it. Passes along the NPC."
N/A2819 output OnNPCStoppedUsing(string) : "Fired when an NPC has stopped using this node. Passes along the NPC."
N/A2820]
N/A2821 
N/A2822@PointClass base(Node) studio("models/editor/air_node.mdl") color(232 171 8) = info_node_air :
N/A2823 "A navigation node for flying NPCs. Air navigation nodes are baked into the nodegraph so that NPCs can move " +
N/A2824 "to them. Air nodes do not fall to the ground when they spawn."
N/A2825[
N/A2826 nodeheight(integer) : "NodeHeight"  : 0
N/A2827]
N/A2828 
N/A2829@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/A2830 "A navigation node for flying NPCs that includes some context information for NPCs that are interested in it. The hint might " +
N/A2831 "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/A2832 "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/A2833 "the NPC should face to perform the hint behavior."
N/A2834 
N/A2835[
N/A2836 nodeheight(integer) : "NodeHeight"  : 0
N/A2837]
N/A2838 
N/A2839@PointClass base(Targetname, Angles, HintNode) studio("models/editor/node_hint.mdl") sphere(radius) color(255 255 255) = info_hint :
N/A2840 "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/A2841 "some spatial context for NPCs, such as 'look here if you can't find the player' or 'throw rocks at this spot'."
N/A2842[
N/A2843]
N/A2844 
N/A2845@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/A2846 "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/A2847 "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/A2848 "(a bridge being created/destroyed, etc)."
N/A2849[
N/A2850 StartNode(node_dest) : "Start node ID" : : "The node ID of one end of the node connection."
N/A2851 EndNode(node_dest) : "End node ID" : : "The node ID of one end of the node connection."
N/A2852 initialstate(choices) : "Initial State" : 1 =
N/A2853 [
N/A2854 0 : "Off"
N/A2855 1 : "On"
N/A2856 ]
N/A2857 linktype(choices) : "Type of Connection" : 1 =
N/A2858 [
N/A2859 1 : "Ground"
N/A2860 2 : "Jump"
N/A2861 4 : "Fly"
N/A2862 8 : "Climb"
N/A2863 16 : "Crawl"
N/A2864 ]
N/A2865 AllowUse(string) : "Allow Pass When Off" : : "Entity or class to allow passage even when node is off"
N/A2866 InvertAllow(boolean) : "Invert exclusion rules" : 0 : "Allowed entity is the only entity NOT allowed when this is set to 'yes'"
N/A2867 preciseMovement(boolean) : "Precise Movement" : 0 : "Movement through this link must be precise. Used for NPCs " +
N/A2868 "that have sloppy movement characteristics to move through things like doors or windows"
N/A2869 priority(choices) : "Priority" : 0 =
N/A2870 [
N/A2871 0 : "Normal"
N/A2872 1 : "Use As Last Resort"
N/A2873 ]
N/A2874 
N/A2875 spawnflags( Flags ) =
N/A2876 [
N/A2877 1 : "Force human connect" : 0
N/A2878 2 : "Force small_centered connect" : 0
N/A2879 4 : "Force wide_human connect" : 0
N/A2880 8 : "Force tiny connect" : 0
N/A2881 16 : "Force wide_short connect" : 0
N/A2882 32 : "Force medium connect" : 0
N/A2883 64 : "Force tiny_centered connect" : 0
N/A2884 128 : "Force large connect" : 0
N/A2885 256 : "Force large_centered connect" : 0
N/A2886 512 : "Force medium_tall connect" : 0
N/A2887 1024 : "Force tiny_fluid connect" : 0
N/A2888 ]
N/A2889 
N/A2890 // Inputs
N/A2891 input TurnOn(void) : "Turn the link on."
N/A2892 input TurnOff(void) : "Turn the link off."
N/A2893]
N/A2894 
N/A2895@PointClass wirebox(mins, maxs) base(Targetname) = info_node_link_controller :
N/A2896 "An entity that controls all connections between nodes that intersect the controller's volume. "+
N/A2897 "This allows for mass enabling/disabling of all node connections through a volume."
N/A2898[
N/A2899 mins(vector) : "Mins" : "-8 -32 -36"
N/A2900 maxs(vector) : "Maxs" : "8 32 36"
N/A2901 
N/A2902 initialstate(choices) : "Initial State" : 1 =
N/A2903 [
N/A2904 0 : "Off"
N/A2905 1 : "On"
N/A2906 ]
N/A2907 useairlinkradius(boolean) : "Use Larger Radius (for air links)" : 0 : "Set this to 'Yes' if this controller is intended to control air links. "+
N/A2908 "Air links connect using a larger search radius so leaving this at 'No' might miss some air links."
N/A2909 
N/A2910 AllowUse(string) : "Allow Pass When Off" : : "Entity or class to allow passage even when node is off"
N/A2911 InvertAllow(boolean) : "Invert exclusion rules" : 0 : "Allowed entity is the only entity NOT allowed when this is set to 'yes'"
N/A2912 
N/A2913 priority(choices) : "Priority" : 0 =
N/A2914 [
N/A2915 0 : "Normal"
N/A2916 1 : "Use As Last Resort"
N/A2917 ]
N/A2918 
N/A2919 // Inputs
N/A2920 input TurnOn(void) : "Turn the link on."
N/A2921 input TurnOff(void) : "Turn the link off."
N/A2922 input SetAllowed(string) : "Change the allowed pass when off"
N/A2923 input SetInvert(integer) : "Change the invert exclusion rule"
N/A2924]
N/A2925 
N/A2926@PointClass sphere(radius) base(Targetname, Parentname) = info_radial_link_controller :
N/A2927 "This entity automatically severs node connections that pass through its radius. If it moves, it will restore those connections."
N/A2928[
N/A2929 radius(float) : "Radius (Use Helper!)" : 120
N/A2930]
N/A2931 
N/A2932@PointClass base(Targetname, Angles, HintNode) studio("models/editor/climb_node.mdl") sphere(radius) color(153 215 103) = info_node_climb :
N/A2933 "A climb-node for AI navigation. Only usable by NPCs that can climb."
N/A2934[
N/A2935]
N/A2936 
N/A2937 
N/A2938//-------------------------------------------------------------------------
N/A2939//
N/A2940// Lights
N/A2941//
N/A2942//-------------------------------------------------------------------------
N/A2943@PointClass light() iconsprite("editor/light.vmt") base(Targetname, Light) sphere(_fifty_percent_distance) sphere(_zero_percent_distance) = light :
N/A2944 "An invisible omnidirectional lightsource."
N/A2945[
N/A2946 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/A2947 spawnflags(Flags) = [ 1 : "Initially dark" : 0 ]
N/A2948 _distance(integer) : "Maximum Distance" : 0 : "This is the distance that light is allowed to cast, in inches."
N/A2949]
N/A2950 
N/A2951@PointClass base(Angles) iconsprite("editor/light_env.vmt") = light_environment :
N/A2952 "Sets the color and angle of the light from the sun and sky."
N/A2953[
N/A2954 pitch(integer) : "Pitch" : 0 : "The downward pitch of the light from the sun. 0 is horizontal, -90 is straight down."
N/A2955 _light(color255) : "Brightness" : "255 255 255 200"
N/A2956 _ambient(color255) : "Ambient" : "255 255 255 20"
N/A2957 _lightHDR(color255) : "BrightnessHDR" : "-1 -1 -1 1"
N/A2958 _lightscaleHDR(float) : "BrightnessScaleHDR" : "1" : "Amount to scale the light by when compiling for HDR."
N/A2959 _ambientHDR(color255) : "AmbientHDR" : "-1 -1 -1 1"
N/A2960 _AmbientScaleHDR(float) : "AmbientScaleHDR" : "1" : "Amount to scale the ambient light by when compiling for hdr."
N/A2961 pitch(integer) : "Pitch" : 0 : "The downward pitch of the light from the sun. 0 is horizontal, -90 is straight down."
N/A2962 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/A2963]
N/A2964 
N/A2965@PointClass base(Targetname, Angles, Light) lightprop("models/editor/spot.mdl") lightcone() sphere(_fifty_percent_distance) sphere(_zero_percent_distance) = light_spot :
N/A2966 "An invisible and directional spotlight."
N/A2967[
N/A2968 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/A2969 _inner_cone(integer) : "Inner (bright) angle" : 30
N/A2970 _cone(integer) : "Outer (fading) angle" : 45
N/A2971 _exponent(integer) : "Focus" : 1
N/A2972 _distance(integer) : "Maximum distance" : 0 : "This is the distance that light is allowed to cast, in inches."
N/A2973 pitch(angle_negative_pitch) : "Pitch" : -90
N/A2974 spawnflags(Flags) = [ 1 : "Initially dark" : 0 ]
N/A2975]
N/A2976 
N/A2977@PointClass base(Targetname, Parentname, Angles) iconsprite("editor/light.vmt") sphere(distance) lightcone() size(-4 -4 -4, 4 4 4) = light_dynamic :
N/A2978 "An invisible lightsource that changes in some way over time."
N/A2979[
N/A2980 target(target_destination) : "Entity to point at" : : "The name of an entity in the map that the dynamic light will point at."
N/A2981 _light(color255) : "Light color" : "255 255 255 200"
N/A2982 brightness(integer) : "Light brightness" : 0
N/A2983 _inner_cone(integer) : "Inner (bright) angle" : 30
N/A2984 _cone(integer) : "Outer (fading) angle" : 45
N/A2985 pitch(integer) : "Pitch" : -90
N/A2986 distance(float) : "Maximum distance" : 120 : "This is the distance that light is allowed to cast, in inches."
N/A2987 spotlight_radius(float) : "Spotlight end radius" : 80 : "This is the radius of the light, in inches, at the object that it is hitting."
N/A2988 style(Choices) : "Appearance" : 0 =
N/A2989 [
N/A2990 0 : "Normal"
N/A2991 10: "Fluorescent flicker"
N/A2992 2 : "Slow, strong pulse"
N/A2993 11: "Slow pulse, noblack"
N/A2994 5 : "Gentle pulse"
N/A2995 1 : "Flicker A"
N/A2996 6 : "Flicker B"
N/A2997 3 : "Candle A"
N/A2998 7 : "Candle B"
N/A2999 8 : "Candle C"
N/A3000 4 : "Fast strobe"
N/A3001 9 : "Slow strobe"
N/A3002 ]
N/A3003 spawnflags(Flags) =
N/A3004 [
N/A3005 1 : "Do not light world (better perf)" : 0
N/A3006 2 : "Do not light models" : 0
N/A3007 4 : "Add Displacement Alpha" : 0
N/A3008 8 : "Subtract Displacement Alpha" : 0
N/A3009 ]
N/A3010 
N/A3011 // Inputs
N/A3012 input Color(color255) : "Set the light's render color (R G B)."
N/A3013 input brightness(integer) : "Set the light brightness."
N/A3014 input distance(float) : "Set the maximum light distance."
N/A3015 input _inner_cone(integer) : "Set the inner (bright) angle."
N/A3016 input _cone(integer) : "Set the outer (fading) angle."
N/A3017 input spotlight_radius(float) : "Set the radius of the spotlight at the end point."
N/A3018 input style(integer) : "Change the lightstyle (see Appearance field for possible values)."
N/A3019 
N/A3020 input TurnOn(void) : "Turn the light off."
N/A3021 input TurnOff(void) : "Turn the light on."
N/A3022 input Toggle(void) : "Toggle the light on/off."
N/A3023]
N/A3024 
N/A3025 
N/A3026//-------------------------------------------------------------------------
N/A3027// Shadow control
N/A3028//-------------------------------------------------------------------------
N/A3029 
N/A3030@PointClass base(Targetname) iconsprite("editor/shadow_control.vmt") = shadow_control :
N/A3031 "An entity to control the shadows in the map."
N/A3032[
N/A3033 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/A3034 
N/A3035 color(color255) : "Shadow Color" : "128 128 128" : "This is the color of the shadows."
N/A3036 distance(float) : "Maximum Distance" : 75 : "This is the maximum distance the shadow is allowed to cast, in inches."
N/A3037 disableallshadows(boolean) : "All Shadows Disabled" : 0
N/A3038 
N/A3039 // Inputs
N/A3040 input color(color255) : "Set the shadow color."
N/A3041 input direction(vector) : "Set the shadow direction."
N/A3042 input SetDistance(float) : "Set the maximum shadow cast distance."
N/A3043 input SetAngles(string) : "Set the shadow direction."
N/A3044 input SetShadowsDisabled(integer) : "Set shadows disabled state."
N/A3045]
N/A3046 
N/A3047//-------------------------------------------------------------------------
N/A3048// Sunlight Shadow control
N/A3049//-------------------------------------------------------------------------
N/A3050 
N/A3051@PointClass base(Targetname, EnableDisable) iconsprite("editor/shadow_control.vmt") = sunlight_shadow_control :
N/A3052 "An entity to control the sunlight that casts shadows in the map."
N/A3053[
N/A3054 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/A3055 
N/A3056 color(color255) : "Light Color" : "255 255 255 1" : "This is the color of the sunlight."
N/A3057 colortransitiontime(float) : "Color Transition Time" : "0.5" : "This is the number of seconds it takes to get from 0 to 255."
N/A3058 distance(float) : "Distance" : 10000 : "This is the distance of the sun, greater distances produce more orthogonal shadows."
N/A3059 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/A3060 nearz(float) : "NearZ Distance" : 512 : "This controls the near clipping plane's distance from the player."
N/A3061 northoffset(float) : "North Offset" : 200 : "This offsets the from the player position where the sun is attached."
N/A3062 texturename(material) : "Texture Name" : "effects/flashlight001"
N/A3063 enableshadows(boolean) : "Enable Shadows" : 0 : "Enables/disables shadows from this projected texture."
N/A3064 
N/A3065 // Inputs
N/A3066 input LightColor(color255) : "Set the light color."
N/A3067 input SetAngles(string) : "Set the sun direction."
N/A3068 input SetDistance(float) : "Set the distance of the sun."
N/A3069 input SetFOV(float) : "Set the field of view the sun casts."
N/A3070 input SetNearZDistance(float) : "Set the near z distance."
N/A3071 input SetNorthOffset(float) : "Sets the north offset."
N/A3072 input SetTexture(string) : "Set the texture cookie of the sunlight."
N/A3073 input EnableShadows(bool)  : "Set the if shadows are enabled"
N/A3074]
N/A3075 
N/A3076//-------------------------------------------------------------------------
N/A3077// Ambient light control
N/A3078//-------------------------------------------------------------------------
N/A3079 
N/A3080@PointClass base(Targetname, EnableDisable, SpatialEntity) sphere(minfalloff) sphere(maxfalloff) iconsprite("editor/color_correction.vmt") = env_ambient_light :
N/A3081 "An entity to control the color correction in the map."
N/A3082[
N/A3083 color(color255) : "Color (R G B)" : "255 255 255"
N/A3084 
N/A3085 // Inputs
N/A3086 input SetColor(color255) : "Sets the color."
N/A3087]
N/A3088 
N/A3089//-------------------------------------------------------------------------
N/A3090// Color correction control
N/A3091//-------------------------------------------------------------------------
N/A3092 
N/A3093@PointClass base(Targetname, EnableDisable) sphere(minfalloff) sphere(maxfalloff) iconsprite("editor/color_correction.vmt") = color_correction :
N/A3094 "An entity to control the color correction in the map."
N/A3095[
N/A3096 minfalloff(float) : "Lookup Falloff Start Distance" : "0.0"  : "This is the distance to the start of the falloff region (-1 = everywhere)"
N/A3097 maxfalloff(float) : "Lookup Falloff End Distance"  : "200.0" : "This is the distance to the end of the falloff region (-1 = everywhere)"
N/A3098 maxweight(float)  : "Maximum Weight"  : "1.0"  : "This is the maximum weight for this lookup"
N/A3099 filename(string)  : "Lookup Table Filename"  : ""  : "This is the lookup table filename"
N/A3100 fadeInDuration(float)  : "Lookup Fade In Duration"  : "0.0"  : "Duration of fade in on when enabled."
N/A3101 fadeOutDuration(float)  : "Lookup Fade out Duration"  : "0.0"  : "Dration of fade out on when disabled."
N/A3102 
N/A3103 spawnflags(flags) =
N/A3104 [
N/A3105 1 : "Master" : 0
N/A3106 2 : "Client-side simulation" : 0
N/A3107 ]
N/A3108 // Inputs
N/A3109 input SetFadeInDuration(float) : "Sets the 'fadeInDuration' variable, used to fade cc lookup usage when entity is enabled."
N/A3110 input SetFadeOutDuration(float) : "Sets the 'fadeOutDuration' variable, used to fade cc lookup usage when entity is disabled."
N/A3111]
N/A3112 
N/A3113 
N/A3114//-------------------------------------------------------------------------
N/A3115// Color correction volume control
N/A3116//-------------------------------------------------------------------------
N/A3117 
N/A3118@SolidClass base(Targetname, EnableDisable ) = color_correction_volume :
N/A3119 "An entity to control the color correction in the map."
N/A3120[
N/A3121 fadeDuration(float) : "Lookup Fade Duration"  : "10.0" : "This is the duration for the lookup to fade in/out on extry/exit"
N/A3122 maxweight(float)  : "Maximum Weight"  : "1.0"  : "This is the maximum weight for this lookup"
N/A3123 filename(string)  : "Lookup Table Filename" : ""  : "This is the lookup table filename"
N/A3124]
N/A3125 
N/A3126 
N/A3127//-------------------------------------------------------------------------
N/A3128//
N/A3129// Movement and Keyframing Entities
N/A3130//
N/A3131//-------------------------------------------------------------------------
N/A3132 
N/A3133@BaseClass = KeyFrame
N/A3134[
N/A3135 NextKey(target_destination) : "Next KeyFrame" : : "Name of the next keyframe along this keyframe path."
N/A3136 
N/A3137// TimeModifier(choices) : "Time Modifier" : 0 =
N/A3138// [
N/A3139// 0 : "Linear"
N/A3140// 1 : "Accel"
N/A3141// 2 : "Deaccel"
N/A3142// 2 : "Accel/Deaccel (sine)"
N/A3143// ]
N/A3144 
N/A3145 MoveSpeed(integer) : "Speed (units per second)" : 64 // NEEDHELP
N/A3146// NextTime(string) : "Time to get to next keyframe"
N/A3147]
N/A3148 
N/A3149@BaseClass = Mover
N/A3150[
N/A3151 PositionInterpolator(choices) : "Position Interpolator" : 0 =
N/A3152 [
N/A3153 0 : "Linear"
N/A3154 1 : "Catmull-Rom Spline"
N/A3155 ]
N/A3156]
N/A3157 
N/A3158@SolidClass base(Targetname, Parentname, Origin, RenderFields) = func_movelinear :
N/A3159 "A brush entity that moves linearly along a given distance, in a given direction."
N/A3160[
N/A3161 movedir(angle) : "Move Direction (Pitch Yaw Roll)" : "0 0 0" : "The direction the brushes will move, when told to."
N/A3162 spawnflags(flags) =
N/A3163 [
N/A3164 8 : "Not Solid" : 0
N/A3165 ]
N/A3166 
N/A3167 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/A3168 speed(integer) : "Speed" : 100 : "The speed that the brush moves, in inches per second."
N/A3169 movedistance(float) : "Move Distance" : 100 : "The distance from the starting point that the brush should move, in inches."
N/A3170 blockdamage(float) : "Block Damage" : 0 : "The amount of damage to do to any entity that blocks the brushes, per frame."
N/A3171 startsound(sound) : "Sound played when the brush starts moving."
N/A3172 stopsound(sound) : "Sound played when the brush stops moving."
N/A3173 
N/A3174 // Inputs
N/A3175 input Open(void) : "Move the brush to the end position (starting position + (move direction * move distance))."
N/A3176 input Close(void) : "Move the brush to the starting position."
N/A3177 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/A3178 input SetSpeed(float) : "Set the speed and update immediately."
N/A3179 
N/A3180 // Outputs
N/A3181 output OnFullyOpen(void) : "Fired when the brush reaches the end position (starting position + (move direction * move distance))."
N/A3182 output OnFullyClosed(void) : "Fired when the brush reaches the starting position."
N/A3183]
N/A3184 
N/A3185@SolidClass base(Targetname, Parentname, Origin) = func_water_analog :
N/A3186 "A water brush entity that moves linearly along a given distance, in a given direction"
N/A3187[
N/A3188 movedir(angle) : "Move Direction (Pitch Yaw Roll)" : "0 0 0" : "The direction the water will move, when told to 'Open'."
N/A3189 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/A3190 speed(integer) : "Speed" : 100 : "The speed that the water brush moves, in inches per second."
N/A3191 movedistance(float) : "Move Distance" : 100 : "The distance from the starting point that the water brush should move, in inches."
N/A3192 startsound(sound) : "Sound played when the water brush starts moving."
N/A3193 stopsound(sound) : "Sound played when the water brush stops moving."
N/A3194 WaveHeight(string) : "Wave Height" : "3.0"
N/A3195 
N/A3196 // Inputs
N/A3197 input Open(void) : "Move the water brush to the end position (starting position + (move direction * move distance))."
N/A3198 input Close(void) : "Move the water brush to the starting position."
N/A3199 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/A3200 
N/A3201 // Outputs
N/A3202 output OnFullyOpen(void) : "Fired when the water brush reaches the end position (starting position + (move direction * move distance))."
N/A3203 output OnFullyClosed(void) : "Fired when the water brush reaches the starting position."
N/A3204]
N/A3205 
N/A3206@SolidClass base(Targetname, Parentname, Origin, Angles, RenderFields, Shadow, Reflection) = func_rotating :
N/A3207 "A rotating brush entity."
N/A3208[
N/A3209 maxspeed(integer) : "Max Rotation Speed" : 100 : "The maximum rotation speed of the brushes, in degrees per second."
N/A3210 fanfriction(integer) : "Friction (0 - 100%)" : 20 : "The amount of rotational friction. Value must be between 0 and 100 %."
N/A3211 message(sound) : "Rotating sound WAV" : : "Sound to play while rotating."
N/A3212 volume(integer) : "Volume (10 = loudest)" : 10 : "The volume of the rotation sound."
N/A3213 spawnflags(flags) =
N/A3214 [
N/A3215 1 : "Start ON"  : 0
N/A3216 2 : "Reverse Direction" : 0
N/A3217 4 : "X Axis"  : 0
N/A3218 8 : "Y Axis"  : 0
N/A3219 16: "Acc/Dcc" : 0
N/A3220 32: "Fan Pain" : 0
N/A3221 64: "Not Solid" : 0
N/A3222 128: "Small Sound Radius" : 0
N/A3223 256: "Medium Sound Radius" : 0
N/A3224 512: "Large Sound Radius" : 1
N/A3225 ]
N/A3226 _minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush."
N/A3227 dmg(integer) : "Blocking Damage" : 0 : "Damage done to any entity that blocks the rotation, per frame."
N/A3228 
N/A3229 solidbsp(choices) : "Solid Type" : 0 =
N/A3230 [
N/A3231 0 : "VPhysics"
N/A3232 1 : "BSP"
N/A3233 ]
N/A3234 
N/A3235 // Inputs
N/A3236 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/A3237 input GetSpeed(void): "Causes the func_rotating to fire its OnGetSpeed output with its current speed."
N/A3238 input Start(void) : "Start the rotator rotating."
N/A3239 input Stop(void) : "Stop the rotator from rotating."
N/A3240 input StopAtStartPos(void) : "Stop the rotator from rotating when it gets around to the start position again (on its rotation axis)."
N/A3241 input StartForward(void) : "Start the rotator rotating forward at maximum speed."
N/A3242 input StartBackward(void) : "Start the rotator rotating backward at maximum speed."
N/A3243 input Toggle(void) : "Toggle the rotator between rotating and not rotating."
N/A3244 input Reverse(void) : "Reverse the direction of rotation of the rotator, preserving the current speed."
N/A3245 
N/A3246 // Outputs
N/A3247 output OnGetSpeed(integer) : "Fired when the GetSpeed input is called. The current speed of the func_rotating is passed with this output."
N/A3248]
N/A3249 
N/A3250@SolidClass base(Targetname, Parentname, Origin, Angles, RenderFields, BasePlat, Shadow, Reflection) = func_platrot :
N/A3251 "A brush entity that moves vertically, and can rotate while doing so."
N/A3252[
N/A3253 spawnflags(Flags) =
N/A3254 [
N/A3255 1: "Toggle" : 1
N/A3256 64: "X Axis" : 0
N/A3257 128: "Y Axis" : 0
N/A3258 ]
N/A3259 noise1(sound) : "Movement Sound" : : "The sound to play when the brush moves."
N/A3260 noise2(sound) : "Stop Sound" : : "The sound to play when the brush stops moving."
N/A3261 speed(integer) : "Speed of Rotation" : 50 : "Speed at which the brush rotates, in degrees per second."
N/A3262 height(integer) : "Travel Altitude" : 0 : "The vertical distance from the starting position that this platform moves. If negative, the platform will lower."
N/A3263 rotation(integer) : "Spin amount" : 0 : "The amount this platform should rotate as it moves, in degrees."
N/A3264 _minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush."
N/A3265]
N/A3266 
N/A3267@KeyFrameClass base(Targetname, Parentname, Angles, KeyFrame) size(-6 -6 -6, 6 6 6) color(255 200 0) keyframe() = keyframe_track :
N/A3268 "Animation KeyFrame"
N/A3269[
N/A3270]
N/A3271 
N/A3272@MoveClass base(Targetname, Parentname, KeyFrame, Mover) size(-8 -8 -8, 8 8 8) color(255 170 0) animator() = move_keyframed :
N/A3273 "Keyframed Move Behavior"
N/A3274[
N/A3275]
N/A3276 
N/A3277@MoveClass base(Targetname, Parentname, Mover, KeyFrame) size(-8 -8 -8, 8 8 8) color(255 0 0) animator() = move_track :
N/A3278 "Track Move Behavior"
N/A3279[
N/A3280 WheelBaseLength(integer) : "Distance between the wheels" : 50
N/A3281 Damage(integer) : "Damage done to blocking entities" : 0
N/A3282 NoRotate(boolean) : "Turn to face down path" : 0
N/A3283]
N/A3284 
N/A3285//-------------------------------------------------------------------------
N/A3286//
N/A3287// Ropes and Cables
N/A3288//
N/A3289//-------------------------------------------------------------------------
N/A3290@BaseClass base(SystemLevelChoice) = RopeKeyFrame
N/A3291[
N/A3292 spawnflags(Flags) =
N/A3293 [
N/A3294 1 : "Auto Resize" : 0
N/A3295 ]
N/A3296 
N/A3297 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/A3298 
N/A3299 Type(choices) : "Type" : 0 =
N/A3300 [
N/A3301 0  : "Rope"
N/A3302 1  : "Semi-rigid"
N/A3303 2  : "Rigid"
N/A3304 ]
N/A3305 
N/A3306 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/A3307 
N/A3308 Barbed(boolean) : "Barbed" : 0 : "Test effect that makes the rope look sharper and more barbed."
N/A3309 
N/A3310 Width(string) : "Width (1-64)" : "2" : "Width of the rope."
N/A3311 
N/A3312 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/A3313 
N/A3314 Collide(boolean) : "Collide with world" : 0
N/A3315 
N/A3316 Dangling(boolean) : "Start Dangling" : 0 : "When set to Yes, the rope starts out detached from its target endpoint."
N/A3317 
N/A3318 Breakable(boolean) : "Breakable" : 0 : "When set to yes, the rope can be detached from either endpoint when shot."
N/A3319 
N/A3320 RopeMaterial(material) : "Rope Material" : "cable/cable.vmt" : "The material to use when rendering the rope."
N/A3321 
N/A3322 // Inputs
N/A3323 input SetScrollSpeed(float) : "Set the speed at which the texture scrolls."
N/A3324 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/A3325 input Break(void) : "Break the rope, if it's marked to do so."
N/A3326]
N/A3327 
N/A3328@KeyFrameClass base(Targetname, Parentname, KeyFrame, RopeKeyFrame) studio("models/editor/axis_helper_thick.mdl") keyframe() = keyframe_rope :
N/A3329 "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/A3330[
N/A3331]
N/A3332 
N/A3333@MoveClass base(Targetname, Parentname, KeyFrame, RopeKeyFrame) studio("models/editor/axis_helper.mdl") animator() = move_rope :
N/A3334 "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/A3335[
N/A3336 PositionInterpolator(choices) : "Position Interpolator" : 2 : "Curve Type. Currently only type 2 (Rope) is fully supported." =
N/A3337 [
N/A3338 0 : "Linear"
N/A3339 1 : "Catmull-Rom Spline"
N/A3340 2 : "Rope"
N/A3341 ]
N/A3342]
N/A3343 
N/A3344 
N/A3345//-------------------------------------------------------------------------
N/A3346//
N/A3347// Buttons
N/A3348//
N/A3349//-------------------------------------------------------------------------
N/A3350 
N/A3351@BaseClass = Button
N/A3352[
N/A3353 // Inputs
N/A3354 input Lock(void) : "Lock the button, preventing it from functioning."
