nyuuzyou/wikis huggingface dataset:
Func pendulum (GoldSrc)

It creates an object that moves in the manner of a pendulum. Because this is a rotating entity, an origin brush must be a part of it.
== Key Values ==
== Flags ==
*1 : Start ON
*8 : Passable
*16 : Auto-return - If this is enabled, it will cause the pendulum to return to the start position when it is triggered. This may produce unexpected results.
*64 : X Axis
*128 : Y Axis
*2048 : Not in Deathmatch
Category:Entities
Category:Half-Life
Category:Half-Life Entities
Func physbox

It is treated as a physics object.
== Keyvalues ==
:* 0 : Blunt
:* 1 : Sharp
:* 0 : Solid to World
:* 1 : Passes through World
== Flags ==
== Inputs ==
== Outputs ==
== See also ==
* 
* Collapsing_tower - a prefab that demonstrates some creative usage of func_physboxes.
* Prop Footsteps - a tutorial on the subject, demonstrating essential code for when players walk on entities like this (it's not ignored during footstep sound computation).
Category:Physics
Func physbox multiplayer

It is identical to , except not Solid to players by default and the runtime collisions use a more bouncy method that avoids the prediction errors normal physics objects get. 
== FGD Code ==
 @SolidClass base(func_physbox) = func_physbox_multiplayer: "This entity is identical to func_physbox, " +
 "except the runtime collisions use a more bouncy method that avoids " +
 "the prediction errors normal physics objects get."
 [
 ]
Category:Physics
Func plat

__NOTOC__
 Similar to in function. In multiplayer, the players will appear jerky while riding this. For a modernized entity included in the fgd by default, use 
==Keyvalues==
==Flags==
==Inputs==
== FGD Code ==
 @SolidClass base(BasePlat) = func_plat :
 	"A brush entity that moves vertically, and can rotate while doing so."
 [
 	spawnflags(flags) =
 	[
 		1: "Toggle" : 1
 	]
 	noise1(sound) : "Movement Sound" : : "The sound to play when the brush moves."
 	noise2(sound) : "Stop Sound" : : "The sound to play when the brush stops moving."
 	speed(float) : "Speed" : "50" : "Speed at which the brush moves"
 	lip(float) : "Lip" : "0" : "The amount, in units, of the button to leave sticking out of the wall it recedes into when pressed. Negative values make the button recede even further into the wall."
 ]
== See also ==
*
Func portal bumper

__TOC__
==Entity description==
It tells Portal to 'bump' portals that cannot open inside it away. Use it when a portal-proof surface runs directly on to a portal-friendly one.
While having this is not absolutely necessary, it does make your puzzles much more user friendly. You don't need to use one if there is an angle in the surface (e.g. the corners of a room). 
== Usage ==
File:testbumper0000.jpg|Not using a portal bumper
File:Portalbumperplacement.JPG|How to place the bumper in Hammer
File:testbumper0001.jpg|The result - a portal will be bumped to fit on the concrete
== Keyvalues ==
== Flags ==
== Inputs ==
== Outputs ==
Func portalled

It fires outputs when an entity teleports through a portal in its volume. It will fire as long as at least one of the portals is touching it, even if the crossing entity never touches the volume. 
==Keyvalues==
==Flags==
*1 : Start inactive
==Inputs==
==Outputs==
{{IO|OnEntityPrePortalled|Fires a portal is crossed. Fires at the same time as OnEntityPostPortalled but this one is processed by the engine first. 
{{IO|OnEntityPostPortalled|Fires a portal is crossed. Fires at the same time as OnEntityPrePortalled but this one is processed by the engine last.
Func ragdoll fader

It is a brush entity that will fade out any ragdolls that touch it. In other words, this entity can be used to immediately fade out server and client ragdolls. This is useful when it is necessary clear part of the map for an event, like a complex moving object.
==Keyvalues==
==Inputs==
== See also ==
* prop_ragdoll
Category:Optimization Brush Entities
Func recharge (Half-Life: Source)

This is the HEV suit charger which gradually replenishes suit power on use, until empty or the suit is at full power.
This entity should be textured with a material using the ToggleTexture material proxy. Frame 0 is used when there is charge remaining, and frame 1 is used when the charger is depleted.
==Keyvalues==
==Outputs==
== See also ==
* func_healthcharger, a version of this entity meant for health.
Func reflective glass

