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

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N/A1//====== Copyright 1996-2005, Valve Corporation, All rights reserved. =======
N/A2//
N/A3// Purpose: Aperture entity declarations
N/A4//
N/A5//=============================================================================
N/A6 
N/A7@include "base.fgd"
N/A8@include "portal.fgd"
N/A9@include "halflife2.fgd"
N/A10 
N/A11@SolidClass base(Targetname, worldbase, ResponseContext) = worldspawn :
N/A12 "This is the world entity. Each map can only contain one, and it's automatically created for you."
N/A13[
N/A14 paintinmap(choices) : "Paint in map" : 0 =
N/A15 [
N/A16 0 : "No"
N/A17 1 : "Yes"
N/A18 ]
N/A19 
N/A20 maxblobcount(integer) : "Max number of blobs" : 250 : "Max number of blobs should NOT be exceed 250"
N/A21]
N/A22 
N/A23@PointClass base(Targetname, Parentname, Angles) studio("models/editor/angle_helper.mdl") = point_futbol_shooter :
N/A24 "Fires prop_futbols at a target entity"
N/A25[
N/A26 input SetTarget(string) : "Set new launch target"
N/A27 input ShootFutbol(void) : "Shoot a futbol at the target"
N/A28 
N/A29 output OnShootSuccess(void) : "Called when a futbol is successfully fired."
N/A30 output OnShootFail(void) : "Called when a futbol fails to fire."
N/A31 
N/A32 launchSpeed(float) : "Launch speed" : "100" : "Speed to launch the futbol."
N/A33]
N/A34 
N/A35 
N/A36@BaseClass = LinkedPortalDoor : "An entity that can be linked to another door and create a passage between them dynamically."
N/A37[
N/A38 partnername(target_destination) : "Linked Partner" : : "Another 'prop_linked_portal_door' entity which will link to this one."
N/A39 
N/A40 input SetPartner(string) : "Set a new partner door."
N/A41 input Open(void) : "Open the door and cause the portal to activate."
N/A42 input Close(void) : "Close the door and cause the portal to deactivate."
N/A43 
N/A44 output OnOpen(void) : "Called when the door has started its open animation."
N/A45 output OnClose(void) : "Called when the door has started its close animation."
N/A46 output OnEntityTeleportFromMe(void)  : "When any entity is teleported from this portal to the linked partner."
N/A47 output OnPlayerTeleportFromMe(void)  : "When the player is teleported from this portal to the linked partner."
N/A48 output OnEntityTeleportToMe(void)  : "When any entity is teleported from this linked partner to the portal."
N/A49 output OnPlayerTeleportToMe(void)  : "When the player is teleported from this linked partner to the portal."
N/A50]
N/A51 
N/A52@BaseClass = BaseProjector : "The base for all the different projectors (wall & tractor beam)."
N/A53[
N/A54 StartEnabled(boolean) : "Start Enabled" : 1 : "If the projector should start enabled."
N/A55 
N/A56 DisableHelper(boolean) : "Disable Placement Helper" : 0 : "Disable the automatically created placement helper to prevent it from fighting with a custom one."
N/A57 
N/A58 input Enable(void) : "Enables projection from this projector."
N/A59 input Disable(void) : "Disables projection from this projector."
N/A60]
N/A61 
N/A62@PointClass base(Targetname) sphere(radius) = info_target_personality_sphere : "Personality Sphere Info Target"
N/A63[
N/A64 sphereLine(string) : "Sphere Line" : "" : "Line sphere will speak when we are looking at this target."
N/A65 radius(float) : "Radius" : 16 : "Radius of this object"
N/A66]
N/A67 
N/A68@PointClass base(Targetname, Parentname, Angles) iconsprite("editor/info_target.vmt") studioprop() = info_target :
N/A69 "Portal2 override of info_target. An entity that does nothing. Very useful as a positioning entity for other entities to refer to (i.e. the endpoint of an env_beam)"
N/A70[
N/A71 spawnflags( Flags ) =
N/A72 [
N/A73 1 : "Transmit to client (respect PVS)" : 0
N/A74 2 : "Always transmit to client (ignore PVS)" : 0
N/A75 ]
N/A76 model(studio) : "World Model"
N/A77]
N/A78 
N/A79@PointClass base(Targetname, Parentname, Angles) studioprop("models/props/tripwire_turret.mdl") = prop_rocket_tripwire :
N/A80 "A stationary tripwire that fires a rocket when crossed."
N/A81[
N/A82 RocketSpeed(float) : "Rocket Speed" : 450 : "Speed the rocket will travel at."
N/A83 RocketLifetime(float) : "Rocket Lifetime" : 20 : "The rocket will automatically detonate after this number of seconds."
N/A84 input ForceFire(void) : "Forces the rocket turret to fire."
N/A85 
N/A86 StartDisabled(choices) : "Initial State" : 0 =
N/A87 [
N/A88 0 : "Enabled"
N/A89 1 : "Disabled"
N/A90 ]
N/A91 
N/A92 output OnTripped(void)  : "Fires when the laser has been tripped"
N/A93 output OnRocketExplode(void)  : "Fires when the rocket explodes"
N/A94 
N/A95 input EnableTripwire(void) : "Enables the rocket tripwire."
N/A96 input DisableTripwire(void) : "Disables the rocket tripwire."
N/A97]
N/A98 
N/A99@PointClass base(BasePropPhysics, RenderFields) studioprop() sphere(fademindist) sphere(fademaxdist) = prop_physics :
N/A100 "A prop that physically simulates as a single rigid body. It can be constrained to other physics objects using hinges "+
N/A101 "or other constraints. It can also be configured to break when it takes enough damage. "+
N/A102 "Note that the health of the object will be overridden by the health inside the model, to ensure consistent health game-wide. "+
N/A103 "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/A104 "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/A105[
N/A106 allowfunnel(boolean) : "Allow Portal Funneling" : 1 : "Whether or not this object should auto-funnel into a portal."
N/A107]
N/A108 
N/A109@PointClass base(BasePropPhysics) studioprop() sphere(fademindist) sphere(fademaxdist) = prop_physics_override :
N/A110 "A prop that physically simulates as a single rigid body. It can be constrained to other physics objects using hinges "+
N/A111 "or other constraints. It can also be configured to break when it takes enough damage. Health can be overridden on this version."
N/A112[
N/A113 health(integer) : "Health" : 0 : "Number of points of damage to take before breaking. 0 means don't break."
N/A114 
N/A115 // Inputs
N/A116 input Ignite(void) : "Ignite, burst into flames."
N/A117 input IgniteLifetime(float) : "Ignite, with a parameter lifetime."
N/A118 input IgniteNumHitboxFires(integer) : "Ignite, with a parameternumber of hitbox fires."
