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halflife-cs.fgd 35KB

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  1. //
  2. // Counter-Strike game definition file (.fgd)
  3. // Version 0.6.6 (Beta 6.6)
  4. // For Worldcraft 3.3 and above, and Half-Life 1.0.0.9 and above
  5. // Last update: July 13th 2000
  6. //
  7. // by Justin DeJong aka "N0TH1NG"
  8. // modified from code by Chris Bokitch aka "autolycus"
  9. //
  10. //
  11. // Worldspawn
  12. //
  13. @SolidClass = worldspawn : "World entity"
  14. [
  15. message(string) : "Map Description / Title"
  16. skyname(string) : "environment map (cl_skyname)"
  17. light(integer) : "Default light level"
  18. WaveHeight(string) : "Default Wave Height"
  19. MaxRange(string) : "Max viewable distance" : "4096"
  20. ]
  21. //
  22. // BaseClasses
  23. //
  24. @BaseClass = Angles
  25. [
  26. angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
  27. ]
  28. @BaseClass = Targetname
  29. [
  30. targetname(target_source) : "Name"
  31. ]
  32. @BaseClass = Target
  33. [
  34. target(target_destination) : "Target"
  35. ]
  36. @BaseClass base(Target) = Targetx
  37. [
  38. delay(string) : "Delay before trigger" : "0"
  39. killtarget(target_destination) : "KillTarget"
  40. ]
  41. @BaseClass = RenderFxChoices
  42. [
  43. renderfx(choices) :"Render FX" : 0 =
  44. [
  45. 0: "Normal"
  46. 1: "Slow Pulse"
  47. 2: "Fast Pulse"
  48. 3: "Slow Wide Pulse"
  49. 4: "Fast Wide Pulse"
  50. 9: "Slow Strobe"
  51. 10: "Fast Strobe"
  52. 11: "Faster Strobe"
  53. 12: "Slow Flicker"
  54. 13: "Fast Flicker"
  55. 5: "Slow Fade Away"
  56. 6: "Fast Fade Away"
  57. 7: "Slow Become Solid"
  58. 8: "Fast Become Solid"
  59. 14: "Constant Glow"
  60. 15: "Distort"
  61. 16: "Hologram (Distort + fade)"
  62. ]
  63. ]
  64. @BaseClass base(RenderFxChoices) = RenderFields
  65. [
  66. rendermode(choices) : "Render Mode" : 0 =
  67. [
  68. 0: "Normal"
  69. 1: "Color"
  70. 2: "Texture"
  71. 3: "Glow"
  72. 4: "Solid"
  73. 5: "Additive"
  74. ]
  75. renderamt(integer) : "FX Amount (1 - 255)"
  76. rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
  77. ]
  78. @BaseClass size(-16 -16 -36, 16 16 36) color(0 255 0) base(Angles) = PlayerClass []
  79. @BaseClass size(-16 -16 -16, 16 16 16) base(Angles) = gibshooterbase
  80. [
  81. targetname (target_source) : "Name"
  82. m_iGibs(integer) : "Number of Gibs" : 3
  83. delay(string) : "Delay between shots" : "0"
  84. m_flVelocity(integer) : "Gib Velocity" : 200
  85. m_flVariance(string) : "Course Variance" : "0.15"
  86. m_flGibLife(string) : "Gib Life" : "4"
  87. spawnflags(Flags) =
  88. [
  89. 1 : "Repeatable" : 0
  90. ]
  91. ]
  92. @BaseClass = Light
  93. [
  94. _light(color255) : "Brightness" : "255 255 128 200"
  95. style(Choices) : "Appearance" : 0 =
  96. [
  97. 0 : "Normal"
  98. 10: "Fluorescent flicker"
  99. 2 : "Slow, strong pulse"
  100. 11: "Slow pulse, noblack"
  101. 5 : "Gentle pulse"
  102. 1 : "Flicker A"
  103. 6 : "Flicker B"
  104. 3 : "Candle A"
  105. 7 : "Candle B"
  106. 8 : "Candle C"
  107. 4 : "Fast strobe"
  108. 9 : "Slow strobe"
  109. ]
  110. pattern(string) : "Custom Appearance"
  111. ]
  112. @BaseClass base(Targetname) = Breakable
  113. [
  114. target(target_destination) : "Target on break"
  115. health(integer) : "Strength" : 1
  116. material(choices) :"Material type" : 0 =
  117. [
  118. 0: "Glass"
  119. 1: "Wood"
  120. 2: "Metal"
  121. 3: "Flesh"
  122. 4: "Cinder Block"
  123. 5: "Ceiling Tile"
  124. 6: "Computer"
  125. 7: "Unbreakable Glass"
  126. 8: "Rocks"
  127. ]
  128. explosion(choices) : "Gibs Direction" : 0 =
  129. [
  130. 0: "Random"
  131. 1: "Relative to Attack"
  132. ]
  133. delay(string) : "Delay before fire" : "0"
  134. gibmodel(studio) : "Gib Model" : ""
  135. spawnobject(choices) : "Spawn On Break" : 0 =
  136. [
  137. 0: "Nothing"
  138. ]
  139. explodemagnitude(integer) : "Explode Magnitude (0=none)" : 0
  140. ]
  141. @BaseClass base(Targetname, RenderFields, Angles) = Door
  142. [
  143. killtarget(target_destination) : "KillTarget"
  144. speed(integer) : "Speed" : 100
  145. master(string) : "Master"
  146. movesnd(choices) : "Move Sound" : 0 =
  147. [
  148. 0: "No Sound"
  149. 1: "Servo (Sliding)"
  150. 2: "Pneumatic (Sliding)"
  151. 3: "Pneumatic (Rolling)"
  152. 4: "Vacuum"
  153. 5: "Power Hydraulic"
  154. 6: "Large Rollers"
  155. 7: "Track Door"
  156. 8: "Snappy Metal Door"
  157. 9: "Squeaky 1"
  158. 10: "Squeaky 2"
  159. ]
  160. stopsnd(choices) : "Stop Sound" : 0 =
  161. [
  162. 0: "No Sound"
  163. 1: "Clang with brake"
  164. 2: "Clang reverb"
  165. 3: "Ratchet Stop"
  166. 4: "Chunk"
  167. 5: "Light airbrake"
  168. 6: "Metal Slide Stop"
  169. 7: "Metal Lock Stop"
  170. 8: "Snappy Metal Stop"
  171. ]
  172. wait(integer) : "delay before close, -1 stay open " : 4
  173. lip(integer) : "Lip"
  174. dmg(integer) : "Damage inflicted when blocked" : 0
  175. message(string) : "Message if triggered"
  176. target(target_destination) : "Target"
  177. delay(integer) : "Delay before fire"
  178. netname(string) : "Fire on Close"
  179. health(integer) : "Health (shoot open)" : 0
  180. spawnflags(flags) =
  181. [
  182. 1 : "Starts Open" : 0
  183. 4 : "Don't link" : 0
  184. 8: "Passable" : 0
  185. 32: "Toggle" : 0
  186. 256:"Use Only" : 0
  187. ]
  188. locked_sound(choices) : "Locked Sound" : 0 =
  189. [
  190. 0: "None"
  191. 2: "Access Denied"
  192. 8: "Small zap"
  193. 10: "Buzz"
  194. 11: "Buzz Off"
  195. 12: "Latch Locked"
  196. ]
