Team Fortress Classic.fgd

// Half-Life Team Fortress Classic Game Definition File (.fgd) 
// Version 1.5f revision 10 for WorldCraft 3.3, Hammer 3.4+
//
// Last update: 31 Jan 2003, by Data
//
// For detailed TFC editing information, go to TFMapped!
// http://tf.valve-erc.com/
// 0131 - Release version 1.5f, revision 10
// 0131 - Edited now unused info_areadef to state that fact.
// 0131 - Removed duplicate ZLightflag from the button_target SolidClass base (thanks to Andy Howard)
//
// 1013 - Release version 1.5f, revision 9
// 1013 - Fixed bug with info_tfgoal goal effects property defaulting to 0 instead of 1.
// 1002 - Fixed a bug with the Replacement Model Flags property showing up as "0".
//
// 0712 - Release version 1.5f, revision 8
// 0712 - Added a number of undocumented "artifact" entities that remained from the Quake days.
// 0630 - Added TFCriteria fix that had somehow not been included in 1.5F r1 and had persisted through the revisions.
// 0626 - Added missing "(Use Teamcheck Entity)" value to spawn points' Team Allowed... property (thanks to [WTF?]Snowdog)
// 0626 - Added targetname to func_tankcontrols for killtargeting. (thanks to Dan Sheehan)
//
// 0620 - Release version 1.5f, revision 7
// 0620 - Added deathtype property to trigger_hurt.
//
// 0604 - Release version 1.5f, revision 6
// 0604 - Added goal activation to trigger_hurt (thanks Radish).
// 0604 - Added new entities for ZHLT 2.5.3 (info_compile_parameters, info_texlights).
//
// 0517 - Release version 1.5f, revision 5
// 0517 - Fixed property name of "Return Item #" to remove incorrect specification.
// 0517 - Fixed various random capitalizations and spelling errors.
//
// 0329 - Release version 1.5f, revision 4
// 0329 - Fixed name of skyname property.
//
// 0223 - Release version 1.5f, revision 3
// 0223 - Fixed TriggerTarget key in Monster baseclass.
//
// 1213 - Release version 1.5f, revision 2
// 1213 - Fixed bug with func_water not having certain baseclass (from 1.5e).
//
// 1209 - Release version 1.5f, revision 1
// 1209 - Fixed bug with info_player_teamspawn's Angles key. Thanks to TFM forum member Radish for pointing this out.
//
// 0703 - Release version 1.5f
// 0703 - Added some spawnflags to Monster baseclass for turrets.
//		Fixed env_beam and some other "missing" entities (baseclass error in last version).
//		Fixed some miscellaneous stuff in various parts of the FGD.
//		Restored the player_weaponstrip entity that had been removed for some reason (???).
//		Added Angular Velocity (avelocity) to many entities. Works with PYR angle sets.
//		Removed ZLightflags base that had been added to the invisible func_tankcontrols and func_traincontrols.
//		Fixed an incorrect capitalization of ZLightflags baseclass on func_illusionary.
//		Removed TFCriteria and TFEffects5 from info_player_teamspawn and moved relevant properties to TFSpawnInfo.
//		Removed TFItemStatus and TFEffects5 from func_button (WTF was it there for?!).
//		Removed TFCriteria base from monster_* entities and moved relevant properties to Monster.
//		Fixed some incorrect capitalizations, spelling errors, etc. left over from previous versions.
//		Added 1.1.0.8 model replacement properties to item_tfgoal.
//		Removed the (now unnecessary) ERC script comments.
//		Removed TFItemStatus from a number of entities (as it served no purpose there).
//		Release version 1.5f
//
// 1107 - Release version 1.5e
// 1104 - Fix 'number_of_teams' in info_tfdetect. Added endround_team1 - 4 message strings.
//		Changed several key descriptions. Removed itemstatus from item and i_p_t.
//
// 1028 - Release version 1.5d
// 1027	Fix ZHLT light flag description. Additions from 1104 patch, func_nogrenades,
//		info_areadef, info_tf_teamcheck, and info_tf_teamset. Added 'teamcheck' key to
//		TF Criteria and 'no_of_teams' to info_tfdetect. Added targetname to tf goals.
//		New endround keys added to tf goals.
//		From PV, added Goal result to info_player_teamspawn so goals activated by it will
//		apply results to player.
	
// 0823 - Release version 1.5c
// 0822 - Redid grouping of BaseClasses for benefit of Entity Script. Replaced env_global.
