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- //
- // Counter-Strike game definition file (.fgd)
- // For Worldcraft 2.1 and above
- // Last update: August 17th 1999
- //
- // by Justin DeJong aka N0TH1NG
- // modified from code by autolycus
- //
-
- //
- // Worldspawn
- //
-
- @SolidClass = worldspawn : "World entity"
- [
- message(string) : "Map Description / Title"
- skyname(string) : "environment map (cl_skyname)"
- light(integer) : "Default light level"
- WaveHeight(string) : "Default Wave Height"
- MaxRange(string) : "Max viewable distance" : "4096"
- ]
-
- //
- // BaseClasses
- //
-
- @BaseClass = Targetname
- [
- targetname(target_source) : "Name"
- ]
- @BaseClass = Target
- [
- target(target_destination) : "Target"
- ]
-
- @BaseClass base(Target) = Targetx
- [
- delay(string) : "Delay before trigger" : "0"
- killtarget(target_destination) : "KillTarget"
- ]
-
- @BaseClass = RenderFxChoices
- [
- renderfx(choices) :"Render FX" : 0 =
- [
- 0: "Normal"
- 1: "Slow Pulse"
- 2: "Fast Pulse"
- 3: "Slow Wide Pulse"
- 4: "Fast Wide Pulse"
- 9: "Slow Strobe"
- 10: "Fast Strobe"
- 11: "Faster Strobe"
- 12: "Slow Flicker"
- 13: "Fast Flicker"
- 5: "Slow Fade Away"
- 6: "Fast Fade Away"
- 7: "Slow Become Solid"
- 8: "Fast Become Solid"
- 14: "Constant Glow"
- 15: "Distort"
- 16: "Hologram (Distort + fade)"
- ]
- ]
-
- @BaseClass base(RenderFxChoices) = RenderFields
- [
- rendermode(choices) : "Render Mode" : 0 =
- [
- 0: "Normal"
- 1: "Color"
- 2: "Texture"
- 3: "Glow"
- 4: "Solid"
- 5: "Additive"
- ]
- renderamt(integer) : "FX Amount (1 - 255)"
- rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
- ]
-
- @BaseClass size(-16 -16 -36, 16 16 36) color(0 255 0) = PlayerClass []
-
- @BaseClass size(-16 -16 -16, 16 16 16) = gibshooterbase
- [
- targetname (target_source) : "Name"
- m_iGibs(integer) : "Number of Gibs" : 3
- delay(string) : "Delay between shots" : "0"
- m_flVelocity(integer) : "Gib Velocity" : 200
- m_flVariance(string) : "Course Variance" : "0.15"
- m_flGibLife(string) : "Gib Life" : "4"
- spawnflags(Flags) =
- [
- 1 : "Repeatable" : 0
- ]
- ]
-
- @BaseClass = Light
- [
- _light(color255) : "Brightness" : "255 255 128 200"
- style(Choices) : "Appearance" : 0 =
- [
- 0 : "Normal"
- 10: "Fluorescent flicker"
- 2 : "Slow, strong pulse"
- 11: "Slow pulse, noblack"
- 5 : "Gentle pulse"
- 1 : "Flicker A"
- 6 : "Flicker B"
- 3 : "Candle A"
- 7 : "Candle B"
- 8 : "Candle C"
- 4 : "Fast strobe"
- 9 : "Slow strobe"
- ]
- pattern(string) : "Custom Appearance"
- ]
-
- @BaseClass base(Targetname) = Breakable
- [
- target(target_destination) : "Target on break"
- health(integer) : "Strength" : 1
- material(choices) :"Material type" : 0 =
- [
- 0: "Glass"
- 1: "Wood"
- 2: "Metal"
- 3: "Flesh"
- 4: "Cinder Block"
- 5: "Ceiling Tile"
- 6: "Computer"
- 7: "Unbreakable Glass"
- 8: "Rocks"
- ]
- explosion(choices) : "Gibs Direction" : 0 =
- [
- 0: "Random"
- 1: "Relative to Attack"
- ]
- delay(string) : "Delay before fire" : "0"
- gibmodel(string) : "Gib Model" : ""
- spawnobject(choices) : "Spawn On Break" : 0 =
- [
- 0: "Nothing"
- ]
- explodemagnitude(integer) : "Explode Magnitude (0=none)" : 0
- ]
-
- @BaseClass base(Targetname, RenderFields) = Door
- [
- killtarget(target_destination) : "KillTarget"
- speed(integer) : "Speed" : 100
- master(string) : "Master"
- movesnd(choices) : "Move Sound" : 0 =
- [
- 0: "No Sound"
- 1: "Servo (Sliding)"
- 2: "Pneumatic (Sliding)"
- 3: "Pneumatic (Rolling)"
- 4: "Vacuum"
- 5: "Power Hydraulic"
- 6: "Large Rollers"
- 7: "Track Door"
- 8: "Snappy Metal Door"
- 9: "Squeaky 1"
- 10: "Squeaky 2"
- ]
- stopsnd(choices) : "Stop Sound" : 0 =
- [
- 0: "No Sound"
- 1: "Clang with brake"
- 2: "Clang reverb"
- 3: "Ratchet Stop"
- 4: "Chunk"
- 5: "Light airbrake"
- 6: "Metal Slide Stop"
- 7: "Metal Lock Stop"
- 8: "Snappy Metal Stop"
- ]
- wait(integer) : "delay before close, -1 stay open " : 4
- lip(integer) : "Lip"
- dmg(integer) : "Damage inflicted when blocked" : 0
- message(string) : "Message if triggered"
- target(target_destination) : "Target"
- delay(integer) : "Delay before fire"
- netname(string) : "Fire on Close"
