write only entities from it, write all, for example worldspawn, monster_superofficer,... continue: @SolidClass = worldspawn : "World entity" @PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/hl/monster_officer_z.mdl") = monster_superofficer : "Infected Officer" @PointClass base(ScriptSequence) = aiscripted_sequence : "AI Scripted Sequence" [] @PointClass iconsprite("sprites/speaker.spr") base(Targetname, MoveWith) = ambient_generic : "Universal Ambient" @PointClass base(Ammo, Targetx) = ammo_mp5 : "9mm Assault Rifle Ammo" [] @PointClass base(Ammo, Targetx) = ammo_mp5box : "box of 200 9mm shells" [] @PointClass base(Ammo, Targetx) = ammo_glock : "9mm Pistol Ammo" [] @PointClass base(Ammo, Targetx) = ammo_glockbox : "9mm Pistol Ammo" [] @PointClass base(Ammo, Targetx) = ammo_aks : "AKS Ammo" [] @PointClass base(Ammo, Targetx) studio()= ammo_aksbox : "AKS Ammo box" [] @PointClass base(Ammo, Targetx) = ammo_ak74 : "AK74 Ammo" [] @PointClass base(Ammo, Targetx) = ammo_ak74box : "AK74 Ammo box" [] @PointClass base(Ammo, Targetx) = ammo_aps : "APS Ammo" [] @PointClass base(Ammo, Targetx) = ammo_apsbox : "APS Ammo box" [] @PointClass base(Ammo, Targetx) = ammo_tt33 : "TT33 Ammo" [] @PointClass base(Ammo, Targetx) = ammo_tt33box : "TT33 Ammo box" [] @PointClass base(Ammo, Targetx) = ammo_val : "VAL Ammo" [] @PointClass base(Ammo, Targetx) = ammo_valbox : "VAL Ammo box" [] @PointClass base(Ammo, Targetx) = ammo_groza : "Groza Ammo" [] @PointClass base(Ammo, Targetx) = ammo_grozabox : "Groza Ammo box" [] @PointClass base(Ammo, Targetx) = ammo_rpk : "RPK Ammo" [] @PointClass base(Ammo, Targetx) = ammo_rpkbox : "RPK Ammo box" [] @PointClass base(Ammo, Targetx) = ammo_ARgrenades : "Assault Grenades" [] @PointClass base(Ammo, Targetx) = ammo_buckshot : "Shotgun Ammo" [] @SolidClass base(Target, Master, RenderFields, ZHLTLightKeys, MoveWith) = button_target : "Target Button" @PointClass color(128 200 64) size(-12 -12 -12, 12 12 12) base(Targetname) = calc_position : "Calculate position" @PointClass base(Targetname) color(170 221 85) size(-12 -12 -12, 12 12 12) = calc_ratio : "Ratio adjustment" @PointClass color(170 179 43) size(-12 -12 -12, 12 12 12) base(Targetname) = calc_subvelocity : "Calculate velocity based on entity properties" @PointClass color(170 179 43) size(-12 -12 -12, 12 12 12) base(Targetname) = calc_velocity_path : "Calculate velocity for travelling" @PointClass color(170 179 43) size(-12 -12 -12, 12 12 12) base(Targetname) = calc_velocity_polar : "Calculate velocity" @PointClass base(Targetname, RenderFields, MoveWith) size(-16 -16 0, 16 16 72) = cycler : "Monster Cycler" @PointClass base(Targetname, RenderFields, MoveWith) sprite() = cycler_sprite : "Sprite Cycler" @PointClass base(Monster, MoveWith) size(-16 -16 -16, 16 16 16) = cycler_weapon : "Weapon Cycler" [] @PointClass base(Targetname, BeamStartEnd, RenderFxChoices) size(-16 -16 -16, 16 16 16) = env_beam : "Energy Beam Effect" @PointClass base(Targetname, MoveWith) size(-16 -16 -16, 16 16 16) = env_beamtrail : "Beam trail effect" @PointClass base(Targetname, Angles, MoveWith) size(-4 -4 -4, 4 4 4) = env_beverage : "Beverage Dispenser" @PointClass base(Targetname, Angles, MoveWith) size(-16 -16 -16, 16 16 16) color(255 0 0) = env_blood : "Blood Effects" @SolidClass base(Targetname, ZHLTLightKeys, MoveWith) = env_bubbles : "Bubble Volume" @PointClass base(Angles) size(-16 -16 -16, 16 16 16) color(128 128 255) = env_cubemap : "Cubemap" @PointClass = env_customize : "Change entity properties" @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = env_decal : "Decal sprayer" @PointClass base(Targetname, MoveWith) = env_dlight : "Dynamic light effect" @PointClass color(255 255 128) base(Targetname, MoveWith, Angles) = env_dynlight : "Paranoia dynamic light" @PointClass base(Targetname, MoveWith) = env_elight : "Entity light effect" @SolidClass base(Targetname, MoveWith) = env_rain : "Rain Effect" @PointClass base(Targetname, MoveWith) size(-16 -16 -16, 16 16 16) = env_explosion : "Explosion" @PointClass base(Targetname) = env_fade : "Screen Fade" @PointClass base(Targetname) = env_fog : "Fog effect, DMC stylee" @PointClass base(Targetname, Master) = env_footsteps : "Change Movement Sounds" @PointClass base(Targetname, MoveWith) size(-16 -16 -16, 16 16 16) = env_funnel : "Large Portal Funnel" @PointClass base(Targetname) color(255 255 128) = env_global : "Global State" @PointClass sprite() base(Targetname, MoveWith, RenderFieldsMax) size(-4 -4 -4, 4 4 4) color(30 100 0) = env_glow : "Light Glow/Haze" @PointClass size(-8 -8 -8, 8 8 8) color(20 250 40) = env_grass_sprite : "random grass sprites" @PointClass base(Targetname, RenderFxChoices, Angles, MoveWith) size(-16 -16 -16, 16 16 16) = env_laser : "Laser Beam Effect" @PointClass base(Targetname, Target) = env_message : "HUD Text Message" @PointClass base(Targetname, Angles, MoveWith, RenderFields) studio() = env_model : "New alternative to cyclers" @PointClass base(Angles) studio() = env_static : "Static Client Model" @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = env_quakefx : "Quake 1 particle effects" @PointClass sprite() base(Targetname, Angles, MoveWith, RenderFields) size(-4 -4 -4, 4 4 4) = env_particle : "Particle Effect" @PointClass base(Targetname, RenderFields) size(-16 -16 -16, 16 16 16) color(100 100 0) = env_render : "Render Controls" @PointClass base(Targetname, MoveWith) = env_shake : "Screen Shake" @PointClass base(Targetname, MoveWith) = env_shockwave : "Shockwave Effect" @PointClass base(gibshooterbase, RenderFields) size(-16 -16 -16, 16 16 16) = env_shooter : "Model Shooter" @PointClass base(Master, MoveWith) iconsprite("sprites/speaker.spr") = env_sound : "DSP Sound" @PointClass base(Targetname, Angles, MoveWith) size(-16 -16 -16, 16 16 16) = env_spark : "Spark" @PointClass sprite() base(Targetname, Angles, MoveWith, RenderFieldsMax) size(-4 -4 -4, 4 4 4) = env_sprite : "Sprite Effect" @PointClass base(Targetname, Master) color(128 128 255) = env_state : "Local State" @PointClass size(-8 -8 -8, 8 8 8) color(160 24 160) = env_static_decal : "new decal" @PointClass base(Targetname, MoveWith) = env_warpball : "Teleport-in effect" @PointClass size(-8 -8 -8, 8 8 8) color(0 100 160) = envpos_sky : "3d sky origin" @PointClass size(-8 -8 -8, 8 8 8) color(0 100 160) = envpos_world : "world origin" @SolidClass base(Breakable, MoveWith, RenderFields, ZHLTLightKeys, SwitchTexLight) = func_breakable : "Breakable Object" @SolidClass base(Targetname, Target, Angles, MoveWith, Master, RenderFields, ZHLTLightKeys, SwitchTexLight, Global, LockSounds) = func_button : "Button" @SolidClass base(Targetname, Angles, MoveWith, RenderFields, ZHLTLightKeys, Global) = func_conveyor : "Conveyor Belt" @SolidClass base(Targetname, Angles, MoveWith, Master, Door, LockSounds, RenderFields, ZHLTLightKeys, Global) = func_door : "Basic door" @SolidClass