N/A3355 input Unlock(void) : "Unlock the button, allowing it to function."
N/A3356 input Press(void) : "Activate the button as if it was pressed."
N/A3357 input PressIn(void) : "Activate the button as if it was pressed, sending it to the bottom position."
N/A3358 input PressOut(void) : "Unpress the button, sending it to the top position."
N/A3359 
N/A3360 // Outputs
N/A3361 output OnDamaged(void) : "Fired when the button is damaged."
N/A3362 output OnPressed(void) : "Fired when the button is pressed."
N/A3363 output OnUseLocked(void) : "Fired when the button is used while locked."
N/A3364 output OnIn(void) : "Fired when the button reaches the in/pressed position."
N/A3365 output OnOut(void) : "Fired when the button reaches the out/released position."
N/A3366]
N/A3367 
N/A3368@SolidClass base(Targetname, Parentname, Origin, RenderFields,DamageFilter, Button) = func_button :
N/A3369 "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/A3370[
N/A3371 movedir(angle) : "Move Direction (Pitch Yaw Roll)" : "0 0 0" : "Specifies the direction of motion to move when the button is used."
N/A3372 speed(integer) : "Speed" : 5 : "The speed that the button moves, in inches per second."
N/A3373 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/A3374 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/A3375 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/A3376 sounds(choices) : "Sounds" : 0 =
N/A3377 [
N/A3378 0: "None (Silent)"
N/A3379 1: "Big zap & Warmup"
N/A3380 2: "Access Denied"
N/A3381 3: "Access Granted"
N/A3382 4: "Quick Combolock"
N/A3383 5: "Power Deadbolt 1"
N/A3384 6: "Power Deadbolt 2"
N/A3385 7: "Plunger"
N/A3386 8: "Small zap"
N/A3387 9: "Keycard Sound"
N/A3388 10: "Buzz"
N/A3389 11: "Buzz Off"
N/A3390 12: "latch locked"
N/A3391 13: "Latch Unlocked"
N/A3392 14: "Lightswitch"
N/A3393 15: "small bleek"
N/A3394 16: "small deny"
N/A3395 17: "small doop"
N/A3396 18: "small tech deny"
N/A3397 19: "click and combine screen fuzz"
N/A3398 20: "roomy beep"
N/A3399 21: "lever or wheel: turn + move sqeek"
N/A3400 22: "lever or wheel: latch + release gas"
N/A3401 23: "lever or wheel: ratchet + sqeek"
N/A3402 24: "lever or wheel: large ratchet"
N/A3403 25: "lever or wheel: clanky + gas release"
N/A3404 26: "lever or wheel: latch + large metal thud"
N/A3405 27: "lever or wheel: smaller ratchet"
N/A3406 28: "lever or wheel: smaller lever move"
N/A3407 31: "shock buzz"
N/A3408 32: "clickbeep"
N/A3409 33: "tech blip"
N/A3410 34: "clickbeepbeep open"
N/A3411 35: "small high blip"
N/A3412 36: "small tech fuzz blip"
N/A3413 37: "small click bleep (change to lightswitch)"
N/A3414 40: "combine door lock - locked"
N/A3415 41: "combine blip growl"
N/A3416 42: "combine squick growl"
N/A3417 43: "combine whine purr"
N/A3418 44: "combine click talk"
N/A3419 45: "combine click growl fizz"
N/A3420 46: "combine click fizz (deny)"
N/A3421 47: "combine click talker"
N/A3422 ]
N/A3423 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/A3424 spawnflags(flags) =
N/A3425 [
N/A3426 1: "Don't move" : 0
N/A3427 32: "Toggle" : 0
N/A3428 256: "Touch Activates": 0
N/A3429 512: "Damage Activates": 0
N/A3430 1024: "Use Activates" : 1
N/A3431 2048: "Starts locked" : 0
N/A3432 4096: "Sparks" : 0
N/A3433 ]
N/A3434 locked_sound(choices) : "Locked Sound" : 0 : "Sound played when the player tries to use the button, and fails because it's locked." =
N/A3435 [
N/A3436 0: "None"
N/A3437 2: "Access Denied"
N/A3438 8: "Small zap"
N/A3439 10: "Buzz"
N/A3440 11: "Buzz Off"
N/A3441 12: "Latch Locked"
N/A3442 ]
N/A3443 unlocked_sound(choices) : "Unlocked Sound" : 0 : "Sound played when the button is unlocked." =
N/A3444 [
N/A3445 0: "None"
N/A3446 1: "Big zap & Warmup"
N/A3447 3: "Access Granted"
N/A3448 4: "Quick Combolock"
N/A3449 5: "Power Deadbolt 1"
N/A3450 6: "Power Deadbolt 2"
N/A3451 7: "Plunger"
N/A3452 8: "Small zap"
N/A3453 9: "Keycard Sound"
N/A3454 10: "Buzz"
N/A3455 13: "Latch Unlocked"
N/A3456 14: "Lightswitch"
N/A3457 ]
N/A3458 locked_sentence(choices) : "Locked Sentence" : 0 : "A sentence played when the player tries to use the button, and fails because it's locked." =
N/A3459 [
N/A3460 0: "None"
N/A3461 1: "Gen. Access Denied"
N/A3462 2: "Security Lockout"
N/A3463 3: "Blast Door"
N/A3464 4: "Fire Door"
N/A3465 5: "Chemical Door"
N/A3466 6: "Radiation Door"
N/A3467 7: "Gen. Containment"
N/A3468 8: "Maintenance Door"
N/A3469 9: "Broken Shut Door"
N/A3470 ]
N/A3471 unlocked_sentence(choices) : "Unlocked Sentence" : 0 : "A sentence played when the button is unlocked." =
N/A3472 [
N/A3473 0: "None"
N/A3474 1: "Gen. Access Granted"
N/A3475 2: "Security Disengaged"
N/A3476 3: "Blast Door"
N/A3477 4: "Fire Door"
N/A3478 5: "Chemical Door"
N/A3479 6: "Radiation Door"
N/A3480 7: "Gen. Containment"
N/A3481 8: "Maintenance area"
N/A3482 ]
N/A3483 _minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush."
N/A3484]
N/A3485 
N/A3486@SolidClass base(Targetname, Parentname, Origin, Angles, Global, Button, EnableDisable) = func_rot_button :
N/A3487 "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/A3488[
N/A3489 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/A3490 speed(integer) : "Speed" : 50 : "The speed that the button rotates, in degrees per second."
N/A3491 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/A3492 sounds(choices) : "Sounds" : 21 =
N/A3493 [
N/A3494 0: "None (Silent)"
N/A3495 21: "Squeaky"
N/A3496 22: "Squeaky Pneumatic"
N/A3497 23: "Ratchet Groan"
N/A3498 24: "Clean Ratchet"
N/A3499 25: "Gas Clunk"
N/A3500 ]
N/A3501 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/A3502 distance(integer) : "Distance (deg)" : 90 : "The amount, in degrees, that the button should rotate when it's pressed."
N/A3503 // TODO: move spawnflags into Button base class?
N/A3504 spawnflags(flags) =
N/A3505 [
N/A3506 1 : "Not solid" : 0
N/A3507 2 : "Reverse Dir" : 0
N/A3508 32: "Toggle" : 0
N/A3509 64: "X Axis" : 0
N/A3510 128: "Y Axis" : 0
N/A3511 256: "Touch Activates": 0
N/A3512 512: "Damage Activates": 0
N/A3513 1024: "Use Activates": 0
N/A3514 2048: "Starts locked" : 0
N/A3515 ]
N/A3516 _minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush."
N/A3517]
N/A3518 
N/A3519@SolidClass base(Targetname, Parentname, Origin, Angles, RenderFields) = momentary_rot_button :
N/A3520 "A brush entity that's designed to be used for rotating wheels, where the player can rotate them to arbitrary positions before stopping."
N/A3521[
N/A3522 speed(integer) : "Speed (deg/sec)" : 50 : "The amount, in degrees, that the wheel turns per second."
N/A3523 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/A3524 sounds(choices) : "Sounds" : 0 =
N/A3525 [
N/A3526 0: "None"
N/A3527 1: "Big zap & Warmup"
N/A3528 2: "Access Denied"
N/A3529 3: "Access Granted"
N/A3530 4: "Quick Combolock"
N/A3531 5: "Power Deadbolt 1"
N/A3532 6: "Power Deadbolt 2"
N/A3533 7: "Plunger"
N/A3534 8: "Small zap"
N/A3535 9: "Keycard Sound"
N/A3536 21: "Squeaky"
N/A3537 22: "Squeaky Pneumatic"
N/A3538 23: "Ratchet Groan"
N/A3539 24: "Clean Ratchet"
N/A3540 25: "Gas Clunk"
N/A3541 ]
N/A3542 distance(integer) : "Distance" : 90 : "The maximum amount, in degrees, that the wheel is allowed to rotate."
N/A3543 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/A3544 spawnflags(flags) =
N/A3545 [
N/A3546 1: "Not Solid" : 1
N/A3547 32: "Toggle (Disable Auto Return)" : 1
N/A3548 64: "X Axis" : 0
N/A3549 128: "Y Axis" : 0
N/A3550 1024: "Use Activates" : 1
N/A3551 2048: "Starts locked" : 0
N/A3552 8192: "Jiggle when used while locked" : 0
N/A3553 ]
N/A3554 _minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush."
N/A3555 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/A3556 startdirection(choices) : "Start Direction" : "Forward" =
N/A3557 [
N/A3558 -1 : "Forward" // Reverses upon USE, so are
N/A3559 1 : "Backward" // reversed here.
N/A3560 ]
N/A3561 solidbsp(boolean) : "Solid BSP" : 0
N/A3562 
N/A3563 // Inputs
N/A3564 input Lock(void) : "Lock the button, preventing it from functioning."
N/A3565 input Unlock(void) : "Unlock the button, allowing it to function."
N/A3566 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/A3567 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/A3568 
N/A3569 // Outputs
N/A3570 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/A3571 output OnPressed(integer)  : "Fired when the button is first pressed."
N/A3572 output OnUnpressed(integer): "Fired when the button is first released from being pressed."
N/A3573 output OnFullyClosed(void) : "Fired when the button has reached position 1, the rotated position + 'Distance'."
N/A3574 output OnFullyOpen(void)  : "Fired when the button has reached position 0, the unrotated starting position."
N/A3575 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/A3576]
N/A3577 
N/A3578 
N/A3579//-------------------------------------------------------------------------
N/A3580//
N/A3581// Doors
N/A3582//
N/A3583//-------------------------------------------------------------------------
N/A3584 
N/A3585@BaseClass base(Targetname, Parentname, RenderFields, Global, Shadow, Reflection) = Door
N/A3586[
N/A3587 speed(integer) : "Speed" : 100 : "The speed at which the door moves."
N/A3588 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/A3589 noise1(sound) : "Start Sound" : : "Sound to play when the door starts moving."
N/A3590 noise2(sound) : "Stop Sound" : : "Sound to play when the door stops moving."
N/A3591 startclosesound(sound) : "Start Close Sound" : : "(Optional) Sound to play when the door starts closing."
N/A3592 closesound(sound) : "Stop Close Sound" : : "(Optional) Sound to play when the door stops closing."
N/A3593 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/A3594 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/A3595 dmg(integer) : "Blocking Damage" : 0 : "Amount of damage done to entities that block the movement of this door, per frame."
N/A3596 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/A3597 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/A3598 
N/A3599 message(string) : "Message If Triggered" // NEEDHELP: Looks like this was removed
N/A3600 health(integer) : "Health (shoot open)" : 0 // NEEDHELP: Looks like this was removed
N/A3601 
N/A3602 locked_sound(sound) : "Locked Sound" : : "Sound played when the player tries to use the door, and fails because it's locked."
N/A3603 unlocked_sound(sound) : "Unlocked Sound" : : "Sound played when the button is door."
N/A3604 
N/A3605 spawnpos(choices) : "Spawn Position" : 0 =
N/A3606 [
N/A3607 0 : "Closed"
N/A3608 1 : "Open"
N/A3609 ]
N/A3610 
N/A3611 spawnflags(flags) =
N/A3612 [
N/A3613 1 : "Starts Open - OBSOLETE, use 'Spawn Position' key instead" : 0
N/A3614 4 : "Non-solid to Player" : 0
N/A3615 8: "Passable" : 0
N/A3616 32: "Toggle" : 0
N/A3617 256:"Use Opens" : 0
N/A3618 512: "NPCs Can't" : 0
N/A3619 1024: "Touch Opens" : 1
N/A3620 2048: "Starts locked" : 0
N/A3621 4096: "Door Silent" : 0
N/A3622 ]
N/A3623 locked_sentence(choices) : "Locked Sentence" : 0 : "A sentence played when the player tries to use the door, and fails because it's locked." =
N/A3624 [
N/A3625 0: "None"
N/A3626 1: "Gen. Access Denied"
N/A3627 2: "Security Lockout"
N/A3628 3: "Blast Door"
N/A3629 4: "Fire Door"
N/A3630 5: "Chemical Door"
N/A3631 6: "Radiation Door"
N/A3632 7: "Gen. Containment"
N/A3633 8: "Maintenance Door"
N/A3634 9: "Broken Shut Door"
N/A3635 ]
N/A3636 unlocked_sentence(choices) : "Unlocked Sentence" : 0 : "A sentence played when the door is unlocked." =
N/A3637 [
N/A3638 0: "None"
N/A3639 1: "Gen. Access Granted"
N/A3640 2: "Security Disengaged"
N/A3641 3: "Blast Door"
N/A3642 4: "Fire Door"
N/A3643 5: "Chemical Door"
N/A3644 6: "Radiation Door"
N/A3645 7: "Gen. Containment"
N/A3646 8: "Maintenance area"
N/A3647 ]
N/A3648 _minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush."
N/A3649 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/A3650 
N/A3651 // Outputs
N/A3652 output OnClose(void) : "Fired when the door starts closing."
N/A3653 output OnOpen(void) : "Fired when the door starts opening."
N/A3654 output OnFullyOpen(void) : "Fired when the door reaches the fully open position. Reversed if 'Start Open' flag is set."
N/A3655 output OnFullyClosed(void) : "Fired when the door reaches the fully closed position. Reversed if 'Start Open' flag is set."
N/A3656 output OnBlockedClosing(void) : "Fired when the door is blocked while closing."
N/A3657 output OnBlockedOpening(void) : "Fired when the door is blocked while opening."
N/A3658 output OnUnblockedClosing(void) : "Fired when the door is unblocked while closing."
N/A3659 output OnUnblockedOpening(void) : "Fired when the door is unblocked while opening."
N/A3660 output OnLockedUse(void) : "Fired when the player uses the door, but it is locked."
N/A3661 
N/A3662 // Inputs
N/A3663 input Open(void) : "Open the door, if it is not fully open."
N/A3664 input Close(void) : "Close the door, if it is not fully closed."
N/A3665 input Toggle(void) : "Toggle the door between open and closed."
N/A3666 input Lock(void) : "Lock the door."
N/A3667 input Unlock(void) : "Unlock the door."
N/A3668 input SetSpeed(float) : "Set the door speed."
N/A3669]
N/A3670 
N/A3671@SolidClass base(Door, Origin) = func_door :
N/A3672 "A brush entity for use as a player-useable door."
N/A3673[
N/A3674 movedir(angle) : "Move Direction (Pitch Yaw Roll)" : "0 0 0" : "The direction the door will move, when it opens."
N/A3675 
N/A3676 filtername(filterclass) : "Block Filter Name" : : "Filter to use to determine entities that block the door. ( Half-Life: Source port only )"
N/A3677]
N/A3678 
N/A3679@SolidClass base(Door, Origin, Angles) = func_door_rotating :
N/A3680 "A brush entity for use as a rotating player-useable door."
N/A3681[
N/A3682 spawnflags(flags) =
N/A3683 [
N/A3684 2 : "Reverse Dir" : 0
N/A3685 16: "One-way" : 0
N/A3686 64: "X Axis" : 0
N/A3687 128: "Y Axis" : 0
N/A3688 65536: "New func_door +USE rules (NOT for prop_doors!!)" : 0
N/A3689 ]
N/A3690 distance(integer) : "Distance" : 90 : "The amount, in degrees, that the button should rotate when it's pressed."
N/A3691 
N/A3692 solidbsp(choices) : "Solid Type" : 0 =
N/A3693 [
N/A3694 0 : "VPhysics"
N/A3695 1 : "BSP"
N/A3696 ]
N/A3697]
N/A3698 
N/A3699@PointClass base(Targetname, Parentname, Angles, Global, Studiomodel) studioprop() = prop_door_rotating :
N/A3700 "An entity used to place a door in the world."
N/A3701[
N/A3702 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/A3703 hardware(choices) : "Hardware Type" : 1 =
N/A3704 [
N/A3705 0 : "<None>"
N/A3706 1 : "Lever"
N/A3707 2 : "Push bar"
N/A3708 3 : "Keypad"
N/A3709 ]
N/A3710 
N/A3711 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/A3712 spawnpos(choices) : "Spawn Position" : 0 =
N/A3713 [
N/A3714 0 : "Closed"
N/A3715 1 : "Open forward"
N/A3716 2 : "Open back"
N/A3717 3 : "Ajar (use Ajar Angles)"
N/A3718 ]
N/A3719 
N/A3720 axis(axis) : "Hinge Axis"
N/A3721 distance(float) : "Rotation Distance (deg)" : 90 : "The amount, in degrees, that the door should rotate when opened."
N/A3722 speed(integer) : "Speed" : 100 : "The speed at which the door moves."
N/A3723 soundopenoverride(sound) : "Fully Open Sound" : : "Sound played when the door has finished opening."
N/A3724 soundcloseoverride(sound) : "Fully Closed Sound" : : "Sound played when the door has finished closing."
N/A3725 soundmoveoverride(sound) : "Moving Sound" : : "Sound played when the door starts to move."
N/A3726 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/A3727 dmg(integer) : "Damage Inflicted When Blocked" : 0 : "Amount of damage done to entities that block the movement of this door, per frame."
N/A3728 health(integer) : "Health (0 = Unbreakable)" : 0 // NEEDHELP: Doesn't look like this is hooked up anymore?
N/A3729 soundlockedoverride(sound) : "Locked Sound" : : "Sound played when the player tries to open the door, and fails because it's locked."
N/A3730 soundunlockedoverride(sound) : "Unlocked Sound" : : "Sound played when the door is unlocked."
N/A3731 
N/A3732 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/A3733 
N/A3734 spawnflags(flags) =
N/A3735 [
N/A3736 1 : "Starts Open" : 0
N/A3737 //512: "NPCs Can't" : 0
N/A3738 2048: "Starts locked" : 0
N/A3739 4096: "Door silent (No sound, and does not alert NPCs)" : 0
N/A3740 8192: "Use closes" : 1
N/A3741 16384 : "Door silent to NPCS (Does not alert NPCs)" : 0
N/A3742 32768 : "Ignore player +USE" : 0
N/A3743 ]
N/A3744 
N/A3745 opendir(choices) : "Open Direction" : 0 : "Force the door to open only forwards or only backwards. Both directions is the standard door behavior." =
N/A3746 [
N/A3747 0 : "Open Both Directions"
N/A3748 1 : "Open Forward Only"
N/A3749 2 : "Open Backward Only"
N/A3750 ]
N/A3751 
N/A3752 // Outputs
N/A3753 output OnClose(void) : "Fired when the door is told to close."
N/A3754 output OnOpen(void) : "Fired when the door is told to open."
N/A3755 output OnFullyOpen(void) : "Fired when the door reaches the fully open position."
N/A3756 output OnFullyClosed(void) : "Fired when the door reaches the fully closed position."
N/A3757 output OnBlockedClosing(void) : "Fired when the door is blocked while closing."
N/A3758 output OnBlockedOpening(void) : "Fired when the door is blocked while opening."
N/A3759 output OnUnblockedClosing(void) : "Fired when the door is unblocked while closing."
N/A3760 output OnUnblockedOpening(void) : "Fired when the door is unblocked while opening."
N/A3761 output OnLockedUse(void) : "Fired when the player uses the door, but it is locked."
N/A3762 output OnRotationDone(void) : "Fired when the door arrives at it's goal angle."
N/A3763 
N/A3764 // Inputs
N/A3765 input Open(void) : "Open the door, if it is not fully open."
N/A3766 input OpenAwayFrom(string) : "Open the door away from the specified entity."
N/A3767 input Close(void) : "Close the door, if it is not fully closed."
N/A3768 input Toggle(void) : "Toggle the door between open and closed."
N/A3769 input Lock(void) : "Lock the door."
N/A3770 input Unlock(void) : "Unlock the door."
N/A3771 input SetRotationDistance(float) : "Set the distance (in degrees) between Open and Closed."
N/A3772 input MoveToRotationDistance(float) : "Sets the open distance (in degrees) and moves there."
N/A3773 input SetSpeed(float) : "Set the speed at which the door rotates. 100 is default."
N/A3774]
N/A3775 
N/A3776 
N/A3777//-------------------------------------------------------------------------
N/A3778//
N/A3779// Cube map sample
N/A3780//
N/A3781//-------------------------------------------------------------------------
N/A3782 
N/A3783@PointClass color(0 0 255) sidelist(sides) iconsprite("editor/env_cubemap.vmt") = env_cubemap :
N/A3784 "An entity that creates a sample point for the Cubic Environment Map."
N/A3785[
N/A3786 cubemapsize(choices) : "Cubemap Size" : 0 =
N/A3787 [
N/A3788 0 : "Default"
N/A3789 1 : "1x1"
N/A3790 2 : "2x2"
N/A3791 3 : "4x4"
N/A3792 4 : "8x8"
N/A3793 5 : "16x16"
N/A3794 6 : "32x32"
N/A3795 7 : "64x64"
N/A3796 8 : "128x128"
N/A3797 9 : "256x256"
N/A3798 ]
N/A3799 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/A3800]
N/A3801 
N/A3802@BaseClass = BModelParticleSpawner
N/A3803[
N/A3804 StartDisabled(boolean) : "Start Disabled" : 0
N/A3805 
N/A3806 Color(color255) : "Particle Color (R G B)" : "255 255 255"
N/A3807 SpawnRate(integer) : "Particle Per Second" : 40 : "Number of particles to spawn, per second."
N/A3808 SpeedMax(string) : "Maximum Particle Speed" : 13 : "Maximum speed that the particles can move after spawning."
N/A3809 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/A3810 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/A3811 DistMax(integer) : "Maximum Visible Distance" : 1024 : "Maximum distance at which particles are visible. They fade to translucent at this distance."
N/A3812 
N/A3813 Frozen(boolean) : "Frozen" : 0 : "When set, this entity spawns the number of particles in SpawnRate immediately, and then goes inactive."
N/A3814 
N/A3815 // Inputs
N/A3816 input TurnOn(void) : "Turn on."
N/A3817 input TurnOff(void) : "Turn off."
N/A3818]
N/A3819 
N/A3820@SolidClass base(Targetname, BModelParticleSpawner) = func_dustmotes :
N/A3821 "A brush entity that spawns sparkling dust motes within its volume."
N/A3822[
N/A3823 SizeMin(string) : "Minimum Particle Size" : 10
N/A3824 SizeMax(string) : "Maximum Particle Size" : 20
N/A3825 
N/A3826 Alpha(integer) : "Alpha" : 255
N/A3827]
N/A3828 
N/A3829@SolidClass base( Targetname ) = func_smokevolume :
N/A3830 "A brush entity that spawns smoke particles within its volume."
N/A3831[
N/A3832 spawnflags(flags) =
N/A3833 [
N/A3834 1 : "Emissive" : 0
N/A3835 ]
N/A3836 
N/A3837 Color1(color255) : "Particle Color1 (R G B)" : "255 255 255"
N/A3838 Color2(color255) : "Particle Color2 (R G B)" : "255 255 255"
N/A3839 material(material) : "Material" : "particle/particle_smokegrenade" : "The material to use for the particles"
N/A3840 ParticleDrawWidth(float) : "Particle Draw Width (units)" : 120 : "The size of the particles, in units/inches."
N/A3841 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/A3842 DensityRampSpeed(float) : "Density Ramp Speed (seconds)" : 1 : "Time to go from density 0 to density 1, in seconds."
N/A3843 
N/A3844 RotationSpeed(float) : "Rotation Speed (degrees/sec)" : 10 : "The speed that the particles should rotate, in degrees per second."
N/A3845 MovementSpeed(float) : "Movement Speed (units/sec)" : 10 : "The speed that the particles should move around, in units/inches per second."
N/A3846 Density(float) : "Density [0..1]" : 1
N/A3847 
N/A3848 // Inputs
N/A3849 input SetRotationSpeed(float) : "Set the particle rotation speed (in degrees per second)."
N/A3850 input SetMovementSpeed(float) : "Set the particle movement speed (in inches per second)."
N/A3851 input SetDensity(float) : "Set the particle density. It should be a range from 0 to 1."
N/A3852]
N/A3853 
N/A3854@SolidClass base( Targetname, BModelParticleSpawner ) = func_dustcloud :
N/A3855 "A brush entity that spawns a translucent dust cloud within its volume."
N/A3856[
N/A3857 Alpha(integer) : "Alpha" : 30
N/A3858 
N/A3859 SizeMin(string) : "Minimum Particle Size" : 100
N/A3860 SizeMax(string) : "Maximum Particle Size" : 200
N/A3861]
N/A3862 
N/A3863@PointClass base( Targetname, Parentname, Angles ) size( -8 -8 -8, 8 8 8 ) = env_dustpuff :
N/A3864 "An entity that can emit dust puffs."
N/A3865[
N/A3866 scale(float) : "Scale" : 8 : "Size of the dust puff."
N/A3867 speed(float) : "Speed" : 16 : "Speed at which the dust particles should move."
N/A3868 
N/A3869 color(color255) : "Dust color" : "128 128 128"
N/A3870 
N/A3871 // Inputs
N/A3872 input SpawnDust(void) : "Spawn a dust puff."
N/A3873]
N/A3874 
N/A3875@PointClass base( Targetname, Parentname, Angles ) size( -8 -8 -8, 8 8 8 ) = env_particlescript :
N/A3876 "An entity that has special animation events that can be fired by a model with an animation inside its .qc designed for"+
N/A3877 "use by this entity."
N/A3878[
N/A3879 model(studio) : "Script Model" : "models/Ambient_citadel_paths.mdl" : "Model to use for animation sequences."
N/A3880 
N/A3881 // Inputs
N/A3882 input SetSequence(string) : "Sets the script model's sequence."
N/A3883]
N/A3884 
N/A3885 
N/A3886// NEEDHELP
N/A3887@PointClass base( Targetname, Parentname, Angles ) size( -8 -8 -8, 8 8 8 ) = env_effectscript :
N/A3888 "An entity that allows you to script special visual effects via a script file."
N/A3889[
N/A3890 model(studio) : "Script Model" : "models/Effects/teleporttrail.mdl" : "Model to use for animation sequences."
N/A3891 scriptfile(string) : "Script File" : "scripts/effects/testeffect.txt" : "Name of the script to use for this model."
N/A3892 
N/A3893 // Inputs
N/A3894 input SetSequence(string) : "Sets the script model's sequence."
N/A3895]
N/A3896 
N/A3897 
N/A3898//-------------------------------------------------------------------------
N/A3899//
N/A3900// Logic Entities
N/A3901//
N/A3902//-------------------------------------------------------------------------
N/A3903 
N/A3904@PointClass iconsprite("editor/logic_auto.vmt") = logic_auto :
N/A3905 "Fires outputs when a map spawns. " +
N/A3906 "If 'Remove on fire' flag is set the logic_auto is deleted after firing. " +
N/A3907 "It can be set to check a global state before firing. This allows you to only fire events based on "+
N/A3908 "what took place in a previous map."
N/A3909[
N/A3910 spawnflags(Flags) =
N/A3911 [
N/A3912 1 : "Remove on fire" : 1
N/A3913 ]
N/A3914 
N/A3915 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/A3916 [
N/A3917 "" : "--- None ---"
N/A3918 "gordon_precriminal" : "Gordon pre-criminal"
N/A3919 "antlion_allied" : "Antlions are player allies"
N/A3920// "player_stealth" : "Player in APC is disguised as combine"
N/A3921 "suit_no_sprint" : "Suit sprint function not yet enabled"
N/A3922 "super_phys_gun" : "Super phys gun is enabled"
N/A3923 "friendly_encounter" : "Friendly encounter sequence (lower weapons, etc.)"
N/A3924// "citizens_passive" : "Citizens are *not* player allies (cannot be commanded)"
N/A3925 "gordon_invulnerable" : "Gordon is invulnerable"
N/A3926 "no_seagulls_on_jeep" : "Don't spawn seagulls on the jeep"
N/A3927 "is_console" : "Game is running on a console"
N/A3928 "is_pc" : "Game is running on a PC"
N/A3929 ]
N/A3930 
N/A3931 // Outputs
N/A3932 output OnMapSpawn(void) : "Fired when the map is loaded for any reason."