  197. unlocked_sound(choices) : "Unlocked Sound" : 0 =
  198. [
  199. 0: "None"
  200. 1: "Big zap & Warmup"
  201. 3: "Access Granted"
  202. 4: "Quick Combolock"
  203. 5: "Power Deadbolt 1"
  204. 6: "Power Deadbolt 2"
  205. 7: "Plunger"
  206. 8: "Small zap"
  207. 9: "Keycard Sound"
  208. 10: "Buzz"
  209. 13: "Latch Unlocked"
  210. ]
  211. locked_sentence(choices) : "Locked Sentence" : 0 =
  212. [
  213. 0: "None"
  214. 1: "Gen. Access Denied"
  215. 2: "Security Lockout"
  216. 3: "Blast Door"
  217. 4: "Fire Door"
  218. 5: "Chemical Door"
  219. 6: "Radiation Door"
  220. 7: "Gen. Containment"
  221. 8: "Maintenance Door"
  222. 9: "Broken Shut Door"
  223. ]
  224. unlocked_sentence(choices) : "Unlocked Sentence" : 0 =
  225. [
  226. 0: "None"
  227. 1: "Gen. Access Granted"
  228. 2: "Security Disengaged"
  229. 3: "Blast Door"
  230. 4: "Fire Door"
  231. 5: "Chemical Door"
  232. 6: "Radiation Door"
  233. 7: "Gen. Containment"
  234. 8: "Maintenance area"
  235. ]
  236. _minlight(string) : "Minimum light level"
  237. ]
  238. @BaseClass base(Targetname, Target, RenderFields, Angles) = BaseTank
  239. [
  240. spawnflags(flags) =
  241. [
  242. 1 : "Active" : 0
  243. 16: "Only Direct" : 0
  244. 32: "Controllable" : 0
  245. ]
  246. yawrate(string) : "Yaw rate" : "30"
  247. yawrange(string) : "Yaw range" : "180"
  248. yawtolerance(string) : "Yaw tolerance" : "15"
  249. pitchrate(string) : "Pitch rate" : "0"
  250. pitchrange(string) : "Pitch range" : "0"
  251. pitchtolerance(string) : "Pitch tolerance" : "5"
  252. barrel(string) : "Barrel Length" : "0"
  253. barrely(string) : "Barrel Horizontal" : "0"
  254. barrelz(string) : "Barrel Vertical" : "0"
  255. spritesmoke(sprite) : "Smoke Sprite" : ""
  256. spriteflash(sprite) : "Flash Sprite" : ""
  257. spritescale(string) : "Sprite scale" : "1"
  258. rotatesound(sound) : "Rotate Sound" : ""
  259. firerate(string) : "Rate of Fire" : "1"
  260. bullet_damage(string) : "Damage Per Bullet" : "0"
  261. persistence(string) : "Firing persistence" : "1"
  262. firespread(choices) : "Bullet accuracy" : 0 =
  263. [
  264. 0: "Perfect Shot"
  265. 1: "Small cone"
  266. 2: "Medium cone"
  267. 3: "Large cone"
  268. 4: "Extra-large cone"
  269. ]
  270. minRange(string) : "Minmum target range" : "0"
  271. maxRange(string) : "Maximum target range" : "0"
  272. _minlight(string) : "Minimum light level"
  273. ]
  274. @BaseClass = PlatSounds
  275. [
  276. movesnd(choices) : "Move Sound" : 0 =
  277. [
  278. 0: "No Sound"
  279. 1: "big elev 1"
  280. 2: "big elev 2"
  281. 3: "tech elev 1"
  282. 4: "tech elev 2"
  283. 5: "tech elev 3"
  284. 6: "freight elev 1"
  285. 7: "freight elev 2"
  286. 8: "heavy elev"
  287. 9: "rack elev"
  288. 10: "rail elev"
  289. 11: "squeek elev"
  290. 12: "odd elev 1"
  291. 13: "odd elev 2"
  292. ]
  293. stopsnd(choices) : "Stop Sound" : 0 =
  294. [
  295. 0: "No Sound"
  296. 1: "big elev stop1"
  297. 2: "big elev stop2"
  298. 3: "freight elev stop"
  299. 4: "heavy elev stop"
  300. 5: "rack stop"
  301. 6: "rail stop"
  302. 7: "squeek stop"
  303. 8: "quick stop"
  304. ]
  305. volume(string) : "Sound Volume 0.0 - 1.0" : "0.85"
  306. ]
  307. @BaseClass base(Targetname, RenderFields, PlatSounds) = Trackchange
  308. [
  309. height(integer) : "Travel altitude" : 0
  310. spawnflags(flags) =
  311. [
  312. 1: "Auto Activate train" : 0
  313. 2: "Relink track" : 0
  314. 8: "Start at Bottom" : 0
  315. 16: "Rotate Only" : 0
  316. 64: "X Axis" : 0
  317. 128: "Y Axis" : 0
  318. ]
  319. rotation(integer) : "Spin amount" : 0
  320. train(target_destination) : "Train to switch"
  321. toptrack(target_destination) : "Top track"
  322. bottomtrack(target_destination) : "Bottom track"
  323. speed(integer) : "Move/Rotate speed" : 0
  324. ]
  325. @BaseClass base(Target, Targetname) = Trigger
  326. [
  327. killtarget(target_destination) : "Kill target"
  328. netname(target_destination) : "Target Path"
  329. style(integer) : "Style" : 32
  330. master(string) : "Master"
  331. sounds(choices) : "Sound style" : 0 =
  332. [
  333. 0 : "No Sound"
  334. ]
  335. delay(string) : "Delay before trigger" : "0"
  336. message(string) : "Message (set sound too)"
  337. spawnflags(flags) =
  338. [
  339. 4: "Pushables": 0
  340. ]
  341. ]
  342. @BaseClass = ZhltLightFlags
  343. [
  344. zhlt_lightflags(choices) :"Light Flags (Zhlt 2.2+)" : 0 =
  345. [
  346. 0: "Normal"
  347. 1: "Embedded Fix"
  348. 2: "Opaque (Blocks Light)"
  349. 3: "Opaque + Embedded Fix"
  350. ]
  351. ]
  352. //
  353. // Cyclers
  354. //
  355. @PointClass base(Targetname, Angles) = cycler_sprite : "Sprite Cycler"
  356. [
  357. model(sprite) : "Sprite"
  358. framerate(integer) : "Frames per second" : 10
  359. renderfx(choices) :"Render FX" : 0 =
  360. [
  361. 0: "Normal"
  362. 1: "Slow Pulse"
  363. 2: "Fast Pulse"
  364. 3: "Slow Wide Pulse"
  365. 4: "Fast Wide Pulse"
  366. 9: "Slow Strobe"
  367. 10: "Fast Strobe"
  368. 11: "Faster Strobe"
  369. 12: "Slow Flicker"
  370. 13: "Fast Flicker"
  371. 5: "Slow Fade Away"
  372. 6: "Fast Fade Away"
  373. 7: "Slow Become Solid"
  374. 8: "Fast Become Solid"
  375. 14: "Constant Glow"
  376. 15: "Distort"
  377. 16: "Hologram (Distort + fade)"
  378. ]
  379. rendermode(choices) : "Render Mode" : 0 =
  380. [
  381. 0: "Normal"
  382. 1: "Color"
  383. 2: "Texture"
  384. 3: "Glow"
  385. 4: "Solid"
  386. 5: "Additive"
  387. ]
  388. renderamt(integer) : "FX Amount (1 - 255)"
  389. rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
  390. ]
  391. //
  392. // Environmental effects