==Entity description==
It is used to produce perfectly reflective glass that renders world + entities. You must use a LightmappedReflective texture ( is a good start) on one side of the brush, and the rest of the sides either nodraw or some other opaque texture for this to work properly.
It is functionally identical to expensive water shaders, but typically used with opaque, flat materials.
== See also ==
*LightmappedReflective, the material shader used for this entity.
* 
* : an alternate method of creating an albeit simple real-time reflection
Func respawnflag

==Entity description==
Forces the flag to return to home when touching this entity. This triggers when the flag carrier or flag. This is meant to cover situations in which players carrying the flag may die and leave the flag in an irretrievable position (for example, down the chasm in the middle of Double Cross). When activating the trigger, the flag returns to its spawn position. The flag carrier is considered the !activator.
==Keyvalues==
==Inputs==
==Outputs==
Func respawnroom

Designates a respawn room for a team.
Respawn rooms have the following properties:
* Gives players instant respawns when they change class or loadout.
* Blocks engineers from being able to build, similar to a entity.
* Forces players to drop carried entities.
* Forces players to drop active powerups.
* Grants MvM bots their spawn protection.
== Keyvalues ==
== Inputs ==
== Outputs ==
Func respawnroomvisualizer

thumb|200px|A visual blockade that appears only when the opposing team gets close to the entrance of your team's spawn room.
A visual blockade or a wall that prevents players of the opposite team from entering your team's spawn room. The traditional material disappears as the player gets farther away, and fades in as the player gets closer to the entrance of the room. This entity does not block weapon fire, be it hitscan or projectiles.
In the special case when a does not have an owner (is gray), the func_respawnroomvisualizer will be visible, but not solid, to either team. Map developers need to use alternatives to keep players out of these spawnrooms (e.g., one-way doors or es that can be killed when the team_control_point is captured).
Like filter_activator_tfteam, this entity will let the winning team pass during the humiliation period.
== Keyvalues ==
:* 0 : Toggle
:* 1 : Never Solid
:* 2 : Always Solid
== Flags ==
==Inputs==
== See Also ==
* 
* 
* and —analogous entities
Func rot button

It is a rotating version of . When used, it rotates to a pressed position instead of sliding to one. 
== Keyvalues ==
:*0: None (Silent)
:*21: Squeaky
:*22: Squeaky Pneumatic
:*23: Ratchet Groan
:*24: Clean Ratchet
:*25: Gas Clunk
== Flags ==
== Inputs ==
== Outputs ==
== See also ==
* momentary_rot_button
* func_button
Func rotating

==Entity Description==
It is used to create rotating brushes. Compare with .
===Friction Explanation & Formula===
Fan friction may be a little tricky to understand. Below is an explanation of how it works.
If Hammer has the fanfriction key set to 0 and the game spawns the entity, code sets it to 1 so it doesn't divide by zero.
Friction = fanfriction key / 100
-----------------------------------------------------------------------------------------
Key 	Hammer Value	Code Value
fanfriction	100 	1
fanfriction	50 	0.5
fanfriction	0/1 	0.01
-----------------------------------------------------------------------------------------
Note: These formulas get called every 0.1 seconds.
Purpose:
Think function: Accelerates a func_rotating to a higher angular velocity.
 new_speed = fabs( current_speed ) + 0.2 * maxspeed * fanfriction;
Purpose:
Decelerates the rotator from a higher speed to a lower one.
 new_speed = fabs( current_speed ) - 0.1 * maxspeed * fanfriction;
-----------------------------------------------------------------------------------------
Conclusion:
* A higher fanfriction value will accelerate/deaccelerate faster.
* A lower fanfriction value will accelerate/deaccelerate slower.
== Keyvalues ==
:* 0 : VPhysics
:* 1 : BSP
== Flags ==
== Inputs ==
== Outputs ==
== See also ==
*
*
*
*
Func simpleladder

It is used to designate climbable ladder areas. func_ladder brushes are automatically converted to this entity by VBSP during map compile. It doesn't exist in the FGD and is not designed to be created by Hammer.
== Keyvalues ==
:* 0 : Any team
:* 1 : Spectator
:* 2 : Survivor
:* 3 : Infected
:* 4 : L4D1_Survivor
Func tank (GoldSrc)

It simulates a gun turret that can aim and shoot things. 
Make sure Control Volume is set, as it's required. It can be controlled by a player using 
It can also be used as a point entity by setting the keyvalue to a precached model. The model should be authored so that its pivot point is at its origin (it will not animate).
== Key Values ==
:
#	Description
0	None
1	9mm
2	MP5
3	12mm
Category:Point Entities 
Category:Entities
Category:Half-Life Entities
Func tankapcrocket