N/A3933 output OnNewGame(void) : "Fired when the map is loaded to start a new game."
N/A3934 output OnLoadGame(void) : "Fired when the map is loaded from a saved game."
N/A3935 output OnMapTransition(void) : "Fired when the map is loaded due to a level transition."
N/A3936 output OnBackgroundMap(void) : "Fired when the map is loaded as a background to the main menu."
N/A3937 output OnMultiNewMap(void) : "Fired only in multiplayer, when a new map is loaded."
N/A3938 output OnMultiNewRound(void) : "Fired only in multiplayer, when a new round is started. Only fired in multiplayer games that use round-based gameplay."
N/A3939]
N/A3940 
N/A3941@PointClass base(Targetname,Angles,Parentname) studioprop("models/editor/camera.mdl") = point_viewcontrol :
N/A3942 "A camera entity that controls the player's view. While it's active, the player will see out of the camera."
N/A3943[
N/A3944 target(target_destination) : "Entity to Look At" : : "Name of the entity that the camera should point at and track while active."
N/A3945 targetattachment(string) : "Target Attachment Name" : : "If set, the camera will focus on the specified attachment on the 'Entity to Look At'."
N/A3946 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/A3947 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/A3948 interpolatepositiontoplayer(boolean) : "Interpolate Position To Player" : 0 : "Gradually interpolate player's position to here on start. (Episodic only)"
N/A3949 
N/A3950 spawnflags(flags) =
N/A3951 [
N/A3952 1: "Start At Player" : 1
N/A3953 2: "Follow Player" : 1
N/A3954 4: "Freeze Player" : 0
N/A3955 8: "Infinite Hold Time" : 0
N/A3956 16:"Snap to goal angles" : 0
N/A3957 32:"Make Player non-solid" : 0
N/A3958 64:"Interruptable by Player" : 0
N/A3959 128:"Set Fov" : 0
N/A3960 ]
N/A3961 
N/A3962 trackspeed(float) : "Tracking Speed of the camera" : "40" : "The speed that the camera tries to follow it's look target."
N/A3963 fov(float) : "FOV" : "90" : "The FOV when using this camera."
N/A3964 fov_rate(float) : "FOV rate" : "1" : "How fast we change to the new fov."
N/A3965 
N/A3966 speed(string) : "Initial Speed" : "0" : "The starting speed that the camera moves at, if it's on a path track."
N/A3967 acceleration(string) : "Acceleration units/sec^2" : "500" : "The speed at which the camera accelerates to path corner's desired speeds."
N/A3968 deceleration(string) : "Stop Deceleration units/sec^2" : "500" : "The speed at which the camera decelerates to path corner's desired speeds."
N/A3969 
N/A3970 // Inputs
N/A3971 input Enable(void) : "Enable the point_viewcontrol, and start controlling the player's view."
N/A3972 input Disable(void) : "Disable the point_viewcontrol, and stop controlling the player's view."
N/A3973 
N/A3974 input SetTarget(string) : "Set a new target for the camera to point at."
N/A3975 input SetTargetAttachment(string) : "Set a new attachment on the target for the camera to point at."
N/A3976 
N/A3977 input ReturnToEyes(void) : "Return the camera view to the player's eyes."
N/A3978 input TeleportToView(void) : "Teleport the player to the current position of the camera."
N/A3979 
N/A3980 input SetTrackSpeed(float) : "Set the speed that the camera will try to track it's target."
N/A3981 
N/A3982 input SetPath(string) : "Have the camera start following a new path."
N/A3983 
N/A3984 // Outputs
N/A3985 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/A3986]
N/A3987 
N/A3988@PointClass base(Targetname,Angles,Parentname) studioprop("models/editor/camera.mdl") = point_viewcontrol_multiplayer :
N/A3989 "A camera entity that controls all players' views. While it's active, the players will see out of the camera."
N/A3990[
N/A3991 fov(float) : "Field of view" : "90" : "Player FOV"
N/A3992 fov_rate(float) : "Seconds to reach FOV target" : "1.0" : "Amount of time it should take to reach the specified FOV"
N/A3993 target_entity(target_destination): "Target Entity" : "" : "Entity to move to. (End of move will match origin and angles)."
N/A3994 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/A3995 target_team(choices) : "Target Team" : -1 : "Which team (or all) to allow to touch this trigger." =
N/A3996 [
N/A3997 -1 : "All Teams"
N/A3998 0 : "0 (Spectators)"
N/A3999 1 : "1"
N/A4000 2 : "2 (Portal2 Orange)"
N/A4001 3 : "3 (Portal2 Blue)"
N/A4002 ]
N/A4003 
N/A4004 spawnflags(flags) =
N/A4005 [
N/A4006 1: "Disable when move finished" : 1
N/A4007 2: "Set FOV" : 0
N/A4008 ]
N/A4009 
N/A4010 // Inputs
N/A4011 input Enable(void) : "Enable the point_viewcontrol_multiplayer, and start controlling the players' view."
N/A4012 input Disable(void) : "Disable the point_viewcontrol_multiplayer, and stop controlling the players' view."
N/A4013 input StartMovement(void) : "Start the movement to the target entity."
N/A4014]
N/A4015 
N/A4016@PointClass base(Targetname,Angles,Parentname) studioprop("models/editor/camera.mdl") = point_viewproxy :
N/A4017 "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/A4018[
N/A4019 spawnflags(flags) =
N/A4020 [
N/A4021 4: "Freeze Player" : 0
N/A4022 32:"Make Player non-solid" : 0
N/A4023 ]
N/A4024 
N/A4025 offsettype(choices) : "Offset type " : 0 : "How the player's view moves to the view of the camera." =
N/A4026 [
N/A4027 0: "Snap to camera"
N/A4028 1: "Ease to camera"
N/A4029 2: "Keep offset"
N/A4030 ]
N/A4031 
N/A4032 proxy(target_destination) : "Proxy Entity" : : "Name of the entity that the camera uses to translate the view."
N/A4033 proxyattachment(target_destination) : "Attachment Point" : : "Use this attachment on the proxy's parent for position and orientation."
N/A4034 
N/A4035 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/A4036 
N/A4037 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/A4038 skewaccelerationforward(boolean) : "Skew Acceleration Forward" : 1 : "If this is set fake acceleration will be more noticeable in the direction of the proxy."
N/A4039 accelerationscalar(float) : "Acceleration Scalar" : "1.0" : "Multiply the fake acceleration by this ammount."
N/A4040 easeanglestocamera(boolean) : "Ease Angles To Camera" : 0 : "Move the player's angles to the camera - this will stop them from looking around."
N/A4041 
N/A4042 // Inputs
N/A4043 input Enable(void) : "Enable the view proxy, and start modifying the player's view."
N/A4044 input Disable(void) : "Disable the view proxy, and start modifying the player's view."
N/A4045 
N/A4046 input TeleportPlayerToProxy(void) : "Move the player to the view proxy."
N/A4047]
N/A4048 
N/A4049@PointClass base(Targetname) = point_posecontroller :
N/A4050 "An entity that controls a pose parameter of a prop and cycles the pose clientside."
N/A4051[
N/A4052 PropName(string) : "Prop Name" : : "Name of the prop to control."
N/A4053 PoseParameterName(string) : "Pose Parameter Name" : : "Name of the pose parameter to control."
N/A4054 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/A4055 InterpolationTime(float) : "Interpolation Time" : "0.0" : "Number of seconds (0.0 to 10.0) for client to match absolue pose values."
N/A4056 InterpolationWrap(boolean) : "Should wrap from 0.0 to 1.0 when interpolating." : 0
N/A4057 
N/A4058 CycleFrequency(float) : "Cycle Frequency" : "0.0" : "Base cycles per second from -10.0 to 10.0."
N/A4059 FModulationType(choices) : "Frequency Modulation Type" : 0 =
N/A4060 [
N/A4061 0: "None"
N/A4062 1: "Sine"
N/A4063 2: "Square"
N/A4064 3: "Triangle"
N/A4065 4: "Sawtooth"
N/A4066 5: "Noise"
N/A4067 ]
N/A4068 FModTimeOffset(float) : "Frequency Modulation Time Offset" : "0.0" : "Modulation time offset from -1.0f to 1.0."
N/A4069 FModRate(float) : "Frequency Modulation Rate" : "0.0" : "Modulation cycles per second from -10.0f to 10.0."
N/A4070 FModAmplitude(float) : "Frequency Modulation Amplitude" : "0.0" : "Modulation extents from 0.0f to 10.0."
N/A4071 
N/A4072 // Inputs
N/A4073 input SetPoseParameterName(string) : "Sets the pose parameter to control."
N/A4074 input SetPoseValue(float) : "Set the pose parameter to a normalized value between 0.0 and 1.0 (maps to min and max range)."
N/A4075 input SetInterpolationTime(float) : "Set the interpolation time to a number of seconds between 0.0 and 10.0."
N/A4076 input SetCycleFrequency(float) : "Set the pose parameter's base cycles per second from -10.0f to 10.0."
N/A4077 input SetFModType(integer) : "Set the type of frequency modulation."
N/A4078 input SetFModTimeOffset(float) : "Set the modulation time offset from -1.0f to 1.0."
N/A4079 input SetFModRate(float) : "Set the modulation cycles per second from -10.0f to 10.0."
N/A4080 input SetFModAmplitude(float) : "Set the modulation extents from 0.0f to 10.0."
N/A4081 input RandomizeFMod(float) : "Randomize the frequency modulation by an extremeness of 0.0 to 1.0."
N/A4082]
N/A4083 
N/A4084@PointClass base(Targetname) iconsprite("editor/logic_compare.vmt") = logic_compare :
N/A4085 "Compares an input value to another value. " +
N/A4086 "If the input value is less than the compare value, the OnLessThan output is fired with the input value. " +
N/A4087 "If the input value is equal to the compare value, the OnEqualTo output is fired with the input value. " +
N/A4088 "If the input value is greater than the compare value, the OnGreaterThan output is fired with the input value."
N/A4089[
N/A4090 // Keys
N/A4091 InitialValue(integer) : "Initial value" : : "Initial value for the input value."
N/A4092 CompareValue(integer) : "Compare value" : : "The value to compare against."
N/A4093 
N/A4094 // Inputs
N/A4095 input SetValue(float) : "Set the value that will be compared against the compare value."
N/A4096 input SetValueCompare(float) : "Set the value that will be compared against the compare value and performs the comparison."
N/A4097 input SetCompareValue(float) : "Set the compare value."
N/A4098 input Compare(void) : "Force a compare of the input value with the compare value."
N/A4099 
N/A4100 // Outputs
N/A4101 output OnLessThan(float) : "Fired when the input value is less than the compare value. Sends the input value as data."
N/A4102 output OnEqualTo(float) : "Fired when the input value is equal to the compare value. Sends the input value as data."
N/A4103 output OnNotEqualTo(float) : "Fired when the input value is different from the compare value. Sends the input value as data."
N/A4104 output OnGreaterThan(float) : "Fired when the input value is greater than the compare value. Sends the input value as data."
N/A4105]
N/A4106 
N/A4107@PointClass base(Targetname) iconsprite("editor/logic_branch.vmt") = logic_branch :
N/A4108 "Tests a boolean value and fires an output based on whether the value is true or false. " +
N/A4109 "Use this entity to branch between two potential sets of events."
N/A4110[
N/A4111 // Keys
N/A4112 InitialValue(integer) : "Initial value" : : "Initial value for the boolean value (0 or 1)."
N/A4113 
N/A4114 // Inputs
N/A4115 input SetValue(bool) : "Set the boolean value without performing the comparison. Use this to hold a value for a future test."
N/A4116 input SetValueTest(bool) : "Set the boolean value and test it, firing OnTrue or OnFalse based on the new value."
N/A4117 input Toggle(void) : "Toggle the boolean value between true and false."
N/A4118 input ToggleTest(void) : "Toggle the boolean value and tests it, firing OnTrue or OnFalse based on the new value."
N/A4119 input Test(void) : "Test the input value and fire OnTrue or OnFalse based on the value."
N/A4120 
N/A4121 // Outputs
N/A4122 output OnTrue(bool) : "Fired when the input value is true (nonzero)."
N/A4123 output OnFalse(bool) : "Fired when the input value is false (zero)."
N/A4124]
N/A4125 
N/A4126 
N/A4127@PointClass base(Targetname) = logic_branch_listener :
N/A4128 "Contains a list of logic_branch entities and fires outputs when the state of any of the logic_branches changes.\n\n"+
N/A4129 "This entity is used to fire an event when a set of conditions are all satisfied."
N/A4130[
N/A4131 Branch01(target_destination) : "Logic Branch 01" : : "The name of one or more logic_branches (wildcards allowed)."
N/A4132 Branch02(target_destination) : "Logic Branch 02" : : "The name of one or more logic_branches (wildcards allowed)."
N/A4133 Branch03(target_destination) : "Logic Branch 03" : : "The name of one or more logic_branches (wildcards allowed)."
N/A4134 Branch04(target_destination) : "Logic Branch 04" : : "The name of one or more logic_branches (wildcards allowed)."
N/A4135 Branch05(target_destination) : "Logic Branch 05" : : "The name of one or more logic_branches (wildcards allowed)."
N/A4136 Branch06(target_destination) : "Logic Branch 06" : : "The name of one or more logic_branches (wildcards allowed)."
N/A4137 Branch07(target_destination) : "Logic Branch 07" : : "The name of one or more logic_branches (wildcards allowed)."
N/A4138 Branch08(target_destination) : "Logic Branch 08" : : "The name of one or more logic_branches (wildcards allowed)."
N/A4139 Branch09(target_destination) : "Logic Branch 09" : : "The name of one or more logic_branches (wildcards allowed)."
N/A4140 Branch10(target_destination) : "Logic Branch 10" : : "The name of one or more logic_branches (wildcards allowed)."
N/A4141 Branch11(target_destination) : "Logic Branch 11" : : "The name of one or more logic_branches (wildcards allowed)."
N/A4142 Branch12(target_destination) : "Logic Branch 12" : : "The name of one or more logic_branches (wildcards allowed)."
N/A4143 Branch13(target_destination) : "Logic Branch 13" : : "The name of one or more logic_branches (wildcards allowed)."
N/A4144 Branch14(target_destination) : "Logic Branch 14" : : "The name of one or more logic_branches (wildcards allowed)."
N/A4145 Branch15(target_destination) : "Logic Branch 15" : : "The name of one or more logic_branches (wildcards allowed)."
N/A4146 Branch16(target_destination) : "Logic Branch 16" : : "The name of one or more logic_branches (wildcards allowed)."
N/A4147 
N/A4148 input Test(void) : "Tests the state of all the logic_branches in the list and fires the appropriate output."
N/A4149 
N/A4150 output OnAllTrue(void) : "Fired when all the logic_branches in the list become true."
N/A4151 output OnAllFalse(void) : "Fired when all the logic_branches in the list become false."
N/A4152 output OnMixed(void) : "Fired when one of the logic branches in the list changes, but some are true and some are false."
N/A4153]
N/A4154 
N/A4155 
N/A4156@PointClass base(Targetname) iconsprite("editor/logic_case.vmt") = logic_case :
N/A4157 "Compares an input to up to 16 preset values. If the input value is the same as " +
N/A4158 "any of the preset values, an output corresponding to that value is fired.\n\n" +
N/A4159 "For example: if Case01 is set to 2 and Case02 is set to 5, and the input value is 5, " +
N/A4160 "the OnCase02 output will be fired.\n\n" +
N/A4161 "This entity can also be used to select from a number of random targets via the " +
N/A4162 "PickRandom input. One of the OnCase outputs that is connected to another entity will " +
N/A4163 "be picked at random and fired."
N/A4164[
N/A4165 Case01(string) : "Case 01"
N/A4166 Case02(string) : "Case 02"
N/A4167 Case03(string) : "Case 03"
N/A4168 Case04(string) : "Case 04"
N/A4169 Case05(string) : "Case 05"
N/A4170 Case06(string) : "Case 06"
N/A4171 Case07(string) : "Case 07"
N/A4172 Case08(string) : "Case 08"
N/A4173 Case09(string) : "Case 09"
N/A4174 Case10(string) : "Case 10"
N/A4175 Case11(string) : "Case 11"
N/A4176 Case12(string) : "Case 12"
N/A4177 Case13(string) : "Case 13"
N/A4178 Case14(string) : "Case 14"
N/A4179 Case15(string) : "Case 15"
N/A4180 Case16(string) : "Case 16"
N/A4181 
N/A4182 // Inputs
N/A4183 input InValue(string) : "Compares the Input value to the case values, and fires the appropriate output, if any."
N/A4184 input PickRandom(void) : "Fires a random OnCase output with at least one connection."
N/A4185 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/A4186 
N/A4187 // Outputs
N/A4188 output OnCase01(void) : "Fired when the input value equals the Case01 value."
N/A4189 output OnCase02(void) : "Fired when the input value equals the Case02 value."
N/A4190 output OnCase03(void) : "Fired when the input value equals the Case03 value."
N/A4191 output OnCase04(void) : "Fired when the input value equals the Case04 value."
N/A4192 output OnCase05(void) : "Fired when the input value equals the Case05 value."
N/A4193 output OnCase06(void) : "Fired when the input value equals the Case06 value."
N/A4194 output OnCase07(void) : "Fired when the input value equals the Case07 value."
N/A4195 output OnCase08(void) : "Fired when the input value equals the Case08 value."
N/A4196 output OnCase09(void) : "Fired when the input value equals the Case09 value."
N/A4197 output OnCase10(void) : "Fired when the input value equals the Case10 value."
N/A4198 output OnCase11(void) : "Fired when the input value equals the Case11 value."
N/A4199 output OnCase12(void) : "Fired when the input value equals the Case12 value."
N/A4200 output OnCase13(void) : "Fired when the input value equals the Case13 value."
N/A4201 output OnCase14(void) : "Fired when the input value equals the Case14 value."
N/A4202 output OnCase15(void) : "Fired when the input value equals the Case15 value."
N/A4203 output OnCase16(void) : "Fired when the input value equals the Case16 value."
N/A4204 output OnDefault(void) : "Fired when the input value does not equal any of the Case values."
N/A4205]
N/A4206 
N/A4207// NEEDHELP: Unused in HL2, not clear what it's useful for.
N/A4208@PointClass base(Targetname) iconsprite("editor/logic_multicompare.vmt") = logic_multicompare :
N/A4209 "Compares a set of inputs to each other. If they are all the same, fires an OnEqual output. " +
N/A4210 "If any are different, fires the OnNotEqual output."
N/A4211[
N/A4212 // keys
N/A4213 IntegerValue(integer) : "Integer Value (optional)"
N/A4214 ShouldComparetoValue(boolean) : "Should use Integer Value" : 0
N/A4215 
N/A4216 // Inputs
N/A4217 input InputValue(integer) : "Input value"
N/A4218 input CompareValues(void) : "Compares the values and fires appropriate outputs"
N/A4219 
N/A4220 // Outputs
N/A4221 output OnEqual(void) : "Fires if the values are equal"
N/A4222 output OnNotEqual(void) : "Fires if the values are not equal"
N/A4223]
N/A4224 
N/A4225@PointClass base(Targetname, EnableDisable) iconsprite("editor/logic_relay.vmt") = logic_relay :
N/A4226 "A message forwarder. Fires an OnTrigger output when triggered, and " +
N/A4227 "can be disabled to prevent forwarding outputs.\n\n" +
N/A4228 "Useful as an intermediary between one entity and another for turning " +
N/A4229 "on or off an I/O connection, or as a container for holding a set of " +
N/A4230 "outputs that can be triggered from multiple places."
N/A4231[
N/A4232 spawnflags(flags) =
N/A4233 [
N/A4234 1: "Only trigger once" : 0
N/A4235 2: "Allow fast retrigger" : 0
N/A4236 ]
N/A4237 
N/A4238 // Inputs
N/A4239 input Trigger(void) : "Trigger the relay, causing its OnTrigger output to fire if it is enabled."
N/A4240 input Toggle(void) : "Toggle the relay between enabled and disabled."
N/A4241 input CancelPending(void) : "Cancel any events fired by this relay that are currently pending in the I/O event queue."
N/A4242 
N/A4243 // Outputs
N/A4244 output OnSpawn(void) : "Fired when the relay is spawned. If the relay is set to only trigger once, it will "+
N/A4245 "delete itself after firing this output."
N/A4246 output OnTrigger(void) : "Fired when the relay is triggered. If the relay is set to only trigger once, it will "+
N/A4247 "delete itself after firing this output."
N/A4248]
N/A4249 
N/A4250@PointClass base(Targetname, EnableDisable) size(-8 -8 -8, 8 8 8) = logic_register_activator :
N/A4251 "Stores an entity and sends messages with it as the activator\n" +
N/A4252 "Useful for keeping track of entities with mangled names due " +
N/A4253 "to template spawners and instances."
N/A4254[
N/A4255 // Inputs
N/A4256 input Toggle(void) : "Toggle between enabled and disabled."
N/A4257 input FireRegisteredAsActivator1(void) : "Start a message from this entity using the matching OnRegisteredActivating - but the activator is the registered entity."
N/A4258 input FireRegisteredAsActivator2(void) : "Start a message from this entity using the matching OnRegisteredActivating - but the activator is the registered entity."
N/A4259 input FireRegisteredAsActivator3(void) : "Start a message from this entity using the matching OnRegisteredActivating - but the activator is the registered entity."
N/A4260 input FireRegisteredAsActivator4(void) : "Start a message from this entity using the matching OnRegisteredActivating - but the activator is the registered entity."
N/A4261 input RegisterEntity(string) : "Stores an entity to later be used as an activator."
N/A4262 
N/A4263 // Outputs
N/A4264 output OnRegisteredActivate1(void) : "Fired to send a message using the registered as the activator."
N/A4265 output OnRegisteredActivate2(void) : "Fired to send a message using the registered as the activator."
N/A4266 output OnRegisteredActivate3(void) : "Fired to send a message using the registered as the activator."
N/A4267 output OnRegisteredActivate4(void) : "Fired to send a message using the registered as the activator."
N/A4268]
N/A4269 
N/A4270@PointClass base(Targetname, EnableDisable) iconsprite("editor/logic_random_outputs.vmt") = logic_random_outputs :
N/A4271 "A message forwarder. Fires up to eight separate outputs, each with a different chance of firing."
N/A4272[
N/A4273 spawnflags(flags) =
N/A4274 [
N/A4275 1: "Only trigger once" : 0
N/A4276 2: "Allow fast retrigger" : 0
N/A4277 ]
N/A4278 OnTriggerChance1(float) : "OnTrigger1 Chance" : "1.0" : "Chance (from 0 to 1) of the OnTrigger1 output firing when this entity is triggered."
N/A4279 OnTriggerChance2(float) : "OnTrigger2 Chance" : "1.0" : "Chance (from 0 to 1) of the OnTrigger2 output firing when this entity is triggered."
N/A4280 OnTriggerChance3(float) : "OnTrigger3 Chance" : "1.0" : "Chance (from 0 to 1) of the OnTrigger3 output firing when this entity is triggered."
N/A4281 OnTriggerChance4(float) : "OnTrigger4 Chance" : "1.0" : "Chance (from 0 to 1) of the OnTrigger4 output firing when this entity is triggered."
N/A4282 OnTriggerChance5(float) : "OnTrigger5 Chance" : "1.0" : "Chance (from 0 to 1) of the OnTrigger5 output firing when this entity is triggered."
N/A4283 OnTriggerChance6(float) : "OnTrigger6 Chance" : "1.0" : "Chance (from 0 to 1) of the OnTrigger6 output firing when this entity is triggered."
N/A4284 OnTriggerChance7(float) : "OnTrigger7 Chance" : "1.0" : "Chance (from 0 to 1) of the OnTrigger7 output firing when this entity is triggered."
N/A4285 OnTriggerChance8(float) : "OnTrigger8 Chance" : "1.0" : "Chance (from 0 to 1) of the OnTrigger8 output firing when this entity is triggered."
N/A4286 
N/A4287 // Inputs
N/A4288 input Trigger(void) : "Trigger this entity, causing its OnTrigger outputs to fire if it is enabled."
N/A4289 input Toggle(void) : "Toggle this entity between enabled and disabled."
N/A4290 input CancelPending(void) : "Cancel any events fired by this entity that are currently pending in the I/O event queue."
N/A4291 
N/A4292 // Outputs
N/A4293 output OnSpawn(void) : "Fired when this entity is spawned. If this entity is set to only trigger once, it will "+
N/A4294 "delete itself after firing this output."
N/A4295 output OnTrigger1(void) : "This output has a chance to fire when the entity is triggered."
N/A4296 output OnTrigger2(void) : "This output has a chance to fire when the entity is triggered."
N/A4297 output OnTrigger3(void) : "This output has a chance to fire when the entity is triggered."
N/A4298 output OnTrigger4(void) : "This output has a chance to fire when the entity is triggered."
N/A4299 output OnTrigger5(void) : "This output has a chance to fire when the entity is triggered."
N/A4300 output OnTrigger6(void) : "This output has a chance to fire when the entity is triggered."
N/A4301 output OnTrigger7(void) : "This output has a chance to fire when the entity is triggered."
N/A4302 output OnTrigger8(void) : "This output has a chance to fire when the entity is triggered."
N/A4303]
N/A4304 
N/A4305@PointClass base(Targetname) iconsprite("editor/logic_script.vmt") = logic_script : "An entity that acts as a container for scripts"
N/A4306[
N/A4307 Group00(target_destination) : "EntityGroup[0]"
N/A4308 Group01(target_destination) : "EntityGroup[1]"
N/A4309 Group02(target_destination) : "EntityGroup[2]"
N/A4310 Group03(target_destination) : "EntityGroup[3]"
N/A4311 Group04(target_destination) : "EntityGroup[4]"
N/A4312 Group05(target_destination) : "EntityGroup[5]"
N/A4313 Group06(target_destination) : "EntityGroup[6]"
N/A4314 Group07(target_destination) : "EntityGroup[7]"
N/A4315 Group08(target_destination) : "EntityGroup[8]"
N/A4316 Group09(target_destination) : "EntityGroup[9]"
N/A4317 Group10(target_destination) : "EntityGroup[10]"
N/A4318 Group11(target_destination) : "EntityGroup[11]"
N/A4319 Group12(target_destination) : "EntityGroup[12]"
N/A4320 Group13(target_destination) : "EntityGroup[13]"
N/A4321 Group14(target_destination) : "EntityGroup[14]"
N/A4322 Group15(target_destination) : "EntityGroup[15]"
N/A4323]
N/A4324 
N/A4325@PointClass base(Targetname, EnableDisable) iconsprite("editor/logic_timer.vmt") = logic_timer :
N/A4326 "An entity that fires a timer event at regular, or random, intervals. It can also be set to oscillate between" +
N/A4327 "a high and low end, in which case it will fire alternating high/low outputs each time it fires."
N/A4328[
N/A4329 // Keys
N/A4330 spawnflags(flags) =
N/A4331 [
N/A4332 1 : "Oscillator (alternates between OnTimerHigh and OnTimerLow outputs)" : 0
N/A4333 ]
N/A4334 
N/A4335 UseRandomTime(boolean) : "Use Random Time" : 0
N/A4336 
N/A4337 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/A4338 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/A4339 RefireTime(string) : "Refire Interval" : : "If 'Use Random Time' isn't set, this is the time between timer fires, in seconds."
N/A4340 
N/A4341 // Inputs
N/A4342 input RefireTime(integer) : "Set a new Refire Interval."
N/A4343 input ResetTimer(void) : "Reset the timer. It will fire after the Refire Interval expires."
N/A4344 input FireTimer(void) : "Force the timer to fire immediately."
N/A4345 input Enable(void) : "Enable the timer."
N/A4346 input Disable(void) : "Disable the timer."
N/A4347 input Toggle(void) : "Toggle the timer on/off."
N/A4348 input LowerRandomBound(float) : "Set a new Minimum Random Interval."
N/A4349 input UpperRandomBound(float) : "Set a new Maximum Random Interval."
N/A4350 input AddToTimer(float) : "Add time to the timer if it is currently enabled. Does not change the Refire Interval."
N/A4351 input SubtractFromTimer(float) : "Subtract time from the timer if it is currently enabled. Does not change the Refire Interval."
N/A4352 
N/A4353 
N/A4354 // Outputs
N/A4355 output OnTimer(void) : "Fired when the timer expires."
N/A4356 output OnTimerHigh(void) : "Fired every other time for an oscillating timer."
N/A4357 output OnTimerLow(void) : "Fired every other time for an oscillating timer."
N/A4358]
N/A4359 
N/A4360 
N/A4361@PointClass base(Targetname) = hammer_updateignorelist :
N/A4362 "Specifies entities that are to be ignored by the hammer_update_safe_entities console command. " +
N/A4363 "Enter the targetnames of entities that you want to exclude into the list of fields here. " +
N/A4364 "Several of these may exist in a map."