- health(integer) : "Health (shoot open)" : 0
- spawnflags(flags) =
- [
- 1 : "Starts Open" : 0
- 4 : "Don't link" : 0
- 8: "Passable" : 0
- 32: "Toggle" : 0
- 256:"Use Only" : 0
- ]
- locked_sound(choices) : "Locked Sound" : 0 =
- [
- 0: "None"
- 2: "Access Denied"
- 8: "Small zap"
- 10: "Buzz"
- 11: "Buzz Off"
- 12: "Latch Locked"
- ]
- unlocked_sound(choices) : "Unlocked Sound" : 0 =
- [
- 0: "None"
- 1: "Big zap & Warmup"
- 3: "Access Granted"
- 4: "Quick Combolock"
- 5: "Power Deadbolt 1"
- 6: "Power Deadbolt 2"
- 7: "Plunger"
- 8: "Small zap"
- 9: "Keycard Sound"
- 10: "Buzz"
- 13: "Latch Unlocked"
- ]
- locked_sentence(choices) : "Locked Sentence" : 0 =
- [
- 0: "None"
- 1: "Gen. Access Denied"
- 2: "Security Lockout"
- 3: "Blast Door"
- 4: "Fire Door"
- 5: "Chemical Door"
- 6: "Radiation Door"
- 7: "Gen. Containment"
- 8: "Maintenance Door"
- 9: "Broken Shut Door"
- ]
- unlocked_sentence(choices) : "Unlocked Sentence" : 0 =
- [
- 0: "None"
- 1: "Gen. Access Granted"
- 2: "Security Disengaged"
- 3: "Blast Door"
- 4: "Fire Door"
- 5: "Chemical Door"
- 6: "Radiation Door"
- 7: "Gen. Containment"
- 8: "Maintenance area"
- ]
- _minlight(string) : "Minimum light level"
- ]
-
- @BaseClass base(Targetname, Target, RenderFields) = BaseTank
- [
- spawnflags(flags) =
- [
- 1 : "Active" : 0
- 16: "Only Direct" : 0
- 32: "Controllable" : 0
- ]
-
- yawrate(string) : "Yaw rate" : "30"
- yawrange(string) : "Yaw range" : "180"
- yawtolerance(string) : "Yaw tolerance" : "15"
- pitchrate(string) : "Pitch rate" : "0"
- pitchrange(string) : "Pitch range" : "0"
- pitchtolerance(string) : "Pitch tolerance" : "5"
- barrel(string) : "Barrel Length" : "0"
- barrely(string) : "Barrel Horizontal" : "0"
- barrelz(string) : "Barrel Vertical" : "0"
- spritesmoke(string) : "Smoke Sprite" : ""
- spriteflash(string) : "Flash Sprite" : ""
- spritescale(string) : "Sprite scale" : "1"
- rotatesound(string) : "Rotate Sound" : ""
- firerate(string) : "Rate of Fire" : "1"
- bullet_damage(string) : "Damage Per Bullet" : "0"
- persistence(string) : "Firing persistence" : "1"
- firespread(choices) : "Bullet accuracy" : 0 =
- [
- 0: "Perfect Shot"
- 1: "Small cone"
- 2: "Medium cone"
- 3: "Large cone"
- 4: "Extra-large cone"
- ]
- minRange(string) : "Minmum target range" : "0"
- maxRange(string) : "Maximum target range" : "0"
- _minlight(string) : "Minimum light level"
- ]
-
- @BaseClass = PlatSounds
- [
- movesnd(choices) : "Move Sound" : 0 =
- [
- 0: "No Sound"
- 1: "big elev 1"
- 2: "big elev 2"
- 3: "tech elev 1"
- 4: "tech elev 2"
- 5: "tech elev 3"
- 6: "freight elev 1"
- 7: "freight elev 2"
- 8: "heavy elev"
- 9: "rack elev"
- 10: "rail elev"
- 11: "squeek elev"
- 12: "odd elev 1"
- 13: "odd elev 2"
- ]
- stopsnd(choices) : "Stop Sound" : 0 =
- [
- 0: "No Sound"
- 1: "big elev stop1"
- 2: "big elev stop2"
- 3: "freight elev stop"
- 4: "heavy elev stop"
- 5: "rack stop"
- 6: "rail stop"
- 7: "squeek stop"
- 8: "quick stop"
- ]
- volume(string) : "Sound Volume 0.0 - 1.0" : "0.85"
- ]
-
- @BaseClass base(Targetname, RenderFields, PlatSounds) = Trackchange
- [
- height(integer) : "Travel altitude" : 0
- spawnflags(flags) =
- [
- 1: "Auto Activate train" : 0
- 2: "Relink track" : 0
- 8: "Start at Bottom" : 0
- 16: "Rotate Only" : 0
- 64: "X Axis" : 0
- 128: "Y Axis" : 0
- ]
- rotation(integer) : "Spin amount" : 0
- train(target_destination) : "Train to switch"
- toptrack(target_destination) : "Top track"
- bottomtrack(target_destination) : "Bottom track"
- speed(integer) : "Move/Rotate speed" : 0
- ]
-
- @BaseClass base(Target, Targetname) = Trigger
- [
- killtarget(target_destination) : "Kill target"
- netname(target_destination) : "Target Path"
- style(integer) : "Style" : 32
- master(string) : "Master"
- sounds(choices) : "Sound style" : 0 =
- [
- 0 : "No Sound"
- ]
- delay(string) : "Delay before trigger" : "0"
- message(string) : "Message (set sound too)"
- spawnflags(flags) =
- [
- 4: "Pushables": 0
- ]
- ]
-
- //
- // Environmental effects
- //
-
- @BaseClass = BeamStartEnd
- [
- LightningStart(target_destination) : "Start Entity"
- LightningEnd(target_destination) : "Ending Entity"
- ]