N/A119 input IgniteHitboxFireScale(float) : "Ignite, with a parameter hitbox fire scale."
N/A120]
N/A121 
N/A122@SolidClass base(Targetname) = func_camera_target :
N/A123 "Used to produce perfectly reflective glass that renders world + entities."
N/A124[
N/A125]
N/A126 
N/A127@PointClass base(Targetname, Parentname, Angles, LinkedPortalDoor) studio("models/editor/axis_helper_thick.mdl") line(255 255 0, targetname, partnername) = linked_portal_door :
N/A128"A door which is linked by a portal to another 'linked_portal_door' entity."
N/A129[
N/A130 width(integer) : "Width" : 128 : "Width of the desired portal."
N/A131 height(integer) : "Height" : 128 : "Height of the desired portal."
N/A132 startactive(boolean) : "Start Active" : 0 : "Whether to start the linkage as active from the start."
N/A133]
N/A134 
N/A135@PointClass base(Targetname, Parentname, Angles, LinkedPortalDoor) studio("models/props/portal_door.mdl") line(255 255 0, targetname, partnername) = prop_linked_portal_door :
N/A136"A door which is linked by a portal to another 'prop_linked_portal_door' entity."
N/A137[
N/A138 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/A139 
N/A140 output OnFullyOpen(void) : "Called when the door has finished its open animation."
N/A141 output OnFullyClosed(void) : "Called when the door has finished its close animation."
N/A142]
N/A143 
N/A144@PointClass base(Targetname, Parentname, Angles ) studio("models/props/switch001.mdl") = prop_button :
N/A145"A button which is activated by player use or by game inputs."
N/A146[
N/A147 Delay(float) : "Delay Before Reset" : 1 : "Amount of time, in seconds, after the button has been pressed before it returns to the starting position. Once it has returned, it can be used again."
N/A148 istimer(boolean) : "Play timer sound?" : 0 : "If set, this button will play timer sounds while button is depressed. This allows fast reset by default - use Prevent fast reset to stop this."
N/A149 preventfastreset(boolean) : "Prevent fast reset?" : 0 : "Buttons that are timer's allow you to reset early - use this to make the button stick for the entire duration."
N/A150 
N/A151 skin(choices) : "Skin" : 0 =
N/A152 [
N/A153 0 : "Clean"
N/A154 1 : "Rusted"
N/A155 ]
N/A156 
N/A157 input Press(void) : "Cause the button to be pressed."
N/A158 input Lock(void) : "Locks the button."
N/A159 input UnLock(void) : "UnLocks the button."
N/A160 input CancelPress(void) : "Causes the button to reset quietly and without firing OnButtonReset outputs."
N/A161 
N/A162 output OnPressed(void) : "Called when the button has been pressed."
N/A163 output OnPressedBlue(void) : "Called in Coop when the button has been pressed by the Blue player."
N/A164 output OnPressedOrange(void) : "Called in Coop when the button has been pressed by the Orange player."
N/A165 output OnButtonReset(void) : "Called when the button has reset after being pressed."
N/A166]
N/A167 
N/A168@PointClass base(prop_button) studio("models/props_underground/underground_testchamber_button.mdl") = prop_under_button :
N/A169"A button which is activated by player use or by game inputs, for use in underground test chambers"
N/A170[
N/A171]
N/A172 
N/A173@PointClass base(Targetname, Parentname, Angles ) studio() = prop_floor_button :
N/A174"A floor button which is activated by a player or objects."
N/A175[
N/A176 model(studio) : "Button model" : "models/props/portal_button.mdl" : "Button model must have the correct sequences and attachments in order to work as a button."
N/A177 input PressIn(void) : "Activate the button as if it was pressed, sending it to the bottom position."
N/A178 input PressOut(void) : "Unpress the button, sending it to the top position."
N/A179 output OnPressed(void) : "Called when the button has been pressed."
N/A180 output OnPressedBlue(void) : "Called in Coop when the button has been pressed by the Blue player."
N/A181 output OnPressedOrange(void) : "Called in Coop when the button has been pressed by the Orange player."
N/A182 output OnUnPressed(void) : "Called when the button has been unpressed."
N/A183]
N/A184 
N/A185@PointClass base(Targetname, Parentname, Angles ) studio("models/props/box_socket.mdl") = prop_floor_cube_button :
N/A186"A floor button which is activated by a prop_weighted_cube."
N/A187[
N/A188 AcceptsBall(boolean) : "Accepts Balls" : 1 : "If this button gets activated by the spherical cubes?"
N/A189 
N/A190 input PressIn(void) : "Activate the button as if it was pressed, sending it to the bottom position."
N/A191 input PressOut(void) : "Unpress the button, sending it to the top position."
N/A192 output OnPressed(void) : "Called when the button has been pressed."
N/A193 output OnUnPressed(void) : "Called when the button has been unpressed."
N/A194]
N/A195 
N/A196@PointClass base(Targetname, Parentname, Angles ) studio("models/props/ball_button.mdl") = prop_floor_ball_button :
N/A197"A floor button which is only activated by a prop_weighted_cube that is set to Cube Type = Sphere."
N/A198[
N/A199 input PressIn(void) : "Activate the button as if it was pressed, sending it to the bottom position."
N/A200 input PressOut(void) : "Unpress the button, sending it to the top position."
N/A201 output OnPressed(void) : "Called when the button has been pressed."
N/A202 output OnUnPressed(void) : "Called when the button has been unpressed."
N/A203]
N/A204 
N/A205@PointClass base(Targetname, Parentname, Angles ) studio("models/props_underground/underground_floor_button.mdl") = prop_under_floor_button :
N/A206"A floor button which is activated by a player or objects, for use in the underground test chambers"
N/A207[
N/A208 output OnPressed(void) : "Called when the button has been pressed."
N/A209 output OnUnPressed(void) : "Called when the button has been unpressed."
N/A210]
N/A211 
N/A212@PointClass base(Targetname, Angles, BaseProjector) studio("models/props/wall_emitter.mdl") = prop_wall_projector : "Wall Projector"
N/A213[
N/A214]
N/A215 
N/A216@PointClass base(Targetname, Parentname, Angles, EnableDisable) sphere(radius) studio("models/editor/angle_helper.mdl") = info_placement_helper : "Placement helper"
N/A217[
N/A218 radius(float) : "Radius" : 16 : "Radius in which to influence placement.,"
N/A219 proxy_name(target_destination) : "Proxy Entity Name" : : "Name of the entity we want to use for our real placement position."
N/A220 attach_target_name(string) : "Attach Entity Name" : : "Name of the entity we want force our attachment to. Used to combine objects."