N/A4365[
N/A4366 IgnoredName01(target_destination) : "IgnoredName 01" : "" : "Do not send this entity's information back to hammer during hammer_update_safe_entities"
N/A4367 IgnoredName02(target_destination) : "IgnoredName 02" : "" : "Do not send this entity's information back to hammer during hammer_update_safe_entities"
N/A4368 IgnoredName03(target_destination) : "IgnoredName 03" : "" : "Do not send this entity's information back to hammer during hammer_update_safe_entities"
N/A4369 IgnoredName04(target_destination) : "IgnoredName 04" : "" : "Do not send this entity's information back to hammer during hammer_update_safe_entities"
N/A4370 IgnoredName05(target_destination) : "IgnoredName 05" : ""  : "Do not send this entity's information back to hammer during hammer_update_safe_entities"
N/A4371 IgnoredName06(target_destination) : "IgnoredName 06" : ""  : "Do not send this entity's information back to hammer during hammer_update_safe_entities"
N/A4372 IgnoredName07(target_destination) : "IgnoredName 07" : "" : "Do not send this entity's information back to hammer during hammer_update_safe_entities"
N/A4373 IgnoredName08(target_destination) : "IgnoredName 08" : ""  : "Do not send this entity's information back to hammer during hammer_update_safe_entities"
N/A4374 IgnoredName09(target_destination) : "IgnoredName 09" : ""  : "Do not send this entity's information back to hammer during hammer_update_safe_entities"
N/A4375 IgnoredName10(target_destination) : "IgnoredName 10" : "" : "Do not send this entity's information back to hammer during hammer_update_safe_entities"
N/A4376 IgnoredName11(target_destination) : "IgnoredName 11" : "" : "Do not send this entity's information back to hammer during hammer_update_safe_entities"
N/A4377 IgnoredName12(target_destination) : "IgnoredName 12" : "" : "Do not send this entity's information back to hammer during hammer_update_safe_entities"
N/A4378 IgnoredName13(target_destination) : "IgnoredName 13" : "" : "Do not send this entity's information back to hammer during hammer_update_safe_entities"
N/A4379 IgnoredName14(target_destination) : "IgnoredName 14" : "" : "Do not send this entity's information back to hammer during hammer_update_safe_entities"
N/A4380 IgnoredName15(target_destination) : "IgnoredName 15" : "" : "Do not send this entity's information back to hammer during hammer_update_safe_entities"
N/A4381 IgnoredName16(target_destination) : "IgnoredName 16" : ""  : "Do not send this entity's information back to hammer during hammer_update_safe_entities"
N/A4382]
N/A4383 
N/A4384 
N/A4385@PointClass base(Targetname) size(-4 -4 -4, 4 4 4) color(0 255 0) = logic_collision_pair :
N/A4386 "An entity that can be used to enables/disable vphysics collisions between two target entities."
N/A4387[
N/A4388 attach1(target_destination) : "Attachment 1" : "" : "The first entity."
N/A4389 attach2(target_destination) : "Attachment 2" : "" : "The second entity."
N/A4390 
N/A4391 startdisabled(boolean) : "Start with collisions disabled" : 1
N/A4392 
N/A4393 // Inputs
N/A4394 input EnableCollisions(void) : "Enable collisions between the first and second entity."
N/A4395 input DisableCollisions(void) : "Disable collisions between the first and second entity."
N/A4396]
N/A4397 
N/A4398 
N/A4399@PointClass base(Targetname, Parentname, EnableDisable) iconsprite("editor/env_microphone.vmt") sphere(MaxRange) color(0 0 255) = env_microphone :
N/A4400 "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/A4401 "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/A4402 "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/A4403[
N/A4404 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/A4405 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/A4406 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/A4407 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/A4408 [
N/A4409 0 : "Use Default"
N/A4410 50 : "1 NO EFFECT"
N/A4411 51 : "2 (DUPLICATE OF 1)"
N/A4412 52 : "3 (DUPLICATE OF 1)"
N/A4413 53 : "4 (DUPLICATE OF 1)"
N/A4414 54 : "5 (DUPLICATE OF 1)"
N/A4415 55 : "6 SPEAKER, LOUDER"
N/A4416 56 : "7 SPEAKER VERY SMALL"
N/A4417 57 : "8 LOUDSPEAKER, ECHO"
N/A4418 58 : "9 SPEAKER SMALL"
N/A4419 59 : "10 SPEAKER TINY"
N/A4420 ]
N/A4421 
N/A4422 spawnflags(flags) =
N/A4423 [
N/A4424 1 : "Hears combat sounds" : 1
N/A4425 2 : "Hears world sounds" : 1
N/A4426 4 : "Hears player sounds" : 1
N/A4427 8 : "Hears bullet impacts" : 1
N/A4428 16: "Swallows sounds routed through speakers" : 0
N/A4429 32: "Hears explosions" : 0
N/A4430 64: "Ignores non-attenuated sounds" : 0
N/A4431 ]
N/A4432 
N/A4433 Sensitivity(float) : "Sensitivity (0 - 10)" : 1 : "Microphone sensitivity, 0=deaf, 1=default, 10=extremely sensitive). Only applicable in Measuring mode."
N/A4434 SmoothFactor(float) : "Smoothing (0 - 1)" : 0 : "Smoothing factor, 0=no smoothing, 1=maximum smoothing). Only applicable in Measuring mode."
N/A4435 MaxRange(float) : "Maximum hearing range (0=infinite)" : 240 : "Sounds beyond this range won't be heard, irrelevant of attenuation. "+
N/A4436 "WARNING: setting this to zero (or a value > 1024) when the microphone is in Speaker mode can be very bad for performance!!"
N/A4437 
N/A4438 // Inputs
N/A4439 input SetSpeakerName(string) : "Set the microphone to output through a different speaker entity."
N/A4440 
N/A4441 // Outputs
N/A4442 output SoundLevel(float) : "Fired in Measuring mode whenever the sound level changes."
N/A4443 output OnRoutedSound(void) : "Fired whenever a sound is routed out through the specified speaker (if any)."
N/A4444 output OnHeardSound(void) : "Fired whenever this microphone hears any sound it cares about."
N/A4445]
N/A4446 
N/A4447@PointClass base(Targetname, EnableDisable ) = math_remap :
N/A4448 "An entity that remaps a range of input values to a given range of output values."
N/A4449[
N/A4450 spawnflags(flags) =
N/A4451 [
N/A4452 1 : "Ignore out of range input values" : 1
N/A4453 ]
N/A4454 
N/A4455 in1(integer) : "Minimum Valid Input Value" : 0 : "Input values below this value will be ignored."
N/A4456 in2(integer) : "Maximum Valid Input Value" : 1 : "Input values above this value will be ignored."
N/A4457 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/A4458 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/A4459 
N/A4460 // Inputs
N/A4461 input InValue(float) : "Input value and fire the output with the remapped value."
N/A4462 
N/A4463 // Outputs
N/A4464 output OutValue(float) : "Fired when the InValue input is received, with the remapped input value as the parameter."
N/A4465]
N/A4466 
N/A4467@PointClass base(Targetname) = math_colorblend :
N/A4468 "Used to create a blend between two colors for controlling the color of another entity."
N/A4469[
N/A4470 spawnflags(flags) =
N/A4471 [
N/A4472 1 : "Ignore out of range input values" : 1
N/A4473 ]
N/A4474 
N/A4475 inmin(integer) : "Minimum Valid Input Value" : 0 : "Input values below this value will be ignored."
N/A4476 inmax(integer) : "Maximum Valid Input Value" : 1 : "Input values above this value will be ignored."
N/A4477 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/A4478 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/A4479 
N/A4480 // Inputs
N/A4481 input InValue(float) : "Input value and fire the output with the remapped value."
N/A4482 
N/A4483 // Outputs
N/A4484 output OutColor(color255) : "Fired when the InValue input is received, with the remapped RGB color as the parameter."
N/A4485]
N/A4486 
N/A4487@PointClass base(Targetname, EnableDisable) iconsprite("editor/math_counter.vmt") = math_counter :
N/A4488 "Holds a numeric value and performs arithmetic operations upon it. If either the minimum or maximum " +
N/A4489 "legal value is nonzero, OutValue will be clamped to the legal range, and the OnHitMin/OnHitMax " +
N/A4490 "outputs will be fired at the appropriate times. If both min and max are set to zero, no clamping is " +
N/A4491 "performed and only the OutValue output will be fired."
N/A4492[
N/A4493 // Keys
N/A4494 startvalue(integer) : "Initial Value" : 0 : "Starting value for the counter."
N/A4495 min(integer) : "Minimum Legal Value" : 0 : "Minimum legal value for the counter. If min=0 and max=0, no clamping is performed."
N/A4496 max(integer) : "Maximum Legal Value" : 0 : "Maximum legal value for the counter. If min=0 and max=0, no clamping is performed."
N/A4497 
N/A4498 // Inputs
N/A4499 input Add(integer) : "Add an amount to the counter and fire the OutValue output with the result."
N/A4500 input Divide(integer): "Divide the counter by an amount and fire the OutValue output with the result."
N/A4501 input Multiply(integer): "Multiply the counter by an amount and fire the OutValue output with the result."
N/A4502 input SetValue(integer): "Set the counter to a new value and fire the OutValue output with the result."
N/A4503 input SetValueNoFire(integer): "Set the counter to a new value without firing any outputs."
N/A4504 input SetMaxValueNoFire(integer): "Set the MaxValue without firing any outputs."
N/A4505 input SetMinValueNoFire(integer): "Set the MinValue without firing any outputs."
N/A4506 input Subtract(integer): "Subtract an amount from the counter and fire the OutValue output with the result."
N/A4507 input SetHitMax(integer): "Set the upper bound of the counter and fire the OutValue output with the current value."
N/A4508 input SetHitMin(integer): "Set the lower bound of the counter and fire the OutValue output with the current value."
N/A4509 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/A4510 
N/A4511 // Outputs
N/A4512 output OutValue(integer) : "Fired when the counter value changes."
N/A4513 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/A4514 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/A4515 output OnChangedFromMin(void) : "Fired when the counter value changes from the minimum value."
N/A4516 output OnChangedFromMax(void) : "Fired when the counter value changes from the max value."
N/A4517 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/A4518]
N/A4519 
N/A4520@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = logic_lineto :
N/A4521 "An entity that calculates and outputs a vector from one entity to another."
N/A4522[
N/A4523 source(target_destination) : "Start entity" : : "Name of the entity the line should start from."
N/A4524 target(target_destination) : "End entity" : : "Name of the entity that line should end at."
N/A4525 
N/A4526 // Outputs
N/A4527 output Line(vector) : "Fired when the vector, from the start entity to the end entity, changes. Passes along the vector as a parameter."
N/A4528]
N/A4529 
N/A4530@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = logic_navigation :
N/A4531 "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/A4532[
N/A4533 target(target_destination) : "Navigation Entity" : "Name of the entity to set navigation properties on."
N/A4534 spawnflags(flags) =
N/A4535 [
N/A4536 1 : "Start On" : 1
N/A4537 ]
N/A4538 navprop(choices) : "Nav Property" : "Ignore" =
N/A4539 [
N/A4540 "Ignore" : "NPCs Ignore this when navigating (they'll bump into it)"
N/A4541 ]
N/A4542 
N/A4543 // Inputs
N/A4544 input TurnOn(void) : "Turn on. The Navigation Entity will have its navigation properties set."
N/A4545 input TurnOff(void) : "Turn off. The Navigation Entity will have its navigation properties returned to the default settings."
N/A4546 input Toggle(void) : "Toggle on/off."
N/A4547]
N/A4548 
N/A4549@PointClass base(Targetname) iconsprite("editor/logic_autosave.vmt") = logic_autosave :
N/A4550 "An entity that is used to force an autosave."
N/A4551[
N/A4552 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/A4553 
N/A4554 MinimumHitPoints(integer): "Minimum Hit Points" : 0 : "Don't save dangerous when player has less than this many hitpoints."
N/A4555 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/A4556 
N/A4557 // Inputs
N/A4558 input Save(void) : "Force an autosave."
N/A4559 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/A4560 input SetMinHitpointsThreshold(integer) : "Set MinimumHitPoints to this."
N/A4561]
N/A4562 
N/A4563@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = logic_active_autosave :
N/A4564 "An entity that is used to look for opportunities to autosave."
N/A4565[
N/A4566 MinimumHitPoints(integer): "Initiation Hit Points" : 30 : "Start looking for an opportunity to save if player drops below this hitpoint level."
N/A4567 TriggerHitPoints(integer): "Trigger Hit Points" : 75 : "If started looking for an opportunity, save when hitpoints reach this level."
N/A4568 TimeToTrigget(float): "Time to trigger" : 0 : "If > 0, how long to try and get a save off before giving up"
N/A4569 DangerousTime(float): "Dangerous time" : 10 : "If 0, just autosave. Otherwise, do an autosavedangerous with this time threshold"
N/A4570 
N/A4571 // Inputs
N/A4572 input Enable(void) : "Enable the entity"
N/A4573 input Disable(void) : "Enable the entity"
N/A4574]
N/A4575 
N/A4576@PointClass base(Targetname) = logic_playmovie : "Plays a movie and allows for various playback options"
N/A4577[
N/A4578 MovieFilename(string) : "Movie to play" : "" : "Filename of the movie to play"
N/A4579 allowskip(boolean) : "Allow User to Skip" : 0 : "Whether or not the user may skip the video with common keys"
N/A4580 loopvideo(boolean) : "Loop Video" : 0 : "If set to true, the movie will loop forever"
N/A4581 fadeintime(float) : "Fade In Time" : 0 : "Time it takes for the video to fade in"
N/A4582 
N/A4583 input PlayMovie(void) : "Play the movie."
N/A4584 input PlayMovieForAllPlayers(void) : "Play the movie for all connected players."
N/A4585 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/A4586 input FadeAllMovies(void) : "Fade movies out for all players connected."
N/A4587 
N/A4588 // Outputs
N/A4589 output OnPlaybackFinished(void) : "Fired when the movie has completed playing back or was skipped by the user."
N/A4590]
N/A4591 
N/A4592@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = point_template :
N/A4593 "Turns an entity, or set of entities, into a single template that can be instanced anywhere, and multiple times. "+
N/A4594 "If there are interdependencies (entity I/O, hierarchy, or other name references) between the entities "+
N/A4595 "in the template, the entities in the template will have their names changed and the interdependencies will "+
N/A4596 "be reconnected to the changes names. The name change format is as follows: '<original name>&0000', where the 0000 "+
N/A4597 "will be replaced with the current global template instance, so wildcard searches for '<original name>*' will still find them.\n"+
N/A4598 "If you don't want the name fixup to happen, because you're only spawning the template once, or you want inputs to "+
N/A4599 "trigger all instances of the template, check the 'Preserve entity names' spawnflag. \n"+
N/A4600 "To spawn the template in other places, use an env_entity_maker."
N/A4601[
N/A4602 spawnflags(flags) =
N/A4603 [
N/A4604 1 : "Don't remove template entities" : 0
N/A4605 2 : "Preserve entity names (Don't do name fixup)" : 1
N/A4606 ]
N/A4607 
N/A4608 Template01(target_destination) : "Template 1"
N/A4609 Template02(target_destination) : "Template 2"
N/A4610 Template03(target_destination) : "Template 3"
N/A4611 Template04(target_destination) : "Template 4"
N/A4612 Template05(target_destination) : "Template 5"
N/A4613 Template06(target_destination) : "Template 6"
N/A4614 Template07(target_destination) : "Template 7"
N/A4615 Template08(target_destination) : "Template 8"
N/A4616 Template09(target_destination) : "Template 9"
N/A4617 Template10(target_destination) : "Template 10"
N/A4618 Template11(target_destination) : "Template 11"
N/A4619 Template12(target_destination) : "Template 12"
N/A4620 Template13(target_destination) : "Template 13"
N/A4621 Template14(target_destination) : "Template 14"
N/A4622 Template15(target_destination) : "Template 15"
N/A4623 Template16(target_destination) : "Template 16"
N/A4624 
N/A4625 // Inputs
N/A4626 input ForceSpawn(void) : "Spawn an instance of the template at the original position."
N/A4627 
N/A4628 // Outputs
N/A4629 output OnEntitySpawned(void) : "Fired after spawning an instance of this template."
N/A4630]
N/A4631 
N/A4632@PointClass base(Targetname,Parentname,Angles) = env_entity_maker :
N/A4633 "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/A4634 "is looking elsewhere."
N/A4635[
N/A4636 spawnflags(Flags) =
N/A4637 [
N/A4638 1 : "Enable AutoSpawn (will spawn whenever there's room)" : 0
N/A4639 2 : "AutoSpawn: Wait for entity destruction" : 0
N/A4640 4 : "AutoSpawn: Even if the player is looking" : 0
N/A4641 8 : "ForceSpawn: Only if there's room" : 0
N/A4642 16 : "ForceSpawn: Only if the player isn't looking" : 0
N/A4643 ]
N/A4644 
N/A4645 EntityTemplate(target_destination) : "Point_template To Spawn" : "" : "Name of the point_template to spawn here."
N/A4646 
N/A4647 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/A4648 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/A4649 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/A4650 PostSpawnInheritAngles(boolean) : "PostSpawn Inherit Angles" : 0 : "If in hierarchy, is spawn direction in world space, or object local space of parent"
N/A4651 
N/A4652 // Inputs
N/A4653 input ForceSpawn(void)  : "Spawn an instance of the template at this origin and angle."
N/A4654 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/A4655 
N/A4656 // Outputs
N/A4657 output OnEntitySpawned(void) : "Fired when an instance of the entity template has been spawned."
N/A4658 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/A4659]
N/A4660 
N/A4661 
N/A4662//-------------------------------------------------------------------------
N/A4663//
N/A4664// Activator Filters
N/A4665//
N/A4666//-------------------------------------------------------------------------
N/A4667 
N/A4668@BaseClass base(Targetname) = BaseFilter
N/A4669[
N/A4670 Negated(choices) : "Filter mode" : "Allow entities that match criteria" : "If set to Allow, only entities who match the criteria will pass the filter. "+
N/A4671 "If set to Disallow, only entities who do NOT match the criteria will pass the filter." =
N/A4672 [
N/A4673 0 : "Allow entities that match criteria"
N/A4674 1 : "Disallow entities that match criteria"
N/A4675 ]
N/A4676 
N/A4677 // Inputs
N/A4678 input TestActivator(void) : "Test the activator against the filter and fires OnPass or OnFail output."
N/A4679 
N/A4680 // Outputs
N/A4681 output OnPass(void) : "Fired in response to TestActivator input if the activator passes the filter."
N/A4682 output OnFail(void) : "Fired in response to TestActivator input if the activator fails to pass the filter."
N/A4683]
N/A4684 
N/A4685@FilterClass base(BaseFilter) iconsprite("editor/filter_multiple.vmt") = filter_multi :
N/A4686 "A filter that tests the activator against multiple filters. This allows you to build more complex filters, such as"+
N/A4687 "'Allow anyone on Team 1 who is also class engineer', or 'Allow everyone except classes npc_zombie and npc_headcrab'."
N/A4688[
N/A4689 filtertype(choices) : "Logic Type" : 0 =
N/A4690 [
N/A4691 0 : "AND (all filters must pass)"
N/A4692 1 : "OR (any filter must pass)"
N/A4693 ]
N/A4694 
N/A4695 Negated(boolean) : "Negate Outcome" : 0 : "Whether to negate the result of the subfilters, after combining them using the Logic Type chosen.\n"+
N/A4696 "Negating the outcome using the AND logic type means that any subfilter must fail for this filter to pass.\n"+
N/A4697 "Negating the outcome using the OR logic type means that all subfilters must fail for this filter to pass."
N/A4698 
N/A4699 Filter01(filterclass) : "Filter 1" : : "Activator filter to test."
N/A4700 Filter02(filterclass) : "Filter 2" : : "Activator filter to test."
N/A4701 Filter03(filterclass) : "Filter 3" : : "Activator filter to test."
N/A4702 Filter04(filterclass) : "Filter 4" : : "Activator filter to test."
N/A4703 Filter05(filterclass) : "Filter 5" : : "Activator filter to test."
N/A4704 Filter06(filterclass) : "Filter 6" : : "Activator filter to test."
N/A4705 Filter07(filterclass) : "Filter 7" : : "Activator filter to test."
N/A4706 Filter08(filterclass) : "Filter 8" : : "Activator filter to test."
N/A4707 Filter09(filterclass) : "Filter 9" : : "Activator filter to test."
N/A4708 Filter10(filterclass) : "Filter 10" : : "Activator filter to test."
N/A4709]
N/A4710 
N/A4711@FilterClass base(BaseFilter) iconsprite("editor/filter_name.vmt") = filter_activator_name :
N/A4712 "A filter that filters by the name of the activator."
N/A4713[
N/A4714 filtername(target_destination) : "Filter Name" : : "The name to filter by. If the filter mode is Allow, only entities whose "+
N/A4715 "name matches the given string will pass the filter. If the filter mode is Disallow, "+
N/A4716 "all entities EXCEPT those whose name matches the string will pass the filter."
N/A4717]
N/A4718 
N/A4719@FilterClass base(BaseFilter) iconsprite("editor/filter_name.vmt") = filter_activator_model :
N/A4720 "A filter that filters by the model of the activator."
N/A4721[
N/A4722 model(studio) : "Filter Model" : : "The model to filter by. If the filter mode is Allow, only entities whose "+
N/A4723 "model matches the given string will pass the filter. If the filter mode is Disallow, "+
N/A4724 "all entities EXCEPT those whose model matches the string will pass the filter."
N/A4725]
N/A4726 
N/A4727@FilterClass base(BaseFilter) iconsprite("editor/filter_name.vmt") = filter_activator_context :
N/A4728 "A filter that filters by a context on the activator."
N/A4729[
N/A4730 ResponseContext(string) : "Filter Context" : : "The context to filter by. If the filter mode is Allow, only entities that "+
N/A4731 "have a context matching the given string, of any value, will pass the filter. If the filter mode is Disallow, "+
N/A4732 "all entities EXCEPT those whose context matches the string will pass the filter."
N/A4733]
N/A4734 
N/A4735@FilterClass base(BaseFilter) iconsprite("editor/filter_class.vmt") = filter_activator_class :
N/A4736 "A filter that filters by the class name of the activator."
N/A4737[
N/A4738 filterclass(string) : "Filter Classname" : : "The class name to filter by. If the filter mode is Allow, only entities whose "+
N/A4739 "class name matches the given string will pass the filter. If the filter mode is Disallow, "+
N/A4740 "all entities EXCEPT those whose class name matches the given string will pass the filter."
N/A4741]
N/A4742 
N/A4743@FilterClass base(BaseFilter) iconsprite("editor/filter_class.vmt") = filter_activator_mass_greater :
N/A4744 "A filter that filters by the mass of the activator."
N/A4745[
N/A4746 filtermass(float) : "Filter Mass" : : "The mass to filter by. If the filter mode is Allow, only entities whose "+
N/A4747 "mass is greater than the give float will pass the filter. If the filter mode is Disallow, "+
N/A4748 "all entities EXCEPT those whose mass is greater than the given float will pass the filter."
N/A4749]
N/A4750 
N/A4751@FilterClass base(BaseFilter) = filter_damage_type :
N/A4752 "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/A4753[
N/A4754 damagetype(choices) : "Damage type" : 64 : "The damage type to filter by. If the filter mode is Allow, only damage types that "+
N/A4755 "match will pass the filter. If the filter mode is Disallow, all damage types EXCEPT those who match will pass the filter." =
N/A4756 [
N/A4757 0 : "GENERIC"
N/A4758 1 : "CRUSH"
N/A4759 2 : "BULLET"
N/A4760 4 : "SLASH"
N/A4761 8 : "BURN"
N/A4762 16 : "VEHICLE"
N/A4763 32 : "FALL"
N/A4764 64 : "BLAST"
N/A4765 128 : "CLUB"
N/A4766 256 : "SHOCK"
N/A4767 512 : "SONIC"
N/A4768 1024 : "ENERGYBEAM"
N/A4769 16384: "DROWN"
N/A4770 32768 : "PARALYSE"
N/A4771 65536 : "NERVEGAS"
N/A4772 131072 : "POISON"
N/A4773 262144 : "RADIATION"
N/A4774 524288 : "DROWNRECOVER"
N/A4775 1048576 : "ACID"
N/A4776 2097152 : "SLOWBURN"
N/A4777 ]
N/A4778]
N/A4779 
N/A4780@FilterClass base(BaseFilter) iconsprite("editor/filter_class.vmt") sphere(filter_radius) sphere(filter_outer_radius) = filter_enemy :
N/A4781 "A filter that filters a potential enemy entity by a set of criteria."
N/A4782[
N/A4783 filtername(string) : "Name/Classname" : : "The classname or entity name to filter by. If the filter mode is Allow, only entities whose "+
N/A4784 "class name matches the given string will pass the filter. If the filter mode is Disallow, "+
N/A4785 "all entities EXCEPT those whose class name matches the given string will pass the filter."
N/A4786 
N/A4787 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/A4788 "distance is equal to or closer than the radius will pass the filter. If the filter mode is Disallow, "+
N/A4789 "all entities outside the radius will pass the filter."
N/A4790 
N/A4791 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/A4792 
N/A4793 filter_max_per_enemy(integer) : "Max Squadmates Per Enemy" : 0 : "Maximum number of squadmates allowed to target any given entity."
N/A4794 
N/A4795 spawnflags(Flags) =
N/A4796 [
N/A4797 1 : "Do not lose target if already aquired but filter failed." : 0
N/A4798 ]
N/A4799]
N/A4800 
N/A4801//-------------------------------------------------------------------------
N/A4802//
N/A4803// Point Entities
N/A4804//
N/A4805//-------------------------------------------------------------------------
N/A4806 
N/A4807@PointClass base(Targetname, Parentname, EnableDisable) = point_anglesensor :
N/A4808 "An entity that detects if another entity points in a given direction for a period of time."
N/A4809[
N/A4810 target(target_destination) : "Target Entity Name" : : "Name of the entity whose angles will be sensed."
N/A4811 lookatname(target_destination) : "Look At Entity" : : "The entity we want to check to see if the Target Entity is looking at."
N/A4812 duration(float) : "Duration" : : "The amount of time the Target Entity must look at the 'Look at Entity' to trigger this entity, in seconds."
N/A4813 tolerance(integer) : "Tolerance" : : "The tolerance, in degrees, in the checking to determine when the Target Entity is looking at the Look At Entity."
N/A4814 
N/A4815 spawnflags(Flags) =
N/A4816 [
N/A4817 1 : "Use target entity's angles (NOT position)" : 0
N/A4818 ]
N/A4819 
N/A4820 // Inputs
N/A4821 input Toggle(void) : "Toggle the sensor between enabled and disabled."
N/A4822 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/A4823 
N/A4824 // Outputs
N/A4825 output TargetDir(vector) : "Fired when the forward direction of the Target Entity changes. Passes the new forward direction as a parameter."
N/A4826 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/A4827 output OnNotFacingLookat(void) : "Fires in response to a Test input when the Target Entity is not pointing at the Look At Entity."
N/A4828 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/A4829]
N/A4830 
N/A4831@PointClass base(Targetname) = point_angularvelocitysensor :
N/A4832 "An entity that detects if another entity's angular velocity meets or exceeds a threshold value."
N/A4833[
N/A4834 target(target_destination) : "Target Entity Name" : : "Name of the entity whose angular velocity will be sensed."
N/A4835 threshold(float) : "Threshold Velocity" : 0 : "The threshold angular velocity to compare against, in degrees per second."
N/A4836 fireinterval(float) : "Fire Interval" : "0.2" : "Angular velocity must cross the threshold for at least this long to fire."
N/A4837 
N/A4838 axis(vecline) : "Axis"
N/A4839 
N/A4840 usehelper(boolean) : "Use Axis Helper" : 0 : "Use axis helper to determine rotation values (clockwise/counter-clockwise)."
N/A4841 
N/A4842 // Inputs
N/A4843 input Test(void) : "Checks to see if the Target Entity's angular velocity meets or exceeds the Threshold Velocity, " +
N/A4844 "firing either the OnGreaterThanOrEqualTo or OnLessThan output based on the result."
N/A4845 
N/A4846 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/A4847 "fires the appropriate test result output if the result is stable throughout the Fire Interval."
N/A4848 
N/A4849 // Outputs
N/A4850 output AngularVelocity(float) : "Fired when the Target's Angular Velocity changes, passing the new magnitude of the angular velocity."
N/A4851 output OnGreaterThan(void) : "Fired when the Target Entity goes from slower than the threshold angular velocity to faster than the threshold angular velocity."
N/A4852 output OnGreaterThanOrEqualTo(void) : "Fired when the Target Entity goes from slower than the threshold angular velocity to faster than the threshold angular velocity."
N/A4853 output OnLessThan(void) : "Fired when the Target Entity goes from faster than the threshold angular velocity to slower than the threshold angular velocity."