//		Replaced 'cycler', but renamed it 'Model Cycler', rather than 'Monster cycler'.
// 0807 - Started adding Entity script formatting. Removed bounding boxes from TF goals which
//		seemed defunct. Removed defunct properties from worldspawn for TFC.
// 0717 - Added Zoners lightflags for brush based entities, you need Zoner's Compile Tools 2.2+
//		for them to work.
//		Following changes submitted by Pvt. Beavis. Removed bounding boxes from i_p_t.
//		Change TF delay to 'Delay before activate(sec)' rather than 're-trigger'.
//		Set TF goals 'wait' default to 0.
// 0714 - Removed some abbreviations from Flaginfo sentences that caused bugs.
//		Added TFCriteria to Trigger entities. Add TF effects to many of the
//		triggers. Added TF criteria to additional Func_ entities.
// 0704 - Replaced long name version of info_player_teamspawn and info_tfgoal_timer.
//		Set func_water wave height default to 0
// 0621 - FlintMan - Removed Trigger Conditions/Spawnflags from monster_ entities. 
//		Release version 1.5a
// 0619 - Additions by Ryan "Professional Victim" Desgroseilliers, TFMapped
// Added armor classes and comments to item_armor1, item_armor2, and item_armor3
// Added targetname to func_nobuild for killtargetting
//		Removed ammo_medkit variable from TF entities.
// 0617 - First beta version by FlintMan
// 		Redo of original halflife-tfc.fgd created and contributed by Autolycus, Juddhunter,
//		Ryan 'PV' Desgroseilliers, Paul 'MoOg' Samways, Decker, Sean 'Zoner' Cavanaugh,
//		Curber, Mirar, Brad Rembielak.
//		This version consists of reorganizing TF base classes, removing defunct HL entities
//		and variables. Incorporated entity and key abbreviations.
//
// worldspawn
//
@SolidClass = worldspawn : "World entity"
[
	skyname(string) : "Environment map (sky box)" : "2desert"
	sounds(integer) : "CD track to play" : 0
	light(integer) : "Default light level"
	WaveHeight(string) : "Default wave height" : 0
	MaxRange(string) : "Max viewable distance" : "4096"
	startdark(choices) : "Level Fade In" : 0 =
	[	
		0 : "No"
		1 : "Yes"
	]
]
//
// BaseClasses
//
@BaseClass = TFSpawnInfo
[
	netname(string) : "Entity reference name (for logging)"
	goal_no(integer) : "Spawn #"
	group_no(integer) : "Spawn group #"
	goal_state(choices) : "Initial state" : 0 =
	[
		0 : "Ready to use"
		1 : "Removed"
	]
	team_no(choices) : "Team allowed to spawn here" : 1 =
	[
		1 : "Blue"
		2 : "Red"
		3 : "Yellow"
		4 : "Green"
		0 : "(Use Teamcheck Entity)"
	]
	teamcheck(string) : "Targetname of teamcheck goal"
	playerclass(choices) : "Player class allowed to spawn here" : 0 =
	[
		0 : "Any"
		1 : "Scout"
		2 : "Sniper"
		3 : "Soldier"
		4 : "Demolitions man"
		5 : "Medic"
		6 : "Heavy Weapons Guy"
		7 : "Pyro"
		8 : "Spy"
		9 : "Engineer"
	]
	items_allowed(integer) : "Has item #"
	h_i_g(integer) : "Has item from group #"
	hasnt_item_from_group(integer) : "Hasn't item from group #"
	if_item_has_moved(integer) : "If item # has moved"
	if_item_hasnt_moved(integer) : "If item # hasn't moved"
	if_goal_is_active(integer) : "If goal # active"
	if_goal_is_inactive(integer) : "If goal # inactive"
	if_goal_is_removed(integer) : "If goal # removed"
	if_group_is_active(integer) : "If group # active"
	if_group_is_inactive(integer) : "If group # inactive"
	if_group_is_removed(integer) : "If group # removed"
]
@BaseClass = TFItemInfo
[
	netname(string) : "Entity reference name (for logging)"
	goal_no(integer) : "Item #"
	group_no(integer) : "Item group #"
	targetname(target_source) : "Name (targetname)"
]
@BaseClass = TFInfo1
[
	netname(string) : "Entity reference name (for logging)"
	goal_no(integer) : "Goal #"