N/A221 
N/A222 snap_to_helper_angles(boolean) : "Use helper's angles" : 0 : "Placed objects will snap to the angles of the placement helper."
N/A223 
N/A224 force_placement(boolean) : "Force Placement" : 0 : "Avoids placement rules when placing at this helper."
N/A225 
N/A226 output OnObjectPlaced(void) : "An object has been successfully placed using us as a guide."
N/A227 output OnObjectPlacedSize(integer) : "When an object is successfully placed, this sends the scale level as an out value"
N/A228]
N/A229 
N/A230@PointClass base(Targetname) iconsprite("editor/info_target.vmt") studioprop() = info_player_ping_detector : "Player Ping Detector"
N/A231[
N/A232 FuncTankName(target_destination) : "Func Tank Entity" : : "Name of the func_tank that will be told to look at the ping location when detected."
N/A233 TeamToLookAt(choices) : "Team to Observe" : 2 : "Which team's pings to look at." =
N/A234 [
N/A235 1 : "Both"
N/A236 2 : "Orange"
N/A237 3 : "Blue"
N/A238 ]
N/A239 Enabled(choices) : "Default State" : 1 : "Is this entity enabled by defualt or not?" =
N/A240 [
N/A241 0 : "Disabled"
N/A242 1 : "Enabled"
N/A243 ]
N/A244 
N/A245 input Enable(void) : "Starts listening for pings and will fire outputs when found."
N/A246 input Disable(void): "Disable this entity from listening for pings."
N/A247 input Toggle(void): "DToggle from Enabled to Disabled and vice versa."
N/A248 
N/A249 output OnPingDetected(void) : "Fired when a ping is detected."
N/A250]
N/A251 
N/A252@SolidClass base(Trigger) = func_placement_clip : "Specifies a region where things cannot be built."
N/A253[
N/A254]
N/A255 
N/A256//-------------------------------------------------------------------------
N/A257//
N/A258// NPCs
N/A259//
N/A260//-------------------------------------------------------------------------
N/A261 
N/A262@FilterClass base(BaseFilter) iconsprite("editor/filter_name.vmt") = filter_player_held :
N/A263 "A filter that only accepts objects held by the player."
N/A264[
N/A265]
N/A266 
N/A267@PointClass base(Parentname, Targetname, Angles, Reflection) studio() = env_portal_laser
N/A268: "Laser beam that will move through portals and reflect off metal surfaces."
N/A269[
N/A270 NoPlacementHelper(boolean) : "No placement helper" : 0 : "Don't automatically create a portal placement helper at the end of the laser."
N/A271 model(studio) : "Laser model" : "models/props/laser_emitter.mdl"
N/A272 
N/A273 StartState(choices) : "Start off?" : 0 =
N/A274 [
N/A275 1 : "Yes"
N/A276 0 : "No"
N/A277 ]
N/A278 
N/A279 LethalDamage(choices) : "Deal lethal damage" : 0 =
N/A280 [
N/A281 0 : "Non-lethal"
N/A282 1 : "Lethal"
N/A283 ]
N/A284 
N/A285 AutoAimEnabled(boolean) : "Should auto aim" : 1 : "Default to enabled"
N/A286 
N/A287 skin(choices) : "Skin Type" : 0 =
N/A288 [
N/A289 0 : "Clean"
N/A290 1 : "Rusted"
N/A291 ]
N/A292 
N/A293 input Toggle( void ) : "Toggle the laser on and off."
N/A294 input TurnOn( void ) : "Turn the laser on."
N/A295 input TurnOff( void ) : "Turn the laser off."
N/A296]
N/A297 
N/A298 
N/A299@PointClass base(Targetname) = point_laser_target
N/A300: "Target for lasers to strike. The entity will fire outputs when struck and unstruck."
N/A301[
N/A302 terminalpoint(boolean) : "Terminal Point" : 1
N/A303 
N/A304 output OnPowered(void) : "Fired when a laser hits the target."
N/A305 output OnUnpowered(void) : "Fired when a laser has stopped hitting the target."
N/A306]
N/A307 
N/A308@PointClass base(Parentname, Targetname, Reflection) studio() = prop_laser_catcher
N/A309: "Laser catcher that has target for lasers to strike. The entity will fire outputs when struck and unstruck."
N/A310[
N/A311 SkinType(choices) : "Skin Type" : 0 =
N/A312 [
N/A313 0 : "Clean"
N/A314 1 : "Rusted"
N/A315 ]
N/A316 
N/A317 model(studio) : "laser catcher model" : "models/props/laser_catcher.mdl"
N/A318 output OnPowered(void) : "Fired when a laser hits the target."
N/A319 output OnUnpowered(void) : "Fired when a laser has stopped hitting the target."
N/A320]
N/A321 
N/A322@PointClass base(Parentname, Targetname, Reflection) studio() = prop_laser_relay
N/A323: "Laser catcher that has target for lasers to strike. The entity will fire outputs when struck and unstruck."
N/A324[
N/A325 model(studio) : "laser relay model" : "models/props/laser_receptacle.mdl"
N/A326 output OnPowered(void) : "Fired when a laser hits the target."
N/A327 output OnUnpowered(void) : "Fired when a laser has stopped hitting the target."
N/A328]
N/A329 
N/A330@PointClass base(Targetname,Angles, Reflection) studio( "models/props/metal_box.mdl" ) = prop_weighted_cube : "Weighted Cube"
N/A331[
N/A332 skin(choices) : "Skin (OLD)" : 0 =
N/A333 [
N/A334 0 : "Standard"
N/A335 1 : "Companion"
N/A336 2 : "Standard Activated"
N/A337 3 : "Reflective"
N/A338 4 : "Sphere"
N/A339 5 : "Antique"
N/A340 ]
N/A341 
N/A342 CubeType(choices) : "Cube Type" : 0 =
N/A343 [
N/A344 0 : "Standard"
N/A345 1 : "Companion"
N/A346 2 : "Reflective"
N/A347 3 : "Sphere"
N/A348 4 : "Antique"
N/A349 ]
N/A350 
N/A351 SkinType(choices) : "Skin Type" : 0 =
N/A352 [
N/A353 0 : "Clean"
N/A354 1 : "Rusted"
N/A355 ]
N/A356 
N/A357 PaintPower(choices) : "Paint Power" : 4 :
N/A358 "The paint power of the cube." =
N/A359 [
N/A360 0 : "Bounce"
N/A361 1 : "Stick"
N/A362 2 : "Speed"
N/A363 3 : "Portal"
N/A364 4 : "None"
N/A365 ]
N/A366 
N/A367 NewSkins(boolean) : "Use new skins" : 0 : "Use the values in the Cube Type and Skin Type fields instead of the Skin(OLD) field."