- @PointClass base(Targetname, BeamStartEnd, RenderFxChoices) size(-16 -16 -16, 16 16 16) = env_beam : "Energy Beam Effect"
- [
- renderamt(integer) : "Brightness (1 - 255)" : 100
- rendercolor(color255) : "Beam Color (R G B)" : "0 0 0"
- Radius(integer) : "Radius" : 256
- life(string) : "Life (seconds 0 = infinite)" : "1"
- BoltWidth(integer) : "Width of beam (pixels*0.1 0-255)" : 20
- NoiseAmplitude(integer) : "Amount of noise (0-255)" : 0
- texture(string) : "Sprite Name" : "sprites/laserbeam.spr"
- TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35
- framerate(integer) : "Frames per 10 seconds" : 0
- framestart(integer) : "Starting Frame" : 0
- StrikeTime(string) : "Strike again time (secs)" : "1"
- damage(string) : "Damage / second" : "0"
- spawnflags(flags) =
- [
- 1 : "Start On" : 0
- 2 : "Toggle" : 0
- 4 : "Random Strike" : 0
- 8 : "Ring" : 0
- 16: "StartSparks" : 0
- 32: "EndSparks" : 0
- 64: "Decal End" : 0
- 128: "Shade Start" : 0
- 256: "Shade End" : 0
- ]
- ]
-
- @PointClass base(Targetname) size(-4 -4 -4, 4 4 4) = env_beverage : "Beverage Dispenser"
- [
- health(integer) : "Capacity" : 10
- skin(choices) : "Beverage Type" : 0 =
- [
- 0 : "Coca-Cola"
- 1 : "Sprite"
- 2 : "Diet Coke"
- 3 : "Orange"
- 4 : "Surge"
- 5 : "Moxie"
- 6 : "Random"
- ]
- ]
-
- @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) color(255 0 0) = env_blood : "Blood Effects"
- [
- color(choices) : "Blood Color" : 0 =
- [
- 0 : "Red (Human)"
- ]
- amount(string) : "Amount of blood (damage to simulate)" : "100"
- spawnflags(flags) =
- [
- 1: "Random Direction" : 0
- 2: "Blood Stream" : 0
- 4: "On Player" : 0
- 8: "Spray decals" : 0
- ]
- ]
-
- @SolidClass base(Targetname) = env_bubbles : "Bubble Volume"
- [
- density(integer) : "Bubble density" : 2
- frequency(integer) : "Bubble frequency" : 2
- current(integer) : "Speed of Current" : 0
- spawnflags(Flags) =
- [
- 1 : "Start Off" : 0
- ]
- ]
-
- @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = env_explosion : "Explosion"
- [
- iMagnitude(Integer) : "Magnitude" : 100
- spawnflags(flags) =
- [
- 1: "No Damage" : 0
- 2: "Repeatable" : 0
- 4: "No Fireball" : 0
- 8: "No Smoke" : 0
- 16: "No Decal" : 0
- 32: "No Sparks" : 0
- ]
- ]
-
- @PointClass base(Targetname, RenderFields) size(-4 -4 -4, 4 4 4) color(30 100 0) = env_glow : "Light Glow/Haze"
- [
- model(string) : "model" : "sprites/glow01.spr"
- scale(string) : "Sprite Scale" : "1.0"
- ]
-
- @PointClass base(Targetname, RenderFxChoices) size(-16 -16 -16, 16 16 16) = env_laser : "Laser Beam Effect"
- [
- LaserTarget(target_destination) : "Target of Laser"
- renderamt(integer) : "Brightness (1 - 255)" : 100
- rendercolor(color255) : "Beam Color (R G B)" : "0 0 0"
- width(integer) : "Width of beam (pixels*0.1 0-255)" : 20
- NoiseAmplitude(integer) : "Amount of noise (0-255)" : 0
- texture(string) : "Sprite Name" : "sprites/laserbeam.spr"
- EndSprite(string) : "End Sprite" : ""
- TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35
- framestart(integer) : "Starting Frame" : 0
- damage(string) : "Damage / second" : "100"
- spawnflags(flags) =
- [
- 1 : "Start On" : 0
- 16: "StartSparks" : 0
- 32: "EndSparks" : 0
- 64: "Decal End" : 0
- ]
- ]
-
- @PointClass base(Targetname, Target) size(-8 -8 -8, 8 8 8) = env_message : "HUD Text Message"
- [
- message(string) : "Message Name"
- spawnflags(flags) =
- [
- 1: "Play Once" : 0
- 2: "All Clients" : 0
- ]
- messagesound(string) : "Sound effect"
- messagevolume(string) : "Volume 0-10" : "10"
- messageattenuation(Choices) : "Sound Radius" : 0 =
- [
- 0 : "Small Radius"
- 1 : "Medium Radius"
- 2 : "Large Radius"
- 3 : "Play Everywhere"
- ]
- ]
-
- @PointClass base(Targetname, Target, RenderFields) size(-16 -16 -16, 16 16 16) color(100 100 0) = env_render : "Render Controls"
- [
- spawnflags(flags) =
- [
- 1: "No Renderfx" : 0
- 2: "No Renderamt" : 0
- 4: "No Rendermode" : 0
- 8: "No Rendercolor" : 0
- ]
- ]
-
- @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = env_shake : "Screen Shake"
- [
- spawnflags(flags) =
- [
- 1: "GlobalShake" : 0
- ]
- amplitude(string) : "Amplitude 0-16" : "4"
- radius(string) : "Effect radius" : "500"