	group_no(integer) : "Goal group #"
	targetname(target_source) : "Name (targetname)"
]
@BaseClass = TFInfo2
[
	goal_state(choices) : "Goal Initial State" : 2 =
	[
		1 : "Active"
		2 : "Inactive"
		3 : "Removed"
	]
]
@BaseClass = TFInfo3
[
	mdl(string) : "Model path/name.mdl"
	skin(integer) : "Model skin-varies per model"
]
@BaseClass = TFCriteria
[
	team_no(choices) : "Team allowed to use goal" : 0 =
	[
		0 : "Any"
		1 : "Blue"
		2 : "Red"
		3 : "Yellow"
		4 : "Green"
	]
	teamcheck(string) : "Targetname of teamcheck goal"
	playerclass(choices) : "Player class allowed to use goal" : 0 =
	[
		0 : "Any"
		1 : "Scout"
		2 : "Sniper"
		3 : "Soldier"
		4 : "Demolitions man"
		5 : "Medic"
		6 : "Heavy Weapons Guy"
		7 : "Pyro"
		8 : "Spy"
		9 : "Engineer"
	]
	items_allowed(integer) : "Has item #"
	h_i_g(integer) : "Has item from group #"
	hasnt_item_from_group(integer) : "Hasn't item from group #"
	if_item_has_moved(integer) : "If item # has moved"
	if_item_hasnt_moved(integer) : "If item # hasn't moved"
	if_goal_is_active(integer) : "If goal # active"
	if_goal_is_inactive(integer) : "If goal # inactive"
	if_goal_is_removed(integer) : "If goal # removed"
	if_group_is_active(integer) : "If group # active"
	if_group_is_inactive(integer) : "If group # inactive"
	if_group_is_removed(integer) : "If group # removed"
]
@BaseClass = TFItemCriteria
[
	team_no(choices) : "Team allowed to use item" : 0 =
	[
		0 : "Any"
		1 : "Blue"
		2 : "Red"
		3 : "Yellow"
		4 : "Green"
	]
	teamcheck(string) : "Targetname of teamcheck goal"
	playerclass(choices) : "Player class allowed to use item" : 0 =
	[
		0 : "Any"
		1 : "Scout"
		2 : "Sniper"
		3 : "Soldier"
		4 : "Demolitions man"
		5 : "Medic"
		6 : "Heavy Weapons Guy"
		7 : "Pyro"
		8 : "Spy"
		9 : "Engineer"
	]
	items_allowed(integer) : "Has item #"
	h_i_g(integer) : "Has item from group #"
	hasnt_item_from_group(integer) : "Hasn't item from group #"
	if_item_has_moved(integer) : "If item # has moved"
	if_item_hasnt_moved(integer) : "If item # hasn't moved"
	if_goal_is_active(integer) : "If goal # active"
	if_goal_is_inactive(integer) : "If goal # inactive"
	if_goal_is_removed(integer) : "If goal # removed"
	if_group_is_active(integer) : "If group # active"
	if_group_is_inactive(integer) : "If group # inactive"
	if_group_is_removed(integer) : "If group # removed"
]
@BaseClass = TFButtonCriteria
[
	team_no(choices) : "Team allowed to activate entity" : 0 =
	[
		0 : "Any"
		1 : "Blue"
		2 : "Red"
		3 : "Yellow"
		4 : "Green"
	]
	teamcheck(string) : "Targetname of teamcheck goal"
	playerclass(choices) : "Player class allowed to activate entity" : 0 =
	[
		0 : "Any"
		1 : "Scout"
		2 : "Sniper"
		3 : "Soldier"
		4 : "Demolitions man"
		5 : "Medic"
		6 : "Heavy Weapons Guy"
		7 : "Pyro"
		8 : "Spy"
		9 : "Engineer"
	]
	items_allowed(integer) : "Has item #"
	h_i_g(integer) : "Has item from group #"
	hasnt_item_from_group(integer) : "Hasn't item from group #"
	if_item_has_moved(integer) : "If item # has moved"
	if_item_hasnt_moved(integer) : "If item # hasn't moved"
	if_goal_is_active(integer) : "If goal # active"
	if_goal_is_inactive(integer) : "If goal # inactive"
	if_goal_is_removed(integer) : "If goal # removed"
	if_group_is_active(integer) : "If group # active"
	if_group_is_inactive(integer) : "If group # inactive"
	if_group_is_removed(integer) : "If group # removed"
]
@BaseClass = TFMessages
[
	owned_by(choices) : "Owned by-for msg & item glow" : 0 =
	[
		0 : "Not Owned"
		1 : "Blue"
		2 : "Red"
		3 : "Yellow"
		4 : "Green"
	]
	owned_by_teamcheck(string) : "Owned by teamcheck"
	deathtype(string) : "Death type"
	b_b(string) : "Message to all"