It functions as an HL2 APC rocket turret. When fired, the rockets () will fly upward and away from the entity regardless of the direction the entity is pointed in, therefore node graphs are required to make the projectiles function properly. For a version that can be fired in any direction, see .
==Flags==
==Keyvalues==
==Inputs==
==Outputs==
Category:Immobile NPCs
Func team wall

It creates an invisible wall that players of the specified team collide with. It primarily is used to block teams from entering their opposing team's spawn.
Unlike , it is able to be loaded via an ENT file, only shows a warning when touching this entity as the enemy team if the KV is enabled, and is preserved between rounds.
== Key Values ==
 
:
Value	Description
0 	Neither
2 	Allies
3 	Axis
== See also ==
* func_teamblocker - Similar entity that serves the same function
* func_respawnroomvisualizer - Analogous entity in
Func teamblocker

It creates an invisible wall that players of the specified team collide with. It primarily is used to block teams from entering their opposing team's spawn.
Unlike , it cannot be loaded via an ENT file, always shows a warning when touching this entity as the enemy team, and is reset between rounds.
==Key Values==
:
Value	Description
0 	Neither
2 	Allies / Security
3 	Axis / Insurgents
==See also==
* - Similar entity that serves the same function
* - Analogous entity in
Func tfbot hint

Hints give specific information about their location to help TF2 Bots decide how to react to, or make best use of, that specific location. Hints are only semi-scripted; you cannot force a bot to use a hint (with the exception of actbusy routines). Hints are only suggestions, to be weighed by the bot's AI code during gameplay. 
This entity adds the SNIPER_SPOT or SENTRY_SPOT attribute, depending on its hint KV, to any overlapping nav areas.
== Keyvalues ==
==Inputs==
==See also==
* 
* Hint nodes
Func tow

This is used by the HECU. Can be used by player and HECU soldiers. Unlike other entities based on entity, this entity needs manual reload after each shoot, the ammunition is (must be holded by player, simple touching of this object to will not reload this weapon). All inputs, outputs and flags are same as , properties as well, but some have special notes.
Represented by class CFuncTOW.
==Keyvalues==
==Dedicated ConVars==
 (the mod version)
==See also==
*func_tow_mp - tow cannon (multiplayer version).
*func_50cal - Browning .50 caliber machine gun.
*env_mortar_controller - mortar controller.
*env_mortar_launcher - mortar launcher.
*func_tankmortar - combine mortar (remaining from ).
*func_tank - main brush gun entity.
*func_tankphyscannister - it sets off a within a specified trigger volume.
*func_tankairboatgun - airboat gun (remaining from ).
*func_tanklaser - laser cannon.
*func_tank_combine_cannon - combine cannon (remaining from ).
Func tow mp

This is multiplayer version of , created for dm_crossfire map. Can be used by player and HECU soldiers. The difference between and is that automatically reloads (the reload speed is determined by property Rate of Fire). also doesn't use the laser point. All inputs, outputs and flags are same as , properties as well, but some have special notes.
Represented by class CFuncTOWMP.
==Keyvalues==
==Dedicated ConVars==
==See also==
*func_tow - tow cannon.
*func_50cal - Browning .50 caliber machine gun.
*env_mortar_controller - mortar controller.
*env_mortar_launcher - mortar launcher.
*func_tankmortar - combine mortar (remaining from ).
*func_tank - main brush gun entity.
*func_tankphyscannister - it sets off a within a specified trigger volume.
*func_tankairboatgun - airboat gun (remaining from ).
*func_tanklaser - laser cannon.
*func_tank_combine_cannon - combine cannon (remaining from ).
Func tracktrain

It functions as a moving platform that the player can ride. It follows a path of entities.
== Keyvalues ==
:* 0 : Instantaneously
:* 1 : Linear blend
:* 2 : Ease in/ease out
:* 0 : Never (always fixed orientation)
:* 1 : Near paths
:* 2 : Linear blend
:* 3 : Ease in/ease out
:
Distance between wheels is the distance in Hammer Units between the front axle and rear axle of your train. The rear axle moves the train and stays on the track. The front axle turns as it approaches path_tracks and does not stay on the track.
== Flags ==
== Inputs ==
:
:
== Outputs ==
:
== See also ==
*
Func tracktrain (GoldSrc)

This entity allows you to create a player-controllable train / platform etc. that follows a path consisting of path_tracks. Unlike func_trains, func_tracktrains will turn to face the next path_track, similar to how real world trains behave.
 