- duration(string) : "Duration (seconds)" : "1"
- frequency(string) : "0.1 = jerk, 255.0 = rumble" : "2.5"
- ]
-
- @PointClass base(gibshooterbase, RenderFields) size(-16 -16 -16, 16 16 16) = env_shooter : "Model Shooter"
- [
- shootmodel(string) : "Model" : ""
- shootsounds(choices) :"Material Sound" : -1 =
- [
- -1: "None"
- 0: "Glass"
- 1: "Wood"
- 2: "Metal"
- 3: "Flesh"
- 4: "Concrete"
- ]
- scale(string) : "Gib Scale" : ""
- skin(integer) : "Gib Skin" : 0
- ]
-
- @PointClass size(-8 -8 -8, 8 8 8) = env_sound : "DSP Sound"
- [
- radius(integer) : "Radius" : 128
- roomtype(Choices) : "Room Type" : 0 =
- [
- 0 : "Normal (off)"
- 1 : "Generic"
-
- 2 : "Metal Small"
- 3 : "Metal Medium"
- 4 : "Metal Large"
-
- 5 : "Tunnel Small"
- 6 : "Tunnel Medium"
- 7 : "Tunnel Large"
-
- 8 : "Chamber Small"
- 9 : "Chamber Medium"
- 10: "Chamber Large"
-
- 11: "Bright Small"
- 12: "Bright Medium"
- 13: "Bright Large"
-
- 14: "Water 1"
- 15: "Water 2"
- 16: "Water 3"
-
- 17: "Concrete Small"
- 18: "Concrete Medium"
- 19: "Concrete Large"
-
- 20: "Big 1"
- 21: "Big 2"
- 22: "Big 3"
-
- 23: "Cavern Small"
- 24: "Cavern Medium"
- 25: "Cavern Large"
-
- 26: "Weirdo 1"
- 27: "Weirdo 2"
- 28: "Weirdo 3"
- ]
- ]
-
- @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = env_spark : "Spark"
- [
- MaxDelay(string) : "Max Delay" : "0"
- spawnflags(flags) =
- [
- 32: "Toggle" : 0
- 64: "Start ON" : 0
- ]
- ]
-
- @PointClass base(Targetname, RenderFields) size(-4 -4 -4, 4 4 4) = env_sprite : "Sprite Effect"
- [
- framerate(string) : "Framerate" : "10.0"
- model(string) : "Sprite Name" : "sprites/glow01.spr"
- scale(string) : "Scale" : ""
- spawnflags(flags) =
- [
- 1: "Start on" : 0
- 2: "Play Once" : 0
- ]
- ]
-
- //
- // Function entities
- //
-
- @SolidClass base(Breakable, RenderFields) = func_breakable : "Breakable Object"
- [
- spawnflags(flags) =
- [
- 1 : "Only Trigger" : 0
- 2 : "Touch" : 0
- 4 : "Pressure" : 0
- 256: "Instant Crowbar" : 1
- ]
- _minlight(string) : "Minimum light level"
- ]
-
- @SolidClass base(Targetname, RenderFields) = func_button : "Button"
- [
- speed(integer) : "Speed" : 5
- target(target_destination) : "Targetted object"
- netname(target_destination) : "Target Path"
- // Path Target overrides Targetted Object
- health(integer) : "Health (shootable if > 0)"
- lip(integer) : "Lip"
- master(string) : "Master"
- sounds(choices) : "Sounds" : 0 =
- [
- 0: "None"
- 1: "Big zap & Warmup"
- 2: "Access Denied"
- 3: "Access Granted"
- 4: "Quick Combolock"
- 5: "Power Deadbolt 1"
- 6: "Power Deadbolt 2"
- 7: "Plunger"
- 8: "Small zap"
- 9: "Keycard Sound"
- 10: "Buzz"
- 11: "Buzz Off"
- 14: "Lightswitch"
- ]
- wait(integer) : "delay before reset (-1 stay)" : 3
- delay(string) : "Delay before trigger" : "0"
- spawnflags(flags) =
- [
- 1: "Don't move" : 0
- 32: "Toggle" : 0
- 64: "Sparks" : 0
- 256:"Touch Activates": 0
- ]
- locked_sound(choices) : "Locked Sound" : 0 =
- [
- 0: "None"
- 2: "Access Denied"
- 8: "Small zap"
- 10: "Buzz"
- 11: "Buzz Off"
- 12: "Latch Locked"
- ]
- unlocked_sound(choices) : "Unlocked Sound" : 0 =
- [
- 0: "None"
- 1: "Big zap & Warmup"
- 3: "Access Granted"
- 4: "Quick Combolock"
- 5: "Power Deadbolt 1"
- 6: "Power Deadbolt 2"
- 7: "Plunger"
- 8: "Small zap"
- 9: "Keycard Sound"
- 10: "Buzz"
- 13: "Latch Unlocked"
- 14: "Lightswitch"
- ]
- locked_sentence(choices) : "Locked Sentence" : 0 =
- [
- 0: "None"
- 1: "Gen. Access Denied"
- 2: "Security Lockout"
- 3: "Blast Door"
- 4: "Fire Door"
- 5: "Chemical Door"
- 6: "Radiation Door"
- 7: "Gen. Containment"
- 8: "Maintenance Door"
- 9: "Broken Shut Door"
- ]
- unlocked_sentence(choices) : "Unlocked Sentence" : 0 =
- [
- 0: "None"
- 1: "Gen. Access Granted"
- 2: "Security Disengaged"
- 3: "Blast Door"
- 4: "Fire Door"
- 5: "Chemical Door"
- 6: "Radiation Door"
- 7: "Gen. Containment"
- 8: "Maintenance area"
- ]
- _minlight(string) : "Minimum light level"
- ]
-
- @SolidClass base(RenderFields, Targetname) = func_conveyor : "Conveyor Belt"
- [
- spawnflags(flags) =
- [
- 1 : "No Push" : 0
- 2 : "Not Solid" : 0
- ]
- speed(string) : "Conveyor Speed" : "100"
- _minlight(string) : "Minimum light level"
- ]
-