N/A4854 output OnLessThanOrEqualTo(void) : "Fired when the Target Entity goes from faster than the threshold angular velocity to slower than the threshold angular velocity."
N/A4855 output OnEqualTo(void) : "Fired when the Target Entity reaches the threshold angular velocity from a different velocity."
N/A4856]
N/A4857 
N/A4858@PointClass base(Targetname) = point_velocitysensor :
N/A4859 "An entity that detects and outputs an entity's velocity."
N/A4860[
N/A4861 target(target_destination) : "Target Entity Name" : : "Name of the entity whose velocity will be sensed."
N/A4862 axis(vecline) : "Measurement Axis"
N/A4863 enabled(boolean) : "Start Enabled" : 1 : "Whether or not to start enabled and active."
N/A4864 
N/A4865 // Outputs
N/A4866 output Velocity(float) : "Fired when the Target's Velocity changes, passing the new magnitude of the velocity."
N/A4867 
N/A4868 input Enable(void) : "Enable the sensor."
N/A4869 input Disable(void) : "Disable the sensor."
N/A4870]
N/A4871 
N/A4872@PointClass base(Targetname, Parentname, EnableDisable, Angles) = point_proximity_sensor :
N/A4873 "An entity that detects another entity's proximity to a target position."
N/A4874[
N/A4875 target(target_destination) : "Target Entity Name" : : "Name of the entity whose angles will be sensed."
N/A4876 
N/A4877 spawnflags(Flags) =
N/A4878 [
N/A4879 1 : "Test the distance as measured along the axis specified by our direction." : 0
N/A4880 ]
N/A4881 
N/A4882 // Inputs
N/A4883 input Toggle(void) : "Toggle the sensor between enabled and disabled."
N/A4884 
N/A4885 // Outputs
N/A4886 output Distance(float) : "Distance of the target entity away from this entity."
N/A4887]
N/A4888 
N/A4889 
N/A4890@PointClass base(Targetname, Angles) studio("models/editor/axis_helper_thick.mdl") = point_teleport :
N/A4891 "An entity that teleports a target entity to this position and angles. "+
N/A4892 "If 'Teleport Home' spawn flag is set, teleports the target entity to its spawn position instead." +
N/A4893 "If object is physically simulated, simulation is turned off when teleported."
N/A4894[
N/A4895 target(target_destination) : "Entity To Teleport" : : "Name of the entity that will be teleported."
N/A4896 spawnflags(flags) =
N/A4897 [
N/A4898 1 : "Teleport Home" : 0
N/A4899 2 : "Into Duck (episodic)" : 0
N/A4900 ]
N/A4901 
N/A4902 // Inputs
N/A4903 input Teleport(void) : "Teleport the target entity."
N/A4904 input TeleportToCurrentPos(void) : "Teleport the target entity to wherever the point_teleport entity is currently. "+
N/A4905 "The Teleport input teleports to the initial position of the point_teleport, so this input was added to avoid breaking old content."
N/A4906 
N/A4907 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/A4908]
N/A4909 
N/A4910@PointClass base(Targetname) sphere(DamageRadius) = point_hurt :
N/A4911 "An entity that does damage to all entities in a radius around itself, with a specified delay." +
N/A4912 "If 'Target Entity' is specified, the damage is only done to that entity."
N/A4913[
N/A4914 DamageTarget(string) : "Target Entity" : "" : "If specified, only this entity will take damage. Otherwise, all entities within the Radius will take damage."
N/A4915 
N/A4916 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/A4917 Damage(integer) : "Damage" : 5 : "Damage done to all affected entities each time this entity fires."
N/A4918 DamageDelay(float) : "Delay" : 1 : "Delay between refires, in seconds."
N/A4919 
N/A4920 DamageType(choices) : "Damage Type" : 0 : "Type of damage to inflict on entities damaged." =
N/A4921 [
N/A4922 0 : "GENERIC"
N/A4923 1 : "CRUSH"
N/A4924 2 : "BULLET"
N/A4925 4 : "SLASH"
N/A4926 8 : "BURN"
N/A4927 16 : "FREEZE"
N/A4928 32 : "FALL"
N/A4929 64 : "BLAST"
N/A4930 128 : "CLUB"
N/A4931 256 : "SHOCK"
N/A4932 512 : "SONIC"
N/A4933 1024 : "ENERGYBEAM"
N/A4934 16384: "DROWN"
N/A4935 32768 : "PARALYSE"
N/A4936 65536 : "NERVEGAS"
N/A4937 131072 : "POISON"
N/A4938 262144 : "RADIATION"
N/A4939 524288 : "DROWNRECOVER"
N/A4940 1048576 : "CHEMICAL"
N/A4941 2097152 : "SLOWBURN"
N/A4942 4194304 : "SLOWFREEZE"
N/A4943 ]
N/A4944 
N/A4945 // Inputs
N/A4946 input Hurt(void) : "Force a single fire, damaging either the Target Entity or all entities within the radius."
N/A4947 input TurnOn(void) : "Enable this entity. It will start damaging entities everytime it fires, and refire based upon the specified Delay."
N/A4948 input TurnOff(void) : "Disable this entity. It will stop damaging entities."
N/A4949 input Toggle(void) : "Toggle this entity between On/Off state."
N/A4950]
N/A4951 
N/A4952@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = point_playermoveconstraint :
N/A4953 "An entity that constrains players to a radius around itself, slowing them down the closer they get to the edge of the radius."
N/A4954[
N/A4955 radius(float) : "Radius" : 256 : "Radius to constrain players to."
N/A4956 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/A4957 speedfactor(float) : "Speed Factor" : "0.15" : "Factor applied to the player's max speed as they approach the radius edge."
N/A4958 
N/A4959 // Inputs
N/A4960 input TurnOn(void) : "Start constraining any players within the radius."
N/A4961 input TurnOff(void) : "Stop constraining any players previously constrained."
N/A4962 
N/A4963 // Outputs
N/A4964 output OnConstraintBroken(void) : "Fired when a player breaks through the constraint."
N/A4965]
N/A4966 
N/A4967//-------------------------------------------------------------------------
N/A4968//
N/A4969// Physics entities
N/A4970//
N/A4971//-------------------------------------------------------------------------
N/A4972 
N/A4973@SolidClass base(BreakableBrush,Targetname, Origin, RenderFields, Shadow, Reflection) = func_physbox :
N/A4974 "A brush entity that's physically simulated."
N/A4975[
N/A4976 _minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush."
N/A4977 spawnflags(flags) =
N/A4978 [
N/A4979 4096  : "Start Asleep" : 0
N/A4980 8192  : "Ignore +USE for Pickup" : 0
N/A4981 16384 : "Debris - Don't collide with the player or other debris" : 0
N/A4982 32768 : "Motion Disabled" : 0
N/A4983 65536 : "Use Preferred Carry Angles" : 0
N/A4984 131072: "Enable motion on Physcannon grab" : 0
N/A4985 262144: "Not affected by rotor wash" : 0
N/A4986 524288: "Generate output on +USE " : 1
N/A4987 1048576 : "Physgun can ALWAYS pick up. No matter what." : 0
N/A4988 2097152 : "Physgun is NOT allowed to pick this up." : 0
N/A4989 4194304 : "Physgun is NOT allowed to punt this object." : 0
N/A4990 8388608: "Prevent motion enable on player bump" : 0
N/A4991 ]
N/A4992 
N/A4993 Damagetype(choices) : "Impact Damage Type" : 0 =
N/A4994 [
N/A4995 0: "Blunt"
N/A4996 1: "Sharp"
N/A4997 ]
N/A4998 
N/A4999 massScale(float) : "Mass Scale" : "0" : "A scale multiplier for the object's mass."
N/A5000 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/A5001 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/A5002 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/A5003 health(integer) : "Strength" : 0 : "Number of points of damage to take before breaking. 0 means don't break."
N/A5004 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/A5005 notsolid(choices) : "Not solid to world" : 0 =
N/A5006 [
N/A5007 0: "Solid to World"
N/A5008 1: "Passes through World"
N/A5009 ]
N/A5010 
N/A5011 ExploitableByPlayer(choices) : "Exploitable by Player" : 0 =
N/A5012 [
N/A5013 0: "Default"
N/A5014 1: "Explosive"
N/A5015 ]
N/A5016 
N/A5017 // Inputs
N/A5018 input Wake(void) : "Wake up this physics object, if it is sleeping."
N/A5019 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/A5020 input EnableMotion(void) : "Enable physics motion/collision response."
N/A5021 input DisableMotion(void) : "Disable physics motion/collision response."
N/A5022 input ForceDrop(void) : "If this object is being carried by a player, with the physgun or +USE, force it to be dropped."
N/A5023 input Enable(void) : "Show this object and allow it to collide, doesn't override notsolid"
N/A5024 input Disable(void) : "Hide this object and stop collisions"
N/A5025 input BecomeDebris(void) : "Change the collision to act like debris"
N/A5026 
N/A5027 
N/A5028 // Outputs
N/A5029 output OnDamaged(void) : "Fired when this entity is damaged."
N/A5030 output OnAwakened(void) : "Fired when this entity becomes awake (collision/force is applied)."
N/A5031 output OnMotionEnabled(void) : "Fired when motion is enabled due to damage/physcannon/force."
N/A5032 output OnPhysGunPickup(void) : "Fired when a player picks this object up, either with the physgun or +USE."
N/A5033 output OnPhysGunPunt(void) : "Fired when a player punts this object with the physgun."
N/A5034 output OnPhysGunOnlyPickup(void) : "Fired when a player picks this object up WITH THE PHYSGUN. +USE pickups do not fire this output."
N/A5035 output OnPhysGunDrop(void) : "Fired when a player drops this object."
N/A5036 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/A5037]
N/A5038 
N/A5039@BaseClass base(Targetname) = TwoObjectPhysics
N/A5040[
N/A5041 spawnflags(flags) =
N/A5042 [
N/A5043 1: "No Collision until break" : 0
N/A5044 // 2 is defined independently by subclasses, do not reuse
N/A5045 4: "Start inactive" : 0
N/A5046 8: "Change mass to keep stable attachment to world" : 0
N/A5047 16: "Do not connect entities until turned on" : 0
N/A5048 ]
N/A5049 attach1(target_destination) : "Entity 1" : ""
N/A5050 attach2(target_destination) : "Entity 2" : ""
N/A5051 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/A5052 
N/A5053 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/A5054 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/A5055 breaksound(sound) : "Play Sound on Break" : "" : "A sound played when the constraint is broken."
N/A5056 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/A5057 
N/A5058 // Inputs
N/A5059 input Break(void) : "Force the constraint to break."
N/A5060 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/A5061 input TurnOff(void) : "Disable this constraint."
N/A5062 
N/A5063 // Outputs
N/A5064 output OnBreak(void) : "Fired when the constraint breaks."
N/A5065]
N/A5066 
N/A5067@PointClass base(Targetname) = phys_constraintsystem :
N/A5068 "An entity used to manage a group of interacting constraints and keep them stable. " +
N/A5069 "All constraints on a set of entities should be placed in the same system, or they will fight each other during simulation."
N/A5070[
N/A5071 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/A5072]
N/A5073 
N/A5074@PointClass base(Targetname,Angles) = phys_keepupright : "A controller that tries to keep an entity facing a particular direction."
N/A5075[
N/A5076 spawnflags(flags) =
N/A5077 [
N/A5078 1: "Start inactive" : 0
N/A5079 ]
N/A5080 
N/A5081 attach1(target_destination) : "Target Entity" : "" : "The entity to align to the desired angles."
N/A5082 angularlimit(float) : "Angular Limit" : "15" : "The maximum angular velocity that this controller can compensate for, in degrees per second."
N/A5083 
N/A5084 // Inputs
N/A5085 input TurnOn(void) : "Enable the controller."
N/A5086 input TurnOff(void) : "Disable the controller."
N/A5087]
N/A5088 
N/A5089@PointClass base(Targetname, Angles) sphere(expradius) studioprop() = physics_cannister :
N/A5090 "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/A5091[
N/A5092 model(studio) : "World model" : "models/fire_equipment/w_weldtank.mdl"
N/A5093 spawnflags(flags) =
N/A5094 [
N/A5095 1 : "Start Asleep" : 0
N/A5096 2 : "Explodes" : 1
N/A5097 ]
N/A5098 
N/A5099 expdamage(string) : "Explosion Damage" : "200.0" : "The amount of damage done by the explosion created when the cannister blows up."
N/A5100 expradius(string) : "Explosion Radius" : "250.0" : "The radius of the explosion to create when the cannister blows up."
N/A5101 health(integer) : "Health" : 25 : "The amount of damage the cannister takes before exploding."
N/A5102 
N/A5103 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/A5104 fuel(string) : "Fuel Seconds" : "12.0" : "The amount of time that gas leaks from the cannister before being considered empty."
N/A5105 rendercolor(color255) : "Smoke Color (R G B)" : "255 255 255"
N/A5106 renderamt(integer) : "Smoke Alpha (0 - 255)" : 128
N/A5107 gassound(sound) : "Thruster Sound" : "ambient/objects/cannister_loop.wav" : "The sound played when the gas is escaping from the cannister."
N/A5108 
N/A5109 // Inputs
N/A5110 input Activate(string) : "Start gas escaping from the cannister."
N/A5111 input Deactivate(string) : "Stop gas escaping from the cannister."
N/A5112 input Explode(string) : "Force the cannister to explode."
N/A5113 input Wake(void) : "Wakes up the cannister, if it is sleeping."
N/A5114 
N/A5115 // Outputs
N/A5116 output OnActivate(void) : "Fired when gas starts to escape from the cannister."
N/A5117 output OnAwakened(void) : "Fired when this entity becomes awake (collision/force is applied)."
N/A5118]
N/A5119 
N/A5120@PointClass base(Targetname, Parentname) size(-4 -4 -4, 4 4 4) = info_constraint_anchor :
N/A5121 "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/A5122 "Attach the desired constraint to this entity, and then parent this entity to the entity you want the constraint to apply to."
N/A5123[
N/A5124 massScale(float) : "Amount to scale the mass of this body in the constraint solver" : "1"
N/A5125]
N/A5126 
N/A5127@PointClass size(-4 -4 -4, 4 4 4) = info_mass_center :
N/A5128 "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/A5129[
N/A5130 target(target_destination) : "Target object" : ""  : "The entity whose mass center will be overridden."
N/A5131]
N/A5132 
N/A5133@PointClass halfgridsnap base(Targetname) = phys_spring :
N/A5134 "A physically simulated spring. "+
N/A5135 "'Length' is what's known as the 'natural spring length'. This is how long the spring would "+
N/A5136 "be if it was at rest (nothing hanging on it or attached). When you attach something to the "+
N/A5137 "spring, it will stretch longer than its 'natural length'. The amount of stretch is "+
N/A5138 "determined by the 'Sprint Constant'. The larger the spring constant the less stretch the spring."
N/A5139[
N/A5140 spawnflags(flags) =
N/A5141 [
N/A5142 1 : "Force only on stretch" : 0
N/A5143 ]
N/A5144 
N/A5145 attach1(target_destination) : "Entity 1" : ""
N/A5146 attach2(target_destination) : "Entity 2" : ""
N/A5147 
N/A5148 springaxis(vecline) : "Spring Axis" : "" : "Use the helper. Drag it out to match the virtual spring."
N/A5149 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/A5150 constant(string) : "Spring Constant" : "50" : "Stiffness of the spring. The larger the number the less the spring will stretch."
N/A5151 damping(string) : "Damping Constant" : "2.0" : "How much energy the spring loses. The larger the number, the less bouncy the spring."
N/A5152 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/A5153 // UNDONE: add max tension and what event to fire when it breaks
N/A5154 breaklength(string) : "Break on Length" : "0" : "If the spring's length ever exceeds this length, the spring breaks."
N/A5155 
N/A5156 // Inputs
N/A5157 input SetSpringConstant(float) : "Set the Spring Constant."
N/A5158 input SetSpringLength(float) : "Set the Spring Length."
N/A5159 input SetSpringDamping(float) : "Set the Spring Damping."
N/A5160]
N/A5161 
N/A5162@PointClass halfgridsnap size(-8 -8 -8, 8 8 8) base(TwoObjectPhysics) = phys_hinge :
N/A5163 "A physically simulated hinge. Use the helper to define the axis of rotation."
N/A5164[
N/A5165 hingefriction(float) : "Friction" : "0" : "Resistance/friction in the hinge"
N/A5166 hingeaxis(vecline) : "Hinge Axis"
N/A5167 SystemLoadScale(float) : "Load Scale" : "1" : "Scale of the load connected to this hinge (1=just the objects directly connected)"
N/A5168 
N/A5169 // Inputs
N/A5170 input SetAngularVelocity(float) : "Set angular velocity around the hinge (motor) in deg/sec"
N/A5171 
N/A5172 
N/A5173 
N/A5174 //// Episodic only -- for now.
N/A5175 
N/A5176 minSoundThreshold(float) : "Minimum Sound Velocity" : "6" : "When travelling below this many units/sec, will not play any sound."
N/A5177 maxSoundThreshold(float) : "Full Sound Velocity" : "80" : "When travelling at this speed or above, will play sound at full volume."
N/A5178 slidesoundfwd(sound) : "Travel sound (forward)" : "" : "Play this sound when travelling forward on helper axis"
N/A5179 slidesoundback(sound) : "Travel sound (backward)" : "" : "Play this sound when travelling backward on helper axis"
N/A5180 
N/A5181 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/A5182 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/A5183 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/A5184 
N/A5185 reversalsoundSmall(sound) : "Reversal sound (small)" : "" : "Play this sound when making a hard reverse over the small threshold but less than medium"
N/A5186 reversalsoundMedium(sound) : "Reversal sound (medium)" : "" : "Play this sound when making a hard reverse over the medium threshold but less than large"
N/A5187 reversalsoundLarge(sound) : "Reversal sound (large)" : "" : "Play this sound when making a hard reverse over the large threshold"
N/A5188]
N/A5189 
N/A5190@PointClass base(TwoObjectPhysics) iconsprite("editor/phys_ballsocket.vmt") = phys_ballsocket :
N/A5191 "A constraint that keeps the position of two objects fixed, relative to the constraint's origin. It does not affect rotation."
N/A5192[
N/A5193 spawnflags(flags) =
N/A5194 [
N/A5195 ]
N/A5196]
N/A5197 
N/A5198@PointClass base(TwoObjectPhysics) studio("models/editor/axis_helper.mdl") = phys_constraint :
N/A5199 "A constraint that keeps the relative position and orientation of two objects fixed."
N/A5200[
N/A5201]
N/A5202 
N/A5203@PointClass base(TwoObjectPhysics) studio("models/editor/axis_helper.mdl") = phys_pulleyconstraint :
N/A5204 "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/A5205 "The constraint keeps the sum of the distances between the pulley points and their suspended objects constant."
N/A5206[
N/A5207 addlength(float) : "Additional Length" : "0" : "Add (or subtract) this amount to the rest length of the pulley rope."
N/A5208 gearratio(float) : "Pulley Gear Ratio" : "1" : "Add (or subtract) this amount to the rest length of the pulley rope."
N/A5209 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/A5210 spawnflags(flags) =
N/A5211 [
N/A5212 1: "No Collision until break" : 1
N/A5213 2: "Keep Rigid" : 0
N/A5214 ]
N/A5215]
N/A5216 
N/A5217@PointClass halfgridsnap base(TwoObjectPhysics) studio("models/editor/axis_helper.mdl") = phys_slideconstraint :
N/A5218 "A constraint that constrains an entity along a line segment."
N/A5219[
N/A5220 spawnflags(flags) =
N/A5221 [
N/A5222 1: "No Collision until break" : 1
N/A5223 2: "Limit Endpoints" : 0
N/A5224 ]
N/A5225 slideaxis(vecline) : "Sliding Axis"
N/A5226 slidefriction(float) : "Friction" : "0" : "Resistance/friction in the constraint"
N/A5227 SystemLoadScale(float) : "Load Scale" : "1" : "Scale of the mass load connected to this constraint (1=just the objects directly connected)"
N/A5228 
N/A5229 // Inputs
N/A5230 input SetVelocity(float) : "Set linear velocity along the constraint"
N/A5231 
N/A5232 
N/A5233 //// Episodic only -- for now.
N/A5234 
N/A5235 minSoundThreshold(float) : "Minimum Sound Velocity" : "6" : "When travelling below this many units/sec, will not play any sound."
N/A5236 maxSoundThreshold(float) : "Full Sound Velocity" : "80" : "When travelling at this speed or above, will play sound at full volume."
N/A5237 slidesoundfwd(sound) : "Travel sound (forward)" : "" : "Play this sound when travelling forward on helper axis"
N/A5238 slidesoundback(sound) : "Travel sound (backward)" : "" : "Play this sound when travelling backward on helper axis"
N/A5239 
N/A5240 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/A5241 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/A5242 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/A5243 
N/A5244 reversalsoundSmall(sound) : "Reversal sound (small)" : "" : "Play this sound when making a hard reverse over the small threshold but less than medium"
N/A5245 reversalsoundMedium(sound) : "Reversal sound (medium)" : "" : "Play this sound when making a hard reverse over the medium threshold but less than large"
N/A5246 reversalsoundLarge(sound) : "Reversal sound (large)" : "" : "Play this sound when making a hard reverse over the large threshold"
N/A5247]
N/A5248 
N/A5249@PointClass base(TwoObjectPhysics) studio("models/editor/axis_helper.mdl") = phys_lengthconstraint :
N/A5250 "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/A5251[
N/A5252 addlength(float) : "Additional Length" : "0" : "Add (or subtract) this amount to the rest length of the rope."
N/A5253 minlength(float) : "Minimum Length" : "0" : "If the constraint is not rigid, this is the minimum length it can be."
N/A5254 attachpoint(vecline) : "Attached object 2 point" : "The position the rope attaches to object 2"
N/A5255 spawnflags(flags) =
N/A5256 [
N/A5257 1: "No Collision until break" : 1
N/A5258 2: "Keep Rigid" : 0
N/A5259 ]
N/A5260]
N/A5261 
N/A5262@PointClass base(TwoObjectPhysics) studio("models/editor/axis_helper.mdl") = phys_ragdollconstraint :
N/A5263 "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/A5264[
N/A5265 spawnflags(flags) =
N/A5266 [
N/A5267 1: "No Collision until break" : 1
N/A5268 2: "Only limit rotation (free movement)" : 0
N/A5269 ]
N/A5270 
N/A5271 xmin(float) : "X axis min limit" : "-90" : "-180 min and 180 max = no constraint on this axis."
N/A5272 xmax(float) : "X axis max limit" : "90" : "-180 min and 180 max = no constraint on this axis."
N/A5273 ymin(float) : "Y axis min limit" : "0" : "-180 min and 180 max = no constraint on this axis."
N/A5274 ymax(float) : "Y axis max limit" : "0" : "-180 min and 180 max = no constraint on this axis."
N/A5275 zmin(float) : "Z axis min limit" : "0" : "-180 min and 180 max = no constraint on this axis."
N/A5276 zmax(float) : "Z axis max limit" : "0" : "-180 min and 180 max = no constraint on this axis."
N/A5277 xfriction(float) : "X axis friction" : "0"
N/A5278 yfriction(float) : "Y axis friction" : "0"
N/A5279 zfriction(float) : "Z axis friction" : "0"
N/A5280]
N/A5281 
N/A5282@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) color(0 0 255) = phys_convert :
N/A5283 "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/A5284[
N/A5285 spawnflags(flags) =
N/A5286 [
N/A5287 1: "Convert Asleep" : 0
N/A5288 2: "Convert As Debris" : 0
N/A5289 ]
N/A5290 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/A5291 swapmodel(string) : "Model Swap Entity"
N/A5292 massoverride(float) : "Mass Override" : "0" : "Sets the mass when the object(s) are converted (0 means auto-calculate)"
N/A5293 
N/A5294 // Outputs
N/A5295 output OnConvert(void) : "Fires after the conversion has taken place."
N/A5296 
N/A5297 // Inputs
N/A5298 input ConvertTarget(void) : "Converts this entity's target to a physically simulated object."
N/A5299]
N/A5300 
N/A5301@BaseClass base(Targetname) = ForceController
N/A5302[
N/A5303 spawnflags(flags) =
N/A5304 [
N/A5305 // Thrust is on by default (will turn off in forcetime)
N/A5306 1: "Start On" : 0
N/A5307 // Apply linear force (if off, torque only)
N/A5308 2: "Apply Force" : 1
N/A5309 // Apply rotational force (torque - if off, linear only)
N/A5310 4: "Apply Torque" : 1
N/A5311 // Maintain local relationship with the attached object
N/A5312 8: "Orient Locally" : 1
N/A5313 // Impulse is independent of object's mass (impulse is acceleration NOT force)
N/A5314 16: "Ignore Mass" : 0
N/A5315 ]
N/A5316 attach1(target_destination) : "Attached Object" : "" : "Object to apply the force to."
N/A5317 
N/A5318 forcetime(string) : "Time of Force (0=inf)" : "0" : "Automatic shut-off after this time has passed (0 = stay on forever or until deactivated)"
N/A5319 
N/A5320 input Activate(void) : "Turn the force on"
N/A5321 input Deactivate(void) : "Turn the force off"
N/A5322 input Scale(string) : "Set Force Scale"
N/A5323]
N/A5324 
N/A5325@PointClass base(Angles, ForceController) = phys_thruster :
N/A5326 "An entity used to apply constant acceleration to a physics object. "+
N/A5327 "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/A5328 "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/A5329 "at the object's center by checking to 'ignore pos' flag."
N/A5330[
N/A5331 spawnflags(flags) =
N/A5332 [
N/A5333 // Put the thrust at the object center
N/A5334 32: "Ignore Pos" : 0
N/A5335 ]
N/A5336 
N/A5337 force(string) : "Force" : "0" : "Force (will be integrated, units are force kg*in/s^2)"
N/A5338]
N/A5339 
N/A5340@PointClass halfgridsnap base(ForceController) = phys_torque :
N/A5341 "An angular thruster. Use it to apply angular force to an entity."
N/A5342[
N/A5343 // Angular acceleration (units are degress/s^2)
N/A5344 force(string) : "Angular Acceleration" : "0"
N/A5345 axis(vecline) : "Rotation Axis" : ""
N/A5346]
N/A5347 
N/A5348@PointClass base(Targetname) halfgridsnap size(-8 -8 -8, 8 8 8) = phys_motor :
N/A5349 "An entity that tries to spin a target entity at a particular speed."
N/A5350[
N/A5351 speed(string) : "Rotation Speed" : "0" : "Angular speed (units are degress/second)"
N/A5352 spinup(string) : "Spin up time" : "1" : "spin up time in seconds (also affects the rate at which speed changes happen)"
N/A5353 inertiafactor(float) : "System Interia Scale" : "1.0" : "Make this larger if the object being driven is constrained to a set of heavier objects."
N/A5354 axis(vecline) : "Rotation Axis" : ""
N/A5355 
N/A5356 spawnflags(flags) =
N/A5357 [
N/A5358 // starts on by default
N/A5359 1: "Start On" : 1
N/A5360 // Disable world collisions on hinges
N/A5361 2: "No world collision" : 0
N/A5362 // motor also acts as a hinge constraining the object to this axis
N/A5363 4: "Hinge Object" : 1
N/A5364 // Maintain local relationship with the attached object (NOT WORKING YET)
N/A5365// 8: "Orient Locally" : 1
N/A5366 ]
N/A5367 attach1(target_destination) : "Attached Object" : "" : "Object to apply the force to"
N/A5368 
N/A5369 // Inputs
N/A5370 input SetSpeed(float) : "Sets target speed"
N/A5371 input TurnOn(void) : "Turns motor on"
N/A5372 input TurnOff(void) : "Turns motor off"
N/A5373]
N/A5374 
N/A5375@PointClass base(Targetname, Parentname, Angles, Studiomodel) studio() = phys_magnet :
N/A5376 "An entity that acts like a magnet, attaching metallic physics objects to itself when they touch it."
N/A5377[
N/A5378 spawnflags(flags) =
N/A5379 [
N/A5380 1 : "Start Asleep" : 0
N/A5381 2 : "Motion Disabled" : 0
N/A5382 4 : "Suck On Touch" : 0
N/A5383 8 : "Allow Attached Rotation" : 0
N/A5384 16: "Coast jeep pickup hack" : 0
N/A5385 ]
N/A5386 
N/A5387 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/A5388 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/A5389 
N/A5390 massScale(float) : "Mass Scale" : "0" : "A scale multiplier for the object's mass."
N/A5391 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/A5392 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/A5393 
N/A5394 // Inputs
N/A5395 input TurnOn(void) : "Turn the magnet on."
N/A5396 input TurnOff(void) : "The the magnet off. This will detach anything current stuck to the magnet."
N/A5397 
N/A5398 // Outputs
N/A5399 output OnAttach(void) : "Fired when an entity is grabbed by the magnet."
N/A5400 output OnDetach(void) : "Fired when an entity is released by the magnet."