	message(string) : "Message to AP"
	b_t(string) : "Message to AP team"
	b_n(string) : "Message to non-AP team"
	b_o(string) : "Message to owner team"
	non_owners_team_broadcast(string) : "Message to non-owner team(s)"
	n_b(string) : "Console msg. to all, %s = AP name"
	n_t(string) : "Console msg to AP team"
	n_n(string) : "Console msg. to non-AP team"
	n_o(string) : "Console msg. to owner team"
	speak(string) : "Speak (global)"
	AP_speak(string) : "Speak (AP)"
	team_speak(string) : "Speak (AP team)"
	non_team_speak(string) : "Speak (non-AP team)"
	owners_team_speak(string) : "Speak (owner team)"
	non_owners_team_speak(string) : "Speak (non-owner teams)"
]
@BaseClass = TFItemStatus
[
	display_item_status1(integer) : "Item 1 no. for flaginfo"
	display_item_status2(integer) : "Item 2 no. for flaginfo"
	display_item_status3(integer) : "Item 3 no. for flaginfo"
	display_item_status4(integer) : "Item 4 no. for flaginfo"
	team_str_home(string) : "Item at origin message, owners"
	t_s_m(string) : "Item dropped msg, owners"
	t_s_c(string) : "Item carried msg owner, %s = AP name"
	non_team_str_home(string) : "Item at origin msg, non owner"
	non_team_str_moved(string) : "Item dropped msg, non owner"
	n_s_c(string) : "Item carried msg, non owner, %s = AP name"
]
@BaseClass = TFOperations
[
	wait(integer) : "Stay active(sec), -1 stays" : 0
	delay_time(integer) : "Delay before activate(sec)"
]
@BaseClass = TFOperat2
[
	maxammo_shells(Choices) : "Affect all on Team" : 0 =
	[
		0 : "Disabled"
		1 : "Blue"
		2 : "Red"
		3 : "Yellow"
		4 : "Green"
	]
	maxammo_nails(Choices) : "Affect all not on Team" : 0 =
	[
		0 : "Disabled"
		1 : "Blue"
		2 : "Red"
		3 : "Yellow"
		4 : "Green"
	]
	t_length(integer) : "Effect radius, 0=infinite" : 0
]
@BaseClass = TFEffects1
[
	// if criteria check fails, activate this goal instead
	else_goal(integer) : "If criteria fails activate Goal #"
	all_active(integer) : "If all goals in group # active..."
	last_impulse(integer) : "...activate goal #"
	activate_goal_no(integer) : "Activate goal #"
	inactivate_goal_no(integer) : "Inactivate goal #"
	rv_g(integer) : "Remove goal #"
	rs_g(integer) : "Restore goal #"
	activate_group_no(integer) : "Activate goals in group #"
	inactivate_group_no(integer) : "Inactivate goals in group #"
	rv_gr(integer) : "Remove goals in group #"
	rs_gr(integer) : "Restore goals in group #"
	remove_spawnpoint(integer) : "Remove Spawn point #"
	restore_spawnpoint(integer) : "Restore Spawn point #"
	rv_s_h(integer) : "Remove spawn group #"
	rs_s_h(integer) : "Restore spawn group #"
]
@BaseClass = TFEffects2
[
	items(integer) : "Item to give"
]
@BaseClass = TFEffects3
[
	axhitme(integer) : "Remove item from APA"
	return_item_no(integer) : "Return item #"
	r_i_g(integer) : "Remove items in group #"
]
@BaseClass = TFEffects4
[
	target(target_destination) : "Target entity with this targetname"
	killtarget(target_destination) : "Remove entity with this targetname"
	noise(string) : "Play Sound Path/name.wav"
]
@BaseClass = TFEffects4b
[
	killtarget(target_destination) : "Remove entity with this targetname"
	noise(string) : "Play Sound Path/name.wav"
]
@BaseClass = TFEffects5
[
	//	All the following attributes are applied to the attributes of
	//	every player specified by the "goal_effect"(see above).
	frags(integer) : "Add/Subtract frags"
	lives(integer) : "Add/Subtract lives"
	health(integer) : "Add/Subtract health"
	armorvalue(integer) : "Armor Value %"
// Armor classes: what they provide superior protection against
// Add up values for multiple protections, e.g. 3 is good vs. all bullets, 20 is good vs explosions & fire.