- @SolidClass base(Door) = func_door : "Basic door" []
-
- @SolidClass base(Door) = func_door_rotating : "Rotating door"
- [
- spawnflags(flags) =
- [
- 2 : "Reverse Dir" : 0
- 16: "One-way" : 0
- 64: "X Axis" : 0
- 128: "Y Axis" : 0
- ]
- distance(integer) : "Distance (deg)" : 90
- angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
- ]
-
- @SolidClass base(RenderFields) = func_friction : "Surface with a change in friction"
- [
- modifier(integer) : "Percentage of standard (0 - 100)" : 15
- ]
-
- @SolidClass base(Targetname, RenderFields) = func_illusionary : "Fake Wall/Light"
- [
-
- skin(choices) : "Contents" : -1 =
- [
- -1: "Empty"
- -7: "Volumetric Light"
- ]
- _minlight(string) : "Minimum light level"
- ]
-
- @SolidClass = func_ladder : "Ladder" []
-
- @SolidClass base(Targetname) = func_mortar_field : "Mortar Field"
- [
- m_flSpread(integer) : "Spread Radius" : 64
- m_iCount(integer) : "Repeat Count" : 1
- m_fControl(Choices) : "Targeting" : 0 =
- [
- 0 : "Random"
- 1 : "Activator"
- 2 : "Table"
- ]
- m_iszXController(target_destination) : "X Controller"
- m_iszYController(target_destination) : "Y Controller"
- ]
-
- @SolidClass base(Targetname, RenderFields) = func_pendulum : "Swings back and forth"
- [
- speed(integer) : "Speed" : 100
- distance(integer) : "Distance (deg)" : 90
- damp(integer) : "Damping (0-1000)" : 0
- dmg(integer) : "Damage inflicted when blocked" : 0
- spawnflags(flags) =
- [
- 1: "Start ON" : 0
- 8: "Passable" : 0
- 16: "Auto-return" : 0
- 64: "X Axis" : 0
- 128: "Y Axis" : 0
- ]
-
- _minlight(integer) : "_minlight"
- angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
- ]
-
- @SolidClass base(Targetname, RenderFields, PlatSounds) = func_plat : "Elevator"
- [
- spawnflags(Flags) =
- [
- 1: "Toggle" : 0
- ]
- height(integer) : "Travel altitude (can be negative)" : 0
- speed(integer) : "Speed" : 50
- _minlight(string) : "Minimum light level"
- ]
-
- @SolidClass base(Targetname, RenderFields, PlatSounds) = func_platrot : "Moving Rotating platform"
- [
- spawnflags(Flags) =
- [
- 1: "Toggle" : 1
- 64: "X Axis" : 0
- 128: "Y Axis" : 0
- ]
- speed(integer) : "Speed of rotation" : 50
- height(integer) : "Travel altitude (can be negative)" : 0
- rotation(integer) : "Spin amount" : 0
- angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
- _minlight(string) : "Minimum light level"
- ]
-
- @SolidClass base(Breakable, RenderFields) = func_pushable : "Pushable object"
- [
- size(choices) : "Hull Size" : 0 =
- [
- 0: "Point size"
- 1: "Player size"
- 2: "Big Size"
- 3: "Player duck"
- ]
- spawnflags(flags) =
- [
- 128: "Breakable" : 0
- ]
- friction(integer) : "Friction (0-400)" : 50
- buoyancy(integer) : "Buoyancy" : 20
- _minlight(string) : "Minimum light level"
- ]
-
- @SolidClass base(Targetname) = func_rot_button : "RotatingButton"
- [
- target(target_destination) : "Targetted object"
- changetarget(target_destination) : "ChangeTarget Name"
- master(string) : "Master"
- speed(integer) : "Speed" : 50
- health(integer) : "Health (shootable if > 0)"
- sounds(choices) : "Sounds" : 21 =
- [
- 21: "Squeaky"
- 22: "Squeaky Pneumatic"
- 23: "Ratchet Groan"
- 24: "Clean Ratchet"
- 25: "Gas Clunk"
- ]
- wait(choices) : "Delay before reset" : 3 =
- [
- -1: "Stays pressed"
- ]
- delay(string) : "Delay before trigger" : "0"
- distance(integer) : "Distance (deg)" : 90
- spawnflags(flags) =
- [
- 1 : "Not solid" : 0
- 2 : "Reverse Dir" : 0
- 32: "Toggle" : 0
- 64: "X Axis" : 0
- 128: "Y Axis" : 0
- 256:"Touch Activates": 0
- ]
- _minlight(integer) : "_minlight"
- angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
- ]
-
- @SolidClass base(Targetname, RenderFields) = func_rotating : "Rotating Object"
- [
- speed(integer) : "Rotation Speed" : 0
- volume(integer) : "Volume (10 = loudest)" : 10
- fanfriction(integer) : "Friction (0 - 100%)" : 20
- sounds(choices) : "Fan Sounds" : 0 =
- [
- 0 : "No Sound"
- 1 : "Fast Whine"
- 2 : "Slow Rush"
- 3 : "Medium Rickety"
- 4 : "Fast Beating"
- 5 : "Slow Smooth"
- ]
- message(string) : "Path/filename.wav of WAV"
- spawnflags(flags) =
- [
- 1 : "Start ON" : 0
- 2 : "Reverse Direction" : 0
- 4 : "X Axis" : 0