  393. //
  394. @BaseClass = BeamStartEnd
  395. [
  396. LightningStart(target_destination) : "Start Entity"
  397. LightningEnd(target_destination) : "Ending Entity"
  398. ]
  399. @PointClass base(Targetname, BeamStartEnd, RenderFxChoices) size(-16 -16 -16, 16 16 16) = env_beam : "Energy Beam Effect"
  400. [
  401. renderamt(integer) : "Brightness (1 - 255)" : 100
  402. rendercolor(color255) : "Beam Color (R G B)" : "0 0 0"
  403. Radius(integer) : "Radius" : 256
  404. life(string) : "Life (seconds 0 = infinite)" : "1"
  405. BoltWidth(integer) : "Width of beam (pixels*0.1 0-255)" : 20
  406. NoiseAmplitude(integer) : "Amount of noise (0-255)" : 0
  407. texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr"
  408. TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35
  409. framerate(integer) : "Frames per 10 seconds" : 0
  410. framestart(integer) : "Starting Frame" : 0
  411. StrikeTime(string) : "Strike again time (secs)" : "1"
  412. damage(string) : "Damage / second" : "0"
  413. spawnflags(flags) =
  414. [
  415. 1 : "Start On" : 0
  416. 2 : "Toggle" : 0
  417. 4 : "Random Strike" : 0
  418. 8 : "Ring" : 0
  419. 16: "StartSparks" : 0
  420. 32: "EndSparks" : 0
  421. 64: "Decal End" : 0
  422. 128: "Shade Start" : 0
  423. 256: "Shade End" : 0
  424. ]
  425. ]
  426. @PointClass base(Targetname, Angles) size(-4 -4 -4, 4 4 4) = env_beverage : "Beverage Dispenser"
  427. [
  428. health(integer) : "Capacity" : 10
  429. skin(choices) : "Beverage Type" : 0 =
  430. [
  431. 0 : "Coca-Cola"
  432. 1 : "Sprite"
  433. 2 : "Diet Coke"
  434. 3 : "Orange"
  435. 4 : "Surge"
  436. 5 : "Moxie"
  437. 6 : "Random"
  438. ]
  439. ]
  440. @PointClass base(Targetname, Angles) size(-16 -16 -16, 16 16 16) color(255 0 0) = env_blood : "Blood Effects"
  441. [
  442. color(choices) : "Blood Color" : 0 =
  443. [
  444. 0 : "Red (Human)"
  445. ]
  446. amount(string) : "Amount of blood (damage to simulate)" : "100"
  447. spawnflags(flags) =
  448. [
  449. 1: "Random Direction" : 0
  450. 2: "Blood Stream" : 0
  451. 4: "On Player" : 0
  452. 8: "Spray decals" : 0
  453. ]
  454. ]
  455. @SolidClass base(Targetname) = env_bubbles : "Bubble Volume"
  456. [
  457. density(integer) : "Bubble density" : 2
  458. frequency(integer) : "Bubble frequency" : 2
  459. current(integer) : "Speed of Current" : 0
  460. spawnflags(Flags) =
  461. [
  462. 1 : "Start Off" : 0
  463. ]
  464. ]
  465. @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = env_explosion : "Explosion"
  466. [
  467. iMagnitude(Integer) : "Magnitude" : 100
  468. spawnflags(flags) =
  469. [
  470. 1: "No Damage" : 0
  471. 2: "Repeatable" : 0
  472. 4: "No Fireball" : 0
  473. 8: "No Smoke" : 0
  474. 16: "No Decal" : 0
  475. 32: "No Sparks" : 0
  476. ]
  477. ]
  478. @PointClass base(Targetname) color(255 255 128) = env_global : "Global State"
  479. [
  480. globalstate(string) : "Global State to Set"
  481. triggermode(choices) : "Trigger Mode" : 0 =
  482. [
  483. 0 : "Off"
  484. 1 : "On"
  485. 2 : "Dead"
  486. 3 : "Toggle"
  487. ]
  488. initialstate(choices) : "Initial State" : 0 =
  489. [
  490. 0 : "Off"
  491. 1 : "On"
  492. 2 : "Dead"
  493. ]
  494. spawnflags(flags) =
  495. [
  496. 1 : "Set Initial State" : 0
  497. ]
  498. ]
  499. @PointClass sprite() base(Targetname, RenderFields) size(-4 -4 -4, 4 4 4) color(30 100 0) = env_glow : "Light Glow/Haze"
  500. [
  501. model(sprite) : "model" : "sprites/glow01.spr"
  502. scale(integer) : "Sprite Scale" : 1
  503. ]
  504. @PointClass base(Targetname, RenderFxChoices, Angles) size(-16 -16 -16, 16 16 16) = env_laser : "Laser Beam Effect"
  505. [
  506. LaserTarget(target_destination) : "Target of Laser"
  507. renderamt(integer) : "Brightness (1 - 255)" : 100
  508. rendercolor(color255) : "Beam Color (R G B)" : "0 0 0"
  509. width(integer) : "Width of beam (pixels*0.1 0-255)" : 20
  510. NoiseAmplitude(integer) : "Amount of noise (0-255)" : 0
  511. texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr"
  512. EndSprite(sprite) : "End Sprite" : ""
  513. TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35
  514. framestart(integer) : "Starting Frame" : 0
  515. damage(string) : "Damage / second" : "100"
  516. spawnflags(flags) =
  517. [
  518. 1 : "Start On" : 0
  519. 16: "StartSparks" : 0
  520. 32: "EndSparks" : 0
  521. 64: "Decal End" : 0
  522. ]
  523. ]
  524. @PointClass base(Targetname, Target) = env_message : "HUD Text Message"
  525. [
  526. message(string) : "Message Name"
  527. spawnflags(flags) =
  528. [
  529. 1: "Play Once" : 0
  530. 2: "All Clients" : 0
  531. ]
  532. messagesound(sound) : "Sound effect"
  533. messagevolume(string) : "Volume 0-10" : "10"
  534. messageattenuation(Choices) : "Sound Radius" : 0 =
  535. [
  536. 0 : "Small Radius"
  537. 1 : "Medium Radius"
  538. 2 : "Large Radius"
  539. 3 : "Play Everywhere"
  540. ]
  541. ]
  542. @PointClass base(Targetname, Target, RenderFields) size(-16 -16 -16, 16 16 16) color(100 100 0) = env_render : "Render Controls"
  543. [
  544. spawnflags(flags) =
  545. [
  546. 1: "No Renderfx" : 0
  547. 2: "No Renderamt" : 0
  548. 4: "No Rendermode" : 0
  549. 8: "No Rendercolor" : 0
  550. ]
  551. ]
  552. @PointClass base(Targetname) = env_shake : "Screen Shake"
  553. [
  554. spawnflags(flags) =
  555. [
  556. 1: "GlobalShake" : 0
  557. ]
  558. amplitude(string) : "Amplitude 0-16" : "4"
  559. radius(string) : "Effect radius" : "500"
  560. duration(string) : "Duration (seconds)" : "1"
  561. frequency(string) : "0.1 = jerk, 255.0 = rumble" : "2.5"
  562. ]