== Key Values ==
:
#t	Description
0 	None
1 	Rail 1
2 	Rail 2
3 	Rail 3
4 	Rail 4
5 	Rail 6
6 	Rail 7
== Flags ==
Category:Entities
Category:Half-Life Entities
Func train

It is a leftover from that ping-pongs between the start and end of a series of path_corners. It was mostly replaced by in , but was still used for looping auto-scrolling backgrounds. In Source, the introduction of parenting has rendered this method obsolete. However, the entity is still functional.
== Keyvalues ==
== Flags ==
== Inputs ==
== FGD Code ==
@SolidClass base(Targetname, Origin, RenderFields) line(255 255 0, targetname, target) {{=}} func_train: "An old entity leftover from Quake. It follows a series of path_corner entities."
[
	spawnflags(flags) {{=}}
	[
		8 : "Non-solid" : 0
	]
	target(target_destination) : "Spawn path_corner" : : "The name of the first path_corner in the train's path. The train will spawn at this path_corner."
	speed(float) : "Speed" : "50" : "Speed at which the train moves."
	noise1(sound) : "Movement Sound" : "Default.Null" : "The sound to play when the train moves. This must be specified, but can be set to 'Default.Null' to play no sound."
	noise2(sound) : "Stop Sound" : "Default.Null" : "The sound to play when the train stops moving. This must be specified, but can be set to 'Default.Null' to play no sound."
	volume(float) : "Sound volume (0-10)" : "10" : "Volume of the sounds emitted when moving and stopping."
	dmg(float) : "Crush Damage" : "0" : "Amount of damage to deal to entities blocking the train."
	// Inputs
	input Toggle(void) : "Toggle movement"
	input Start(void) : "Start movement"
	input Stop(void) : "Stop movement"
]
Func train (GoldSrc)

This entity creates an object that can move between multiple path_corners. 
 
== Key Values ==
:
# 	Description
0 	No Sound
1 	big elev 1
2 	big elev 2
3 	tech elev 1
4 	tech elev 2
5 	tech elev 3
6 	freight elev 1
7 	freight elev 2
8 	heavy elev
9 	rack elev
10	rail elev
11	squeek elev
12	odd elev 1
13	odd elev 2
:
#	Description
0	No Sound
1	big elev stop1
2	big elev stop2
3	freight elev stop
4	heavy elev stop
5	rack stop
6	rail stop
7	squeek stop
8	quick stop
== Flags ==
Category:Entities
Category:Half-Life Entities
Func useableladder

It is a Half-Life 2-style ladder. Handles player auto mount/unmount, as well as +use to get onto the ladder.
==Issues==
You should be sure, that ladder is not in contact with your brush if using it for ladder representation, otherwise it won't work.
==Keyvalues==
:*0: No
:*1: Yes
==Flags==
==Inputs==
==Outputs==
== See also ==
* - An entity used to specify ladder auto-dismount points.
* ladder_simple - A prefab containing a simple ladder setup
* Working Ladders - A wiki tutorial on how to construct ladders
* A tutorial bsp and map for constructing ladders
Func vehicle (GoldSrc)

== Description ==
An entity that behaves like coupled with ; however, it moves freely along the world and changes angles according to collision much like a real vehicle, albeit more primitive. This entity uses a unique brush entity to control it, called .
It was added to after the 25th Anniversary Update.
An accurate VScript implementation is also available for (using the 25th anniversary code as reference).
== Keyvalues ==
== Flags ==
Category:Brush EntitiesCategory:Counter-Strike entities Category:Half-Life Entities Category:Non-internal entities Category:Sven Co-op Entities
Func vehicle (Jabroni Brawl)

== Description ==
An entity that behaves like coupled with . It however moves freely along the world and changes angles according to collision much like a real vehicle, albeit being more primitive.
This entity uses a unique brush entity to control it, called .
== KIO ==
== Flags ==
</onlyinclude>
Category:Brush Entities
Category:Non-internal entities
Category:Jabroni Brawl: Episode 3 Entities
Func viscluster

It allows you to manually tell VVIS that the visleafs inside its volume can all see each other and should be treated as one. This is useful in large open areas where visibility calculations would otherwise take a very, very long time to complete. Poor use may be expensive for in-game performance. It can be textured with any material, but is conventionally textured with a trigger material, such as tools\toolstrigger.
==See also== 
*Viscluster video tutorial
*Visibility optimization
Category:Optimization Brush Entities
Func wall (GoldSrc)