// 0 - Normal: Nothing
// 1 - Kevlar: Shotgun, Super Shotgun, Sentry Gun, AssCan, trigger_hurt SHOT damage (?)
// 2 - Wooden: Nailgun, Super Nailgun, Railgun, Tranquilizer Gun, Nail Grenade, trigger_hurt SLASH damage (?)
// 4 - Blast: Pipebombs, GL grenades, Rockets, Regular & MIRV grenades, Detpack (still kills though), trigger_hurt BLAST damage (?)
// 8 - Shock: trigger_hurt SHOCK damage (?)
// 16 - Ceramic: Flamethrower, Incendiary Cannon, Napalm Grenade, trigger_hurt BURN damage, "lava" func_water (not very effective)
	armorclass(choices) : "Armor Class" : 0 =
	[
		0 : "0 - Normal"
		1 : "1 - Kevlar (shell resistant)"
		2 : "2 - Wooden (nail resistant)"
		4 : "4 - Blast (explosion resistant)"
		8 : "8 - Shock (electricity resistant)"
		16 : "16 - Ceramic (fire resistant)"
	]
	a_s(integer) : "Add/Subtract shells"
	a_n(integer) : "Add/Subtract nails"
	a_r(integer) : "Add/Subtract rockets"
	a_c(integer) : "Add/Subtract cells"
	ammo_detpack(integer) : "Add/Subtract detpack"
//	Note A: After applying all these values to the player, the playerclass
//		limitations of the player are applied. So if you set the health of
//		the player over that allowed, by his/her playerclass, it will then
//		be lowered to the max_health for that playerclass.
//
//	Note B: "lives" allows you to give/remove lives from players. This is only
//		useful if the current map limits the number of lives each player
//		has. See the Auto Detection section above.
//	TeamFortress Grenades can be given/removed to/from the player by setting
//	the following two variables.
	no_grenades_1(integer) : "Add/subtract grenades #1"
	no_grenades_2(integer) : "Add/subtract grenades #2"
//	And finally, the following attributes are added to the global time
//	and applied to every player specified by the "goal_effect"(see below).
//	(e.g. if the goal's invincible_finished is 5, then the player will
//	get invincibility for 5 seconds after activating the goal.)
//	The following 9 items push the gamedata variable limit past 128 :(
	invincible_finished(integer) : "Invincibility duration"
	invisible_finished(integer) : "Invisibility duration"
	super_damage_finished(integer) : "Quad duration"
	radsuit_finished(integer) : "Rad Suit duration"
	count(integer) : "Score to AP team"
	increase_team(integer) : "Teamcheck team point gain"
	increase_team1(integer) : "Blue point gain"
	increase_team2(integer) : "Red point gain"
	increase_team3(integer) : "Yellow point gain"
	increase_team4(integer) : "Green point gain"
]
@BaseClass = TFArmor
[
//	The armorclass variable is a toggleflag style variable. You can make
//	any combination of armor type, but don't get carried away. :)
	
	respawn_delay(integer) : "Respawn delay" : 5
// PV: see note in TFEffects5
	armorclass(choices) : "Armor Class" : 0 =
	[
		0 : "0 - Normal"
		1 : "1 - Kevlar (shell resistant)"
		2 : "2 - Wooden (nail resistant)"
		4 : "4 - Blast (explosion resistant)"
		8 : "8 - Shock (electricity resistant)"
		16 : "16 - Ceramic (fire resistant)"
	]
]
@BaseClass = Endround
[
	endround_time(integer) : "Length of endround"
	endround_owned_by(string) : "Owners endround message"
	endround_non_owned_by(string) : "Non-owners endround message"
	endround_team1(string) : "Endround message for team 1"
	endround_team2(string) : "Endround message for team 2"
	endround_team3(string) : "Endround message for team 3"
	endround_team4(string) : "Endround message for team 4"
]
@BaseClass = Angles
[
	angles(string) : "Pitch yaw roll" : "0 0 0"
]
@BaseClass = Targetname
[
	targetname(target_source) : "Name (targetname)"
]
@BaseClass = Target 
[
	target(target_destination) : "Target"
]
@BaseClass = RenderFxChoices
[
	renderfx(choices) :"Render FX" : 0 =
	[
		0: "Normal"
		1: "Slow Pulse"
		2: "Fast Pulse"
		3: "Slow Wide Pulse"
		4: "Fast Wide Pulse"
		9: "Slow Strobe"
		10: "Fast Strobe"
		11: "Faster Strobe"