- 8 : "Y Axis" : 0
- 16: "Acc/Dcc" : 0
- 32: "Fan Pain" : 0
- 64: "Not Solid" : 0
- 128: "Small Radius" : 0
- 256: "Medium Radius" : 0
- 512: "Large Radius" : 1
- ]
- _minlight(integer) : "_minlight"
- angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
- spawnorigin(string) : "X Y Z - Move here after lighting" : "0 0 0"
- dmg(integer) : "Damage inflicted when blocked" : 0
- ]
-
- @SolidClass base(BaseTank) = func_tank : "Brush Gun Turret"
- [
- bullet(choices) : "Bullets" : 0 =
- [
- 0: "None"
- 1: "9mm"
- 2: "MP5"
- 3: "12mm"
- ]
- ]
-
- @SolidClass = func_tankcontrols : "Tank controls"
- [
- target(target_destination) : "Tank entity name"
- ]
-
- @SolidClass base(BaseTank) = func_tankmortar : "Brush Mortar Turret"
- [
- iMagnitude(Integer) : "Explosion Magnitude" : 100
- ]
-
- @SolidClass base(BaseTank) = func_tankrocket : "Brush Rocket Turret" []
-
- @SolidClass base(Trackchange) = func_trackautochange : "Automatic track changing platform"
- [
- _minlight(string) : "Minimum light level"
- ]
-
- @SolidClass base(Trackchange) = func_trackchange : "Train track changing platform"
- [
- _minlight(string) : "Minimum light level"
- ]
-
- @SolidClass base(Targetname, RenderFields) = func_tracktrain : "Track Train"
- [
- spawnflags(flags) =
- [
- 1 : "No Pitch (X-rot)" : 0
- 2 : "No User Control" : 0
- 8 : "Passable" : 0
- ]
- target(target_destination) : "First stop target"
- sounds(choices) : "Sound" : 0 =
- [
- 0: "None"
- 1: "Rail 1"
- 2: "Rail 2"
- 3: "Rail 3"
- 4: "Rail 4"
- 5: "Rail 6"
- 6: "Rail 7"
- ]
- wheels(integer) : "Distance between the wheels" : 50
- height(integer) : "Height above track" : 4
- startspeed(integer) : "Initial speed" : 0
- speed(integer) : "Speed (units per second)" : 64
- dmg(integer) : "Damage on crush" : 0
- volume(integer) : "Volume (10 = loudest)" : 10
- bank(string) : "Bank angle on turns" : "0"
- _minlight(string) : "Minimum light level"
- ]
-
- @SolidClass base(Targetname, RenderFields) = func_train : "Moving platform"
- [
- target(target_source) : "First stop target"
- movesnd(choices) : "Move Sound" : 0 =
- [
- 0: "No Sound"
- 1: "big elev 1"
- 2: "big elev 2"
- 3: "tech elev 1"
- 4: "tech elev 2"
- 5: "tech elev 3"
- 6: "freight elev 1"
- 7: "freight elev 2"
- 8: "heavy elev"
- 9: "rack elev"
- 10: "rail elev"
- 11: "squeek elev"
- 12: "odd elev 1"
- 13: "odd elev 2"
- ]
- stopsnd(choices) : "Stop Sound" : 0 =
- [
- 0: "No Sound"
- 1: "big elev stop1"
- 2: "big elev stop2"
- 3: "freight elev stop"
- 4: "heavy elev stop"
- 5: "rack stop"
- 6: "rail stop"
- 7: "squeek stop"
- 8: "quick stop"
- ]
- speed(integer) : "Speed (units per second)" : 64
- dmg(integer) : "Damage on crush" : 0
- skin(integer) : "Contents" : 0
- volume(string) : "Sound Volume 0.0 - 1.0" : "0.85"
- spawnflags(flags) =
- [
- 8 : "Not solid" : 0
- ]
- _minlight(string) : "Minimum light level"
- ]
-
- @SolidClass = func_traincontrols : "Train Controls"
- [
- target(target_destination) : "Train Name"
- ]
-
- @SolidClass base(Targetname, RenderFields) = func_wall : "Wall"
- [
- _minlight(string) : "Minimum light level"
- ]
-
- @SolidClass base(func_wall) = func_wall_toggle : "Toggleable geometry"
- [
- spawnflags(flags) =
- [
- 1 : "Starts Invisible" : 0
- ]
- ]
-
- @SolidClass base(Door) = func_water : "Liquid"
- [
- spawnflags(flags) =
- [
- 1 : "Starts Open" : 0
- 256:"Use Only" : 0
- ]
- skin(choices) : "Contents" : -3 =
- [
- -3: "Water"
- -4: "Slime"
- -5: "Lava"
- ]
- WaveHeight(string) : "Wave Height" : "3.2"
- ]
-
- //
- // Info entities
- //
-
- @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = infodecal : "Decal"
- [
- texture(decal)
- ]
-
- @PointClass base(Targetname) = info_null : "info_null (spotlight target)" []
-
- @PointClass base(PlayerClass) = info_player_deathmatch : "Terrorist start" []
-
- @PointClass base(PlayerClass) = info_player_start : "Counter-terrorist start" []
-
-
- @PointClass base(Targetname) size(-4 -4 -4, 4 4 4) color(200 100 50) = info_target : "Beam Target" []
-
- //
- // Light entities
- //
-
- @PointClass size(-8 -8 -8, 8 8 8) base(Target, Targetname, Light) = light : "Invisible lightsource"
- [
- spawnflags(Flags) = [ 1 : "Initially dark" : 0 ]