N/A368 
N/A369 allowfunnel(boolean) : "Allow Portal Funneling" : 1 : "Whether or not this object should auto-funnel into a portal."
N/A370 
N/A371 input EnablePortalFunnel(void) : "Enable portal funneling behavior."
N/A372 input DisablePortalFunnel(void) : "Disable portal funneling behavior."
N/A373 
N/A374 input Dissolve(void) : "Dissolves the cube."
N/A375 input SilentDissolve(void) : "Kills the cube and fires its OnFizzled output."
N/A376 input PreDissolveJoke(void) : "GLaDOS make a funny about the cube."
N/A377 input ExitDisabledState(void) : "Exits the disabled state of a reflective cube."
N/A378 output OnFizzled(void) : "Fired when a cube is fizzled."
N/A379 output OnOrangePickUp(void) : "Orange picked up the cube."
N/A380 output OnBluePickUp(void) : "Blue picked up the cube."
N/A381 output OnPlayerPickup(void) : "Player picked up the cube."
N/A382 output OnPhysGunDrop(void) : "Player dropped the cube."
N/A383 output OnPainted(void) : "Cube got painted."
N/A384]
N/A385 
N/A386@SolidClass base(Trigger) = trigger_catapult : "Catapult the player in a given diretion at a given velocity."
N/A387[
N/A388 playerSpeed(float) : "Player Speed" : 450 : "Speed at which to launch the players (u/sec)"
N/A389 physicsSpeed(float) : "Physics Object Speed" : 450 : "Speed at which to launch physics objects (u/sec)"
N/A390 useThresholdCheck(boolean) : "Use Threshold Check" : 0
N/A391 entryAngleTolerance(float) : "Entry Angle Tolerance" : "0.0" : "Flung object's velocity must be pointing this much at the target. Specify a value between [-1...1] 1 means exactly, 0 means within 180 degrees -1 means any angle is accepted. This is only used if Use Threshold Check is set to yes."
N/A392 useExactVelocity(boolean) : "Use Exact Velocity" : 0 : "Try to fling exactly at the speed specified - this prevents the added upward velocity from a launch target."
N/A393 exactVelocityChoiceType(choices) : "Exact Solution Method" : 0 :
N/A394 "Using exact velocity generates two correct solutions. Use this to force which one you choose." =
N/A395 [
N/A396 0 : "Best"
N/A397 1 : "Solution One"
N/A398 2 : "Solution Two"
N/A399 ]
N/A400 lowerThreshold(float) : "Lower Threshold" : "0.15" : "Flung object must be within this percentage value in order to activate fling. Specify a value between [0...1] (default is .15) This is only used if Use Threshold Check is set to yes."
N/A401 upperThreshold(float) : "Upper Threshold" : "0.30" : "Flung object must be within this percentage value in order to activate fling. Specify a value between [0...1] (default is .30) This is only used if Use Threshold Check is set to yes."
N/A402 launchDirection(angle) : "Launch direction" : "0 0 0" : "Direction to launch the player in."
N/A403 launchTarget(target_destination) : "Launch target" : "" : "Entity to try to 'hit' when we're launched."
N/A404 onlyVelocityCheck(boolean) : "Only check velocity" : 0 : "Only check velocity of the touching object - don't actually catapult it. Use in conjunction with OnCatapulted to create velocity checking triggers. Only works when Use Threshhold Check is enabled."
N/A405 applyAngularImpulse(boolean) : "Apply angular impulse" : 1 : "If a random angular impulse should be applied to physics objects being catapulted."
N/A406 AirCtrlSupressionTime(float) : "Air Control SupressionTime" : "-1.0" : "[Launch by target only!]If greater than zero, supress player aircontrol for this number (in seconds). If less than zero use the default (quarter second)."
N/A407 
N/A408 output OnCatapulted(void) : "The object has been launched."
N/A409]
N/A410 
N/A411@PointClass base(BasePropPhysics) studio( "models/props/futbol.mdl" ) = prop_glass_futbol : "Magic glass futbol which the player uses to power futbol sockets."
N/A412[
N/A413 SpawnerName(string)  : "Spawner Name" : "" : "Name of prop_glass_futbol_spawner for this futbol to respawn in once broken."
N/A414]
N/A415 
N/A416@PointClass base(Targetname) studio( "models/props/futbol_dispenser.mdl" ) = prop_glass_futbol_spawner : "Spawns magic glass futbols. Will re-create a futbol when it's created futbol breaks."
N/A417[
N/A418 StartWithFutbol(boolean) : "Start with Futbol" : "1" : "Set true if this spawner starts with a futbol in it. Set to false if this spawner's futbol will be maunally placed in the map."
N/A419 
N/A420 // Inputs
N/A421 input ForceSpawn(void)  : "Spawns a new futbol. Usually isn't nessicary, because futbols respawn automatically if broken."
N/A422 
N/A423 // Outputs
N/A424 output OnFutbolSpawned(void) : "Created a new futbol."
N/A425 output OnFutbolGrabbed(void) : "Player has taken the futbol out of this spawner."
N/A426]
N/A427 
N/A428@PointClass base(Targetname) studio( "models/props/futbol_socket.mdl" ) = prop_glass_futbol_socket : "Catches futbols and fires an output."
N/A429[
N/A430 // Outputs
N/A431 output OnFutbolReleased(void) : "Player has taken the futbol out of this socket."
N/A432 output OnFutbolCaught(void)  : "This socket has captured a futbol."
N/A433]
N/A434 
N/A435@PointClass base(Targetname) = portalmp_gamerules : "Proxy entity for Portal 2 Gamerules"
N/A436[
N/A437 input AddRedTeamScore(integer) : "Add to the Red team score (can be a negative number)"
N/A438 input AddBlueTeamScore(integer) : "Add to the Blue team score (can be a negative number)"
N/A439]
N/A440 
N/A441@PointClass base(Parentname, Targetname, Angles) studio("models/effects/cappoint_hologram.mdl") = item_nugget : "Aperture Incentivizing Nugget"
N/A442[
N/A443 GroupName(string) : "Group Name" : : "Giving nuggets a group name hints the game that they are intended to be a group"
N/A444 RespawnTime(float) : "Respawn Time" : 30 : "Number of seconds between when a nugget is collected and when it respawns"
N/A445 PointValue(choices) : "Point Value" : 1 =
N/A446 [
N/A447 1 : "1"
N/A448 5 : "5"
N/A449 10 : "10"
N/A450 25 : "25"
N/A451 ]
N/A452]
N/A453 
N/A454@SolidClass base(func_portal_detector) = func_portalled : "Fires outputs when an entity teleports through a portal in its volume"
N/A455[
N/A456 FireOnDeparture(boolean) : "Fire On Departure" : 1 : "Fire when the entity is entering this portal"
N/A457 FireOnArrival(boolean) : "Fire On Arrival" : 1 : "Fire when the entity is exiting this portal"
N/A458 FireOnPlayer(boolean) : "Player" : 1 : "Fire when a player has portalled"
N/A459 
N/A460 output OnEntityPrePortalled(void)  : "Fires when the entity is about to portal."