  563. @PointClass base(gibshooterbase, RenderFields) size(-16 -16 -16, 16 16 16) = env_shooter : "Model Shooter"
  564. [
  565. shootmodel(studio) : "Model" : ""
  566. shootsounds(choices) :"Material Sound" : -1 =
  567. [
  568. -1: "None"
  569. 0: "Glass"
  570. 1: "Wood"
  571. 2: "Metal"
  572. 3: "Flesh"
  573. 4: "Concrete"
  574. ]
  575. scale(string) : "Gib Scale" : ""
  576. skin(integer) : "Gib Skin" : 0
  577. ]
  578. @PointClass iconsprite("sprites/speaker.spr") = env_sound : "DSP Sound"
  579. [
  580. radius(integer) : "Radius" : 128
  581. roomtype(Choices) : "Room Type" : 0 =
  582. [
  583. 0 : "Normal (off)"
  584. 1 : "Generic"
  585. 2 : "Metal Small"
  586. 3 : "Metal Medium"
  587. 4 : "Metal Large"
  588. 5 : "Tunnel Small"
  589. 6 : "Tunnel Medium"
  590. 7 : "Tunnel Large"
  591. 8 : "Chamber Small"
  592. 9 : "Chamber Medium"
  593. 10: "Chamber Large"
  594. 11: "Bright Small"
  595. 12: "Bright Medium"
  596. 13: "Bright Large"
  597. 14: "Water 1"
  598. 15: "Water 2"
  599. 16: "Water 3"
  600. 17: "Concrete Small"
  601. 18: "Concrete Medium"
  602. 19: "Concrete Large"
  603. 20: "Big 1"
  604. 21: "Big 2"
  605. 22: "Big 3"
  606. 23: "Cavern Small"
  607. 24: "Cavern Medium"
  608. 25: "Cavern Large"
  609. 26: "Weirdo 1"
  610. 27: "Weirdo 2"
  611. 28: "Weirdo 3"
  612. ]
  613. ]
  614. @PointClass base(Targetname, Angles) size(-16 -16 -16, 16 16 16) = env_spark : "Spark"
  615. [
  616. MaxDelay(string) : "Max Delay" : "0"
  617. spawnflags(flags) =
  618. [
  619. 32: "Toggle" : 0
  620. 64: "Start ON" : 0
  621. ]
  622. ]
  623. @PointClass sprite() base(Targetname, RenderFields, Angles) size(-4 -4 -4, 4 4 4) = env_sprite : "Sprite Effect"
  624. [
  625. framerate(string) : "Framerate" : "10.0"
  626. model(sprite) : "Sprite Name" : "sprites/glow01.spr"
  627. scale(integer) : "Scale" : 1
  628. spawnflags(flags) =
  629. [
  630. 1: "Start on" : 0
  631. 2: "Play Once" : 0
  632. ]
  633. ]
  634. //
  635. // Function entities
  636. //
  637. @SolidClass base(Breakable, RenderFields) = func_breakable : "Breakable Object"
  638. [
  639. spawnflags(flags) =
  640. [
  641. 1 : "Only Trigger" : 0
  642. 2 : "Touch" : 0
  643. 4 : "Pressure" : 0
  644. 256: "Instant Crowbar" : 1
  645. ]
  646. _minlight(string) : "Minimum light level"
  647. ]
  648. @SolidClass base(Targetname, RenderFields, Angles) = func_button : "Button"
  649. [
  650. speed(integer) : "Speed" : 5
  651. target(target_destination) : "Targetted object"
  652. netname(target_destination) : "Target Path"
  653. // Path Target overrides Targetted Object
  654. health(integer) : "Health (shootable if > 0)"
  655. lip(integer) : "Lip"
  656. master(string) : "Master"
  657. sounds(choices) : "Sounds" : 0 =
  658. [
  659. 0: "None"
  660. 1: "Big zap & Warmup"
  661. 2: "Access Denied"
  662. 3: "Access Granted"
  663. 4: "Quick Combolock"
  664. 5: "Power Deadbolt 1"
  665. 6: "Power Deadbolt 2"
  666. 7: "Plunger"
  667. 8: "Small zap"
  668. 9: "Keycard Sound"
  669. 10: "Buzz"
  670. 11: "Buzz Off"
  671. 14: "Lightswitch"
  672. ]
  673. wait(integer) : "delay before reset (-1 stay)" : 3
  674. delay(string) : "Delay before trigger" : "0"
  675. spawnflags(flags) =
  676. [
  677. 1: "Don't move" : 0
  678. 32: "Toggle" : 0
  679. 64: "Sparks" : 0
  680. 256:"Touch Activates": 0
  681. ]
  682. locked_sound(choices) : "Locked Sound" : 0 =
  683. [
  684. 0: "None"
  685. 2: "Access Denied"
  686. 8: "Small zap"
  687. 10: "Buzz"
  688. 11: "Buzz Off"
  689. 12: "Latch Locked"
  690. ]
  691. unlocked_sound(choices) : "Unlocked Sound" : 0 =
  692. [
  693. 0: "None"
  694. 1: "Big zap & Warmup"
  695. 3: "Access Granted"
  696. 4: "Quick Combolock"
  697. 5: "Power Deadbolt 1"
  698. 6: "Power Deadbolt 2"
  699. 7: "Plunger"
  700. 8: "Small zap"
  701. 9: "Keycard Sound"
  702. 10: "Buzz"
  703. 13: "Latch Unlocked"
  704. 14: "Lightswitch"
  705. ]
  706. locked_sentence(choices) : "Locked Sentence" : 0 =
  707. [
  708. 0: "None"
  709. 1: "Gen. Access Denied"
  710. 2: "Security Lockout"
  711. 3: "Blast Door"
  712. 4: "Fire Door"
  713. 5: "Chemical Door"
  714. 6: "Radiation Door"
  715. 7: "Gen. Containment"
  716. 8: "Maintenance Door"
  717. 9: "Broken Shut Door"
  718. ]
  719. unlocked_sentence(choices) : "Unlocked Sentence" : 0 =
  720. [
  721. 0: "None"
  722. 1: "Gen. Access Granted"
  723. 2: "Security Disengaged"
  724. 3: "Blast Door"
  725. 4: "Fire Door"
  726. 5: "Chemical Door"
  727. 6: "Radiation Door"
  728. 7: "Gen. Containment"
  729. 8: "Maintenance area"
  730. ]
  731. _minlight(string) : "Minimum light level"
  732. ]
  733. @SolidClass base(RenderFields, Targetname, Angles) = func_conveyor : "Conveyor Belt"
  734. [
  735. spawnflags(flags) =
  736. [
  737. 1 : "No Push" : 0
  738. 2 : "Not Solid" : 0
  739. ]
  740. speed(string) : "Conveyor Speed" : "100"
  741. _minlight(string) : "Minimum light level"
  742. ]
  743. @SolidClass base(Door) = func_door : "Basic door" []
  744. @SolidClass base(Door) = func_door_rotating : "Rotating door"
  745. [
  746. spawnflags(flags) =
  747. [
  748. 2 : "Reverse Dir" : 0
  749. 16: "One-way" : 0
  750. 64: "X Axis" : 0
  751. 128: "Y Axis" : 0
  752. ]
  753. distance(integer) : "Distance (deg)" : 90
  754. angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
  755. ]
  756. @SolidClass base(RenderFields) = func_friction : "Surface with a change in friction"
  757. [
  758. modifier(integer) : "Percentage of standard (0 - 100)" : 15
  759. ]
  760. @SolidClass base(Targetname, RenderFields, ZhltLightFlags) = func_illusionary : "Fake Wall/Light"