		12: "Slow Flicker"
		13: "Fast Flicker"
		5: "Slow Fade Away"
		6: "Fast Fade Away"
		7: "Slow Become Solid"
		8: "Fast Become Solid"
		14: "Constant Glow"
		15: "Distort"
		16: "Hologram (Distort + fade)"
	]
]
@BaseClass = RenderFields 
[
	rendermode(choices) : "Render Mode" : 0 =
	[
		0: "Normal"
		1: "Color"
		2: "Texture"
		3: "Glow"
		4: "Solid"
		5: "Additive"
	]
	renderamt(integer) : "FX Amount (1 - 255)"
	rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
]
@BaseClass = Button
[
	g_a(Choices) : "Goal Activation bitfields" : 1 =
	[
		0 : "0 - None"
		4 : "4 - If AP fails criteria"
		8 : "8 - Hit by engin. spanner"
	]
// what the goal affects
	g_e(Choices) : "Goal Effects bitfields" : 1 =
	[
		0 : "0 - Nobody"
		1 : "1 - Activating player (AP)"
		2 : "2 - APs team"
		4 : "4 - Not on APs team"
		8 : "8 - Not the AP"
		16 : "16 - Walls obstruct radius"
		32 : "32 - Same environment only"
		64 : "64 - Check APA individually"
	]
	goal_result(Choices) : "Goal result bitfields" : 0 =
	[
		0 : "0 - None"
		2 : "2 - Sub-goals apply AP mods"
		4 : "4 - Scores, intermission, end"
		8 : "8 - Sub-Goals don't apply results"
// PV: how the hell can this be used with a button???
//		16 : "16 - Prevent Spy disguise"
		32 : "32 - Force respawn, no die"
	]
	speed(integer) : "Speed" : 5
	health(integer) : "Health (shootable if > 0)"
	lip(integer) : "Lip"
	master(string) : "Master"
	wait(integer) : "Delay before reset (-1 stay)" : 3
	delay(string) : "Delay before trigger" : "0"
	spawnflags(flags) =
	[
		1: "Don't move" : 0
		32: "Toggle" : 0
		64: "Sparks" : 0
		256:"Touch activates": 0
	]
	sounds(choices) : "Sounds" : 0 = 
	[
		0: "None"
		1: "Big zap & Warmup"
		2: "Access Denied"
		3: "Access Granted"
		4: "Quick Combolock"
		5: "Power Deadbolt 1"
		6: "Power Deadbolt 2"
		7: "Plunger"
		8: "Small Zap"
		9: "Keycard Sound"
		10: "Buzz"
		11: "Buzz Off"
		14: "Lightswitch"
	]
	locked_sound(choices) : "Locked Sound" : 0 = 
	[
		0: "None"
		2: "Access Denied"
		8: "Small Zap"
		10: "Buzz"
		11: "Buzz Off"
		12: "Latch Locked"
	]
	unlocked_sound(choices) : "Unlocked Sound" : 0 = 
	[
		0: "None"
		1: "Big zap & Warmup"
		3: "Access Granted"
		4: "Quick Combolock"
		5: "Power Deadbolt 1"
		6: "Power Deadbolt 2"
		7: "Plunger"
		8: "Small Zap"
		9: "Keycard Sound"
		10: "Buzz"
		13: "Latch Unlocked"
		14: "Lightswitch"
	]
	//	All the following attributes are applied to the attributes of
	//	every player specified by the "goal_effect"(see above).
	frags(integer) : "Add/Subtract frags"
	lives(integer) : "Add/Subtract lives"
	armorvalue(integer) : "Armor value %"
	// PV: See note in TFEffects5
	armorclass(choices) : "Armor class" : 0 =
	[
		0 : "0 - Normal"
		1 : "1 - Kevlar (shell resistant)"
		2 : "2 - Wooden (nail resistant)"
		4 : "4 - Blast (explosion resistant)"
		8 : "8 - Shock (electricity resistant)"
		16 : "16 - Ceramic (fire resistant)"
	]
	a_s(integer) : "Add/subtract shells"
	a_n(integer) : "Add/subtract nails"
	a_r(integer) : "Add/subtract rockets"
	a_c(integer) : "Add/subtract cells"
	ammo_detpack(integer) : "Add/subtract detpack"
	no_grenades_1(integer) : "Add/subtract grenades #1"
	no_grenades_2(integer) : "Add/subtract grenades #2"
	invincible_finished(integer) : "Invincibility duration"
	invisible_finished(integer) : "Invisibility duration"
	super_damage_finished(integer) : "Quad duration"
	radsuit_finished(integer) : "Rad Suit duration"
	count(integer) : "Score to AP Team"
	increase_team(integer) : "Teamcheck team point gain"
	increase_team1(integer) : "Blue point gain"
	increase_team2(integer) : "Red point gain"
	increase_team3(integer) : "Yellow point gain"
	increase_team4(integer) : "Green point gain"
]
@BaseClass size(-16 -16 -16, 16 16 16) = gibshooterbase
[
	// how many pieces to create
	m_iGibs(integer) : "Number of gibs" : 3
	
	// delay (in seconds) between shots. If 0, all gibs shoot at once.