N/A461 output OnEntityPostPortalled(void)  : "Fires when the entity is done portalling."
N/A462]
N/A463 
N/A464@PointClass base(Targetname) = logic_player_slowtime : "Start/stops player being in slow time"
N/A465[
N/A466 input StartSlowingTime(float) : "Start slowing time for the player (with a set duration)."
N/A467 input StopSlowingTime(void) : "Stop slowing time for the player."
N/A468]
N/A469 
N/A470@PointClass base(Targetname) = logic_timescale : "Changes the server's timescale"
N/A471[
N/A472 BlendTime(float) : "Blend Time" : 0 : "The amount of time it takes to ramp to the desired timescale when triggered."
N/A473 input SetDesiredTimescale(float) : "Sets the desired timescale and starts slowing time (will blend to desired using the specified blend time)."
N/A474 input SetTimescaleBlendTime(float) : "Set the amount of time that it takes to ramp to the desired timescale when triggered."
N/A475]
N/A476 
N/A477@PointClass base(Targetname) = env_player_viewfinder : "When enabled, the viewfinder screen overlay will turn on."
N/A478[
N/A479 input ShowViewFinder(void) : "Shows the view finder scren overlay."
N/A480 input HideViewFinder(void) : "Hides the view finder scren overlay."
N/A481]
N/A482 
N/A483@PointClass base(Targetname, PlayerClass, Angles) studio("models/editor/playerstart.mdl") = info_coop_spawn : "Player spawns for cooperative mode"
N/A484[
N/A485 Enabled(choices) : "Initial State" : 0 =
N/A486 [
N/A487 0 : "Disabled"
N/A488 1 : "Enabled"
N/A489 ]
N/A490 
N/A491 StartingTeam(choices) : "Team" : 0 =
N/A492 [
N/A493 0 : "Any"
N/A494 2 : "Red"
N/A495 3 : "Blue"
N/A496 ]
N/A497 
N/A498 ForceGunOnSpawn(boolean) : "Force gun on spawn" : 0 : "Force the blue player to start with the portal gun and the red player to start with the paint gun."
N/A499 
N/A500 input Enable(void) : "Enable the spawn point to be used."
N/A501 input SetAsActiveSpawn(void) : "Enable the spawn point to be used, disabling all other spawn points that do not share the same name."
N/A502 input Disable(void) : "Disable the spawn point from being used."
N/A503 input SetTeam(integer) : "Set the team this spawn point is for. 0 and 1 are any team. 2 is red, 3 is blue"
N/A504]
N/A505 
N/A506@PointClass base(TalkNPC,Parentname) studio("models/npcs/personality_sphere/personality_sphere.mdl") = npc_personality_core
N/A507[
N/A508 ModelSkin(choices) : "Alt Model Skin" : 0 : "If using the 'alt' skin, this sets the eye color -- If not using the alt skin, (0 = broken) (1=normal)" =
N/A509 [
N/A510 0 : "Blue Eye / Broken"
N/A511 1 : "Green Eye / Normal"
N/A512 2 : "Red Eye / NA"
N/A513 3 : "Purple Eye / NA"
N/A514 ]
N/A515 
N/A516 altmodel(choices) : "Use Alternate Skins" : 0 : "Use the model with corrupted skins, instead of the skins in the original model. " =
N/A517 [
N/A518 0 : "No"
N/A519 1 : "Yes"
N/A520 ]
N/A521 
N/A522 output OnPlayerPickup(void) : "Fired whenever the player picks up the core."
N/A523 output OnPlayerDrop(void) : "Fired whenever the player drops the core."
N/A524 
N/A525 input EnableMotion(void) : "Enable physics motion/collision response."
N/A526 input DisableMotion(void) : "Disable physics motion/collision response."
N/A527 
N/A528 input EnableFlashlight(void) : "Enable the eye flashlight."
N/A529 input DisableFlashlight(void) : "Disable the eye flashlight."
N/A530 
N/A531 input ForcePickup(void) : "Force the player to pickpup the sphere."
N/A532 input EnablePickup(void) : "Allow player pickup."
N/A533 input DisablePickup(void) : "Disable player pickup."
N/A534 
N/A535 input PlayAttach(void) : "Play the attach animation, used for syncing with the socket animation."
N/A536 input PlayDetach(void) : "Play the attach animation, used for syncing with the socket animation."
N/A537 input PlayLock(void) : "Play the lock animation, used for syncing with the socket animation."
N/A538 
N/A539 input SetIdleSequence(string) : "Set a sequence to use as an idle."
N/A540 input ClearIdleSequence(void) : "Return to the default idle animation."
N/A541 
N/A542 input Explode(void) : "Explode the sphere."
N/A543]
N/A544 
N/A545@PointClass base(BasePropPhysics,Parentname) studio("models/npcs/monsters/monster_a.mdl") = prop_monster_box
N/A546[
N/A547 StartAsBox(boolean) : "Start As Box" : 0 : "Start as an Box."
N/A548 BoxSwitchSpeed(float) : "Box Switch Speed" : 400 : "Speed to force switch to a box."
N/A549 AllowSilentDissolve(boolean) : "Allow SilentDissolve input" : 0 : "Allow the SilentDissolve input to dissolve this monster."
N/A550 
N/A551 input BecomeBox(string) : "Force the monster to stay as a box."
N/A552 input BecomeMonster(void) : "Allow the monster to come out when set down."
N/A553 input BecomeShortcircuit(void) : "Short circuit this box and don't allow him to move anymore."
N/A554 
N/A555 input Dissolve(void) : "Dissolves the monster."
N/A556 output OnFizzled(void) : "Fired when the monster gets fizzled."
N/A557 input SilentDissolve(void) : "Kills the monster box and fires its OnFizzled output."
N/A558]
N/A559 
N/A560@PointClass base(Targetname, Parentname, Angles) studio("models/props/sign_frame01/sign_frame01.mdl") line(255 255 0, targetname, IndicatorLights) = prop_indicator_panel
N/A561[
N/A562 TimerDuration(float) : "Timer Duration" : 0 : "Amount of time the counter will count down"
N/A563 Enabled(boolean) : "Start visible?" : 0 : "Whether the timer should be initially visible."
N/A564 IsTimer(boolean) : "Is a timer" : 0 : "Whether we're a countdown timer or not."