  761. [
  762. skin(choices) : "Contents" : -1 =
  763. [
  764. -1: "Empty"
  765. -7: "Volumetric Light"
  766. ]
  767. _minlight(string) : "Minimum light level"
  768. ]
  769. @SolidClass base(Targetname) = func_ladder : "Ladder" []
  770. @SolidClass base(Targetname) = func_mortar_field : "Mortar Field"
  771. [
  772. m_flSpread(integer) : "Spread Radius" : 64
  773. m_iCount(integer) : "Repeat Count" : 1
  774. m_fControl(Choices) : "Targeting" : 0 =
  775. [
  776. 0 : "Random"
  777. 1 : "Activator"
  778. 2 : "Table"
  779. ]
  780. m_iszXController(target_destination) : "X Controller"
  781. m_iszYController(target_destination) : "Y Controller"
  782. ]
  783. @SolidClass base(Targetname, RenderFields, Angles) = func_pendulum : "Swings back and forth"
  784. [
  785. speed(integer) : "Speed" : 100
  786. distance(integer) : "Distance (deg)" : 90
  787. damp(integer) : "Damping (0-1000)" : 0
  788. dmg(integer) : "Damage inflicted when blocked" : 0
  789. spawnflags(flags) =
  790. [
  791. 1: "Start ON" : 0
  792. 8: "Passable" : 0
  793. 16: "Auto-return" : 0
  794. 64: "X Axis" : 0
  795. 128: "Y Axis" : 0
  796. ]
  797. _minlight(integer) : "_minlight"
  798. ]
  799. @SolidClass base(Targetname, RenderFields, PlatSounds) = func_plat : "Elevator"
  800. [
  801. spawnflags(Flags) =
  802. [
  803. 1: "Toggle" : 0
  804. ]
  805. height(integer) : "Travel altitude (can be negative)" : 0
  806. speed(integer) : "Speed" : 50
  807. _minlight(string) : "Minimum light level"
  808. ]
  809. @SolidClass base(Targetname, RenderFields, PlatSounds, Angles) = func_platrot : "Moving Rotating platform"
  810. [
  811. spawnflags(Flags) =
  812. [
  813. 1: "Toggle" : 1
  814. 64: "X Axis" : 0
  815. 128: "Y Axis" : 0
  816. ]
  817. speed(integer) : "Speed of rotation" : 50
  818. height(integer) : "Travel altitude (can be negative)" : 0
  819. rotation(integer) : "Spin amount" : 0
  820. _minlight(string) : "Minimum light level"
  821. ]
  822. @SolidClass base(Breakable, RenderFields) = func_pushable : "Pushable object"
  823. [
  824. size(choices) : "Hull Size" : 0 =
  825. [
  826. 0: "Point size"
  827. 1: "Player size"
  828. 2: "Big Size"
  829. 3: "Player duck"
  830. ]
  831. spawnflags(flags) =
  832. [
  833. 128: "Breakable" : 0
  834. ]
  835. friction(integer) : "Friction (0-400)" : 50
  836. buoyancy(integer) : "Buoyancy" : 20
  837. _minlight(string) : "Minimum light level"
  838. ]
  839. @SolidClass base(Targetname, Angles) = func_rot_button : "RotatingButton"
  840. [
  841. target(target_destination) : "Targetted object"
  842. changetarget(target_destination) : "ChangeTarget Name"
  843. master(string) : "Master"
  844. speed(integer) : "Speed" : 50
  845. health(integer) : "Health (shootable if > 0)"
  846. sounds(choices) : "Sounds" : 21 =
  847. [
  848. 21: "Squeaky"
  849. 22: "Squeaky Pneumatic"
  850. 23: "Ratchet Groan"
  851. 24: "Clean Ratchet"
  852. 25: "Gas Clunk"
  853. ]
  854. wait(choices) : "Delay before reset" : 3 =
  855. [
  856. -1: "Stays pressed"
  857. ]
  858. delay(string) : "Delay before trigger" : "0"
  859. distance(integer) : "Distance (deg)" : 90
  860. spawnflags(flags) =
  861. [
  862. 1 : "Not solid" : 0
  863. 2 : "Reverse Dir" : 0
  864. 32: "Toggle" : 0
  865. 64: "X Axis" : 0
  866. 128: "Y Axis" : 0
  867. 256:"Touch Activates": 0
  868. ]
  869. _minlight(integer) : "_minlight"
  870. ]
  871. @SolidClass base(Targetname, RenderFields, Angles) = func_rotating : "Rotating Object"
  872. [
  873. speed(integer) : "Rotation Speed" : 0
  874. volume(integer) : "Volume (10 = loudest)" : 10
  875. fanfriction(integer) : "Friction (0 - 100%)" : 20
  876. sounds(choices) : "Fan Sounds" : 0 =
  877. [
  878. 0 : "No Sound"
  879. 1 : "Fast Whine"
  880. 2 : "Slow Rush"
  881. 3 : "Medium Rickety"
  882. 4 : "Fast Beating"
  883. 5 : "Slow Smooth"
  884. ]
  885. message(sound) : "WAV Name"
  886. spawnflags(flags) =
  887. [
  888. 1 : "Start ON" : 0
  889. 2 : "Reverse Direction" : 0
  890. 4 : "X Axis" : 0
  891. 8 : "Y Axis" : 0
  892. 16: "Acc/Dcc" : 0
  893. 32: "Fan Pain" : 0
  894. 64: "Not Solid" : 0
  895. 128: "Small Radius" : 0
  896. 256: "Medium Radius" : 0
  897. 512: "Large Radius" : 1
  898. ]
  899. _minlight(integer) : "_minlight"
  900. spawnorigin(string) : "X Y Z - Move here after lighting" : "0 0 0"
  901. dmg(integer) : "Damage inflicted when blocked" : 0
  902. ]
  903. @SolidClass base(BaseTank) = func_tank : "Brush Gun Turret"
  904. [
  905. bullet(choices) : "Bullets" : 0 =
  906. [
  907. 0: "None"
  908. 1: "9mm"
  909. 2: "MP5"
  910. 3: "12mm"
  911. ]
  912. ]
  913. @SolidClass = func_tankcontrols : "Tank controls"
  914. [
  915. target(target_destination) : "Tank entity name"
  916. ]
  917. @SolidClass base(BaseTank) = func_tankmortar : "Brush Mortar Turret"
  918. [
  919. iMagnitude(Integer) : "Explosion Magnitude" : 100
  920. ]
  921. @SolidClass base(BaseTank) = func_tankrocket : "Brush Rocket Turret" []
  922. @SolidClass base(Trackchange) = func_trackautochange : "Automatic track changing platform"
  923. [
  924. _minlight(string) : "Minimum light level"
  925. ]
  926. @SolidClass base(Trackchange) = func_trackchange : "Train track changing platform"
  927. [
  928. _minlight(string) : "Minimum light level"
  929. ]
  930. @SolidClass base(Targetname, RenderFields, Angles) = func_tracktrain : "Track Train"
  931. [
  932. spawnflags(flags) =
  933. [
  934. 1 : "No Pitch (X-rot)" : 0
  935. 2 : "No User Control" : 0
  936. 8 : "Passable" : 0
  937. ]
  938. target(target_destination) : "First stop target"