	delay(string) : "Delay between shots" : "0"
	// how fast the gibs are fired
	m_flVelocity(integer) : "Gib velocity" : 200
	// Course variance
	m_flVariance(string) : "Course variance" : "0.15"
	// Time in seconds for gibs to live +/- 5%
	m_flGibLife(string) : "Gib life" : "4"
	spawnflags(Flags) = 
	[
		1 : "Repeatable" 	: 0
	]
]
@BaseClass = Breakable
[
	target(target_destination) : "Target on break"
	health(integer) : "Strength" : 1
	material(choices) :"Material type" : 0 =
	[
		0: "Glass"
		1: "Wood"
		2: "Metal"
		3: "Flesh"
		4: "Cinder Block" 
		5: "Ceiling Tile"
		6: "Computer"
		7: "Unbreakable Glass"
		8: "Rocks"
	]
	explosion(choices) : "Gibs Direction" : 0 =
	[
		0: "Random"
		1: "Relative to Attack"
	]
	delay(string) : "Delay before fire" : "0"
	gibmodel(studio) : "Gib model" : ""
	spawnobject(choices) : "Spawn On Break" : 0 =
	[
		0: "Nothing"
		1: "Battery"
		2: "Healthkit"
	]
	explodemagnitude(integer) : "Explode Magnitude (0=none)" : 0
]
@BaseClass = Door1
[
	g_a(Choices) : "Goal Activation bitfields" : 1 =
	[
		0 : "0 - None"
		4 : "4 - If AP fails criteria"
		8 : "8 - Hit by engin. spanner"
	]
	// what the goal affects
	g_e(Choices) : "Goal Effects bitfields" : 1 =
	[
		1 : "1 - Activating player(AP)"
		2 : "2 - APs team"
		4 : "4 - Not on APs team"
		8 : "8 - Not the AP"
		16 : "16 - Walls obstruct radius"
		32 : "32 - Same environment only"
		64 : "64 - Check APA individually"
	]
	
	goal_result(Choices) : "Goal Result bitfields" : 0 =
	[
		0 : "none"
		2 : "2 - Sub-goals apply AP mods"
		4 : "4 - scores, intermission, end"
		8 : "8 - Sub-Goals don't apply results"
// PV: Same as with button -- how the hell would this work?
//		16 : "16 - Prevent spy disguise"
		32 : "32 - Force respawn, no die"
	]
]
@BaseClass = Door2
[
	wait(integer) : "delay before close, -1 stay open " : 4
	lip(integer) : "Lip"
	dmg(integer) : "Damage inflicted when blocked" : 0
	message(string) : "Message if triggered"
	target(target_destination) : "Target"
	delay(integer) : "Delay before fire" 
	netname(string) : "Fire on Close"
	health(integer) : "Health (shoot open)" : 0
	killtarget(target_destination) : "KillTarget"
	speed(integer) : "Speed" : 100
	master(string) : "Master" 
	movesnd(choices) : "Move sound" : 0 = 
	[
		0: "No Sound"
		1: "Servo (Sliding)"
		2: "Pneumatic (Sliding)"
		3: "Pneumatic (Rolling)"
		4: "Vacuum"
		5: "Power Hydraulic"
		6: "Large Rollers"
		7: "Track Door"
		8: "Snappy Metal Door"
		9: "Squeaky 1"
		10: "Squeaky 2"
	]
	stopsnd(choices) : "Stop Sound" : 0 = 
	[
		0: "No Sound"
		1: "Clang with brake"
		2: "Clang reverb"
		3: "Ratchet Stop"
		4: "Chunk"
		5: "Light airbrake"
		6: "Metal Slide Stop"
		7: "Metal Lock Stop"
		8: "Snappy Metal Stop"
	]
	spawnflags(flags) =
	[
		1 : "Starts Open" : 0
		4 : "Don't link" : 0
		8: "Passable" : 0
	 	32: "Toggle" : 0
		256:"Use Only" : 0
	]
	// NOTE: must be duplicated in BUTTON
	locked_sound(choices) : "Locked Sound" : 0 = 
	[
		0: "None"
		2: "Access Denied"
		8: "Small zap"
		10: "Buzz"
		11: "Buzz Off"