- ]
-
- @PointClass = light_environment : "Environment"
- [
- pitch(integer) : "Pitch" : 0
- _light(color255) : "Brightness" : "255 255 128 200"
- ]
-
- @PointClass base(Targetname, Target) = light_spot : "Spotlight"
- [
- _cone(integer) : "Inner (bright) angle" : 30
- _cone2(integer) : "Outer (fading) angle" : 45
- pitch(integer) : "Pitch" : -90
- _light(color255) : "Brightness" : "255 255 128 200"
- _sky(Choices) : "Is Sky" : 0 =
- [
- 0 : "No"
- 1 : "Yes"
- ]
- spawnflags(Flags) = [ 1 : "Initially dark" : 0 ]
- style(Choices) : "Appearance" : 0 =
- [
- 0 : "Normal"
- 10: "Fluorescent flicker"
- 2 : "Slow, strong pulse"
- 11: "Slow pulse, noblack"
- 5 : "Gentle pulse"
- 1 : "Flicker A"
- 6 : "Flicker B"
- 3 : "Candle A"
- 7 : "Candle B"
- 8 : "Candle C"
- 4 : "Fast strobe"
- 9 : "Slow strobe"
- ]
- pattern(string) : "Custom Appearance"
- ]
-
- //
- // Trigger entities
- //
-
- @PointClass base(Targetx) = trigger_auto : "AutoTrigger"
- [
- spawnflags(Flags) =
- [
- 1 : "Remove On fire" : 1
- ]
- triggerstate(choices) : "Trigger State" : 0 =
- [
- 0 : "Off"
- 1 : "On"
- 2 : "Toggle"
- ]
- ]
-
- @PointClass base(Targetx, Targetname) = trigger_camera : "Trigger Camera"
- [
- wait(integer) : "Hold time" : 10
- moveto(string) : "Path Corner"
- spawnflags(flags) =
- [
- 1: "Start At Player" : 1
- 2: "Follow Player" : 1
- 4: "Freeze Player" : 0
- ]
- speed(string) : "Initial Speed" : "0"
- acceleration(string) : "Acceleration units/sec^2" : "500"
- deceleration(string) : "Stop Deceleration units/sec^2" : "500"
- ]
-
- @PointClass base(Targetx, Targetname) = trigger_changetarget : "Trigger Change Target"
- [
- m_iszNewTarget(string) : "New Target"
- ]
-
- @SolidClass base(Trigger, Targetname) = trigger_counter : "Trigger counter"
- [
- spawnflags(flags) =
- [
- 1 : "No Message" : 0
- ]
- master(string) : "Master"
- count(integer) : "Count before activation" : 2
- ]
-
- @SolidClass base(Targetname,Target) = trigger_hurt : "Trigger player hurt"
- [
- spawnflags(flags) =
- [
- 1: "Target Once" : 0
- 2: "Start Off" : 0
- 16:"FireClientOnly" : 0
- 32:"TouchClientOnly" : 0
- ]
- master(string) : "Master"
- dmg(integer) : "Damage" : 10
- delay(string) : "Delay before trigger" : "0"
- damagetype(choices) : "Damage Type" : 0 =
- [
- 0 : "GENERIC"
- 1 : "CRUSH"
- 2 : "BULLET"
- 4 : "SLASH"
- 8 : "BURN"
- 16 : "FREEZE"
- 32 : "FALL"
- 64 : "BLAST"
- 128 : "CLUB"
- 256 : "SHOCK"
- 512 : "SONIC"
- 1024 : "ENERGYBEAM"
- 16384: "DROWN"
- 32768 : "PARALYSE"
- 65536 : "NERVEGAS"
- 131072 : "POISON"
- 262144 : "RADIATION"
- 524288 : "DROWNRECOVER"
- 1048576 : "CHEMICAL"
- 2097152 : "SLOWBURN"
- 4194304 : "SLOWFREEZE"
- ]
- ]
-
- @SolidClass base(Trigger) = trigger_multiple : "Trigger: Activate multiple"
- [
- wait(integer) : "Delay before reset" : 10
- ]
-
- @SolidClass base(Trigger) = trigger_once : "Trigger: Activate once" []
-
- @SolidClass base(Trigger) = trigger_push : "Trigger player push"
- [
- spawnflags(flags) =
- [
- 1: "Once Only" : 0
- 2: "Start Off" : 0
- ]
- speed(integer) : "Speed of push" : 40
- ]
-
- @PointClass base(Targetname, Targetx) = trigger_relay : "Trigger Relay"
- [
- spawnflags(flags) =
- [
- 1: "Remove On fire" : 0
- ]
- triggerstate(choices) : "Trigger State" : 0 =
- [
- 0: "Off"
- 1: "On"
- 2: "Toggle"
- ]
- ]
-
- @SolidClass base(Trigger) = trigger_teleport : "Trigger teleport" []
-
- //
- // Miscellaneous entities
- //
-
- @PointClass base(Targetname) = ambient_generic : "Universal Ambient"
- [
- message(string) : "Path/filename.wav of WAV"
- health(integer) : "Volume (10 = loudest)" : 10
- preset(choices) :"Dynamic Presets" : 0 =
- [
- 0: "None"
- 1: "Huge Machine"
- 2: "Big Machine"
- 3: "Machine"
- 4: "Slow Fade in"
- 5: "Fade in"
- 6: "Quick Fade in"
- 7: "Slow Pulse"
- 8: "Pulse"
- 9: "Quick pulse"
- 10: "Slow Oscillator"
- 11: "Oscillator"
- 12: "Quick Oscillator"
- 13: "Grunge pitch"
- 14: "Very low pitch"
- 15: "Low pitch"
- 16: "High pitch"
- 17: "Very high pitch"
- 18: "Screaming pitch"
- 19: "Oscillate spinup/down"
- 20: "Pulse spinup/down"
- 21: "Random pitch"
- 22: "Random pitch fast"
- 23: "Incremental Spinup"
- 24: "Alien"