base(Targetname, Angles, MoveWith, Master, Door, LockSounds, RenderFields, ZHLTLightKeys, Global) = func_door_rotating : "Rotating door" @SolidClass base(Appearflags, MoveWith, RenderFields, ZHLTLightKeys) = func_friction : "Surface with a change in friction" @SolidClass base(Targetname, MoveWith, RenderFields, ZHLTLightKeys, Global) = func_guntarget : "Moving platform" @SolidClass base(Targetname, MoveWith, RenderFields, ZHLTLightKeys, SwitchTexLight, Global) = func_healthcharger: "Wall health recharger" @SolidClass base(Targetname, MoveWith, RenderFields, ZHLTLightKeys) = func_illusionary : "Fake Wall/Light" @SolidClass base(Targetname, MoveWith, RenderFields, ZHLTLightKeys) = func_ladder : "Ladder" @SolidClass base(Targetname, MoveWith) = func_monsterclip : "Monster clip brush" [] @SolidClass base(Targetname, MoveWith) = func_mortar_field : "Mortar Field" @SolidClass base(Targetname, Angles, MoveWith, RenderFields, ZHLTLightKeys, Global, Appearflags) = func_pendulum : "Swings back and forth" @SolidClass base(Targetname, MoveWith, RenderFields, ZHLTLightKeys, Global, PlatSounds) = func_plat : "Elevator" @SolidClass base(Targetname, Angles, RenderFields, ZHLTLightKeys, Global, PlatSounds) = func_platrot : "Moving Rotating platform" @SolidClass base(Breakable, RenderFields, ZHLTLightKeys) = func_pushable : "Pushable object" @SolidClass base(MoveWith, RenderFields, ZHLTLightKeys, SwitchTexLight, Global) = func_recharge: "Battery recharger" @SolidClass base(Targetname, Target, Angles, MoveWith, RenderFields, ZHLTLightKeys, Global, Master, LockSounds) = func_rot_button : "RotatingButton" @SolidClass base(Targetname, MoveWith, RenderFields, ZHLTLightKeys, Global) = func_rotating : "Rotating Object" @SolidClass base(Targetname) = func_shine : "Shiny Surface" @SolidClass base(BaseTank, ZHLTLightKeys) = func_tank : "Brush Gun Turret" @SolidClass base(Targetname, MoveWith) = func_tankcontrols : "Tank controls" @SolidClass base(BaseTank, ZHLTLightKeys) = func_tanklaser : "Brush Laser Turret" @SolidClass base(BaseTank, ZHLTLightKeys) = func_tankmortar : "Brush Mortar Turret" @SolidClass base(BaseTank, ZHLTLightKeys) = func_tankrocket : "Brush Rocket Turret" [] @SolidClass base(Trackchange, ZHLTLightKeys) = func_trackautochange : "Automatic track changing platform" @SolidClass base(Trackchange, ZHLTLightKeys) = func_trackchange : "Train track changing platform" @SolidClass base(Targetname, RenderFields, ZHLTLightKeys, Global) = func_tracktrain : "Track Train" @SolidClass base(Targetname, RenderFields, ZHLTLightKeys, Global, PlatSounds) = func_train : "Moving platform" @SolidClass = func_traincontrols : "Train Controls" @SolidClass base(Targetname, MoveWith, Appearflags, RenderFields, ZHLTLightKeys, SwitchTexLight, Global) = func_wall : "Wall" @SolidClass base(func_wall) = func_wall_toggle : "Toggleable geometry" @SolidClass base(Targetname, Angles, Master, Door, LockSounds, MoveWith, RenderFields, ZHLTLightKeys, Global) = func_water : "Liquid" @PointClass base(Targetname, Targetx, Master) = game_counter : "Fires when it hits limit" @PointClass base(Targetname, Target, Master) = game_counter_set : "Sets a game_counter" @PointClass base(Targetname, Master) = game_end : "End this multiplayer game" [] @PointClass base(Targetname) = game_player_equip : "Initial player equipment" @PointClass base(Targetname, Master) = game_player_hurt : "Hurts player who fires" @PointClass base(Targetname, Master) = game_player_team : "Allows player to change teams" @PointClass base(Targetname, Master) = game_score : "Award/Deduct Points" @PointClass base(Targetname, Targetx, Master) = game_team_master : "Team based master/relay" @PointClass base(Targetname, Targetx, Master) = game_team_set : "Sets team of team_master" @PointClass base(Targetname, Master) = game_text : "HUD Text Message" @SolidClass base(Targetname) = game_zone_player : "Player Zone brush" @PointClass base(gibshooterbase) = gibshooter : "Gib Shooter" @PointClass base(Targetname) = hud_sprite : "Hud Sprite Display" @PointClass decal() base(Targetname, Appearflags) = infodecal : "Decal" @PointClass base(Targetname) = info_alias : "Alias" @PointClass base(Targetname) size(-24 -24 0, 24 24 16) color(20 190 60) = info_bigmomma : "Big Mamma Node" @PointClass size(-8 -8 0, 8 8 32) = info_compile_parameters : "Compile Options" @PointClass base(Targetname) = info_group : "Entity Group" @PointClass base(Target, Angles, MoveWith) size(-4 -4 -4, 4 4 4) color(0 255 0) = info_intermission : "Intermission Spot" [] @PointClass base(Targetname, MoveWith) = info_landmark : "Transition Landmark" [] @PointClass base(Targetname) = info_movewith : "Movewith relay" @PointClass size(-24 -24 -4, 24 24 4) color(255 255 0) = info_node : "ai node" [] @PointClass size(-32 -32 0, 32 32 64) color(255 255 0) = info_node_air : "ai air node" [] @PointClass base(Targetname) = info_null : "info_null (spotlight target)" [] @PointClass base(PlayerClass, Master, MoveWith) = info_player_deathmatch : "Player deathmatch start" @PointClass base(PlayerClass, MoveWith) studio() = info_player_start : "Player 1 start" @PointClass base(Targetname, MoveWith) size(-4 -4 -4, 4 4 4) color(200 100 50) = e : "Beam Target" @PointClass size(-8 -8 0, 8 8 16) base(Targetname, PlayerClass, MoveWith) = info_teleport_destination : "Teleport destination" [] @PointClass color(255 128 0) = info_texlights : "Texture Light Config" [] @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) = item_airtank : "Oxygen tank" [] @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) = item_antidote : "Poison antidote" [] @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) = item_battery : "HEV battery" @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) = item_armour : "100% armour" @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) = item_gasmask : "Gas Mask" [] @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) = item_headshield : "Head shield" [] @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) = item_healthkit : "Small Health Kit" [] @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) = item_bighealthkit : "Big Health Kit" [] @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) = item_longjump : "Longjump Module" [] @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) studio(models/w_painkiller.mdl) = item_painkiller : "Carryable medkit" [] @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) = item_security : "Security card" [] @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) studio(models/w_suit.mdl) = item_suit : "HEV Suit" @PointClass iconsprite("sprites/light.spr") color(255 255 128) base(Light, ZhltLights) = light : "Invisible lightsource" @PointClass iconsprite("sprites/light.spr") color(255 255 128) base(Targetname, MoveWith) = light_glow : "Dynamic Glow" @PointClass base(Angles, ZhltLights) color(255 255 128) iconsprite("sprites/light.spr") = light_environment : "Environment" @PointClass iconsprite("sprites/light.spr") color(255 255 128) base(Target, Light, ZhltLights) = light_spot : "Spotlight" @SolidClass base(Targetname, Angles, MoveWith, Master, RenderFields, ZHLTLightKeys, Global) = momentary_door : "Momentary/Continuous door" @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = locus_alias : "Locus System - Entity variable" @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = locus_beam : "Locus System - Beam effect" @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = locus_variable : "Locus System - Variable for storing data" @SolidClass base(Targetname, Target, Angles, Master, MoveWith, RenderFields, ZHLTLightKeys) = momentary_rot_button : "Direct wheel control" @PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_alien_controller : "Controller"  [] @PointClass base(Monster) size(-32 -32 0, 32 32 64) = monster_alien_grunt : "Alien Grunt" @PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_alien_slave : "Vortigaunt" @PointClass base(Monster) size(-360 -360 -172, 360 360 8) = monster_apache : "Apache" @PointClass base(Monster) size(-16 -16 0, 16 16 36) = monster_babycrab : "Baby Headcrab" [] @PointClass base(Targetname, RenderFields) size(-16 -16 -36, 16 16 0) = monster_barnacle : "Barnacle Monster" [] @PointClass base(Monster,TalkMonster) size(-16 -16 0, 16 16 72) = monster_barney : "Barney" @PointClass base(Targetname, Angles, RenderFields, Appearflags) size(-16 -16 0, 16 16 72) = monster_barney_dead : "Dead Barney" @PointClass base(Monster) size(-95 -95 0, 95 95 190) = monster_bigmomma : "Big Mamma" @PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_bloater : "Bloater" [] @PointClass base(Monster) size(-32 -32 0, 32 32 64) = monster_bullchicken : "BullSquid" [] @PointClass base(Monster) size(-3 -3 0, 3 3 3) = monster_cockroach : "Cockroach" [] @PointClass base(Monster) size(-16 -16 0, 16 16 16) = monster_flyer_flock : "Flock of Flyers" @PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_furniture : "Monster Furniture" [] @PointClass base(Monster) size(-32 -32 0, 32 32 128) = monster_gargantua : "Gargantua" [] @PointClass base(Monster) size(-16 -16 -36, 16 16 36) = monster_generic : "Generic Script Monster" @PointClass base(Targetname, Angles, Appearflags,RenderFields) size(-16 -16 0, 16 16 72) = monster_generic_dead : "Generic Dead Body" @PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_gman : "G-Man" [] @PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_grunt_repel : "Human Grunt (Repel)" [] @PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_military_repel : "military (Repel)" [] @PointClass base(Weapon, Targetx, RenderFields) = monster_handgrenade : "Live Handgrenade" [] @PointClass base(Monster) size(-16 -16 0, 16 16 36) = monster_headcrab : "Head Crab" [] @PointClass base(Monster) size(-32 -32 0, 32 32 48) = monster_spider : "Spider" [] @PointClass base(Targetname, Angles, Appearflags,RenderFields) size(-16 -16 0, 16 16 72) = monster_hevsuit_dead : "Dead HEV Suit" @PointClass base(Targetname, Appearflags,RenderFields) size(-16 -16 0, 16 16 72) = monster_hgrunt_dead : "Dead Human Grunt" @PointClass base(Targetname, Appearflags,RenderFields) size(-16 -16 0, 16 16 72) = monster_military_dead : "Dead military allied grunt" @PointClass base(Monster) size(-16 -16 0, 16 16 36) = monster_houndeye : "Houndeye" @PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_human_assassin : "Human Assassin" [] @PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_diversant : "Human Grunt (camo)" @PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_diversant_pistol : "Human Grunt (camo)" @PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_human_terror : "Terrorist" @PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_soldier_clone : "weak clone" @PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_soldier_clone_heavy : "heavy clone" @PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_zombied_soldier : "weak clone" @PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_human_military : "Human allied grunt" @PointClass base(Monster) size(-16 -16 0, 16 16 72) studio() = monster_human_alpha : "Alpha squad soldier" @PointClass base(Monster) size(-16 -16 0, 16 16 72) studio() = monster_soldier_infected : "Infected soldier" @PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_alpha_pistol : "Alpha squad soldier with aps" @PointClass base(Monster) size(-32 -32 0, 32 32 64) = monster_ichthyosaur : "Ichthyosaur" [] @PointClass base(Monster) size(-6 -6 0, 6 6 6) = monster_leech : "Leech" [] @PointClass base(Monster) size(-16 -16 -32, 16 16 32) = monster_miniturret : "Mini Auto Turret" @PointClass base(Monster) size(-192 -192 0, 192 192 384) = monster_nihilanth : "Nihilanth" [] @PointClass base(Monster) size(-480 -480 -112, 480 480 24) = monster_osprey : "Osprey" @PointClass base(Monster) size(-6 -6 0, 6 6 6) = monster_rat : "Rat" [] @PointClass base(Weapon,Targetx,RenderFields) = monster_satchelcharge : "Live Satchel Charge" [] @PointClass base(Monster, TalkMonster) size(-16 -16 0, 16 16 72) = monster_scientist : "Scared Scientist" @PointClass base(Targetname, Angles, Appearflags,RenderFields) size(-16 -16 0, 16 16 72) = monster_scientist_dead : "Dead Scientist" @PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_sentry : "Sentry Turret Gun" @PointClass base(Monster) size(-14 -14 22, 14 14 72) = monster_sitting_scientist : "Sitting Scientist" @PointClass base(Monster) size(-16 -16 0, 16 16 36) = monster_snark : "Armed Snark" [] @PointClass color(0 200 200) base(Targetname, MoveWith) size(-16 -16 -16, 16 16 16) = monster_target : "Target for monsters to attack" @PointClass base(Monster) size(-32 -32 0, 32 32 64) = monster_tentacle : "Tentacle Arm" @PointClass base(Monster) = monster_tripmine : "Active Tripmine" @PointClass base(Monster) size(-32 -32 -32, 32 32 32) = monster_turret : "Auto Turret" @PointClass base(Monster) size(-16 -16 0, 16 16 72) studio() = monster_zombie : "Scientist Zombie" [] @PointClass base(Targetname, MoveWith) size(-16 -16 -16, 16 16 16) = monstermaker : "Monster Maker" @PointClass base(Targetname) = motion_manager : "Control the movement and direction of an entity" @PointClass base(Targetname, Target) color(128 255 128) = multisource : "Multisource" @PointClass base(Targetname) = multi_alias : "Multi-target alias" @PointClass base(Targetname, Master) color(255 128 0) = multi_manager : "MultiTarget Manager" @PointClass base(Targetname) = multi_watcher : "State Watcher" @PointClass base(Targetname, Angles, MoveWith) size(16 16 16) color(247 181 82) = path_corner : "Path Corner" @PointClass base(Targetname, Angles, MoveWith) size(16 16 16) = path_track : "Train Track Path" @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = player_freeze : "Stop player from moving" @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = player_loadsaved : "Load Auto-Saved game" @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = player_weaponstrip : "Strip player's weapons" @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) color(230 230 255) = radio_sentence : "radio sound - displays icon" @PointClass base(Script) = scripted_action : "Scripted Action" @PointClass base(Targetname, Targetx, MoveWith) size(-16 -16 0, 16 16 72) color(255 0 255) = scripted_sentence : "Scripted Sentence" @PointClass base(ScriptSequence) = scripted_sequence : "Scripted Sequence" @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) color(0 255 0) = scripted_startrush : "Rush ai script" @PointClass base(Targetname, Angles, MoveWith) size(-16 -16 -16, 16 16 16) color(255 0 255) = scripted_tanksequence : "Scripted Tank Sequence" @PointClass base(Targetname, Angles, MoveWith) size(-16 -16 -16, 16 16 16) color(255 0 255) = scripted_trainsequence : "Scripted Train Sequence" @PointClass iconsprite("sprites/speaker.spr") base(Targetname, MoveWith) = speaker : "Announcement Speaker" @PointClass base(Targetname) = target_cdaudio : "CD Audio Target" @PointClass base(Targetx) = trigger_auto : "AutoTrigger" @SolidClass base(Targetname, Master, MoveWith) = trigger_autosave : "AutoSave Trigger" [] @SolidClass base(Trigger, TriggerCond, Angles, MoveWith) = trigger_bounce : "Bouncey area" @PointClass base(Targetname, Targetx) = trigger_camera : "Trigger Camera" @SolidClass base(Targetname) = trigger_cdaudio : "Trigger CD Audio" @PointClass base(Targetname) = trigger_changealias : "Trigger Change Alias" @PointClass base(Targetname) = trigger_changecvar : "Change Console Variable" @SolidClass = trigger_changelevel : "Trigger: Change level" @PointClass base(Targetname) = trigger_changetarget : "Trigger Change Target" @PointClass base(Targetname) = trigger_changevalue : "Change any entity's values" @PointClass base(Targetname) = trigger_command : "Console Command" @SolidClass base(Trigger, MoveWith) = trigger_counter : "Trigger counter" @SolidClass base(Targetname, MoveWith) = trigger_endsection : "EndSection Trigger" @PointClass base(Targetname) = trigger_followme : "makes monster follow the player" @SolidClass base(Targetname) = trigger_gasarea : "Gas area" @PointClass base(Targetname) = trigger_goal @SolidClass base(Targetname) = trigger_gravity : "Trigger Gravity" @SolidClass base(Targetname, Target, Master, MoveWith) = trigger_hevcharge : "Trigger charge hev" @SolidClass base(Targetname, Target, Master, MoveWith) = trigger_hurt : "Trigger player hurt" @SolidClass base(Targetname, Master, TriggerCond, MoveWith) = trigger_inout : "Trigger: Activate on entering or leaving" @SolidClass base(Master, MoveWith) = trigger_monsterjump : "Trigger monster jump" @PointClass base(Targetname) = trigger_motion : "Set the position and movement of an entity" @SolidClass base(Trigger, TriggerCond, MoveWith) = trigger_once : "Trigger: Activate once" @PointClass base(Targetname) = trigger_mp3 @SolidClass base(trigger_once) = trigger_multiple : "Trigger: Activate multiple" @PointClass base(Targetname, Master, MoveWith) = trigger_onsight : "Trigger when A sees B" @SolidClass base(Trigger, MoveWith) = trigger_push : "Trigger player push" @PointClass base(Targetname) = trigger_lightstyle : "Trigger Change Lightstyle" @PointClass base(Targetname, Targetx, Master) = trigger_relay : "Trigger Relay" @PointClass base(Targetname) = trigger_rottest : "Trigger RotTest" @SolidClass