rest here only entity names, “worldspawn, … continue”: @SolidClass = worldspawn : “World entity”
@PointClass iconsprite(“sprites/VS/AIScriptedSequence.spr”) base(Targetname, Targetx, Angles) size(-16 -16 0, 16 16 72) color(255 0 255) = aiscripted_sequence : “AI Scripted Sequence”
@PointClass iconsprite(“sprites/VS/AmbientGeneric.spr”) base(Targetname) = ambient_generic : “Universal Ambient”
@SolidClass base(Target, ZHLT) = button_target : “Target Button”
@PointClass iconsprite(“sprites/VS/Cycler.spr”) base(Targetname, Angles) size(-16 -16 0, 16 16 72) = cycler : “Model Cycler”
@PointClass base(Targetname, Angles) sprite() = cycler_sprite : “Sprite Cycler”
@PointClass iconsprite(“sprites/VS/CyclerWeapon.spr”) base(Monster) size(-16 -16 -16, 16 16 16) = cycler_weapon : “Weapon Cycler”
@PointClass iconsprite(“sprites/VS/EnvBeam.spr”) base(Targetname, BeamStartEnd, RenderFxChoices) size(-16 -16 -16, 16 16 16) = env_beam : “Energy Beam Effect”
@PointClass iconsprite(“sprites/VS/EnvBeverage.spr”) base(Targetname, Angles) size(-4 -4 -4, 4 4 4) = env_beverage : “Beverage Dispenser”
@PointClass iconsprite(“sprites/VS/EnvBlood.spr”) base(Targetname, Angles) size(-16 -16 -16, 16 16 16) color(255 0 0) = env_blood : “Blood Effects”
@SolidClass base(Targetname) = env_bubbles : “Bubble Volume”
@PointClass iconsprite(“sprites/VS/EnvExplosion.spr”) base(Targetname) size(-16 -16 -16, 16 16 16) = env_explosion : “Explosion”
@PointClass iconsprite(“sprites/VS/EnvGlobal.spr”) base(Targetname) color(255 255 128) = env_global : “Global State”
@PointClass sprite() base(Targetname, RenderFields) size(-4 -4 -4, 4 4 4) color(30 100 0) = env_glow : “Light Glow/Haze”
@PointClass iconsprite(“sprites/VS/EnvFade.spr”) base(Targetname) = env_fade : “Screen Fade”
@PointClass iconsprite(“sprites/VS/EnvFunnel.spr”) base(Targetname) size(-16 -16 -16, 16 16 16) = env_funnel : “Large Portal Funnel”
@PointClass iconsprite(“sprites/VS/EnvLaser.spr”) base(Targetname, RenderFxChoices, Angles) size(-16 -16 -16, 16 16 16) = env_laser : “Laser Beam Effect”
@PointClass iconsprite(“sprites/VS/EnvMessage.spr”) base(Targetname, Target) = env_message : “HUD Text Message”
@PointClass iconsprite(“sprites/VS/EnvRender.spr”) base(Targetname, Target, RenderFields) size(-16 -16 -16, 16 16 16) color(100 100 0) = env_render : “Render Controls”
@PointClass iconsprite(“sprites/VS/EnvShake.spr”) base(Targetname) = env_shake : “Screen Shake”
@PointClass iconsprite(“sprites/VS/EnvShooter.spr”) base(gibshooterbase, RenderFields) size(-16 -16 -16, 16 16 16) = env_shooter : “Model Shooter”
@PointClass iconsprite(“sprites/VS/EnvSound.spr”)= env_sound : “DSP Sound”
@PointClass iconsprite(“sprites/VS/EnvSpark.spr”) base(Targetname, Angles) size(-16 -16 -16, 16 16 16) = env_spark : “Spark”
@PointClass sprite() base(Targetname, RenderFields, Angles) size(-4 -4 -4, 4 4 4) = env_sprite : “Sprite Effect”
@SolidClass base(Breakable, RenderFields, ZHLT) = func_breakable : “Breakable Object”
@SolidClass base(Global,Targetname, Target, RenderFields, Angles, ZHLT) = func_button : “Button”
@SolidClass base(Global,RenderFields, Targetname, Angles, ZHLT) = func_conveyor : “Conveyor Belt”
@SolidClass base(Door, ZHLT) = func_door : “Basic door” []
@SolidClass base(Door, ZHLT) = func_door_rotating : “Rotating door”
@SolidClass base(Appearflags, RenderFields, ZHLT) = func_friction : “Surface with a change in friction”
@SolidClass base(Targetname, RenderFields, Global, ZHLT) = func_guntarget : “Moving platform”
@SolidClass base(Targetname, RenderFields, ZHLT) = func_illusionary : “Fake Wall/Light”
@SolidClass base(Targetname) = func_ladder : “Ladder” []
@SolidClass base(Targetname) = func_mortar_field : “Mortar Field”
@SolidClass base(Global,Appearflags, Targetname, RenderFields, Angles, ZHLT) = func_pendulum : “Swings back and forth”
@SolidClass base(Targetname,Global,RenderFields, PlatSounds, ZHLT) = func_plat : “Elevator”