N/A5401]
N/A5402 
N/A5403 
N/A5404//-------------------------------------------------------------------------
N/A5405//
N/A5406// Props
N/A5407//
N/A5408//-------------------------------------------------------------------------
N/A5409 
N/A5410@BaseClass = prop_detail_base
N/A5411[
N/A5412 model(studio) : "World model"
N/A5413]
N/A5414 
N/A5415@BaseClass base(Angles, SystemLevelChoice, Reflection, Shadow) = prop_static_base
N/A5416[
N/A5417 model(studio) report : "World Model"
N/A5418 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/A5419 solid(choices) : "Collisions" : 6 =
N/A5420 [
N/A5421 0: "Not Solid"
N/A5422 2: "Use Bounding Box"
N/A5423 6: "Use VPhysics"
N/A5424 ]
N/A5425 
N/A5426 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/A5427 
N/A5428 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/A5429 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/A5430 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/A5431 " This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades." +
N/A5432 " Numbers smaller than 1 cause the prop to fade out at further distances," +
N/A5433 "and greater than 1 cause it to fade out at closer distances."
N/A5434 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/A5435 disablevertexlighting(boolean) : "Disable Vertex lighting" : 0 : "Disable per-vertex lighting on this object."
N/A5436 disableselfshadowing(boolean) : "Disable Self-Shadowing" : 0 : "When vertex lighting is enabled, prevent the geometry from self-shadowing -- casting shadows onto itself."
N/A5437 ignorenormals(boolean) : "Ignore Surface Normal" : 0 : "When vertex lighting is enabled, ignore the surface normal of faces when calculating the vertex lighting." +
N/A5438 " Useful for thin, translucent objects such as leaves on foliage props."
N/A5439 
N/A5440 renderamt(integer) : "Alpha" : 255 : "Alpha of the fade, where 0 = fully transparent and 255 = fully opaque."
N/A5441 rendercolor(color255) : "Color (R G B)" : "255 255 255"
N/A5442]
N/A5443 
N/A5444@BaseClass = BaseFadeProp
N/A5445[
N/A5446 fademindist(float) : "Start Fade Dist" : -1 : "Distance at which the prop starts to fade (<0 = use fademaxdist)."
N/A5447 fademaxdist(float) : "End Fade Dist" : 0 : "Max fade distance at which the prop is visible (0 = don't fade out)"
N/A5448 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/A5449 " This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades." +
N/A5450 " 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/A5451]
N/A5452 
N/A5453@BaseClass base(Parentname, Global, Angles, Studiomodel, BreakableProp, SystemLevelChoice, BaseFadeProp, RenderFields, Shadow) = prop_dynamic_base
N/A5454[
N/A5455 solid(choices) : "Collisions" : 6 =
N/A5456 [
N/A5457 0: "Not Solid"
N/A5458 2: "Use Bounding Box"
N/A5459 6: "Use VPhysics"
N/A5460 ]
N/A5461 
N/A5462 spawnflags(flags) =
N/A5463 [
N/A5464 64 : "Use Hitboxes for Renderbox" : 0
N/A5465 256 : "Start with collision disabled" : 0
N/A5466 ]
N/A5467 
N/A5468 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/A5469 
N/A5470 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/A5471 
N/A5472 DisableBoneFollowers(boolean) : "Disable Bone Followers" : 0 : "If set, the prop will not use bone followers, even if it has them defined."
N/A5473 SuppressAnimSounds(boolean) : "Suppress Anim Sounds" : 0 : "If set, the prop will not play any sounds that are embedded in animations it plays."
N/A5474 
N/A5475 HoldAnimation(boolean) : "Hold Animation" : 0 : "If set, the prop will not loop its animation, but hold the last frame."
N/A5476 
N/A5477 MinAnimTime(float) : "Min Random Anim Time" : "5" : "Minimum time between random animations."
N/A5478 MaxAnimTime(float) : "Max Random Anim Time" : "10" : "Maximum time between random animations."
N/A5479 SetBodyGroup(integer) : "Body Group" : 0 // NEEDHELP
N/A5480 
N/A5481 // Inputs
N/A5482 input SetAnimation(string) : "Force the prop to play an animation. The parameter should be the name of the animation."
N/A5483 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/A5484 input SetDefaultAnimation(string) : "Set the Default Animation to the one specified in the parameter."
N/A5485 input SetPlaybackRate(float) : "Set the playback rate for the animation."
N/A5486 input SetBodyGroup(integer) : "Set the visible bodygroup, by index."
N/A5487 input TurnOn(void) : "Make the prop visible."
N/A5488 input TurnOff(void) : "Make the prop invisible."
N/A5489 input EnableCollision(void) : "Enable collision on the prop."
N/A5490 input DisableCollision(void) : "Disable collision on the prop."
N/A5491 input BecomeRagdoll(void) : "Change into a ragdoll immediately."
N/A5492 input FadeAndKill(void) : "Fade out then remove this prop."
N/A5493 
N/A5494 // Outputs
N/A5495 output OnAnimationBegun(void) : "Fired whenever a new animation has begun playing."
N/A5496 output OnAnimationDone(void) : "Fired whenever an animation is complete."
N/A5497 
N/A5498 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/A5499 rendercolor(color255) : "Color (R G B)" : "255 255 255"
N/A5500]
N/A5501 
N/A5502@PointClass base(prop_detail_base) studioprop() = prop_detail :
N/A5503 "Detail Prop"
N/A5504[
N/A5505 model(studio) : "World model"
N/A5506]
N/A5507 
N/A5508@PointClass base(prop_static_base) color(255 255 0) sphere(fademindist) sphere(fademaxdist) studioprop() = prop_static :
N/A5509 "A prop that doesn't move and doesn't animate."
N/A5510[
N/A5511]
N/A5512 
N/A5513@PointClass base(prop_dynamic_base,EnableDisable) sphere(fademindist) sphere(fademaxdist) studioprop() = prop_dynamic :
N/A5514 "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/A5515 "Note that the health of the object will be overridden by the health inside the model, to ensure consistent health game-wide. "+
N/A5516 "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/A5517 "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/A5518[
N/A5519]
N/A5520 
N/A5521@PointClass base(prop_dynamic_base) studioprop() = prop_dynamic_override :
N/A5522 "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/A5523 "prop_dynamic_override is a prototyping entity only. It will allow the use of models designed to be used as prop_physics."
N/A5524[
N/A5525 health(integer) : "Health" : 0 : "Number of points of damage to take before breaking. 0 means don't break."
N/A5526 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/A5527]
N/A5528 
N/A5529@BaseClass base(Targetname, Global, Angles, Studiomodel, BreakableProp, SystemLevelChoice, BaseFadeProp) = BasePropPhysics
N/A5530[
N/A5531 spawnflags(flags) =
N/A5532 [
N/A5533 1 : "Start Asleep" : 0
N/A5534 2 : "Don't take physics damage" : 0
N/A5535 4 : "Debris - Don't collide with the player or other debris" : 0
N/A5536 8 : "Motion Disabled" : 0
N/A5537 64 : "Enable motion on Physcannon grab" : 0
N/A5538 128 : "Not affected by rotor wash" : 0
N/A5539 256 : "Generate output on +USE " : 1
N/A5540 512 : "Prevent pickup" : 0
N/A5541 1024: "Prevent motion enable on player bump" : 0
N/A5542 4096: "Debris with trigger interaction" : 0
N/A5543 8192: "Force server-side (Multiplayer only)" : 0
N/A5544 1048576: "Physgun can ALWAYS pick up. No matter what." : 0
N/A5545 ]
N/A5546 
N/A5547 minhealthdmg(integer) : "Min Damage to Hurt" : 0 : "The prop will ignore any damage events if the damage is less than this amount."
N/A5548 shadowcastdist(integer) : "Shadow Cast Distance" : 0 : "Use this to override how far this object casts shadows. 0 = default distance."
N/A5549 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/A5550 Damagetype(choices) : "Impact damage type" : 0 =
N/A5551 [
N/A5552 0: "Blunt"
N/A5553 1: "Sharp"
N/A5554 ]
N/A5555 
N/A5556 nodamageforces(choices) : "Damaging it Doesn't Push It" : 0 : "Used to determine whether or not damage should cause the brush to move." =
N/A5557 [
N/A5558 0: "No"
N/A5559 1: "Yes"
N/A5560 ]
N/A5561 
N/A5562 inertiaScale(float) : "Scale Factor For Inertia" : "1.0" : "Scales the angular mass of an object. Used to hack angular damage and collision response."
N/A5563 massScale(float) : "Mass Scale" : "0" : "A scale multiplier for the object's mass."
N/A5564 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/A5565 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/A5566 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/A5567 
N/A5568 puntsound(sound) : "Sound to make when punted"
N/A5569 
N/A5570 addon(string) : "AI AddOn" : "" : "If specified this object will use this addon behavior when installed in a composite AI"
N/A5571 
N/A5572 // Inputs
N/A5573 input Wake(void) : "Wake up this physics object, if it is sleeping."
N/A5574 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/A5575 input EnableMotion(void) : "Enable physics motion/collision response."
N/A5576 input DisableMotion(void) : "Disable physics motion/collision response."
N/A5577 input DisableFloating(void) : "Disable fluid/floating simulation to reduce cost."
N/A5578 input SetBodyGroup(integer) : "Set this prop's body group (from 0 - n)."
N/A5579 input physdamagescale(float) : "Set the Physics Impact Damage Scale for this character. NOTE: 0 means this feature is disabled for backwards compatibility."
N/A5580 input EnableDamageForces(void) : "Damaging the entity applies physics forces to it."
N/A5581 input DisableDamageForces(void) : "Damaging the entity does *not* apply physics forces to it."
N/A5582 input EnablePuntSound(void) : "Allow this prop to play its own sound when punted"
N/A5583 input DisablePuntSound(void) : "Prevent this prop from playing its own sound when punted"
N/A5584 
N/A5585 // Outputs
N/A5586 output OnMotionEnabled(void) : "Fired when motion is enabled on this prop, either via 'Health Level to Override Motion' or from the EnableMotion input."
N/A5587 output OnAwakened(void) : "Fired when this entity becomes awake (collision/force is applied to it while it's asleep)."
N/A5588 output OnPhysGunPickup(void) : "Fired when the player picks up the prop with the physcannon or +USE."
N/A5589 output OnPhysGunPunt(void) : "Fired when a player punts this object with the physgun."
N/A5590 output OnPhysGunOnlyPickup(void) : "Fired when a player picks this object up WITH THE PHYSGUN. +USE pickups do not fire this output."
N/A5591 output OnPhysGunDrop(void) : "Fired when the player drops the prop with the physcannon or USE."
N/A5592 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/A5593 output OnPlayerPickup(void) : "Fired whenever the player picks up this prop (with the physcannon or with +USE)."
N/A5594 output OnOutOfWorld(void) : "Fired whenever the prop is out of the allowed world bounds."
N/A5595]
N/A5596 
N/A5597@PointClass base(BasePropPhysics) studioprop() sphere(fademindist) sphere(fademaxdist) = prop_physics_override :
N/A5598 "A prop that physically simulates as a single rigid body. It can be constrained to other physics objects using hinges "+
N/A5599 "or other constraints. It can also be configured to break when it takes enough damage. Health can be overridden on this version."
N/A5600[
N/A5601 health(integer) : "Health" : 0 : "Number of points of damage to take before breaking. 0 means don't break."
N/A5602 
N/A5603 // Inputs
N/A5604 input Ignite(void) : "Ignite, burst into flames."
N/A5605 input IgniteLifetime(float) : "Ignite, with a parameter lifetime."
N/A5606 input IgniteNumHitboxFires(integer) : "Ignite, with a parameternumber of hitbox fires."
N/A5607 input IgniteHitboxFireScale(float) : "Ignite, with a parameter hitbox fire scale."
N/A5608]
N/A5609 
N/A5610@PointClass base(BasePropPhysics, RenderFields) studioprop() sphere(fademindist) sphere(fademaxdist) = prop_physics :
N/A5611 "A prop that physically simulates as a single rigid body. It can be constrained to other physics objects using hinges "+
N/A5612 "or other constraints. It can also be configured to break when it takes enough damage. "+
N/A5613 "Note that the health of the object will be overridden by the health inside the model, to ensure consistent health game-wide. "+
N/A5614 "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/A5615 "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/A5616[
N/A5617 ExploitableByPlayer(choices) : "Exploitable by Player" : 0 =
N/A5618 [
N/A5619 0: "Default"
N/A5620 1: "Explosive"
N/A5621 ]
N/A5622 
N/A5623 // Inputs
N/A5624 input Ignite(void) : "Ignite, burst into flames."
N/A5625 input IgniteLifetime(float) : "Ignite, with a parameter lifetime."
N/A5626 input IgniteNumHitboxFires(integer) : "Ignite, with a parameternumber of hitbox fires."
N/A5627 input IgniteHitboxFireScale(float) : "Ignite, with a parameter hitbox fire scale."
N/A5628]
N/A5629 
N/A5630@PointClass base(prop_physics) studioprop() sphere(fademindist) sphere(fademaxdist) = prop_physics_multiplayer :
N/A5631 "This class is the same as prop_physics, except the runtime collisions use a more bouncy method that avoids " +
N/A5632 "the prediction errors normal physics objects get."
N/A5633[
N/A5634 physicsmode(choices) : "Physics Mode" : 0 =
N/A5635 [
N/A5636 0: "Auto Detect"
N/A5637 1: "Solid, Server-side"
N/A5638 2: "Non-Solid, Server-side"
N/A5639 3: "Non-Solid, Client-side"
N/A5640 ]
N/A5641]
N/A5642 
N/A5643@PointClass base(Angles, Targetname, Studiomodel, SystemLevelChoice, BaseFadeProp, EnableDisable) sphere(fademindist) sphere(fademaxdist) studioprop() = prop_ragdoll :
N/A5644 "A prop that physically simulates and can be articulated with internal joints. The joint constraints are part of the physics model."
N/A5645[
N/A5646 spawnflags(flags) =
N/A5647 [
N/A5648 4 : "Debris - Don't collide with the player or other debris" : 1
N/A5649 8192 : "Allow Dissolve" : 0
N/A5650 16384 : "Motion Disabled" : 0
N/A5651 32768 : "Allow stretch" : 0
N/A5652 65536 : "Start asleep" : 0
N/A5653 ]
N/A5654 angleOverride(string) : "Override Animation" : "" : "Filled in by the engine via wc_update_entity, do not edit by hand except to clear."
N/A5655 
N/A5656 input StartRagdollBoogie(void) : "Begins ragdoll boogie effect. Parameter override = number of seconds to boogie."
N/A5657 input EnableMotion(void) : "Enable physics motion/collision response."
N/A5658 input DisableMotion(void) : "Disable physics motion/collision response."
N/A5659 input FadeAndRemove(float) : "Fade out then remove (kill) self. Parameter override = duration of fade"
N/A5660]
N/A5661 
N/A5662@PointClass base(prop_dynamic_base) studioprop() = prop_dynamic_ornament :
N/A5663 "A way to attach one studio model to another as an ornament. It will render in the way that player/NPC weapons render."
N/A5664[
N/A5665 solid(choices) : "Collisions" : 0 =
N/A5666 [
N/A5667 0: "Not Solid"
N/A5668 ]
N/A5669 
N/A5670 InitialOwner(string) : "Target Entity" : : "Name of the entity that this ornament should attach to, at startup."
N/A5671 
N/A5672 // Inputs
N/A5673 input SetAttached(string) : "Attach the ornament to a different entity. Parameter should be the name of entity to attach to."
N/A5674 input Detach(string) : "Detach from the Target Entity and become invisible. The ornament can be re-attached with the SetAttached input."
N/A5675]
N/A5676 
N/A5677//-------------------------------------------------------------------------
N/A5678//
N/A5679// Solid Entities
N/A5680//
N/A5681//-------------------------------------------------------------------------
N/A5682 
N/A5683@SolidClass base(Targetname) color(0 255 255) = func_areaportal :
N/A5684 "A portal brush used to manage visibility in maps. Portals define areas, which are spaces " +
N/A5685 "that are connected in the map. Both sides of a portal cannot touch the same area, for example, a " +
N/A5686 "doughnut shaped map would require at least two portals to divide the map into two areas. A linear map " +
N/A5687 "could be divided into two areas with a single area portal."
N/A5688[
N/A5689 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/A5690 StartOpen(choices) : "Initial State" : 1 =
N/A5691 [
N/A5692 0 : "Closed"
N/A5693 1 : "Open"
N/A5694 ]
N/A5695 
N/A5696 PortalVersion(integer) readonly  : "Portal Version"  : 1  : "(Don't change). Differentiates between shipping HL2 maps and maps using new engine features."
N/A5697 
N/A5698 // Inputs
N/A5699 input Open(void) : "Open the portal. When the portal is open is can be seen through."
N/A5700 input Close(void) : "Close the portal. When the portal is closed it cannot be seen through."
N/A5701 input Toggle(void) : "Toggle the open/closed state of the portal."
N/A5702]
N/A5703 
N/A5704@SolidClass base(Targetname) color(0 255 255) = func_occluder :
N/A5705 "A occluder brush used to manage dynamic visibility in maps. Occluders are used to dynamically " +
N/A5706 "determine what things are behind them, to prevent trying to draw them at all."
N/A5707[
N/A5708 StartActive(choices) : "Initial State" : 1 =
N/A5709 [
N/A5710 0 : "Inactive"
N/A5711 1 : "Active"
N/A5712 ]
N/A5713 
N/A5714 // Inputs
N/A5715 input Deactivate(void) : "Deactivate the occluder, When inactive, it can be seen through."
N/A5716 input Activate(void) : "Activate the occluder. When active, it cannot be seen through."
N/A5717 input Toggle(void) : "Toggle the active/inactive state of the occluder."
N/A5718]
N/A5719 
N/A5720@SolidClass base(BreakableBrush, Origin, RenderFields, Shadow, Reflection) = func_breakable :
N/A5721 "A brush entity that can be broken from damage, or an input."
N/A5722[
N/A5723 minhealthdmg(integer) : "Min Damage to Hurt" : 0 : "The prop will ignore any damage events if the damage is less than this amount."
N/A5724 
N/A5725 _minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush."
N/A5726 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/A5727]
N/A5728 
N/A5729@SolidClass quadbounds() base(BreakableBrush, RenderFields, Shadow, Reflection) = func_breakable_surf :
N/A5730 "A breakable surface, for partially breakable glass / tile / etc. All faces but the desired visible one must be marked as NODRAW and that" +
N/A5731 "face must be 4 sided. The material applied to the visible face must be set up to be breakable."
N/A5732[
N/A5733 spawnflags(Flags) =
N/A5734 [
N/A5735 1 : "Physics damage decals" : 0
N/A5736 2 : "Take damage from held objects" : 0
N/A5737 ]
N/A5738 health(integer) : "Health" : 5 : "The amount of damage the surface takes before breaking."
N/A5739 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/A5740 surfacetype(choices) : "Surface Type" : 0 =
N/A5741 [
N/A5742 0 : "Glass"
N/A5743 1 : "Tile"
N/A5744 ]
N/A5745 
N/A5746 // Inputs
N/A5747 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/A5748]
N/A5749 
N/A5750@SolidClass base(Targetname, Parentname, RenderFields, Shadow) = func_conveyor :
N/A5751 "Conveyor Belt" // NEEDHELP
N/A5752[
N/A5753 movedir(angle) : "Move Direction (Pitch Yaw Roll)" : "0 0 0" : "The direction conveyor moves."
N/A5754 spawnflags(flags) =
N/A5755 [
N/A5756 1 : "No Push" : 0
N/A5757 2 : "Not Solid" : 0
N/A5758 ]
N/A5759 speed(string) : "Conveyor Speed" : "100"
N/A5760 _minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush."
N/A5761 
N/A5762 // Inputs
N/A5763 input ToggleDirection(void) : "ToggleDirection"
N/A5764 input SetSpeed(integer) : "SetSpeed"
N/A5765]
N/A5766 
N/A5767@SolidClass base(SystemLevelChoice) color(0 180 0) = func_detail :
N/A5768 "An entity that turns its brushes into detail brushes. Detail brushes do NOT contribute to visibility in the PVS. World geometry "+
N/A5769 "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/A5770 "func_detail is great for high-frequency brush geometry that's visual detail only. It is also ideal for reducing map VIS time."
N/A5771[
N/A5772]
N/A5773 
N/A5774@SolidClass color(180 180 0) = func_viscluster :
N/A5775 "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/A5776[
N/A5777]
N/A5778 
N/A5779@SolidClass base(Targetname, Parentname, Origin, RenderFields, Shadow) = func_illusionary :
N/A5780 "Legacy support. Use func_brush instead."
N/A5781[
N/A5782 _minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush."
N/A5783]
N/A5784 
N/A5785@SolidClass base(Targetname, Parentname) = func_precipitation :
N/A5786 "A brush entity that creates rain and snow inside its volume."
N/A5787[
N/A5788 renderamt(integer) : "Density (0-100%)" : 100
N/A5789 rendercolor(color255) : "Color (R G B)" : "100 100 100"
N/A5790 preciptype(choices) : "Precipitation Type" : 0 =
N/A5791 [
N/A5792 0 : "Rain"
N/A5793 1 : "Snow"
N/A5794 2 : "Ash"
N/A5795 3 : "Snowfall"
N/A5796 4 : "Particle Rain"
N/A5797 5 : "Particle Ash"
N/A5798 6 : "Particle Rainstorm"
N/A5799 7 : "Particle Snow"
N/A5800 ]
N/A5801 minSpeed(float) : "Minimum speed (snowfall only)" : 25
N/A5802 maxSpeed(float) : "Maximum speed (snowfall only)" : 35
N/A5803]
N/A5804 
N/A5805@SolidClass base(func_wall) = func_wall_toggle :
N/A5806 "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/A5807[
N/A5808 spawnflags(flags) =
N/A5809 [
N/A5810 1 : "Starts Invisible" : 0
N/A5811 ]
N/A5812 
N/A5813 // Inputs
N/A5814 input Toggle(void) : "Toggle the brush on/off. When off, the brush will be non-solid and invisible."
N/A5815]
N/A5816 
N/A5817 
N/A5818//@SolidClass base(Door) = func_water :
N/A5819// "Liquid" // NEEDHELP
N/A5820//[
N/A5821// spawnflags(flags) =
N/A5822// [
N/A5823// 1 : "Starts Open" : 0
N/A5824// 256:"Use Only" : 0
N/A5825// ]
N/A5826// movedir(angle) : "Move Direction (Pitch Yaw Roll)" : "0 0 0" : "The direction the water will move when it is told to 'Open'."
N/A5827// WaveHeight(string) : "Wave Height" : "3.0"
N/A5828//]
N/A5829 
N/A5830@SolidClass base(Targetname, Parentname, RenderFields, Global) = func_guntarget :
N/A5831 "This is a moving target that moves along a path of path_tracks. It can be shot and killed."
N/A5832[
N/A5833 speed(integer) : "Speed (units per second)" : 100 : "The speed at which the target moves along its path."
N/A5834 target(target_destination) : "First stop target" : : "The name of the first path_track entity in the path that this target should follow."
N/A5835 health(integer) : "Damage to Take" : 0 : "The amount of damage taken before this target is killed."
N/A5836 _minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush."
N/A5837 
N/A5838 // Inputs
N/A5839 input Start(void) : "Start the target moving."
N/A5840 input Stop(void) : "Stop the target from moving."
N/A5841 input Toggle(void) : "Toggle the target between moving and stopped."
N/A5842 
N/A5843 // Outputs
N/A5844 output OnDeath(void) : "Fires when the target is killed."
N/A5845]
N/A5846 
N/A5847//-------------------------------------------------------------------------
N/A5848//
N/A5849// Trains and Tracks
N/A5850//
N/A5851//-------------------------------------------------------------------------
N/A5852 
N/A5853@BaseClass = PlatSounds
N/A5854[
N/A5855 movesnd(choices) : "Move Sound" : 0 : "The sound played whenever the platform starts moving." =
N/A5856 [
N/A5857 0: "No Sound"
N/A5858 1: "big elev 1"
N/A5859 2: "big elev 2"
N/A5860 3: "tech elev 1"
N/A5861 4: "tech elev 2"
N/A5862 5: "tech elev 3"
N/A5863 6: "freight elev 1"
N/A5864 7: "freight elev 2"
N/A5865 8: "heavy elev"
N/A5866 9: "rack elev"
N/A5867 10: "rail elev"
N/A5868 11: "squeek elev"
N/A5869 12: "odd elev 1"
N/A5870 13: "odd elev 2"
N/A5871 ]
N/A5872 stopsnd(choices) : "Stop Sound" : 0 : "The sound played when the platform stops moving." =
N/A5873 [
N/A5874 0: "No Sound"
N/A5875 1: "big elev stop1"
N/A5876 2: "big elev stop2"
N/A5877 3: "freight elev stop"
N/A5878 4: "heavy elev stop"
N/A5879 5: "rack stop"
N/A5880 6: "rail stop"
N/A5881 7: "squeek stop"
N/A5882 8: "quick stop"
N/A5883 ]
N/A5884 volume(string) : "Sound Volume 0.0 - 1.0" : "0.85"
N/A5885]
N/A5886 
N/A5887@BaseClass base(Targetname, Parentname, RenderFields, Global, PlatSounds) = Trackchange
N/A5888[
N/A5889 height(integer) : "Travel Altitude" : 0 : "The vertical height above the track that the train moves. Negative values moves the train below."
N/A5890 spawnflags(flags) =
N/A5891 [
N/A5892 1: "Auto Activate train" : 0
N/A5893 2: "Relink track" : 0
N/A5894 8: "Start at Bottom" : 0
N/A5895 16: "Rotate Only" : 0
N/A5896 64: "X Axis" : 0
N/A5897 128: "Y Axis" : 0
N/A5898 ]
N/A5899 rotation(integer) : "Spin amount" : 0 : "The amount this platform should rotate as it moves, in degrees."
N/A5900 train(target_destination) : "Train to Switch" // NEEDHELP
N/A5901 toptrack(target_destination) : "Top Track" // NEEDHELP
N/A5902 bottomtrack(target_destination) : "Bottom Track" // NEEDHELP
N/A5903 speed(integer) : "Move/Rotate Speed" : 0 // NEEDHELP
N/A5904]
N/A5905 
N/A5906@BaseClass base(Targetname, Parentname, Origin, RenderFields, Global, Shadow, Reflection) = BaseTrain
N/A5907[
N/A5908 spawnflags(flags) =
N/A5909 [
N/A5910 1 : "No Pitch (X-rot)" : 0
N/A5911 2 : "No User Control" : 0
N/A5912 8 : "Passable" : 0
N/A5913 16 : "Fixed Orientation" : 0
N/A5914 128 : "HL1 Train" : 0
N/A5915 256 : "Use max speed for pitch shifting move sound" : 0
N/A5916 512 : "Is unblockable by player" : 0
N/A5917 1024 : "Allow Roll (Z-rot)" : 0
N/A5918 ]
N/A5919 
N/A5920 target(target_destination) : "First Stop Target" : "" : "The name of the first path_track in the train's path. The train " +
N/A5921 "will spawn at this path_track. It will also turn to face direction indicated by the 'Orientation Type' setting."
N/A5922 
N/A5923 startspeed(integer) : "Max Speed (units / second)" : 100 : "The maximum speed that this train can move. "+
N/A5924 "Any speeds applied to this train, such as by path_tracks or SetSpeed inputs, will be clipped to this maximum value."
N/A5925 
N/A5926 speed(integer) : "Initial Speed (units / second)" : 0 : "The speed that the train will move at after it spawns, 0 = stopped."
N/A5927 
N/A5928 velocitytype(choices) : "Change Velocity" : 0 : "The method through which this train changes its velocity as it moves along the path." =
N/A5929 [
N/A5930 0 : "Instantaneously"
N/A5931 1 : "Linear blend"
N/A5932 2 : "Ease in/ease out"
N/A5933 ]
N/A5934 
N/A5935 orientationtype(choices) : "Change angles" : 1 : "The method through which this train changes its orientation as it moves along the path." =
N/A5936 [
N/A5937 0 : "Never (fixed orientation)"
N/A5938 1 : "Near path_tracks"
N/A5939 2 : "Linear blend"
N/A5940 3 : "Ease in/ease out"
N/A5941 ]
N/A5942 
N/A5943 wheels(integer) : "Distance Between the Wheels" : 50 : "Used for turning and stopping."
N/A5944 height(integer) : "Height above track" : 4 : "The height above the track that this train moves."
N/A5945 bank(string) : "Bank Angle on Turns" : "0" // NEEDHELP
N/A5946 
N/A5947 dmg(integer) : "Damage on Crush" : 0 : "The amount of damage this train does to entities that block it."
N/A5948 
N/A5949 _minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush."
N/A5950 
N/A5951 MoveSound(sound) : "Move Sound" : "" : "A sound that is played (and looped) while the train is moving."
N/A5952 MovePingSound(sound) : "Move Ping Sound" : "" : "A sound that is played more frequently as the train speeds up."