N/A565 IsChecked(boolean) : "Is checked" : 0 : "If this is a binary indicator, whether this is checked or not."
N/A566 
N/A567 IndicatorLights(target_destination) : "Indicator Lights" : "" : "If supplied, assumes this is a group of indicators lights to toggle when the indicator is toggled."
N/A568 
N/A569 input Check(void) : "Sets the indicator state to be 'checked'."
N/A570 input Uncheck(void) : "Sets the indicator state to be 'unchecked'."
N/A571 
N/A572 input Start(void) : "Start counting down."
N/A573 input Stop(void) : "Stop the counter at its current value."
N/A574 input Reset(void) : "Reset the timer back to its default value."
N/A575]
N/A576 
N/A577@PointClass base(Targetname, Parentname, Angles) studio("models/props/sign_frame01/sign_frame01.mdl") = prop_tic_tac_toe_panel
N/A578[
N/A579 output OnPlayer1Pinged(void) : "Fired if pinged by Player 1."
N/A580 output OnPlayer2Pinged(void) : "Fired if pinged by Player 2."
N/A581]
N/A582 
N/A583@SolidClass base(Trigger) = trigger_playerteam : "Triggers different outputs for different players touching the trigger."
N/A584[
N/A585 target_team(choices) : "Target Team" : 0 : "Which team (or all) to allow to touch this trigger." =
N/A586 [
N/A587 0 : "Both"
N/A588 3 : "Blue"
N/A589 2 : "Orange"
N/A590 ]
N/A591 
N/A592 trigger_once(boolean) : "Trigger Once" : "No" : "Only trigger once, then remove the trigger."
N/A593 
N/A594 output OnStartTouchOrangePlayer(void) : "Orange player has started touching the trigger."
N/A595 output OnStartTouchBluePlayer(void) : "Blue player has started touching the trigger."
N/A596 output OnEndTouchOrangePlayer(void) : "Orange player has stopped touching the trigger."
N/A597 output OnEndTouchBluePlayer(void) : "Blue player has stopped touching the trigger."
N/A598]
N/A599 
N/A600@SolidClass base(Targetname) = trigger_ping_detector : "Detects whether a player has pinged in its region."
N/A601[
N/A602 output OnOrangePlayerPinged(void) : "Fired when the orange player has pinged inside the trigger."
N/A603 output OnBluePlayerPinged(void) : "Fired when the blue player has pinged inside the trigger."
N/A604]
N/A605 
N/A606@PointClass base(Targetname) iconsprite("editor/info_landmark") = info_landmark_entry : "Entry landmark"
N/A607[
N/A608]
N/A609 
N/A610@PointClass base(Targetname) iconsprite("editor/info_landmark") = info_landmark_exit : "Exit landmark"
N/A611[
N/A612]
N/A613 
N/A614@PointClass base(Targetname) iconsprite("editor/game_end.vmt") = point_changelevel : "Level Change Entity"
N/A615[
N/A616 input ChangeLevel(string) : "Changes the level to the map name supplied as a parameter."
N/A617 output OnChangeLevel(void) : "Fired when the level is about to change."
N/A618]
N/A619 
N/A620@PointClass base(Targetname, Parentname, Angles, BaseProjector, Reflection, Shadow) studio("models/props/tractor_beam_emitter.mdl") = prop_tractor_beam : "Emitter for a tractor beam."
N/A621[
N/A622 linearForce(float) : "Linear Force" : 250 : "Linear force to apply to objects in the beam."
N/A623 noemitterparticles(boolean) : "Disable Emitter Particles" : 0 : "Disable the whirly particles on the emitter."
N/A624 input SetLinearForce(float) : "Set the linear force applied to objects in the beam."
N/A625 use128model(boolean) : "Use 128 model" : 0 : "Use the tbeam projector model that fits within a 128 unit square."
N/A626 // input Enable(void) : "Turn the beam on."
N/A627 // input Disable(void) : "Turn the beam off."
N/A628]
N/A629 
N/A630@PointClass base(Targetname, Parentname, Angles) studio("models/editor/cone_helper.mdl") = info_paint_sprayer : "An entity that sprays paint."
N/A631[
N/A632 //Paint sprayer
N/A633 maxblobcount(integer) : "Max number of blobs" : 250 : "Max number of blobs that sprayer can spawn in the world (1-250)."
N/A634 light_position_name(string) : "Light Position Name" : : "Name of the entity we want to use as blobs light position."
N/A635 start_active(boolean) : "Start Active?" : 0
N/A636 silent(boolean) : "Silent?" : "0" : "If this flag is true, blobs will only paint (no render, effect, or sound)"
N/A637 DrawOnly(boolean) : "DrawOnly?" : "0" : "If this flag is true, blobs will only render (no paint, effect, or sound)"
N/A638 PaintType(choices) : "Paint Type" : 0 :
N/A639 "The type of paint sprayed." =
N/A640 [
N/A641 0 : "Bounce"
N/A642 1 : "Stick"
N/A643 2 : "Speed"
N/A644 3 : "Portal"
N/A645 4 : "Erase"
N/A646 ]
N/A647 
N/A648 RenderMode(choices) : "Render Mode" : 0 :
N/A649 "The mode to render blobs." =
N/A650 [
N/A651 0 : "Blobulator"
N/A652 1 : "Fast Sphere"
N/A653 ]
N/A654 
N/A655 AmbientSound(choices) : "Ambient Sound" : 0 :
N/A656 "The sound to play when paint is flowing." =
N/A657 [
N/A658 0 : "None (silent)"
N/A659 1 : "Drip"
N/A660 2 : "Medium Flow"
N/A661 3 : "Heavy Flow"
N/A662 ]
N/A663 
N/A664 blobs_per_second(float) : "Blobs per second" : "1" : "The number of paint blobs sprayed per second."
N/A665 min_speed(float) : "Min blob speed" : "100" : "The minimum speed of the sprayed blobs."
N/A666 max_speed(float) : "Max blob speed" : "100" : "The maximum speed of the sprayed blobs."
N/A667 blob_spread_radius(float) : "Blob spread radius" : "0" : "The starting radius of the spread of the blobs."
N/A668 blob_spread_angle(float) : "Blob spread angle" : "0" : "The spread of the blobs along its direction vector (in degrees)."
N/A669 blob_streak_percentage(float) : "Blob streak percentage" : "0" : "The percentage of blobs that will streak (0 - 100)."
N/A670 min_streak_time(float) : "Blob min streak time" : "0.2" : "The minimum time that the blobs will streak for."
N/A671 max_streak_time(float) : "Blob max streak time" : "0.5" : "The maximum time that the blobs will streak for."