base(Targetname, Master) = trigger_sound : "Brush-based DSP Sound" @PointClass base(Targetname) = trigger_startpatrol : "Trigger Start Patrol" @SolidClass base(Targetname, Master, TriggerCond, MoveWith) = trigger_teleport : "Trigger teleport" @SolidClass base(Targetname) = trigger_transition : "Trigger: Select Transition Area" [] @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) color(50 100 0) = trigger_textwindow : "VGUI Text Window" @PointClass base(Targetname) = watcher : "State Watcher" @PointClass base(Targetname) = watcher_count : "Watcher, entity count" @PointClass size(-16 -16 0, 16 16 64) color(0 128 0) =  weaponbox : "Weapon/Ammo Container" [] @PointClass base(Weapon, Targetx, RenderFields) = weapon_9mmAR : "9mm Assault Rifle" [] @PointClass base(Weapon, Targetx, RenderFields) = weapon_9mmhandgun : "9mm Handgun" [] @PointClass base(Weapon, Targetx, RenderFields) studio("models/world_aks.mdl") = weapon_aks : "AKS" [] @PointClass base(Weapon, Targetx, RenderFields) studio("models/world_APS.mdl") = weapon_aps : "APS" [] @PointClass base(Weapon, Targetx, RenderFields) studio("models/world_val.mdl") = weapon_val : "AS VAL" [] @PointClass base(Weapon, Targetx, RenderFields) studio("models/world_pkm.mdl") = weapon_pkm : "RPK" [] @PointClass base(Weapon, Targetx, RenderFields) studio("models/world_ak74.mdl") = weapon_ak74 : "AK74" [] @PointClass base(Weapon, Targetx, RenderFields) studio("models/world_groza.mdl") = weapon_groza : "Groza" [] @PointClass base(Weapon, Targetx, RenderFields) studio("models/world_tt33.mdl") = weapon_tt33 : "TT33" [] @PointClass base(Weapon, Targetx, RenderFields) = weapon_crowbar : "Crowbar" [] @PointClass base(Weapon, Targetx, RenderFields) = weapon_glock : "9mm Handgun" [] @PointClass base(Weapon, Targetx, RenderFields) = weapon_handgrenade : "Handgrenade Ammo" [] @PointClass base(Weapon, Targetx, RenderFields) = weapon_mp5 : "9mm Assault Rifle" [] @PointClass base(Weapon, Targetx, RenderFields) studio("models\world_shotgun.mdl") = weapon_shotgun : "Shotgun" [] @PointClass base(Weapon, Targetx, RenderFields) = world_items : "World Items" @PointClass base(Targetname, Angles, RenderFields) size(-8 -8 0, 8 8 32 ) = xen_hair : "Xen Hair" @PointClass base(Target, Targetname, Angles, RenderFields) size(-48 -48 0, 48 48 32 ) = xen_plantlight : "Xen Plant Light" [] @PointClass base(Targetname, Angles, RenderFields) size(-90 -90 0, 90 90 220 ) = xen_spore_large : "Xen Spore (large)" [] @PointClass base(Targetname, Angles, RenderFields) size(-40 -40 0, 40 40 120 ) = xen_spore_medium : "Xen Spore (medium)" [] @PointClass base(Targetname, Angles, RenderFields) size(-16 -16 0, 16 16 64 ) = xen_spore_small : "Xen Spore (small)" [] @PointClass base(Targetname, Angles, RenderFields) size(-24 -24 0, 24 24 188 ) = xen_tree : "Xen Tree" [] @PointClass size(-25 -25 0, 25 25 60) studio() = func_machinegun : "Static machinegun" @PointClass size(-8 -8 -8, 8 8 8) color(160 60 250) = rain_settings : "Constant map settings" @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) color(160 20 170) = rain_modify : "Modify rain settings" @PointClass base(Targetname, Angles, MoveWith, RenderFields) studio() = prop_dynamic : "Dynamic Model" @PointClass base(Targetname, MoveWith, RenderFields) studio() = prop_explosion : "Prop Explosion" @PointClass base(Targetname, MoveWith) = env_sun : "Sun" @PointClass base(Targetname, MoveWith) = env_gradient : "Gradient Control"