  939. sounds(choices) : "Sound" : 0 =
  940. [
  941. 0: "None"
  942. 1: "Rail 1"
  943. 2: "Rail 2"
  944. 3: "Rail 3"
  945. 4: "Rail 4"
  946. 5: "Rail 6"
  947. 6: "Rail 7"
  948. ]
  949. wheels(integer) : "Distance between the wheels" : 50
  950. height(integer) : "Height above track" : 4
  951. startspeed(integer) : "Initial speed" : 0
  952. speed(integer) : "Speed (units per second)" : 64
  953. dmg(integer) : "Damage on crush" : 0
  954. volume(integer) : "Volume (10 = loudest)" : 10
  955. bank(string) : "Bank angle on turns" : "0"
  956. _minlight(string) : "Minimum light level"
  957. ]
  958. @SolidClass base(Targetname, RenderFields) = func_train : "Moving platform"
  959. [
  960. target(target_source) : "First stop target"
  961. movesnd(choices) : "Move Sound" : 0 =
  962. [
  963. 0: "No Sound"
  964. 1: "big elev 1"
  965. 2: "big elev 2"
  966. 3: "tech elev 1"
  967. 4: "tech elev 2"
  968. 5: "tech elev 3"
  969. 6: "freight elev 1"
  970. 7: "freight elev 2"
  971. 8: "heavy elev"
  972. 9: "rack elev"
  973. 10: "rail elev"
  974. 11: "squeek elev"
  975. 12: "odd elev 1"
  976. 13: "odd elev 2"
  977. ]
  978. stopsnd(choices) : "Stop Sound" : 0 =
  979. [
  980. 0: "No Sound"
  981. 1: "big elev stop1"
  982. 2: "big elev stop2"
  983. 3: "freight elev stop"
  984. 4: "heavy elev stop"
  985. 5: "rack stop"
  986. 6: "rail stop"
  987. 7: "squeek stop"
  988. 8: "quick stop"
  989. ]
  990. speed(integer) : "Speed (units per second)" : 64
  991. dmg(integer) : "Damage on crush" : 0
  992. skin(integer) : "Contents" : 0
  993. volume(string) : "Sound Volume 0.0 - 1.0" : "0.85"
  994. spawnflags(flags) =
  995. [
  996. 8 : "Not solid" : 0
  997. ]
  998. _minlight(string) : "Minimum light level"
  999. ]
  1000. @SolidClass = func_traincontrols : "Train Controls"
  1001. [
  1002. target(target_destination) : "Train Name"
  1003. ]
  1004. @SolidClass base(Targetname, RenderFields, ZhltLightFlags) = func_wall : "Wall"
  1005. [
  1006. _minlight(string) : "Minimum light level"
  1007. ]
  1008. @SolidClass base(func_wall) = func_wall_toggle : "Toggleable geometry"
  1009. [
  1010. spawnflags(flags) =
  1011. [
  1012. 1 : "Starts Invisible" : 0
  1013. ]
  1014. ]
  1015. @SolidClass base(Door) = func_water : "Liquid"
  1016. [
  1017. spawnflags(flags) =
  1018. [
  1019. 1 : "Starts Open" : 0
  1020. 256:"Use Only" : 0
  1021. ]
  1022. skin(choices) : "Contents" : -3 =
  1023. [
  1024. -3: "Water"
  1025. -4: "Slime"
  1026. -5: "Lava"
  1027. ]
  1028. WaveHeight(string) : "Wave Height" : "3.2"
  1029. ]
  1030. //
  1031. // Info entities
  1032. //
  1033. @PointClass decal() base(Targetname) = infodecal : "Decal"
  1034. [
  1035. texture(decal)
  1036. ]
  1037. @PointClass base(Targetname) = info_null : "info_null (spotlight target)" []
  1038. @PointClass iconsprite("sprites/CS/Terrorist.spr") base(PlayerClass) = info_player_deathmatch : "Terrorist start" []
  1039. @PointClass iconsprite("sprites/CS/CT.spr") base(PlayerClass) = info_player_start : "Counter-terrorist start" []
  1040. @PointClass iconsprite("sprites/CS/VIP.spr") base(PlayerClass) = info_vip_start : "VIP start" []
  1041. @PointClass base(Targetname) size(-4 -4 -4, 4 4 4) color(200 100 50) = info_target : "Beam Target" []
  1042. //
  1043. // Light entities
  1044. //
  1045. @PointClass iconsprite("sprites/lightbulb.spr") base(Target, Targetname, Light) = light : "Invisible lightsource"
  1046. [
  1047. spawnflags(Flags) = [ 1 : "Initially dark" : 0 ]
  1048. ]
  1049. @PointClass base(Angles) iconsprite("sprites/lightbulb.spr") = light_environment : "Environment"
  1050. [
  1051. pitch(integer) : "Pitch" : 0
  1052. _light(color255) : "Brightness" : "255 255 128 200"
  1053. ]
  1054. @PointClass base(Targetname, Target, Angles) iconsprite("sprites/lightbulb.spr") = light_spot : "Spotlight"
  1055. [
  1056. _cone(integer) : "Inner (bright) angle" : 30
  1057. _cone2(integer) : "Outer (fading) angle" : 45
  1058. pitch(integer) : "Pitch" : -90
  1059. _light(color255) : "Brightness" : "255 255 128 200"
  1060. _sky(Choices) : "Is Sky" : 0 =
  1061. [
  1062. 0 : "No"
  1063. 1 : "Yes"
  1064. ]
  1065. spawnflags(Flags) = [ 1 : "Initially dark" : 0 ]
  1066. style(Choices) : "Appearance" : 0 =
  1067. [
  1068. 0 : "Normal"
  1069. 10: "Fluorescent flicker"
  1070. 2 : "Slow, strong pulse"
  1071. 11: "Slow pulse, noblack"
  1072. 5 : "Gentle pulse"
  1073. 1 : "Flicker A"
  1074. 6 : "Flicker B"
  1075. 3 : "Candle A"
  1076. 7 : "Candle B"
  1077. 8 : "Candle C"
  1078. 4 : "Fast strobe"
  1079. 9 : "Slow strobe"
  1080. ]
  1081. pattern(string) : "Custom Appearance"
  1082. ]
  1083. //
  1084. // Trigger entities
  1085. //
  1086. @PointClass base(Targetx) = trigger_auto : "AutoTrigger"
  1087. [
  1088. spawnflags(Flags) =
  1089. [
  1090. 1 : "Remove On fire" : 1
  1091. ]
  1092. triggerstate(choices) : "Trigger State" : 0 =
  1093. [
  1094. 0 : "Off"
  1095. 1 : "On"
  1096. 2 : "Toggle"
  1097. ]
  1098. ]
  1099. @PointClass base(Targetx, Targetname) = trigger_camera : "Trigger Camera"
  1100. [
  1101. wait(integer) : "Hold time" : 10
  1102. moveto(string) : "Path Corner"
  1103. spawnflags(flags) =
  1104. [
  1105. 1: "Start At Player" : 1
  1106. 2: "Follow Player" : 1
  1107. 4: "Freeze Player" : 0
  1108. ]
  1109. speed(string) : "Initial Speed" : "0"
  1110. acceleration(string) : "Acceleration units/sec^2" : "500"
  1111. deceleration(string) : "Stop Deceleration units/sec^2" : "500"
  1112. ]
  1113. @PointClass base(Targetx, Targetname) = trigger_changetarget : "Trigger Change Target"