- 25: "Bizzare"
- 26: "Planet X"
- 27: "Haunted"
- ]
- volstart(integer) : "Start Volume" : 0
- fadein(integer) : "Fade in time (0-100)" : 0
- fadeout(integer) : "Fade out time (0-100)" : 0
- pitch(integer) : "Pitch (> 100 = higher)" : 100
- pitchstart(integer) : "Start Pitch" : 100
- spinup(integer) : "Spin up time (0-100)" : 0
- spindown(integer) : "Spin down time (0-100)" : 0
- lfotype(integer) : "LFO type 0)off 1)sqr 2)tri 3)rnd" : 0
- lforate(integer) : "LFO rate (0-1000)" : 0
- lfomodpitch(integer) : "LFO mod pitch (0-100)" : 0
- lfomodvol(integer) : "LFO mod vol (0-100)" : 0
- cspinup(integer) : "Incremental spinup count" : 0
- spawnflags(flags) =
- [
- 1: "Play Everywhere" : 0
- 2: "Small Radius" : 0
- 4: "Medium Radius" : 1
- 8: "Large Radius" : 0
- 16:"Start Silent":0
- 32:"Is NOT Looped":0
- ]
- ]
-
- @SolidClass base(Target) = button_target : "Target Button"
- [
- spawnflags(flags) =
- [
- 1: "Use Activates" : 1
- 2: "Start On" : 0
- ]
- master(string) : "Master"
- renderfx(choices) :"Render FX" : 0 =
- [
- 0: "Normal"
- 1: "Slow Pulse"
- 2: "Fast Pulse"
- 3: "Slow Wide Pulse"
- 4: "Fast Wide Pulse"
- 9: "Slow Strobe"
- 10: "Fast Strobe"
- 11: "Faster Strobe"
- 12: "Slow Flicker"
- 13: "Fast Flicker"
- 5: "Slow Fade Away"
- 6: "Fast Fade Away"
- 7: "Slow Become Solid"
- 8: "Fast Become Solid"
- 14: "Constant Glow"
- 15: "Distort"
- 16: "Hologram (Distort + fade)"
- ]
- rendermode(choices) : "Render Mode" : 0 =
- [
- 0: "Normal"
- 1: "Color"
- 2: "Texture"
- 3: "Glow"
- 4: "Solid"
- 5: "Additive"
- ]
- renderamt(integer) : "FX Amount (1 - 255)"
- rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
- ]
-
- @SolidClass base(Door) = momentary_door : "Momentary/Continuous door"
- [
- spawnflags(flags) =
- [
- 1 : "Starts Open" : 0
- ]
- ]
-
- @SolidClass base(RenderFields, Targetname) = momentary_rot_button : "Direct wheel control"
- [
- target(target_destination) : "Targetted object"
- speed(integer) : "Speed" : 50
- master(string) : "Master"
- sounds(choices) : "Sounds" : 0 =
- [
- 0: "None"
- 1: "Big zap & Warmup"
- 2: "Access Denied"
- 3: "Access Granted"
- 4: "Quick Combolock"
- 5: "Power Deadbolt 1"
- 6: "Power Deadbolt 2"
- 7: "Plunger"
- 8: "Small zap"
- 9: "Keycard Sound"
- 21: "Squeaky"
- 22: "Squeaky Pneumatic"
- 23: "Ratchet Groan"
- 24: "Clean Ratchet"
- 25: "Gas Clunk"
- ]
- distance(integer) : "Distance (deg)" : 90
- returnspeed(integer) : "Auto-return speed" : 0
- spawnflags(flags) =
- [
- 1: "Door Hack" : 0
- 2: "Not useable" : 0
- 16: "Auto Return" : 0
- 64: "X Axis" : 0
- 128: "Y Axis" : 0
- ]
- _minlight(integer) : "_minlight"
- angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
- ]
-
- @PointClass base(Targetname) = multi_manager : "MultiTarget Manager"
- [
- spawnflags(Flags) =
- [
- 1 : "multithreaded" : 0
- ]
- ]
-
- @PointClass base(Targetname, Target) = multisource : "Multisource" []
-
- @PointClass base(Targetname) size(16 16 16) color(247 181 82) = path_corner : "Moving platform stop"
- [
- spawnflags(Flags) =
- [
- 1: "Wait for retrigger" : 0
- 2: "Teleport" : 0
- 4: "Fire once" : 0
- ]
- target(target_destination) : "Next stop target"
- message(target_destination) : "Fire On Pass"
- wait(integer) : "Wait here (secs)" : 0
- speed(integer) : "New Train Speed" : 0
- yaw_speed(integer) : "New Train rot. Speed" : 0
- ]
-
- @PointClass base(Targetname) size(16 16 16) = path_track : "Train Track Path"
- [
- spawnflags(Flags) =
- [
- 1: "Disabled" : 0
- 2: "Fire once" : 0
- 4: "Branch Reverse" : 0
- 8: "Disable train" : 0
- ]
- target(target_destination) : "Next stop target"
- message(target_destination) : "Fire On Pass"
- altpath(target_destination) : "Branch Path"
- netname(target_destination) : "Fire on dead end"
- speed(integer) : "New Train Speed" : 0
- ]
-
- //
- // CS-specific entities
- //
-
- @PointClass size(-16 -16 0, 16 16 72) = hostage_entity : "Hostage"
- [
- model (string) : "Model" : "models/scientist.mdl"
- gravity (integer) : "Gravity" : 1
- ]
-
- @PointClass size(-16 -16 0, 16 16 72) = info_hostage_rescue : "Hostage rescue point" []
- @PointClass size(-16 -16 0, 16 16 72) = info_bomb_target : "Bomb Target" []