It is used to create a stationary piece of geometry (with collision) that uses a non-standard render mode, such as transparency, and/or is toggles between the +0 to +9 and +A to +J texture sets.
Formerly, it was also used for visibility optimization, but this use-case has been deprecated by ZHLTs . Nonetheless, func_wall can still sometimes be useful for reducing wpolies, particularly for geometry that intersects other geometry (ex: shelves); this should be used sparingly, though, since func_wall counts as an edict, whereas func_detail does not ().
== Key Values ==
:Targeting this entity will toggle between the +0 to +9 and +A to +J texture sets.
== Flags ==
== See also ==
* 
* 
* 
== External links ==
* on the TWHL wiki
Func wall toggle

Obsolete entity from Half-Life provided for backwards compatibility. Has been deprecated by the with its Solidity property set to Toggle.
A brush entity that can be toggled on/off. When off, the brush will be non-solid and invisible. 
By default, it does not cast lightmap shadows, unless has been added to it (either to its class in the FGD, or manually, by turning off SmartEdit).
__NOTOC__
== Keyvalues ==
== Flags ==
== Inputs ==
== See Also ==
* 
* 
*
Func zombieclip

== Entity Description ==
Brush entity that is specific to Zombie Panic! Source that act like the "tools/toolsplayerclip" texture only for the zombies. This means that survivors can pass through the brush but zombies can't.
== Keyvalues ==
== Inputs ==
== Outputs ==
==See also==
* func humanclip
Category:Entities
Category:Zombie Panic! Source
Category:Zombie Panic! Source Entities
Function

A function, in programming, is a block of code that can be executed at any time within the code.
Functions consist of the access modifier (public, protected, or private), the return type (void if no return), the function name, the arguments (variables defined outside of the function, but used inside of the function), and the code block.
Functions can be globals, or belong to either a type or specific object.
== See also ==
* :Category:Functions
* Wikipedia:Macro
Category:Variables
Category:Glossary
Category:English
G2SFixer

G2SFixer is a tool for porting maps to . It features many fixes that will save hours of mindless work.
=How to use=
#Open your .rmf file in Hammer 4.x (Included with every Source game in the bin folder) or greater and save as a .vmf file.
#If your map is in the .map format, then open in in Hammer 3.x which can be downloaded from Steam under the name "Half-Life SDK", save as .rmf and repeat the first step.
#Click the Find VMF button or just Drag and Drop the file/files you want to repair and press Repair.
#Done! Now you can open the repaired map, which will be named YourMapNameHere_r.vmf. This tool should fix most of the problems, but additional work will still be required.
When compiling the map in Hammer be sure to uncheck HDR. Otherwise some textures will appear to be glowing.
= Screenshots =
G2SFixer-Screen.png|GUI
= External links =
* ModDB Mirror
* Archive Mirror
GCF archive

Originally an acronym for Gazelle Cache File (Gazelle was an early codename for Steam), GCF is now commonly taken to mean Game Cache File. GCFs are the archive files in which Steam games are stored and official content is downloaded. GCF files can be shared between games (e.g. source engine.gcf), and are stored in the Steam\SteamApps\ folder.
When a GCF is created or updated, the disk space required for it is reserved and content is subsequently downloaded to fill it. This process minimizes fragmentation, but can be slow and appear to make the Steam client freeze with older, or lower-end hardware and/or software.
GCF files cannot be altered, and if they could Steam would correct them when it next ran, but their contents can be viewed. Ryan "Nemesis" Gregg is the developer of HLLib, a library that can among other features read and extract GCF files, and its popular implementation GCFScape. VTFEdit is another tool that can browse GCF's even when Steam is running; the only limitation is the lack of the ability to extract folders. There is also VTF Explorer utility which allows browsing GCF files (you can browse several GCF's even when Steam is running), extracting their contents and building statistical info about files which weren't fully downloaded.
The GCF format makes keeping tabs on and moving games much easier, ensures time is not wasted by the operating system indexing or otherwise handing the game files, and keeps important data away from any custom files the user might have, which are stored under their /<account>/<game>/ folder.
GCF files can also be encrypted and stored on user's hard disks before the software it contains is released. This means that people are able to start using the software as soon as it is released and spreads the bandwidth usage on the content distribution servers by allowing downloading weeks before the release of the software.
GCF is no longer being used anymore since the transition to SteamPipe in 2013. It has been replaced with VPK, with all games as far old as (example: ) now ships with file used to mount depot VPK files (which requires Steam) instead of GCFs.
== Links ==
*Steam Application IDs for a complete list of available GCF IDs.
*GCFScape
*VTFEdit
*VTFExplorer
*HLLib
== External links ==
*Information on GCF File format (Archived)
gcf
gcf