write only entity from, it for example worldspawn,... 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"