  1114. [
  1115. m_iszNewTarget(string) : "New Target"
  1116. ]
  1117. @SolidClass base(Trigger, Targetname) = trigger_counter : "Trigger counter"
  1118. [
  1119. spawnflags(flags) =
  1120. [
  1121. 1 : "No Message" : 0
  1122. ]
  1123. master(string) : "Master"
  1124. count(integer) : "Count before activation" : 2
  1125. ]
  1126. @SolidClass base(Targetname,Target) = trigger_hurt : "Trigger player hurt"
  1127. [
  1128. spawnflags(flags) =
  1129. [
  1130. 1: "Target Once" : 0
  1131. 2: "Start Off" : 0
  1132. 16:"FireClientOnly" : 0
  1133. 32:"TouchClientOnly" : 0
  1134. ]
  1135. master(string) : "Master"
  1136. dmg(integer) : "Damage" : 10
  1137. delay(string) : "Delay before trigger" : "0"
  1138. damagetype(choices) : "Damage Type" : 0 =
  1139. [
  1140. 0 : "GENERIC"
  1141. 1 : "CRUSH"
  1142. 2 : "BULLET"
  1143. 4 : "SLASH"
  1144. 8 : "BURN"
  1145. 16 : "FREEZE"
  1146. 32 : "FALL"
  1147. 64 : "BLAST"
  1148. 128 : "CLUB"
  1149. 256 : "SHOCK"
  1150. 512 : "SONIC"
  1151. 1024 : "ENERGYBEAM"
  1152. 16384: "DROWN"
  1153. 32768 : "PARALYSE"
  1154. 65536 : "NERVEGAS"
  1155. 131072 : "POISON"
  1156. 262144 : "RADIATION"
  1157. 524288 : "DROWNRECOVER"
  1158. 1048576 : "CHEMICAL"
  1159. 2097152 : "SLOWBURN"
  1160. 4194304 : "SLOWFREEZE"
  1161. ]
  1162. ]
  1163. @SolidClass base(Trigger) = trigger_multiple : "Trigger: Activate multiple"
  1164. [
  1165. wait(integer) : "Delay before reset" : 10
  1166. ]
  1167. @SolidClass base(Trigger) = trigger_once : "Trigger: Activate once" []
  1168. @SolidClass base(Trigger, Angles) = trigger_push : "Trigger player push"
  1169. [
  1170. spawnflags(flags) =
  1171. [
  1172. 1: "Once Only" : 0
  1173. 2: "Start Off" : 0
  1174. ]
  1175. speed(integer) : "Speed of push" : 40
  1176. ]
  1177. @PointClass base(Targetname, Targetx) = trigger_relay : "Trigger Relay"
  1178. [
  1179. spawnflags(flags) =
  1180. [
  1181. 1: "Remove On fire" : 0
  1182. ]
  1183. triggerstate(choices) : "Trigger State" : 0 =
  1184. [
  1185. 0: "Off"
  1186. 1: "On"
  1187. 2: "Toggle"
  1188. ]
  1189. ]
  1190. @SolidClass base(Trigger) = trigger_teleport : "Trigger teleport" []
  1191. //
  1192. // Miscellaneous entities
  1193. //
  1194. @PointClass base(Targetname) iconsprite("sprites/speaker.spr") = ambient_generic : "Universal Ambient"
  1195. [
  1196. message(sound) : "Path/filename.wav of WAV"
  1197. health(integer) : "Volume (10 = loudest)" : 10
  1198. preset(choices) :"Dynamic Presets" : 0 =
  1199. [
  1200. 0: "None"
  1201. 1: "Huge Machine"
  1202. 2: "Big Machine"
  1203. 3: "Machine"
  1204. 4: "Slow Fade in"
  1205. 5: "Fade in"
  1206. 6: "Quick Fade in"
  1207. 7: "Slow Pulse"
  1208. 8: "Pulse"
  1209. 9: "Quick pulse"
  1210. 10: "Slow Oscillator"
  1211. 11: "Oscillator"
  1212. 12: "Quick Oscillator"
  1213. 13: "Grunge pitch"
  1214. 14: "Very low pitch"
  1215. 15: "Low pitch"
  1216. 16: "High pitch"
  1217. 17: "Very high pitch"
  1218. 18: "Screaming pitch"
  1219. 19: "Oscillate spinup/down"
  1220. 20: "Pulse spinup/down"
  1221. 21: "Random pitch"
  1222. 22: "Random pitch fast"
  1223. 23: "Incremental Spinup"
  1224. 24: "Alien"
  1225. 25: "Bizzare"
  1226. 26: "Planet X"
  1227. 27: "Haunted"
  1228. ]
  1229. volstart(integer) : "Start Volume" : 0
  1230. fadein(integer) : "Fade in time (0-100)" : 0
  1231. fadeout(integer) : "Fade out time (0-100)" : 0
  1232. pitch(integer) : "Pitch (> 100 = higher)" : 100
  1233. pitchstart(integer) : "Start Pitch" : 100
  1234. spinup(integer) : "Spin up time (0-100)" : 0
  1235. spindown(integer) : "Spin down time (0-100)" : 0
  1236. lfotype(integer) : "LFO type 0)off 1)sqr 2)tri 3)rnd" : 0
  1237. lforate(integer) : "LFO rate (0-1000)" : 0
  1238. lfomodpitch(integer) : "LFO mod pitch (0-100)" : 0
  1239. lfomodvol(integer) : "LFO mod vol (0-100)" : 0
  1240. cspinup(integer) : "Incremental spinup count" : 0
  1241. spawnflags(flags) =
  1242. [
  1243. 1: "Play Everywhere" : 0
  1244. 2: "Small Radius" : 0
  1245. 4: "Medium Radius" : 1
  1246. 8: "Large Radius" : 0
  1247. 16:"Start Silent":0
  1248. 32:"Is NOT Looped":0
  1249. ]
  1250. ]
  1251. @SolidClass base(Target, Angles) = button_target : "Target Button"
  1252. [
  1253. spawnflags(flags) =
  1254. [
  1255. 1: "Use Activates" : 1
  1256. 2: "Start On" : 0
  1257. ]
  1258. master(string) : "Master"
  1259. renderfx(choices) :"Render FX" : 0 =
  1260. [
  1261. 0: "Normal"
  1262. 1: "Slow Pulse"
  1263. 2: "Fast Pulse"
  1264. 3: "Slow Wide Pulse"
  1265. 4: "Fast Wide Pulse"
  1266. 9: "Slow Strobe"
  1267. 10: "Fast Strobe"
  1268. 11: "Faster Strobe"
  1269. 12: "Slow Flicker"
  1270. 13: "Fast Flicker"
  1271. 5: "Slow Fade Away"
  1272. 6: "Fast Fade Away"
  1273. 7: "Slow Become Solid"
  1274. 8: "Fast Become Solid"
  1275. 14: "Constant Glow"
  1276. 15: "Distort"
  1277. 16: "Hologram (Distort + fade)"
  1278. ]
  1279. rendermode(choices) : "Render Mode" : 0 =
  1280. [
  1281. 0: "Normal"
  1282. 1: "Color"
  1283. 2: "Texture"
  1284. 3: "Glow"
  1285. 4: "Solid"
  1286. 5: "Additive"
  1287. ]
  1288. renderamt(integer) : "FX Amount (1 - 255)"
  1289. rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
  1290. ]
  1291. @SolidClass base(Door) = momentary_door : "Momentary/Continuous door"
  1292. [
  1293. spawnflags(flags) =
  1294. [
  1295. 1 : "Starts Open" : 0
  1296. ]
  1297. ]
  1298. @SolidClass base(RenderFields, Targetname, Angles) = momentary_rot_button : "Direct wheel control"
  1299. [
  1300. target(target_destination) : "Targetted object"
  1301. speed(integer) : "Speed" : 50