N/A5953 StartSound(sound) : "Start Sound" : "" : "A sound played when the train starts moving."
N/A5954 StopSound(sound) : "Stop Sound" : "" : "A sound played when the train stops moving."
N/A5955 volume(integer) : "Volume (10 = loudest)" : 10
N/A5956 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/A5957 MoveSoundMaxPitch(integer) : "Max pitch (1-255, > 100 = higher)" : 200 : "The sound pitch value that the train will approach as it approaches its "+
N/A5958 "max speed (or 1000 inches/second if the 'Use max speed for pitch shifting move sound' flag is not set)."
N/A5959 MoveSoundMinTime(float) : "Min move sound interval" : 0 : "Minimum interval at which to play the move ping sound."
N/A5960 MoveSoundMaxTime(float) : "Max move sound interval" : 0 : "Maximum interval at which to play the move ping sound."
N/A5961 
N/A5962 // Inputs
N/A5963 input SetSpeed(float) : "Set the speed of the train, as a ratio of max speed [0, 1]"
N/A5964 input SetSpeedDir(float) : "Set the speed of the train, as a ratio of max speed. Negative values reverse the direction [-1, 1]"
N/A5965 input SetSpeedReal(float) : "Set the speed of the train. Must be a positive value from 0 to max speed."
N/A5966 input Stop(void) : "Stop the train."
N/A5967 input StartForward(void) : "Start the train moving forward."
N/A5968 input StartBackward(void) : "Start the train moving backward."
N/A5969 input Resume(void) : "Resume the train moving in the current direction after it was stopped via the 'Stop' or 'Toggle' input."
N/A5970 input Reverse(void) : "Reverse the direction of the train."
N/A5971 input Toggle(void) : "Toggle the train between start and stop."
N/A5972]
N/A5973 
N/A5974@SolidClass base(Trackchange) = func_trackautochange :
N/A5975 "An entity that works as a rotating/moving platform that will carry a train to a new track. "+
N/A5976 "It must be larger in X-Y planar area than the train, since it must contain the train within "+
N/A5977 "these dimensions in order to operate when the train is near it."
N/A5978[
N/A5979 _minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush."
N/A5980 
N/A5981 // Inputs
N/A5982 input Trigger(void) : "Trigger the track change."
N/A5983]
N/A5984 
N/A5985@SolidClass base(Trackchange) = func_trackchange :
N/A5986 "An entity that works as a rotating/moving platform that will carry a train to a new track. "+
N/A5987 "It must be larger in X-Y planar area than the train, since it must contain the train within "+
N/A5988 "these dimensions in order to operate when the train is near it."
N/A5989[
N/A5990 _minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush."
N/A5991]
N/A5992 
N/A5993@SolidClass base(BaseTrain, PaintableBrush) = func_tracktrain :
N/A5994 "A moving platform that the player can ride. It follows a path of path_track entities.\n" +
N/A5995 "NOTE: Build your train so that the front of the train is facing down the X axis. " +
N/A5996 "When it spawns it will automatically rotate to face the next path_track on the path."
N/A5997[
N/A5998 
N/A5999 // Inputs
N/A6000 input MoveToPathNode(string) : "Start moving to a destination and stop when you get there. This must be in the same path."
N/A6001 input TeleportToPathNode(string) : "Teleport to a destination and stop there. This can be in a new path."
N/A6002 input LockOrientation(void) : "Lock the current orientation of the train."
N/A6003 input UnlockOrientation(void) : "Unlock the current orientation of the train."
N/A6004 
N/A6005 input SetMaxSpeed(float) : "Set a new max speed for the train."
N/A6006 
N/A6007 // Outputs
N/A6008 output OnStart(void) : "Fired when the train starts moving in either direction."
N/A6009 output OnNext(string) : "Fires when this train picks a new point to move towards (and just after OnStart)."
N/A6010 
N/A6011 output OnArrivedAtDestinationNode(void) : "Fired when this train arrives at a destination that was specified by the MoveToPathNode Input."
N/A6012]
N/A6013 
N/A6014@SolidClass base(BaseTrain) = func_tanktrain :
N/A6015 "A moving train that follows a path of path_track entities, shoots at the player, and can be killed.\n" +
N/A6016 "NOTE: Build your train so that the front of the train is facing down the X axis. " +
N/A6017 "When it spawns it will automatically rotate to face the next path_track on the path."
N/A6018[
N/A6019 health(integer) : "Health" : 100
N/A6020 
N/A6021 // Outputs
N/A6022 output OnDeath(void) : "Fired when the tank is killed."
N/A6023]
N/A6024 
N/A6025@SolidClass base(Parentname,Global) = func_traincontrols :
N/A6026 "When used by the player, this entity overrides the player's controls to let them drive a train."
N/A6027[
N/A6028 target(target_destination) : "Train Name" : : "The target train to control when the player uses these controls."
N/A6029]
N/A6030 
N/A6031@PointClass base(Targetname) iconsprite("editor/tanktrain_aitarget.vmt") = tanktrain_aitarget :
N/A6032 "An entity that changes the target of a tanktrain_ai entity."
N/A6033[
N/A6034 target(target_destination) : "Tank AI Entity" : : "The tanktrain_ai entity to change the target of."
N/A6035 newtarget(target_destination) : "New Target Entity" : : "The entity to tell the tanktrain_ai to target."
N/A6036]
N/A6037 
N/A6038@PointClass base(Targetname) iconsprite("editor/tanktrain_ai.vmt") = tanktrain_ai :
N/A6039 "Train chase AI" // NEEDHELP
N/A6040[
N/A6041 target(target_destination) : "Train Name"
N/A6042 startsound(sound) : "Start Moving Sound" : "vehicles/diesel_start1.wav"
N/A6043 enginesound(sound) : "Engine Loop Sound" : "vehicles/diesel_turbo_loop1.wav"
N/A6044 movementsound(sound) : "Vehicle Movement Sound" : "vehicles/tank_treads_loop1.wav"
N/A6045]
N/A6046 
N/A6047@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/A6048 "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/A6049[
N/A6050 spawnflags(Flags) =
N/A6051 [
N/A6052 1: "Disabled" : 0
N/A6053 2: "Fire once" : 0
N/A6054 4: "Branch Reverse" : 0
N/A6055 8: "Disable train" : 0
N/A6056 16: "Teleport to THIS path track" : 0
N/A6057 ]
N/A6058 
N/A6059 target(target_destination) : "Next Stop Target" : : "The next path_track in the path."
N/A6060 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/A6061 speed(float) : "New Train Speed" : 0 : "When the train reaches this path_track, it will set its speed to this speed. "+
N/A6062 "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/A6063 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/A6064 
N/A6065 orientationtype(choices) : "Orientation Type" : 1 : "The way that the path follower faces as it moves through this path track." =
N/A6066 [
N/A6067 0 : "No change"
N/A6068 1 : "Face direction of motion"
N/A6069 2 : "Face this path_track's angles"
N/A6070 ]
N/A6071 
N/A6072 // Inputs
N/A6073 input ToggleAlternatePath(void) : "Cause the track to toggle to/from its alternate path."
N/A6074 input EnableAlternatePath(void) : "Enable the alternate path of the track."
N/A6075 input DisableAlternatePath(void) : "Disable the alternate path of the track."
N/A6076 
N/A6077 input TogglePath(void) : "Cause the track to toggle on/off/"
N/A6078 input EnablePath(void) : "Enable the track."
N/A6079 input DisablePath(void) : "Disable the track."
N/A6080 
N/A6081 // Outputs
N/A6082 output OnPass(void) : "Fired when any entity following this path passes this path_track node."
N/A6083]
N/A6084 
N/A6085 
N/A6086//-------------------------------------------------------------------------
N/A6087//
N/A6088// Test Entities
N/A6089//
N/A6090//-------------------------------------------------------------------------
N/A6091@PointClass base(Angles) size(-16 -16 -16, 16 16 16) color(255 255 255) = test_traceline :
N/A6092 "A debugging tool for testing tracelines."
N/A6093[
N/A6094]
N/A6095 
N/A6096 
N/A6097//-------------------------------------------------------------------------
N/A6098//
N/A6099// Triggers
N/A6100//
N/A6101//-------------------------------------------------------------------------
N/A6102 
N/A6103@SolidClass base(Targetname) = trigger_autosave :
N/A6104 "A trigger volume that autosaves when the player touches it."
N/A6105[
N/A6106 master(string) : "Master" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate."
N/A6107 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/A6108 
N/A6109 DangerousTimer(float) : "Dangerous Timer" : 0 : "The number of seconds the player must survive before this autosave takes effect."
N/A6110 
N/A6111 MinimumHitPoints(integer): "Minumum Hit Points" : 0 : "Don't save dangerous when player has less than this many hitpoints."
N/A6112]
N/A6113 
N/A6114@SolidClass base(EnableDisable) = trigger_changelevel :
N/A6115 "An entity that triggers a level change.\n" +
N/A6116 "Place an info_landmark in both maps that marks the 'same' location in each map.\n"+
N/A6117 "TIPS & TRICKS: To fire events in the next level, use the OnLevelChange output to turn on "+
N/A6118 "an env_global in the current level. Create a logic_auto in the next level that checks "+
N/A6119 "for the state set by the env_global.\n\n"+
N/A6120 "To control which entities go through the level transition, create one or more trigger_transitions and "+
N/A6121 "give them the same name as the landmark. Any entities within the trigger_transition(s) will go to the next map."
N/A6122[
N/A6123 targetname(target_source) : "Name"
N/A6124 map(string) : "New Map Name"
N/A6125 landmark(target_destination) : "Landmark Name"
N/A6126 spawnflags(flags) =
N/A6127 [
N/A6128 2: "Disable Touch" : 0
N/A6129 4: "To Previous Chapter" : 0
N/A6130 ]
N/A6131 
N/A6132 // Inputs
N/A6133 input ChangeLevel(void) : "Cause the level change. Use this when triggering the level change with a button, etc."
N/A6134 
N/A6135 // Outputs
N/A6136 output OnChangeLevel(void) : "Fired when the level changes."
N/A6137]
N/A6138 
N/A6139@SolidClass base(Trigger) = trigger_gravity :
N/A6140 "A trigger volume that changes the gravity on any entity that touches it."
N/A6141[
N/A6142 gravity(integer) : "Gravity (0-1)" : 1
N/A6143]
N/A6144 
N/A6145@SolidClass base(Trigger) = trigger_playermovement :
N/A6146 "An entity that can be used to disable player's automatic ducking/unducking when jumping."
N/A6147[
N/A6148 spawnflags(flags) =
N/A6149 [
N/A6150 // Remove this after maps fixed up:
N/A6151 16: "(OBSOLETE, Uncheck me)" : 0
N/A6152 128: "Disable auto player movement" : 1
N/A6153 2048: "Auto-duck while in trigger" : 0
N/A6154 ]
N/A6155]
N/A6156 
N/A6157 
N/A6158// NEEDHELP
N/A6159@SolidClass base(Trigger) = trigger_soundscape :
N/A6160 "Soundscape trigger. " +
N/A6161 "It is not necessary to create outputs for this trigger. It automatically will trigger the " +
N/A6162 "soundscape referred to by its 'Soundscape' property."
N/A6163[
N/A6164 soundscape(target_source) : "Soundscape"
N/A6165]
N/A6166 
N/A6167@SolidClass base(Trigger, Targetname) = trigger_hurt :
N/A6168 "A trigger volume that damages entities that touch it."
N/A6169[
N/A6170 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/A6171 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/A6172 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/A6173 damagetype(choices) : "Damage Type" : 0 =
N/A6174 [
N/A6175 0 : "GENERIC"
N/A6176 1 : "CRUSH"
N/A6177 2 : "BULLET"
N/A6178 4 : "SLASH"
N/A6179 8 : "BURN"
N/A6180 16 : "FREEZE"
N/A6181 32 : "FALL"
N/A6182 64 : "BLAST"
N/A6183 128 : "CLUB"
N/A6184 256 : "SHOCK"
N/A6185 512 : "SONIC"
N/A6186 1024 : "ENERGYBEAM"
N/A6187 16384: "DROWN"
N/A6188 32768 : "PARALYSE"
N/A6189 65536 : "NERVEGAS"
N/A6190 131072 : "POISON"
N/A6191 262144 : "RADIATION"
N/A6192 524288 : "DROWNRECOVER"
N/A6193 1048576 : "CHEMICAL"
N/A6194 2097152 : "SLOWBURN"
N/A6195 4194304 : "SLOWFREEZE"
N/A6196 ]
N/A6197 
N/A6198 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/A6199 [
N/A6200 0 : "Normal"
N/A6201 1 : "Doubling w/forgiveness"
N/A6202 ]
N/A6203 
N/A6204 nodmgforce(boolean) : "Zero Damage Force" : 0 : "Should the damaged entity receive no physics force from this trigger."
N/A6205 
N/A6206 // Inputs
N/A6207 input SetDamage(float) : "Set a new amount of damage for this trigger."
N/A6208 
N/A6209 // Outputs
N/A6210 output OnHurt(void) : "Fired whenever this trigger hurts something other than a player."
N/A6211 output OnHurtPlayer(void) : "Fired whenever this trigger hurts a player."
N/A6212]
N/A6213 
N/A6214@SolidClass base(Trigger, Targetname) = trigger_remove :
N/A6215 "A trigger volume that removes any entities that touch it. Be careful, removing some entities can cause instability. "+
N/A6216 "This is not the same as killing entities. i.e. NPCs removed in this manner will not fire their OnKilled outputs."
N/A6217[
N/A6218 // Outputs
N/A6219 output OnRemove(void) : "Fired whenever an entity is removed."
N/A6220]
N/A6221 
N/A6222@SolidClass base(Trigger) = trigger_multiple :
N/A6223 "A trigger volume that can be triggered multiple times."
N/A6224[
N/A6225 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/A6226 
N/A6227 // Inputs
N/A6228 input TouchTest(void) : "Tests if the trigger is being touched and fires an output based on whether the value is true or false."
N/A6229 
N/A6230 
N/A6231 // Outputs
N/A6232 output OnTrigger(void) : "Fired whenever the trigger is activated."
N/A6233 output OnTouching(void) : "Fired when the TestTouch input is true (something is touching the trigger.)"
N/A6234 output OnNotTouching(void) : "Fired when the TestTouch input is not true (nothing is touching the trigger.)"
N/A6235]
N/A6236 
N/A6237@SolidClass base(TriggerOnce) = trigger_once :
N/A6238 "A trigger volume that removes itself after it is triggered once."
N/A6239[
N/A6240 // Outputs
N/A6241 output OnTrigger(void) : "Fired whenever the trigger is activated."
N/A6242]
N/A6243 
N/A6244@SolidClass base(Trigger) = trigger_look :
N/A6245 "An entity used to trigger something when the player looks at something. It fires 'OnTrigger' when the player "+
N/A6246 "looks at a target entity for the given amount of time, while within the trigger volume. If the player leaves "+
N/A6247 "the trigger or looks away from the target entity the clock resets. If the 'Use Velocity instead of facing' spawnflag " +
N/A6248 "is checked, the trigger uses the player's velocity instead of the player's view, so it determines whenever the player "+
N/A6249 "is moving toward the target entity. Useful for triggering when players are driving a vehicle at something."+
N/A6250 "NOTE: Only designed for single-player game. "
N/A6251[
N/A6252 spawnflags(flags) =
N/A6253 [
N/A6254 128: "Fire Once" : 1
N/A6255 256: "Use Velocity instead of facing" : 0
N/A6256 ]
N/A6257 
N/A6258 target(target_destination) : "Look Target" : : "The name of the entity to be looked at."
N/A6259 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/A6260 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/A6261 Timeout(float) : "Timeout" : "0" : "The time, in seconds, to wait after player enters the trigger before firing the OnTimeout output, 0 = never."
N/A6262 
N/A6263 // Output
N/A6264 output OnTrigger(void) : "Fired when the trigger is activated."
N/A6265 output OnTimeout(void) : "Fired after the timeout interval expires if the player never looked at the target."
N/A6266]
N/A6267 
N/A6268@SolidClass base(Trigger) = trigger_push :
N/A6269 "A trigger volume that pushes entities that touch it."
N/A6270[
N/A6271 pushdir(angle) : "Push Direction (Pitch Yaw Roll)" : "0 0 0" : "Angles indicating the direction to push touched entities."
N/A6272 
N/A6273 spawnflags(flags) =
N/A6274 [
N/A6275 128: "Once Only" : 0
N/A6276 256: "Affects Ladders (Half-Life 2)" : 0
N/A6277 ]
N/A6278 
N/A6279 speed(integer) : "Speed of Push" : 40 : "The speed at which to push entities away, in inches / second."
N/A6280 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/A6281 
N/A6282 // Inputs
N/A6283 input SetPushDirection(vector) : "Sets the angles indicating the direction to push touched entities."
N/A6284]
N/A6285 
N/A6286@SolidClass base(Trigger, Angles) = trigger_wind :
N/A6287 "A trigger volume that pushes physics objects that touch it."
N/A6288[
N/A6289 Speed(integer) : "Speed" : 200  : "The baseline for how hard the wind blows."
N/A6290 SpeedNoise(integer) : "Speed Noise" : 0 : "Noise added to wind speed +/-"
N/A6291 DirectionNoise(integer) : "Direction Noise" : 10 : "Noise added to wind direction."
N/A6292 HoldTime(integer) : "Hold Time" : 0 : "Baseline for how long to wait before changing wind."
N/A6293 HoldNoise(integer) : "Hold Noise" : 0 : "Noise added to how long to wait before changing wind."
N/A6294 
N/A6295 // Inputs
N/A6296 input SetSpeed(integer) : "Set the baseline for how hard the wind blows."
N/A6297]
N/A6298 
N/A6299@SolidClass base(trigger_multiple) = trigger_hierarchy:
N/A6300 "A trigger volume that can will check if any of trigger's children pass a secondary filter."
N/A6301[
N/A6302 childfiltername(filterclass) : "Child Filter Name" : : "Filter to use to see if activator's children trigger me. See filter_activator_name for more explanation."
N/A6303]
N/A6304 
N/A6305@SolidClass base(Targetname, Origin, Angles) = trigger_impact :
N/A6306 "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/A6307 "Also outputs the force at the time of impact for anyone else that wants to use it."
N/A6308[
N/A6309 Magnitude(float) : "Magnitude" : 200  : "The strength of the impact. Negative values reverse the direction."
N/A6310 noise(float) : "Noise" : "0.1" : "The amount of directional noise (0-1). 0 = no noise, 1 = random direction."
N/A6311 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/A6312 
N/A6313 // Inputs
N/A6314 input Impact(float) : "Fire the impact, pushing all entities within the volume."
N/A6315 input SetMagnitude(float) : "Set the magnitude of the impact."
N/A6316 
N/A6317 // Outputs
N/A6318 output ImpactForce(string) : "Fired after an impact. The parameter passed along is the force of the impact that was generated."
N/A6319]
N/A6320 
N/A6321@SolidClass base(Trigger) = trigger_proximity :
N/A6322 "Measures the distance of the player within the trigger volume from a given point (and within " +
N/A6323 "a given radius). The NearestPlayerDistance output will be 0 when the player is at the center point, " +
N/A6324 "and 1 when the player is at the radius."
N/A6325[
N/A6326 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/A6327 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/A6328 
N/A6329 // Outputs
N/A6330 output NearestEntityDistance(integer) : "Fired continuously when entities are touching the trigger volume. The output parameter is the distance from the "+
N/A6331 "Point to Measure From to the nearest entity that passed the trigger filters. The distance is mapped to the radius distance, "+
N/A6332 "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/A6333]
N/A6334 
N/A6335@SolidClass base(Trigger) = trigger_teleport :
N/A6336 "A trigger volume that teleports entities that touch it. Entities are teleported to the Remote Destination, and have their angles "+
N/A6337 "set to that of the Remote Destination's. If a Local Destination Landmark is specified, teleported entities are offset from the target "+
N/A6338 "by their initial offset from the landmark, and their angles are left alone."
N/A6339[
N/A6340 target(target_destination) : "Remote Destination" : : "The entity specifying the point to which entities should be teleported."
N/A6341 landmark(target_destination) : "Local Destination Landmark" : : "If specified, then teleported entities are offset from the target by their initial offset from the landmark."
N/A6342 UseLandmarkAngles(boolean) : "Use Landmark Angles" : 0 : "Forces the teleported object to snap to the angles of the destination landmark."
N/A6343 
N/A6344 input SetRemoteDestination(string) : "Set a new target to teleport to."
N/A6345]
N/A6346 
N/A6347@SolidClass base(Targetname) = trigger_transition :
N/A6348 "A volume that's used to control which entities go through the level transition. Create one or more trigger_transitions and "+
N/A6349 "give them the same name as the changelevel landmark. Any entities within the trigger_transition(s) will go to the next map."+
N/A6350 "See trigger_changelevel for more info."
N/A6351[
N/A6352]
N/A6353 
N/A6354@SolidClass base(Targetname) = trigger_serverragdoll :
N/A6355 "A volume that forces any NPC inside it to create a server side ragdoll instead of a client one."
N/A6356[
N/A6357]
N/A6358 
N/A6359 
N/A6360 
N/A6361 
N/A6362 
N/A6363//-------------------------------------------------------------------------
N/A6364//
N/A6365// AI
N/A6366//
N/A6367//-------------------------------------------------------------------------
N/A6368 
N/A6369@PointClass base(Targetname,ResponseContext,EnableDisable) = ai_speechfilter :
N/A6370 "An entity that can be used to control the idle speech patterns of a set of NPCs."
N/A6371[
N/A6372 subject(target_destination) : "Subject(s)" : "" : "This is the NPC(s) whose speech we're filtering. May be a targetname or a classname."
N/A6373 
N/A6374 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/A6375 NeverSayHello(choices) : "Greet Player?" : 0 : "If set to Yes, our NPC(s) won't greet the player when they first meet him." =
N/A6376 [
N/A6377 0 : "Yes"
N/A6378 1 : "No"
N/A6379 ]
N/A6380 
N/A6381 input SetIdleModifier(float) : "Allows designers to change the idle modifier at runtime"
N/A6382]
N/A6383 
N/A6384@BaseClass base(Targetname) = ai_addon
N/A6385[
N/A6386 target(target_destination) : "Host NPC"
N/A6387 input Install(target_destination) : "Install this AddOn to the specified NPC"
N/A6388 input Remove(target_destination): "Remove this AddOn from the NPC it is attached to"
N/A6389]
N/A6390 
N/A6391@PointClass base(Targetname,EnableDisable) = ai_addon_builder
N/A6392[
N/A6393 NPCName(string) : "NPC name" : "" : "Name to give built NPCs"
N/A6394 AddOnName(string) : "Add on name" : "" : "Name to give built addons"
N/A6395 NpcPoints(integer) : "NPC Points" : 10 : "Points available to spend for NPCs"
N/A6396 AddonPoints(integer) : "Addon Points" : 10 : "Points available to spend for addons"
N/A6397 input Execute(void) : ""
N/A6398 output OnCreateNpc(void) : "Fires when an NPC is created."
N/A6399 output OnFailedToCreateNpc(void) : "Fires when an NPC fails to be created."
N/A6400 output OnCreateAddon(void) : "Fires when an Addon is created."
N/A6401 output OnFailedToCreateAddon(void) : "Fires when an Addon fails to be created."
N/A6402]
N/A6403 
N/A6404//-------------------------------------------------------------------------
N/A6405// Water LOD control
N/A6406//-------------------------------------------------------------------------
N/A6407 
N/A6408@PointClass base(Targetname) iconsprite("editor/waterlodcontrol.vmt") = water_lod_control :
N/A6409 "An entity used to control the LOD behavior of any water in the map. If your map has water, this entity is required."
N/A6410[
N/A6411 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/A6412 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/A6413 
N/A6414 // Inputs
N/A6415 input SetCheapWaterStartDistance(float) : "Set the distance that water starts transitioning to cheap water."
N/A6416 input SetCheapWaterEndDistance(float) : "Set the distance that water finishes transitioning to cheap water."
N/A6417]
N/A6418 
N/A6419 
N/A6420//-------------------------------------------------------------------------
N/A6421// Used to allow entities to use point_cameras for their materials
N/A6422//-------------------------------------------------------------------------
N/A6423 
N/A6424@PointClass base(Targetname) = info_camera_link :
N/A6425 "An entity that can use point_cameras to render images for materials used by entities. "+
N/A6426 "To author the material, use the special identifier _rt_Camera " +
N/A6427 "for the $baseTexture (or whatever texture you want, like envmap, etc.) in the .vmt " +
N/A6428 "then connect the 'target' field to the entity which uses that material, and the 'PointCamera' " +
N/A6429 "field to the point_camera you want to have appear on that entity's material"
N/A6430[
N/A6431 target(target_destination) : "Entity Whose Material Uses _rt_camera"
N/A6432 PointCamera(target_destination) : "Camera Name" : : "The name of a point_camera entity in the map that the material should be rendered from."
N/A6433 
N/A6434 // Inputs
N/A6435 input SetCamera(string) : "Set the camera to use. The parameter should be the name of a point_camera entity in the map."
N/A6436]
N/A6437 
N/A6438 
N/A6439//-------------------------------------------------------------------------
N/A6440// Used to listen to events caled from code
N/A6441//-------------------------------------------------------------------------
N/A6442 
N/A6443@PointClass base(Targetname) = logic_eventlistener :
N/A6444 "An entity that can listen to events fired from code and fire " +
N/A6445 "and output when it happens."
N/A6446[
N/A6447 EventName(string) : "Event Name" : "" : "The name of the event that you want to listen for."
N/A6448 IsEnabled(choices) : "Start Enabled" : 1 =
N/A6449 [
N/A6450 0 : "No"
N/A6451 1 : "Yes"
N/A6452 ]
N/A6453 TeamNum(choices) : "Team Number" : -1 : "If set, will only fire its output if the event is generated from someone of the specified team." =
N/A6454 [
N/A6455 -1 : "Don't care"
N/A6456 1 : "Team 1"
N/A6457 2 : "Team 2 (ORANGE)"
N/A6458 3 : "Team 3 (BLUE)"
N/A6459 ]
N/A6460 
N/A6461 // Inputs
N/A6462 input Enable(void) : "Enable the logic_measure_movement."
N/A6463 input Disable(void) : "Disable the logic_measure_movement."
N/A6464 
N/A6465 // Outputs
N/A6466 output OnEventFired(void)  : "Fired when the event has been detected."
N/A6467]
N/A6468 
N/A6469 
N/A6470//-------------------------------------------------------------------------
N/A6471// Used to allow entities to mimic the motions of other entities
N/A6472//-------------------------------------------------------------------------
N/A6473 
N/A6474@PointClass base(Targetname) = logic_measure_movement :
N/A6475 "An entity that can measure the movement of an entity relative to another entity " +
N/A6476 "and apply that movement to a third entity."
N/A6477[
N/A6478 MeasureTarget(target_destination) : "Entity to Measure" : "" : "Entity whose movement you want to measure."
N/A6479 MeasureReference(target_destination) : "Measure Reference" : "" : "The movement of Entity to Measure will be measured relative to this entity."
N/A6480 Target(target_destination) : "Entity to Move" : "" : "This entity will be moved to mimic the motions of Entity to Measure."
N/A6481 TargetReference(target_destination) : "Movement Reference" : "" : "The Entity to Move will move relative to this entity."
N/A6482 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/A6483 MeasureType(choices) : "Measurement Type" : 0 =
N/A6484 [
N/A6485 0 : "Position"
N/A6486 1 : "Eye position"
N/A6487 ]
N/A6488 
N/A6489 // Inputs
N/A6490 input SetMeasureTarget(string) : "Set the Entity to Measure, whose movement should be measured."
N/A6491 input SetMeasureReference(string) : "Set the Measure Reference entity."
N/A6492 input Target(string) : "Set the Entity to Move, which will be moved to mimic the measured entity."
N/A6493 input SetTargetReference(string) : "Set the Movement Reference entity."
N/A6494 input SetTargetScale(float) : "Set the scale to divide the measured movements by."
N/A6495 input Enable(void) : "Enable the logic_measure_movement."
N/A6496 input Disable(void) : "Disable the logic_measure_movement."
N/A6497]
N/A6498 
N/A6499 
N/A6500//-------------------------------------------------------------------------
N/A6501// Misc
N/A6502//-------------------------------------------------------------------------
N/A6503 
N/A6504@PointClass base(BaseNPC, Parentname) studio() = npc_furniture :
N/A6505 "An entity used for non-NPCs that need to synchronise their animation with an NPC in a scripted_sequence. Usually a piece"+
N/A6506 "of furniture or door that an NPC needs to manipulate within a scripted_sequence."
N/A6507[
N/A6508 model(studio) : "Model"
N/A6509 input DisablePlayerCollision(void) : "Disable collisions against the player."
N/A6510 input EnablePlayerCollision(void) : "Enable collisions against the player."