N/A672 min_streak_speed_dampen(float) : "Blob min streak speed dampen" : "500" : "The minimum speed dampening while streaking."
N/A673 max_streak_speed_dampen(float) : "Blob max streak speed dampen" : "1000" : "The maximum speed dampening while streaking."
N/A674 
N/A675 input Start(void) : "Tell the paint sprayer to start spraying."
N/A676 input Stop(void) : "Tell the paint sprayer to stop spraying."
N/A677 input ChangePaintType(integer) : "Change the type of paint being sprayed."
N/A678]
N/A679 
N/A680@PointClass base(Targetname,Angles) studio("models/props/futbol.mdl") = prop_paint_bomb : "Paint bomb that explodes on impact."
N/A681[
N/A682 //Paint bomb
N/A683 PaintType(choices) : "Paint Type" : 4 :
N/A684 "The type of paint to explode." =
N/A685 [
N/A686 0 : "Bounce"
N/A687 1 : "Stick"
N/A688 2 : "Speed"
N/A689 3 : "Portal"
N/A690 4 : "Erase"
N/A691 ]
N/A692 
N/A693 BombType(choices) : "Bomb Type" : 0 :
N/A694 "The type of explosion." =
N/A695 [
N/A696 0 : "Dry Bomb"
N/A697 1 : "Wet Bomb"
N/A698 ]
N/A699 
N/A700 allowfunnel(boolean) : "Allow Portal Funneling" : 1 : "Whether or not this object should auto-funnel into a portal."
N/A701 AllowSilentDissolve(boolean) : "Allow SilentDissolve input" : 0 : "Allow the SilentDissolve input to dissolve this bomb."
N/A702 
N/A703 playspawnsound(boolean) : "Play Spawn Sound" : 1 : "Whether or not this bomb should play a sound on spawn."
N/A704 
N/A705 input Dissolve(void) : "Dissolves the paint bomb."
N/A706 input SilentDissolve(void) : "Kills the paint bomb and fires its OnFizzled output."
N/A707 input EnablePortalFunnel(void) : "Enable portal funneling behavior."
N/A708 input DisablePortalFunnel(void) : "Disable portal funneling behavior."
N/A709 
N/A710 output OnFizzled(void) : "Fired when a paint bomb is fizzled."
N/A711 output OnExploded(void) : "Fired when a paint bomb explodes."
N/A712]
N/A713 
N/A714 
N/A715@PointClass base(Item) studio("models/items/healthkit.mdl") = item_paint_power_pickup : "Paint Ammo"
N/A716[
N/A717 // Paint power pickup
N/A718 PaintType(choices) : "Paint Type" : 0 :
N/A719 "The paint power of the pickup." =
N/A720 [
N/A721 0 : "Bounce"
N/A722 1 : "Stick"
N/A723 2 : "Speed"
N/A724 3 : "Portal"
N/A725 ]
N/A726]
N/A727 
N/A728@SolidClass base(Trigger, Targetname) = trigger_paint_cleanser :
N/A729 "A trigger volume that fizzles paint powers from the gun when the player touches it."
N/A730[
N/A731]
N/A732 
N/A733@PointClass base(Weapon) studio("models/weapons/w_portalgun.mdl") = weapon_paintgun : "Paintgun" []
N/A734 
N/A735@PointClass base(Targetname) = point_survey : "Displays a survey to the player"
N/A736[
N/A737 surveyname(string) : "Survey Name" : : "The name of the survey keyvalues file."
N/A738 input ShowSurvey(string) : "Displays the survey."
N/A739 output OnSurveyComplete(void) : "Fired when the player finishes a survey."
N/A740]
N/A741 
N/A742@PointClass base(Targetname, Angles) studio("models/effects/cappoint_hologram.mdl") = portal_race_checkpoint : "Checkpoint for race maps."
N/A743[
N/A744 ResetTime(float) : "Reset Time" : "5.0" : "The time it takes for the checkpoint to reset after activation"
N/A745 
N/A746 output OnCheckpointActivated(void) : "Fired when the checkpoint is activated by the player."
N/A747 output OnCheckpointReset(void) : "Fired when the checkpoint is reset after being activated by the player."
N/A748 
N/A749 input Activate(void) : "Activates the checkpoint."
N/A750 input CancelActivate(void) : "Cancels the checkpoint's activated state."
N/A751 input Lock(void) : "Locks the checkpoint from being activated."
N/A752 input Unlock(void) : "The checkpoint can be activated."
N/A753]
N/A754 
N/A755@PointClass base(Targetname, Parentname, Angles) studio("models/editor/axis_helper_thick.mdl") = vgui_level_placard_display :
N/A756"Pre-level display placard entity."
N/A757[
N/A758]
N/A759 
N/A760@PointClass base(Targetname, Parentname, Angles) studio("models/editor/axis_helper_thick.mdl") = vgui_mp_lobby_display :
N/A761"MP lobby display for day selection."
N/A762[
N/A763]
N/A764 
N/A765@PointClass base(BasePropPhysics) studio( "models/props/futbol.mdl" ) = prop_exploding_futbol : "Magic exploding futbol which the player uses to power futbol sockets."
N/A766[
N/A767 SpawnerName(string)  : "Spawner Name" : "" : "Name of prop_exploding_futbol_spawner for this futbol to respawn in once it has exploded."
N/A768 ShouldRespawn(boolean) : "Should Respawn" : "0" : "Should the futbol respawn at its spawner after exploding. Note: Spawner needs to be set for this to work."
N/A769 ExplodeOnTouch(boolean) : "Explode on touch" : "1" : "If the futbol should explode when it touches something."
N/A770 
N/A771 input Explode(void) : "Explodes the futbol."
N/A772]
N/A773 
N/A774@PointClass base(Targetname) studio( "models/props/futbol_dispenser.mdl" ) = prop_exploding_futbol_spawner : "Spawns magic exploding futbols. Will re-create a futbol when it's created futbol explodes."
N/A775[
N/A776 StartWithFutbol(boolean) : "Start with Futbol" : "1" : "Set true if this spawner starts with a futbol in it. Set to false if this spawner's futbol will be maunally placed in the map."
N/A777 IsTimed(boolean) : "Is Futbol Timed?" : "0" : "If the futbol should explode after a set amount of time."
N/A778 Timer(float) : "Explode Timer" : "0" : "The time after which the futbol explodes if it is timed."
N/A779 TimerIndicatorName(target_destination) : "Timer Indicator Panel" : "" : "The name of the timer panel associated with the futbol, if any."
N/A780 
N/A781 // Inputs
N/A782 input ForceSpawn(void)  : "Spawns a new futbol. Usually isn't nessicary, because futbols respawn automatically if broken."