  1302. master(string) : "Master"
  1303. sounds(choices) : "Sounds" : 0 =
  1304. [
  1305. 0: "None"
  1306. 1: "Big zap & Warmup"
  1307. 2: "Access Denied"
  1308. 3: "Access Granted"
  1309. 4: "Quick Combolock"
  1310. 5: "Power Deadbolt 1"
  1311. 6: "Power Deadbolt 2"
  1312. 7: "Plunger"
  1313. 8: "Small zap"
  1314. 9: "Keycard Sound"
  1315. 21: "Squeaky"
  1316. 22: "Squeaky Pneumatic"
  1317. 23: "Ratchet Groan"
  1318. 24: "Clean Ratchet"
  1319. 25: "Gas Clunk"
  1320. ]
  1321. distance(integer) : "Distance (deg)" : 90
  1322. returnspeed(integer) : "Auto-return speed" : 0
  1323. spawnflags(flags) =
  1324. [
  1325. 1: "Door Hack" : 0
  1326. 2: "Not useable" : 0
  1327. 16: "Auto Return" : 0
  1328. 64: "X Axis" : 0
  1329. 128: "Y Axis" : 0
  1330. ]
  1331. _minlight(integer) : "_minlight"
  1332. ]
  1333. @PointClass base(Targetname) = multi_manager : "MultiTarget Manager"
  1334. [
  1335. spawnflags(Flags) =
  1336. [
  1337. 1 : "multithreaded" : 0
  1338. ]
  1339. ]
  1340. @PointClass base(Targetname, Target) = multisource : "Multisource"
  1341. [
  1342. globalstate(string) : "Global State Master"
  1343. ]
  1344. @PointClass base(Targetname, Angles) size(16 16 16) color(247 181 82) = path_corner : "Moving platform stop"
  1345. [
  1346. spawnflags(Flags) =
  1347. [
  1348. 1: "Wait for retrigger" : 0
  1349. 2: "Teleport" : 0
  1350. 4: "Fire once" : 0
  1351. ]
  1352. target(target_destination) : "Next stop target"
  1353. message(target_destination) : "Fire On Pass"
  1354. wait(integer) : "Wait here (secs)" : 0
  1355. speed(integer) : "New Train Speed" : 0
  1356. yaw_speed(integer) : "New Train rot. Speed" : 0
  1357. ]
  1358. @PointClass base(Targetname) size(16 16 16) = path_track : "Train Track Path"
  1359. [
  1360. spawnflags(Flags) =
  1361. [
  1362. 1: "Disabled" : 0
  1363. 2: "Fire once" : 0
  1364. 4: "Branch Reverse" : 0
  1365. 8: "Disable train" : 0
  1366. ]
  1367. target(target_destination) : "Next stop target"
  1368. message(target_destination) : "Fire On Pass"
  1369. altpath(target_destination) : "Branch Path"
  1370. netname(target_destination) : "Fire on dead end"
  1371. speed(integer) : "New Train Speed" : 0
  1372. ]
  1373. //
  1374. // CS-specific entities
  1375. //
  1376. @PointClass iconsprite("sprites/CS/Hostage.spr") base(PlayerClass) = hostage_entity : "Hostage"
  1377. [
  1378. model(string) : "Model" : "models/hostage.mdl"
  1379. skin(integer) : "Skin" : 0
  1380. ]
  1381. @PointClass iconsprite("sprites/CS/HostageRescue.spr") = info_hostage_rescue : "Hostage rescue point" []
  1382. @SolidClass = func_hostage_rescue : "Hostage rescue zone" []
  1383. @PointClass iconsprite("sprites/CS/BombTarget.spr") = info_bomb_target : "Bomb target point" []
  1384. @SolidClass = func_bomb_target : "Bomb target zone"
  1385. [
  1386. target(target_destination) : "Target (when bomb blows)"
  1387. ]
  1388. @SolidClass = func_buyzone : "Buy zone"
  1389. [
  1390. team(choices) : "Team" : 0 =
  1391. [
  1392. 0: "All teams (unassigned)"
  1393. 1: "Terrorist"
  1394. 2: "Counter-terrorist"
  1395. ]
  1396. ]
  1397. @SolidClass = func_escapezone : "Terrorist escape zone" []
  1398. @SolidClass = func_vip_safetyzone : "VIP safety zone" []
  1399. @PointClass iconsprite("sprites/CS/Armoury.spr") size(-16 -16 0, 16 16 16) = armoury_entity : "Items in the armoury"
  1400. [
  1401. item(choices) : "Item" : 0 =
  1402. [
  1403. 0: "weapon_mp5"
  1404. 1: "weapon_tmp"
  1405. 2: "weapon_p90"
  1406. 3: "weapon_mac10"
  1407. 4: "weapon_ak47"
  1408. 5: "weapon_sg552"
  1409. 6: "weapon_m4a1"
  1410. 7: "weapon_aug"
  1411. 8: "weapon_scout"
  1412. 9: "weapon_g3sg1"
  1413. 10: "weapon_awp"
  1414. 11: "weapon_m3"
  1415. 12: "weapon_xm1014"
  1416. 13: "weapon_m249"
  1417. 14: "weapon_flashbang"
  1418. 15: "weapon_hegrenade"
  1419. 16: "item_kevlar"
  1420. 17: "item_assaultsuit"
  1421. 18: "weapon_smokegrenade"
  1422. ]
  1423. count(integer) : "Count" : 1
  1424. ]
  1425. @PointClass iconsprite("sprites/CS/MapParams.spr") = info_map_parameters : "Miscellaneous mapping parameters"
  1426. [
  1427. buying(choices) : "Weapon_Buying" : 0 =
  1428. [
  1429. 0: "Both teams can buy guns"
  1430. 1: "Only CT's can buy guns"
  1431. 2: "Only T's can buy guns"
  1432. 3: "Neither CT's nor T's can buy guns"
  1433. ]
  1434. bombradius(integer) : "Bomb Radius" : 500
  1435. ]
  1436. @SolidClass base(Targetname, RenderFields, Angles) = func_vehicle : "Drivable Vehicles"
  1437. [
  1438. spawnflags(flags) =
  1439. [
  1440. 1 : "No Pitch (X-rot)" : 0
  1441. 2 : "No User Control" : 0
  1442. 8 : "Passable" : 0
  1443. ]
  1444. target(target_destination) : "First stop target"
  1445. sounds(choices) : "Sound" : 1 =
  1446. [
  1447. 0: "None"
  1448. 1: "Car 1"
  1449. 2: "Car 2"
  1450. 3: "Truck 1"
  1451. 4: "Truck 2"
  1452. 5: "Boat 1"
  1453. 6: "Boat 2"
  1454. ]
  1455. length(integer) : "Length of the vehicle" : 256
  1456. width(integer) : "Width of the vehicle" : 128
  1457. height(integer) : "Height above track" : 16
  1458. startspeed(integer) : "Initial speed" : 0
  1459. speed(integer) : "Speed (units per second)" : 64
  1460. acceleration(integer) : "Acceleration (1-10)" : 5
  1461. dmg(integer) : "Damage on crush" : 0
  1462. volume(integer) : "Volume (10 = loudest)" : 10
  1463. bank(string) : "Bank angle on turns" : "0"
  1464. _minlight(string) : "Minimum light level"
  1465. ]
  1466. @SolidClass = func_vehiclecontrols : "Vehicle Controls"
  1467. [
  1468. target(target_destination) : "Vehicle Name"
  1469. ]