@SolidClass base(Targetname, Global, RenderFields, PlatSounds, Angles, ZHLT) = func_platrot : “Moving Rotating platform”
@SolidClass base(Breakable, RenderFields, ZHLT) = func_pushable : “Pushable object”
@SolidClass base(Targetname, Global, RenderFields, Angles, ZHLT) = func_rot_button : “RotatingButton”
@SolidClass base(Targetname, Global, RenderFields, Angles, ZHLT) = func_rotating : “Rotating Object”
@SolidClass base(BaseTank, ZHLT) = func_tank : “Brush Gun Turret”
@SolidClass = func_tankcontrols : “Tank controls”
@SolidClass base(BaseTank, ZHLT) = func_tanklaser : “Brush Laser Turret”
@SolidClass base(BaseTank, ZHLT) = func_tankrocket : “Brush Rocket Turret” []
@SolidClass base(BaseTank, ZHLT) = func_tankmortar : “Brush Mortar Turret”
@SolidClass base(Trackchange, ZHLT) = func_trackautochange : “Automatic track changing platform”
@SolidClass base(Trackchange, ZHLT) = func_trackchange : “Train track changing platform”
@SolidClass base(Targetname, Global, RenderFields, ZHLT) = func_tracktrain : “Track Train”
@SolidClass = func_traincontrols : “Train Controls”
@SolidClass base(Targetname, Global, RenderFields, ZHLT) = func_train : “Moving platform”
@SolidClass base(Targetname, Appearflags, RenderFields, Global, ZHLT) = func_wall : “Wall”
@SolidClass base(func_wall) = func_wall_toggle : “Toggleable geometry”
@SolidClass base(Door, ZHLT) = func_water : “Liquid”
@PointClass iconsprite(“sprites/VS/GameCounter.spr”) base(Targetname, Targetx) = game_counter : “Fires when it hits limit”
@PointClass iconsprite(“sprites/VS/GameCounterSet.spr”) base(Targetname, Target) = game_counter_set : “Sets a game_counter”
@PointClass iconsprite(“sprites/VS/GameEnd.spr”) base(Targetname) = game_end : “End this multiplayer game”
@PointClass iconsprite(“sprites/VS/GamePlayerEquip.spr”) base(Targetname) = game_player_equip : “Initial player equipment”
@PointClass iconsprite(“sprites/VS/GamePlayerHurt.spr”) base(Targetname) = game_player_hurt : “Hurts player who fires”
@PointClass iconsprite(“sprites/VS/GamePlayerTeam.spr”) base(Targetname) = game_player_team : “Allows player to change teams”
@PointClass iconsprite(“sprites/VS/GameScore.spr”) base(Targetname) = game_score : “Award/Deduct Points”
@PointClass iconsprite(“sprites/VS/GameTeamMaster.spr”) base(Targetname, Targetx) = game_team_master : “Team based master/relay”
@PointClass iconsprite(“sprites/VS/GameTeamSet.spr”) base(Targetname, Targetx) = game_team_set : “Sets team of team_master”
@PointClass iconsprite(“sprites/VS/GameText.spr”) base(Targetname, Target) = game_text : “HUD Text Message”
@SolidClass base(Targetname) = game_zone_player : “Player Zone brush”
@PointClass iconsprite(“sprites/VS/Gibshooter.spr”) base(gibshooterbase) = gibshooter : “Gib Shooter” []
@PointClass decal() base(Targetname, Appearflags) = infodecal : “Decal”
@PointClass iconsprite(“sprites/VS/InfoNull.spr”)base(Targetname) = info_null : “info_null (spotlight target)” []
@PointClass iconsprite(“sprites/VS/ItemAntidote.spr”) size(-16 -16 0, 16 16 36) base(Weapon, Targetx) = item_antidote : “Poison antidote” []
@PointClass iconsprite(“sprites/VS/ItemSecurity.spr”) size(-16 -16 0, 16 16 36) base(Weapon, Targetx) = item_security : “Security card” []
@PointClass iconsprite(“sprites/VS/light.spr”) base(Target, Targetname, Light, ZHLT_point) = light : “Invisible lightsource”
@PointClass iconsprite(“sprites/VS/LightSpot.spr”) base(Targetname, Target, Angles, ZHLT_point) = light_spot : “Spotlight”
@PointClass base(Targetname, Angles, ZHLT_point) iconsprite(“sprites/VS/LightEnvironment.spr”) = light_environment : “Environment”
@SolidClass base(Door, ZHLT) = momentary_door : “Momentary/Continuous door”
@SolidClass base(Targetname, Target, Angles, RenderFields, ZHLT) = momentary_rot_button : “Direct wheel control”
@PointClass iconsprite(“sprites/VS/MultiManager.spr”) base(Targetname) color(255 128 0) = multi_manager : “MultiTarget Manager”
@PointClass iconsprite(“sprites/VS/MultiSource.spr”) base(Targetname, Target) color(128 255 128) = multisource : “Multisource”