N/A783 
N/A784 // Outputs
N/A785 output OnFutbolSpawned(void) : "Created a new futbol."
N/A786 output OnFutbolGrabbed(void) : "Player has taken the futbol out of this spawner."
N/A787]
N/A788 
N/A789@PointClass base(Targetname) studio( "models/props/futbol_socket.mdl" ) = prop_exploding_futbol_socket : "Catches futbols and fires an output."
N/A790[
N/A791 // Outputs
N/A792 output OnFutbolReleased(void) : "Player has taken the futbol out of this socket."
N/A793 output OnFutbolCaught(void)  : "This socket has captured a futbol."
N/A794]
N/A795 
N/A796@PointClass base(Targetname, Angles) sphere(radius) sphere(inner_radius) = point_push: "Point Push"
N/A797[
N/A798 spawnflags(Flags) =
N/A799 [
N/A800 1 : "Test LOS before pushing" : 0
N/A801 2 : "Use angles for push direction" : 0
N/A802 4 : "No falloff (constant push at any distance)" : 0
N/A803 8 : "Push players" : 1
N/A804 16 : "Push physics" : 1
N/A805 ]
N/A806 
N/A807 enabled(boolean) : "Start Enabled"  : 1
N/A808 
N/A809 magnitude(float) : "Magnitude" : 100 : "How strongly to push away from the center."
N/A810 radius(float) : "Radius" : 128 : "Radius to affect items in."
N/A811 inner_radius(float) : "Inner radius" : "0" : "If not zero, the LOS is calculated from a point intersecting this sphere."
N/A812 influence_cone(float) : "Cone of Influence" : "0" : "If greater than zero, the cone (in degrees) within which the object must lie for it to be affected."
N/A813 
N/A814 input Enable(void) : "Enable the push."
N/A815 input Disable(void): "Disable the push."
N/A816]
N/A817 
N/A818@PointClass base(prop_physics) sphere(fademindist) sphere(fademaxdist) studioprop() = prop_physics_paintable :
N/A819 "A dynamic prop that can be painted."
N/A820[
N/A821 PaintPower(choices) : "Paint Power" : 4 :
N/A822 "The paint power of the pickup." =
N/A823 [
N/A824 0 : "Bounce"
N/A825 1 : "Stick"
N/A826 2 : "Speed"
N/A827 3 : "Portal"
N/A828 4 : "None"
N/A829 ]
N/A830]
N/A831 
N/A832@PointClass base(Targetname) iconsprite("editor/logic_coop_manager.vmt") = logic_coop_manager :
N/A833 "Manages two sets of values and can fire outputs based on the state of those values. " +
N/A834 "Useful in coop where you can have players independently setting states on buttons, switches, etc."
N/A835[
N/A836 // keys
N/A837 DefaultPlayerStateA(choices) : "Default State A" : 0 :
N/A838 "The default state of A" =
N/A839 [
N/A840 0 : "FALSE"
N/A841 1 : "TRUE"
N/A842 ]
N/A843 DefaultPlayerStateB(choices) : "Default State B" : 0 :
N/A844 "The default state of B" =
N/A845 [
N/A846 0 : "FALSE"
N/A847 1 : "TRUE"
N/A848 ]
N/A849 
N/A850 // Inputs
N/A851 input SetStateATrue(void) : "Set State A to TRUE"
N/A852 input SetStateAFalse(void) : "Set State A to FALSE"
N/A853 input ToggleStateA(void) : "Toggle State A"
N/A854 input SetStateBTrue(void) : "Set State B to TRUE"
N/A855 input SetStateBFalse(void) : "Set State B to FALSE"
N/A856 input ToggleStateB(void) : "Toggle State B"
N/A857 
N/A858 // Outputs
N/A859 output OnChangeToAllTrue(void) : "Fires when ALL of the values change to TRUE for the first time"
N/A860 output OnChangeToAnyTrue(void) : "Fires when ANY of the values change to tTRUE for the first time"
N/A861 output OnChangeToAllFalse(void) : "Fires when ALL of the values change to FALSE for the first time"
N/A862 output OnChangeToAnyFalse(void) : "Fires when ANY of the values change to FALSE for the first time"
N/A863]
N/A864 
N/A865 
N/A866@PointClass base(Targetname, Parentname, Angles) studio("models/props/portal_door_combined.mdl") = prop_testchamber_door :
N/A867"Test chamber door entity."
N/A868[
N/A869 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/A870 
N/A871 AreaPortalWindow(target_destination) : "Area Portal Window Name" : "" : "The name of an area portal window that is controlled by the door."
N/A872 UseAreaPortalFade(boolean) : "Fade Area Portal?" : 0 : "If the area portal should use the specified fade distances to fade out."
N/A873 AreaPortalFadeStart(float) : "Fade Start Distance" : 0 : "The distance at which the area portal starts fading out."
N/A874 AreaPortalFadeEnd(float) : "Fade End Distance" : 0 : "The distance at which the area portal turns completely opaque."
N/A875 
N/A876 input Open(void) : "Open the door and cause the portal to activate."
N/A877 input Close(void) : "Close the door and cause the portal to deactivate."
N/A878 input Lock(void) : "Locking a door will prevent the Open or Close inputs from doing anything."
N/A879 input Unlock(void) : "If locked, unocking a door will allow the Open or Close inputs to function."
N/A880 
N/A881 output OnOpen(void) : "Called when the door has started its open animation."
N/A882 output OnClose(void) : "Called when the door has started its close animation."
N/A883 output OnFullyOpen(void) : "Called when the door has finished its open animation."
N/A884 output OnFullyClosed(void) : "Called when the door has finished its close animation."
N/A885]
N/A886 
N/A887@PointClass base(BaseNPC, Parentname, RenderFields, Shadow) studio() = npc_wheatley_boss : "Wheatley NPC stub"
N/A888[
N/A889 model(studio) : "Model"
N/A890]
N/A891 
N/A892 
N/A893@PointClass base(Targetname) sphere(radius) = paint_sphere : "Paint brush entities inside the sphere"
N/A894[
N/A895 paint_type(choices) : "Paint Type" : 0 :
N/A896 "The type of paint." =
N/A897 [
N/A898 0 : "Bounce"
N/A899 1 : "Stick"
N/A900 2 : "Speed"
N/A901 3 : "Portal"
N/A902 4 : "Erase"
N/A903 ]
N/A904 
N/A905 radius(float) : "Radius" : "60.f" : "Radius of paint sphere"
N/A906 
N/A907 alpha_percent(float) : "Alpha Percent" : "1.0" : "Alpha percent to control the density of paint, the value must be between 0 to 1"
N/A908 
N/A909 input Paint(void) : "Apply paint with specified paint type inside the paint sphere"
N/A910]