N/A6511]
N/A6512 
N/A6513@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = env_credits :
N/A6514 "An entity to control the rolling credits."
N/A6515[
N/A6516 // Inputs
N/A6517 input RollCredits(void) : "Start the intro credits rolling."
N/A6518 input RollOutroCredits(void) : "Start the outro credits rolling."
N/A6519 input ShowLogo(void) : "Show the HL2 logo."
N/A6520 
N/A6521 // Outputs
N/A6522 output OnCreditsDone(void)  : "Fired when the credits having finished rolling."
N/A6523]
N/A6524 
N/A6525@PointClass base(Parentname, Targetname) size(-8 -8 -8, 8 8 8 ) = material_modify_control :
N/A6526 "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/A6527 "intend to change. Parent this entity to a brush model entity who's material you want to control."
N/A6528[
N/A6529 materialName(string) : "Material to modify."
N/A6530 materialVar(string) : "Material variable to modify."
N/A6531 
N/A6532 // Inputs
N/A6533 input SetMaterialVar(string) : "Fire to modify a material variable. The argument is the value to set the variable to."
N/A6534 input SetMaterialVarToCurrentTime(void) : "This sets the material variable to the current time on the server."
N/A6535 input StartAnimSequence(string) : "Force an animated material with the MaterialModifyAnimated proxy to play a set of animation frames. Format is: <Frame Start> <Frame End> <Frame Rate> <Loop>\nSetting <Frame End> to -1 uses the last frame of the texture. <Loop> should be 1 or 0."
N/A6536 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/A6537]
N/A6538 
N/A6539//-------------------------------------------------------------------------
N/A6540// Devshot camera
N/A6541// - Used by the -makedevshots system, which automatically takes screenshots
N/A6542// at the position of every devshot camera in the level.
N/A6543//-------------------------------------------------------------------------
N/A6544 
N/A6545@PointClass base(Angles) studioprop("models/editor/camera.mdl") = point_devshot_camera :
N/A6546 "An entity used by the -makedevshots system, which automatically takes screenshots at the position of every devshot camera in the level."
N/A6547[
N/A6548 cameraname(string) : "Camera Name" : "" : "Used as the name of the directory to store screenshots from this camera. Must be unique within the level."
N/A6549 FOV(integer) : "Camera FOV" : 75 : "FOV of this camera."
N/A6550]
N/A6551 
N/A6552 
N/A6553@PointClass base(Targetname, DamageFilter) size(-8 -8 -8, 8 8 8) = logic_playerproxy :
N/A6554 "An entity that is used to relay inputs/ouputs to the player and back to the world."
N/A6555[
N/A6556 output OnStartSlowingTime(void)  : "Fired when a Portal player initiates slow time."
N/A6557 output OnStopSlowingTime(void)  : "Fired when a Portal player stops slowing time."
N/A6558 
N/A6559 output OnPrimaryPortalPlaced(void)  : "Fired when a Portal player successfully places the primary portal."
N/A6560 output OnSecondaryPortalPlaced(void)  : "Fired when a Portal player successfully places the secondary portal."
N/A6561 
N/A6562 output OnDuck(void)  : "Fired when a player starts to duck."
N/A6563 output OnUnDuck(void)  : "Fired when a player releases the duck button."
N/A6564 output OnJump(void)  : "Fired when a player jumps."
N/A6565 
N/A6566 // Outputs
N/A6567 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/A6568 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/A6569 input RequestPlayerHealth(void)  : "Requests the current player's health from the proxy. This will fire the PlayerHealth output with the value."
N/A6570 output PlayerHealth(integer)  : "The player's current health value."
N/A6571 output PlayerMissedAR2AltFire(void)  : "Player fired an AR2 combine ball that didn't kill any enemies."
N/A6572 
N/A6573 input SetFlashlightSlowDrain(void)  : "Puts the player's flashlight in slow-power-drain mode (for Episodic darkness)"
N/A6574 input SetFlashlightNormalDrain(void)  : "Puts the player's flashlight to default power drain"
N/A6575 
N/A6576 input SetPlayerHealth(integer)  : "Sets the player's health to this value."
N/A6577 
N/A6578 input RequestAmmoState(void)  : "Request the ammo state of the player. It will fire PlayerHasAmmo or PlayerHasNoAmmo outputs."
N/A6579 output PlayerHasAmmo(void)  : "Fired by request if the player has any ammo."
N/A6580 output PlayerHasNoAmmo(void)  : "Fired by request if the player doesn't have any ammo."
N/A6581 
N/A6582 output PlayerDied(void)  : "Fires when the player dies."
N/A6583 
N/A6584 input LowerWeapon(void)  : "Lowers the players weapon."
N/A6585 
N/A6586 input EnableCappedPhysicsDamage(void) : "Cause player to take less damage from physics objects, and never more than 30 points from any individual strike."
N/A6587 input DisableCappedPhysicsDamage(void) : "Undo effects of EnableCappedPhysicsDamage"
N/A6588 input SetLocatorTargetEntity(string) : "Set the entity that the HUD locator should track. (Usually a vehicle)"
N/A6589 
N/A6590 input AddPotatosToPortalgun(void)  : "Change portalgun bodygroup to show potatos."
N/A6591 input RemovePotatosFromPortalgun(void)  : "Change portalgun bodygroup to not show potatos."
N/A6592 
N/A6593 input SetDropEnabled(bool) : "Set wether the player is allowed to drop a carried object."
N/A6594 input ForceVMGrabController(void) : "Force the player to use the view model grab controller for all objects that are picked up."
N/A6595 input ForcePhysicsGrabController(void) : "Force the player to use the physics grab controller for all objects that are picked up."
N/A6596 input ResetGrabControllerBehavior(void) : "Resets the grab controller used by the player to its default behavior."
N/A6597 input SetMotionBlurAmount(float) : "Forces the motion blur effect on the player. Set to < 0 to disable this override."
N/A6598]
N/A6599 
N/A6600@PointClass base(Parentname, Targetname) size(-8 -8 -8, 8 8 8 ) = env_spritetrail :
N/A6601 "A magical trail you can parent to anything you heart desires."
N/A6602[
N/A6603 lifetime(float) : "Lifetime" : "0.5"
N/A6604 startwidth(float) : "Start Width" : "8.0"
N/A6605 endwidth(float) : "End Width" : "1.0"
N/A6606 spritename(string) : "Sprite Name" : "sprites/bluelaser1.vmt"
N/A6607 
N/A6608 renderamt(integer) : "FX Amount (0 - 255)" : 255 : "The FX amount is used by the selected Render Mode."
N/A6609 rendercolor(color255) : "FX Color (R G B)" : "255 255 255" : "The FX color is used by the selected Render Mode."
N/A6610 
N/A6611 rendermode(choices) : "Render Mode" : 5 =
N/A6612 [
N/A6613 0: "Normal"
N/A6614 4: "Solid"
N/A6615 5: "Additive"
N/A6616 ]
N/A6617]
N/A6618 
N/A6619// lightprop("models/editor/spot.mdl") <---- use this once the orientation is unfucked
N/A6620@PointClass base(Targetname, Parentname, Angles, SystemLevelChoice) studio("models/editor/cone_helper.mdl") frustum(lightfov,nearz,farz,lightcolor,-1) = env_projectedtexture :
N/A6621 "Projected texture entity."
N/A6622[
N/A6623 spawnflags(flags) =
N/A6624 [
N/A6625 1  : "Enabled"  : 1
N/A6626 2  : "Always Update (moving light)"  : 0
N/A6627 ]
N/A6628 
N/A6629 style(Choices) : "Appearance" : 0 =
N/A6630 [
N/A6631 0 : "Normal"
N/A6632 10: "Fluorescent flicker"
N/A6633 2 : "Slow, strong pulse"
N/A6634 11: "Slow pulse, noblack"
N/A6635 5 : "Gentle pulse"
N/A6636 1 : "Flicker A"
N/A6637 6 : "Flicker B"
N/A6638 3 : "Candle A"
N/A6639 7 : "Candle B"
N/A6640 8 : "Candle C"
N/A6641 4 : "Fast strobe"
N/A6642 9 : "Slow strobe"
N/A6643 ]
N/A6644 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/A6645 
N/A6646 target(target_destination)  : "target" : : "target"
N/A6647 lightfov(float)  : "FOV" : "90.0" : "FOV"
N/A6648 nearz(float)  : "NearZ" : "4.0" : "Near Z for projected texture"
N/A6649 farz(float)  : "FarZ" : "750.0" : "Far Z for projected texture"
N/A6650 
N/A6651 enableshadows(boolean) : "Enable Shadows" : 0 : "Enables/disables shadows from this projected texture."
N/A6652 shadowquality(Choices) : "Shadow Quality" : 1 : "Quality of shadows." =
N/A6653 [
N/A6654 0 : "Low"
N/A6655 1 : "High"
N/A6656 ]
N/A6657 lightonlytarget(boolean) : "Light Only Target" : 0 : "Limit flashlight effect to only effect target entity."
N/A6658 lightworld(boolean) : "Light World" : 1 : "Control whether flashlight effects static world geometry."
N/A6659 
N/A6660 simpleprojection(boolean) : "Simple Projection" : 0 : "Indicates if this is a simple, non-light casting texture projection"
N/A6661 
N/A6662 brightnessscale(float)  : "Brightness Scale" : "1.0" : "Scale the light color by this brightness"
N/A6663 
N/A6664 lightcolor(color255)  : "Light Color" : "255 255 255 200" : "Light Color RGB-Intensity"
N/A6665 colortransitiontime(float)  : "Color Transition Time" : "0.5" : "Amount of time it takes for a color change to occur."
N/A6666 cameraspace(integer)  : "Camera Space" : 0 : "Angles are interpreted as being relative to camera."
N/A6667 
N/A6668 texturename(material) : "Texture Name" : "effects/flashlight001"
N/A6669 
N/A6670 // Inputs
N/A6671 input TurnOn(void)  : "Turn on the texture"
N/A6672 input TurnOff(void)  : "Turn off the texture"
N/A6673 input AlwaysUpdateOn(void)  : "Turn on per frame updating (for moving lights)"
N/A6674 input AlwaysUpdateOff(void)  : "Turn off per frame updating (for moving lights)"
N/A6675 input SetFOV(float)  : "Set FOV"
N/A6676 // Disabled texture setting. If we need this feature reimplemented, tell a programmer.
N/A6677 //input SpotlightTexture(string)  : "Set the spotlight texture"
N/A6678 input EnableShadows(bool)  : "Set the if shadows are enabled"
N/A6679 input LightColor(color255)  : "Change the light color/brightness"
N/A6680 input SetLightStyle(integer) : "Change the lightstyle (see Appearance field for possible values)."
N/A6681 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/A6682 input SetNearZ(float) : "Sets the near Z distance."
N/A6683 input SetFarZ(float) : "Sets the far Z distance."
N/A6684]
N/A6685 
N/A6686 
N/A6687@SolidClass base(func_brush) = func_reflective_glass :
N/A6688 "Used to produce perfectly reflective glass that renders world + entities. " +
N/A6689 "Typically, you want your glass brush to have nodraw on all non-reflective surfaces " +
N/A6690 "and you want to use a shader like lightmappedreflective in your material applied " +
N/A6691 "to the non-nodraw surfaces. See hl2/materials/glass/reflectiveglass001.vmt for an example. " +
N/A6692 "NOTE: currently, you cannot use reflective glass in scenes with water, and you can only " +
N/A6693 "have 1 reflective glass in your view frustum ( + pvs ) at a time."
N/A6694[
N/A6695]
N/A6696 
N/A6697@PointClass base(Targetname) = env_particle_performance_monitor :
N/A6698 "An entity for turning on and off measuring and display of particle throughput."
N/A6699[
N/A6700 // Inputs
N/A6701 input TurnOnDisplay(void) : "Turn on display of particle simulation benchmark"
N/A6702 input TurnOffDisplay(void) : "Turn off display of particle simulation benchmark"
N/A6703 input StartMeasuring(void) : "Start measuring particle simulation speed"
N/A6704 input StopMeasuring(void) : "Stop measuring particle simulation speed"
N/A6705]
N/A6706 
N/A6707@PointClass base(BaseNPC, Targetname, Parentname,Studiomodel) studioprop() = npc_puppet : "Puppet entity that mimics the animations of a target NPC."
N/A6708[
N/A6709 animationtarget(target_source) : "Animation target" : ""
N/A6710 attachmentname(string) : "Target attachment point name" : ""
N/A6711 
N/A6712 input SetAnimationTarget(string) : "Set the animation target to use. An empty string will disable the puppet."
N/A6713]
N/A6714 
N/A6715@PointClass base(Origin, Targetname, EnableDisable) size(-2 -2 -2, 2 2 2) color(0 255 0) = point_gamestats_counter : "Generic game statistics counter."
N/A6716[
N/A6717 Name(string)  : "Name of statistic counter"
N/A6718 
N/A6719 input SetName(string)  : "Changes name of statistic counter"
N/A6720 input Increment(float) : "Increments named statistic counter by specified value"
N/A6721]
N/A6722 
N/A6723// Beam spotlight ---------------------
N/A6724@PointClass base(Targetname, Parentname, RenderFields, Angles, SystemLevelChoice) studio("models/editor/cone_helper.mdl") = beam_spotlight :
N/A6725 "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/A6726 "Unless the 'No Dynamic Light' spawnflag is checked, it will also create a dynamic light wherever the end of the spotlight rests." +
N/A6727 "This spotlight is entirely client side, it is not sync'd across clients."
N/A6728[
N/A6729 spawnflags(Flags) =
N/A6730 [
N/A6731 1 : "Start On" : 1
N/A6732 2 : "No Dynamic Light" : 0
N/A6733 4 : "Start rotation on" : 0
N/A6734 8 : "Reverse Direction" : 0
N/A6735 16 : "X Axis"  : 0
N/A6736 32 : "Y Axis"  : 0
N/A6737 ]
N/A6738 
N/A6739 maxspeed(integer) : "Max Rotation Speed" : 100 : "The maximum rotation speed of the spotlight, in degrees per second."
N/A6740 
N/A6741 spotlightlength(integer) : "Spotlight Length" : 500 : "Length of the spotlight beam."
N/A6742 spotlightwidth(integer) : "Spotlight Width" : 50 : "Width of the spotlight beam."
N/A6743 rendercolor(color255) : "Color (R G B)" : "255 255 255"
N/A6744 HDRColorScale(float) : "HDR color scale." : "0.7" : "float value to multiply sprite color by when running in HDR mode."
N/A6745 
N/A6746 // Inputs
N/A6747 input LightOn(void) : "Turn the spotlight on."
N/A6748 input LightOff(void) : "Turn the spotlight off"
N/A6749 input Start(void) : "Start the rotator rotating."
N/A6750 input Stop(void) : "Stop the rotator from rotating."
N/A6751 input Reverse(void) : "Reverse the direction of rotation of the rotator."
N/A6752 
N/A6753 // outputs
N/A6754 output OnLightOn(void) : "Fires when light turns on."
N/A6755 output OnLightOff(void) : "Fires when light turns off."
N/A6756]
N/A6757 
N/A6758@PointClass base(Angles) size( -2 -2 -2, 2 2 2 ) instance() = func_instance :
N/A6759 "An entity for placing an instance of a map file. You may translate and rotate this entity. " +
N/A6760 "You can use the replace keys to do parameter changes on the instance contents. In a $ at the " +
N/A6761 "beginning of a variable name. Then just use the $variable name inside of the instance contents on any "+
N/A6762 "value portion of a key/value pair."
N/A6763[
N/A6764 targetname(target_source) : "Fix Up Name" : : "The name that all entities will be fixed up with based upon the fix up style."
N/A6765 file(instance_file) : "VMF Filename" : : "This indicates a map file relative to the map's file name"
N/A6766 fixup_style(Choices) : "Entity Name Fix Up" : 0 : "Fixup style for instanced entity names. Uses the 'Fix Up Name' field." =
N/A6767 [
N/A6768 0 : "Prefix"
N/A6769 1 : "Postfix"
N/A6770 2 : "None"
N/A6771 ]
N/A6772 
N/A6773 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/A6774 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/A6775 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/A6776 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/A6777 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/A6778 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/A6779 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/A6780 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/A6781 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/A6782 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/A6783]
N/A6784 
N/A6785@PointClass iconsprite("editor/func_instance_parms.vmt") = func_instance_parms :
N/A6786 "Place one copy of this entity inside of an instance. Whenever you add a $parameter for the instance, get the properties " +
N/A6787 "of this entity. It will auto-populate it with the variables and allow you to indicate the variable type."
N/A6788[
N/A6789 parm1(instance_parm) : "Parm" : : "This is a parameter. It goes in the form of $variable type [default value]."
N/A6790 parm2(instance_parm) : "Parm" : : "This is a parameter. It goes in the form of $variable type [default value]."
N/A6791 parm3(instance_parm) : "Parm" : : "This is a parameter. It goes in the form of $variable type [default value]."
N/A6792 parm4(instance_parm) : "Parm" : : "This is a parameter. It goes in the form of $variable type [default value]."
N/A6793 parm5(instance_parm) : "Parm" : : "This is a parameter. It goes in the form of $variable type [default value]."
N/A6794 parm6(instance_parm) : "Parm" : : "This is a parameter. It goes in the form of $variable type [default value]."
N/A6795 parm7(instance_parm) : "Parm" : : "This is a parameter. It goes in the form of $variable type [default value]."
N/A6796 parm8(instance_parm) : "Parm" : : "This is a parameter. It goes in the form of $variable type [default value]."
N/A6797 parm9(instance_parm) : "Parm" : : "This is a parameter. It goes in the form of $variable type [default value]."
N/A6798 parm10(instance_parm) : "Parm" : : "This is a parameter. It goes in the form of $variable type [default value]."
N/A6799]
N/A6800 
N/A6801@PointClass iconsprite("editor/func_instance_parms.vmt") = func_instance_io_proxy :
N/A6802 "Place one copy of this entity inside of an instance. Sending messages to entities inside the instance from the Proxy's OnProxyRelay output " +
N/A6803 "will allow you to trigger these entities from outside the instance by sending messages to the func_instance. " +
N/A6804 "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/A6805 "outside the instance from the func_instance. NOTE: The instance, the proxy, and all entities involved should be named descriptively."
N/A6806[
N/A6807 targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
N/A6808 
N/A6809 input ProxyRelay(string) : "This message will get relayed and will be available from the instance."
N/A6810 
N/A6811 output OnProxyRelay(void) : "A message from outside can trigger this to cause something to happen in the instance."
N/A6812]
N/A6813 
N/A6814@PointClass = func_instance_origin :
N/A6815 "This is the center of the instance for rotation."
N/A6816[
N/A6817]
N/A6818 
N/A6819@PointClass base(Targetname) = env_instructor_hint : "An entity that allows for creation and control of instructor lessons by map logic"
N/A6820[
N/A6821 hint_replace_key(string) : "Replace Key" : : "Unique name so that messages with the same key will replace each other."
N/A6822 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/A6823 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/A6824 [
N/A6825 0 : "Follow the Target Entity"
N/A6826 1 : "Show on the hud"
N/A6827 ]
N/A6828 
N/A6829 hint_allow_nodraw_target(Choices) : "Allow invisible target" : 1 : "Do we allow the hint to follow entites with nodraw set?" =
N/A6830 [
N/A6831 0 : "End immediately on nodraw"
N/A6832 1 : "Yes"
N/A6833 ]
N/A6834 
N/A6835 hint_caption(string) : "Caption" : : "The text of your hint."
N/A6836 hint_activator_caption(string) : "Activator Caption" : : "The text of your hint shown to only the activating player."
N/A6837 hint_color(color255) : "Caption Color" : "255 255 255" : "The color of the caption text"
N/A6838 hint_forcecaption(Choices) : "Force caption" : 0 : "Do we show the caption text even if the hint is occluded by a wall?" =
N/A6839 [
N/A6840 0 : "No"
N/A6841 1 : "Show when occluded"
N/A6842 ]
N/A6843 
N/A6844 hint_icon_onscreen(Choices) : "Onscreen Icon" : "icon_tip" : "The icon to use when the hint is within the player's view." =
N/A6845 [
N/A6846 "icon_bulb" : "icon_bulb"
N/A6847 "icon_caution" : "icon_caution"
N/A6848 "icon_alert" : "icon_alert"
N/A6849 "icon_alert_red" : "icon_alert_red"
N/A6850 "icon_tip" : "icon_tip"
N/A6851 "icon_skull" : "icon_skull"
N/A6852 "icon_no" : "icon_no"
N/A6853 "icon_run" : "icon_run"
N/A6854 "icon_interact" : "icon_interact"
N/A6855 "icon_button" : "icon_button"
N/A6856 "icon_door" : "icon_door"
N/A6857 "icon_arrow_plain" : "icon_arrow_plain"
N/A6858 "icon_arrow_plain_white_dn" : "icon_arrow_plain_white_dn"
N/A6859 "icon_arrow_plain_white_up" : "icon_arrow_plain_white_up"
N/A6860 "icon_arrow_up" : "icon_arrow_up"
N/A6861 "icon_arrow_right" : "icon_arrow_right"
N/A6862 "icon_fire" : "icon_fire"
N/A6863 "icon_present" : "icon_present"
N/A6864 "use_binding" : "show key bindings"
N/A6865 ]
N/A6866 
N/A6867 hint_icon_offscreen(Choices) : "Offscreen Icon" : "icon_tip" : "The icon to use when the hint is outside the player's view." =
N/A6868 [
N/A6869 "icon_bulb" : "icon_bulb"
N/A6870 "icon_caution" : "icon_caution"
N/A6871 "icon_alert" : "icon_alert"
N/A6872 "icon_alert_red" : "icon_alert_red"
N/A6873 "icon_tip" : "icon_tip"
N/A6874 "icon_skull" : "icon_skull"
N/A6875 "icon_no" : "icon_no"
N/A6876 "icon_run" : "icon_run"
N/A6877 "icon_interact" : "icon_interact"
N/A6878 "icon_button" : "icon_button"
N/A6879 "icon_door" : "icon_door"
N/A6880 "icon_arrow_plain" : "icon_arrow_plain"
N/A6881 "icon_arrow_plain_white_dn" : "icon_arrow_plain_white_dn"
N/A6882 "icon_arrow_plain_white_up" : "icon_arrow_plain_white_up"
N/A6883 "icon_arrow_up" : "icon_arrow_up"
N/A6884 "icon_arrow_right" : "icon_arrow_right"
N/A6885 "icon_fire" : "icon_fire"
N/A6886 "icon_present" : "icon_present"
N/A6887 ]
N/A6888 
N/A6889 hint_nooffscreen(Choices) : "Show offscreen" : 0 : "When the hint is offscreen, do we show an icon and arrow?" =
N/A6890 [
N/A6891 0 : "Show"
N/A6892 1 : "Don't show"
N/A6893 ]
N/A6894 
N/A6895 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/A6896 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/A6897 hint_icon_offset(float) : "Icon Height Offset" : 0 : "A height offset from the target entity's origin to display the hint"
N/A6898 hint_pulseoption(Choices) : "Size Pulsing" : 0 : "The icon size can pulsate" =
N/A6899 [
N/A6900 0 : "No Pulse"
N/A6901 1 : "Slow Pulse"
N/A6902 2 : "Fast Pulse"
N/A6903 3 : "Urgent Pulse"
N/A6904 ]
N/A6905 
N/A6906 hint_alphaoption(Choices) : "Alpha Pulsing" : 0 : "The icon alpha can pulsate" =
N/A6907 [
N/A6908 0 : "No Pulse"
N/A6909 1 : "Slow Pulse"
N/A6910 2 : "Fast Pulse"
N/A6911 3 : "Urgent Pulse"
N/A6912 ]
N/A6913 
N/A6914 hint_shakeoption(Choices) : "Shaking" : 0 : "The icon can shake" =
N/A6915 [
N/A6916 0 : "No Shaking"
N/A6917 1 : "Narrow Shake"
N/A6918 2 : "Wide Shake"
N/A6919 ]
N/A6920 
N/A6921 hint_local_player_only(boolean) : "Only Local Player" : "No" : "The hint will only be shown to the local player."
N/A6922 
N/A6923 hint_timeout(integer) : "Timeout" : 0 : "The automatic timeout for the hint. 0 will persist until stopped with EndHint."
N/A6924 hint_range(float) : "Display Range" : 0 : "The visible range of the hint."
N/A6925 
N/A6926 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/A6927 input EndHint(void) : "Stop showing the hint if it hasn't already timed out."
N/A6928]
N/A6929 
N/A6930@PointClass base(Targetname,Parentname) = info_target_instructor_hint : "A generic target that gets replicated to the client for hud hint targeting"
N/A6931[
N/A6932]
N/A6933 
N/A6934@PointClass base(Targetname,EnableDisable) = info_game_event_proxy : "Entity that, when seen, generates a simple game event."
N/A6935[
N/A6936 event_name(string) : "Event Name" : : "The event to trigger by name from modevents.res"
N/A6937 range(float) : "Range" : 512 : "Distance that the player must be before the event is generated."
N/A6938 
N/A6939 spawnflags(flags) =
N/A6940 [
N/A6941 1 : "Automatically detect visibility" : 1
N/A6942 ]
N/A6943 
N/A6944 input GenerateGameEvent(void) : "Generate the event on input."
N/A6945]
N/A6946 
N/A6947@PointClass base(Angles) iconsprite("editor/light_directional.vmt") = light_directional :
N/A6948 "A directional light with no falloff. Similar to sunlight in light_environment."
N/A6949[
N/A6950 pitch(integer) : "Pitch" : 0 : "The downward pitch of the light from the sun. 0 is horizontal, -90 is straight down."
N/A6951 _light(color255) : "Brightness" : "255 255 255 200"
N/A6952 _lightHDR(color255) : "BrightnessHDR" : "-1 -1 -1 1"
N/A6953 _lightscaleHDR(float) : "BrightnessScaleHDR" : "0.7" : "Amount to scale the light by when compiling for HDR."
N/A6954 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/A6955]
N/A6956 
N/A6957@PointClass base(Targetname) iconsprite("editor/postprocess_controller.vmt") color(255 255 255) = postprocess_controller :
N/A6958 "An entity that controls the postprocess settings in the map."
N/A6959[
N/A6960 // Inputs
N/A6961 input SetFadeTime(float) : "Set the fade time between post process settings."
N/A6962 input SetLocalContrastStrength(float) : "Set the local contrast strength."
N/A6963 input SetLocalContrastEdgeStrength(float) : "Set the local contrast strength at the edge of the screen (controlled by vignette)."
N/A6964 input SetVignetteStart(float) : "Set the vignette start distance (from screen center)."
N/A6965 input SetVignetteEnd(float) : "Set the vignette end distance."
N/A6966 input SetVignetteBlurStrength(float) : "Set the strength of the desaturated blur on the vignette."
N/A6967 input SetFadeToBlackStrength(float) : "Set the fadeout strength."
N/A6968 input SetDepthBlurFocalDistance(float) : "Set the focal distance of the depth blur effect (in the range [0,1])."
N/A6969 input SetDepthBlurStrength(float) : "Set the depth blur effect strength."
N/A6970 input SetScreenBlurStrength(float) : "Set the screen blur effect strength."
N/A6971 input SetFilmGrainStrength(float) : "Set the film grain effect strength."
N/A6972 
N/A6973 fadetime(float) : "Fade-in time" : "2"
N/A6974 localcontraststrength(float) : "Local contrast strength [-1..x]" : "0"
N/A6975 localcontrastedgestrength(float) : "Local contrast edge strength [0..1]" : "0"
N/A6976 vignettestart(float) : "Vignette start distance [0..1]" : "0.8"
N/A6977 vignetteend(float) : "Vignette end distance [0..x]" : "1.1"
N/A6978 vignetteblurstrength(float) : "Vignette blur strength [0..1]" : "0"
N/A6979 fadetoblackstrength(float) : "Fade to black strength [0..1]" : "0"
N/A6980 depthblurfocaldistance(float) : "Depth-blur focal plane distance [0..1]" : "0"
N/A6981 depthblurstrength(float) : "Depth-blur effect strength [0..x]" : "0"
N/A6982 screenblurstrength(float) : "Full-screen blur strength [0..1]" : "0"
N/A6983 filmgrainstrength(float) : "Film grain strength [0..x]" : "0"
N/A6984 
N/A6985 spawnflags(flags) =
N/A6986 [
N/A6987 1 : "Master (Has priority if multiple postprocess_controllers exist)" : 0
N/A6988 ]
N/A6989]
N/A6990 
N/A6991@SolidClass base( Targetname, EnableDisable ) = fog_volume : "An entity to control the fog in the map."
N/A6992[
N/A6993 FogName(target_destination) : "Fog Name" : : "The name of the fog entity associated with this volume."
N/A6994 PostProcessName(target_destination) : "Postprocess Name" : : "The name of the postprocess entity associated with this volume."
N/A6995 ColorCorrectionName(target_destination) : "ColorCorrection Name" : : "The name of the color_correction entity associated with this volume."
N/A6996]