@PointClass iconsprite(“sprites/VS/PathCorner.spr”) base(Targetname, Angles) size(16 16 16) color(247 181 82) = path_corner : “Moving platform stop”
@PointClass iconsprite(“sprites/VS/PathTrack.spr”) base(Targetname, Angles) size(16 16 16) = path_track : “Train Track Path”
@PointClass iconsprite(“sprites/VS/PlayerWeaponstrip.spr”) base(Targetname) size(-16 -16 -16, 16 16 16) = player_weaponstrip : “Strips player’s weapons” []
@PointClass iconsprite(“sprites/VS/ScriptedSentence.spr”) base(Targetname, Targetx) size(-16 -16 0, 16 16 72) color(255 0 255) = scripted_sentence : “Scripted Sentence”
@PointClass iconsprite(“sprites/VS/ScriptedSequence.spr”) base(Targetname, Targetx, Angles) size(-16 -16 0, 16 16 72) color(255 0 255) = scripted_sequence : “Scripted Sequence”
@PointClass iconsprite(“sprites/VS/Speaker.spr”) base(Targetname) = speaker : “Announcement Speaker”
@PointClass iconsprite(“sprites/VS/TargetCDAudio.spr”) base(Targetname) = target_cdaudio : “CD Audio Target”
@PointClass iconsprite(“sprites/VS/TriggerAuto.spr”) base(Targetx) = trigger_auto : “AutoTrigger”
@PointClass iconsprite(“sprites/VS/TriggerCamera.spr”) base(Targetx, Targetname) = trigger_camera : “Trigger Camera”
@SolidClass base(Targetname) = trigger_cdaudio : “Trigger CD Audio”
@PointClass iconsprite(“sprites/VS/TriggerChangeTarget.spr”) base(Targetx, Targetname) = trigger_changetarget : “Trigger Change Target”
@SolidClass base(Trigger, Targetname) = trigger_counter : “Trigger counter”
@SolidClass base(Trigger) = trigger_gravity : “Trigger Gravity”
@SolidClass base(Targetname,Target) = trigger_hurt : “Trigger player hurt”
@SolidClass base(Trigger) = trigger_multiple : “Trigger: Activate multiple”
@SolidClass base(Trigger) = trigger_once : “Trigger: Activate once” []
@SolidClass base(Trigger, Angles) = trigger_push : “Trigger player push”
@PointClass iconsprite(“sprites/VS/TriggerRelay.spr”) base(Targetname, Targetx) = trigger_relay : “Trigger Relay”
@SolidClass base(Trigger) = trigger_teleport : “Trigger teleport” []
@PointClass iconsprite(“sprites/VS/InfoTarget.spr”) base(Targetname) size(-4 -4 -4, 4 4 4) color(200 100 50) = info_target : “Beam Target” []
@PointClass iconsprite(“sprites/VS/InfoTeleportDestination.spr”) size(-8 -8 0, 8 8 16) base(PlayerClass, Targetname) = info_teleport_destination : “Teleport destination” []
@PointClass iconsprite(“sprites/VS/InfoPlayerStart.spr”) base(PlayerClass) size(-16 -16 -36, 16 16 36) color(0 255 255)= info_player_start : “Player 1 start” []
@PointClass base(PlayerClass) size(-16 -16 -36, 16 16 36) color(255 0 0) = info_player_vampire : “Player Vampire start” []
@PointClass base(PlayerClass) size(-16 -16 -36, 16 16 36) color(0 255 0) = info_player_slayer : “Player Slayer start” []
@PointClass base(PlayerClass) size(-16 -16 -36, 16 16 36) color(0 0 255) = info_player_deathmatch : “Player deathmatch start” []
@PointClass base(PlayerClass) size(-16 -16 -36, 16 16 36) color(0 0 255) = info_draw_slayerswin : “Slayers win in a round draw” []
@PointClass base(PlayerClass) size(-16 -16 -36, 16 16 36) color(0 0 255) = info_draw_vampireswin : “Vimpires win in a round draw” []
@PointClass base(PlayerClass) size(-16 -16 -16, 16 16 16) color(100 200 200) = info_dm : “Enable Deathmatch Play”
@SolidClass base(Breakable, RenderFields, ZHLT) = func_breakpoints : “Breakable Points Object”
@PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) = item_flag_slayer : “Slayer Flag” []
@PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) = item_flag_vampire : “Vampire Flag” []
@SolidClass base(Targetname) = env_efx : “Efx (box)”
@PointClass base(Targetname) iconsprite(“sprites/VS/envefx.spr”) size(-16 -16 -16, 16 16 16) = env_efxp : “Efx (point)”
@PointClass base(Targetname) iconsprite(“sprites/VS/envfog.spr”) size(-16 -16 -16, 16 16 16) = env_fog : “Fog”
@PointClass base(Weapon, Targetx) = weapon_vsbike : “Bike” []