		12: "Latch Locked"
	]
	unlocked_sound(choices) : "Unlocked Sound" : 0 = 
	[
		0: "None"
		1: "Big zap & Warmup"
		3: "Access Granted"
		4: "Quick Combolock"
		5: "Power Deadbolt 1"
		6: "Power Deadbolt 2"
		7: "Plunger"
		8: "Small zap"
		9: "Keycard Sound"
		10: "Buzz"
		13: "Latch Unlocked"
	]
]
@BaseClass = PlatSounds 
[
	movesnd(choices) : "Move Sound" : 0 = 
	[
		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: "squeak elev"
		12: "odd elev 1"
		13: "odd elev 2"
	]
	stopsnd(choices) : "Stop Sound" : 0 = 
	[
		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: "squeak stop"
		8: "quick stop"
	]
	volume(string) : "Sound Volume 0.0 - 1.0" : "0.85"
]
@BaseClass = BaseTank
[
	spawnflags(flags) =
	[
		1 : "Active" : 0
		16: "Only Direct" : 0
		32: "Controllable" : 0
	]
	// Mainly for use with 1009 team settings (game_team_master)
	master(string) : "(Team) Master" 
	yawrate(string) : "Yaw rate" : "30"
	yawrange(string) : "Yaw range" : "180"
	yawtolerance(string) : "Yaw tolerance" : "15"
	pitchrate(string) : "Pitch rate" : "0"
	pitchrange(string) : "Pitch range" : "0"
	pitchtolerance(string) : "Pitch tolerance" : "5"
	barrel(string) : "Barrel Length" : "0"
	barrely(string) : "Barrel Horizontal" : "0"
	barrelz(string) : "Barrel Vertical" : "0"
	spritesmoke(string) : "Smoke Sprite" : ""
	spriteflash(string) : "Flash Sprite" : ""
	spritescale(string) : "Sprite scale" : "1"
	rotatesound(sound) : "Rotate Sound" : ""
	firerate(string) : "Rate of Fire" : "1"
	bullet_damage(string) : "Damage Per Bullet" : "0"
	persistence(string) : "Firing persistence" : "1"
	firespread(choices) : "Bullet accuracy" : 0 =
	[
		0: "Perfect Shot"
		1: "Small cone"
		2: "Medium cone"
		3: "Large cone"
		4: "Extra-large cone"
	]
	minRange(string) : "Minmum target range" : "0"
	maxRange(string) : "Maximum target range" : "0"
]
@BaseClass = Trackchange
[
	height(integer) : "Travel altitude" : 0
	spawnflags(flags) =
	[
		1: "Auto Activate train" : 0
		2: "Relink track" : 0
		8: "Start at Bottom" : 0
		16: "Rotate Only" : 0
		64: "X Axis" : 0
		128: "Y Axis" : 0
	]
	rotation(integer) : "Spin amount" : 0
	train(target_destination) : "Train to switch"
	toptrack(target_destination) : "Top track"
	bottomtrack(target_destination) : "Bottom track"
	speed(integer) : "Move/Rotate speed" : 0
]
@BaseClass = Targetx 
[
	delay(string) : "Delay before trigger" : "0"
	killtarget(target_destination) : "KillTarget"
]
@BaseClass color(0 200 200) = Monster 
[
	g_a(Choices) : "Goal Activation bitfields" : 0 =
	[
		4 : "4 - if AP fails criteria"
	]
	spawnflags(Flags) = 
	[
		32 : "Autostart" : 0
		64 : "Start Inactive" : 0
	]
	team_no(choices) : "Team to shoot at" : 0 =
	[
		0 : "Any"
		1 : "Blue"
		2 : "Red"
		3 : "Yellow"
		4 : "Green"
	]
	teamcheck(string) : "Targetname of teamcheck goal"
	playerclass(choices) : "Player class to shoot at" : 0 =
	[
		0 : "Any"
		1 : "Scout"
		2 : "Sniper"
		3 : "Soldier"
		4 : "Demolitions man"
		5 : "Medic"
		6 : "Heavy Weapons Guy"
		7 : "Pyro"
		8 : "Spy"
		9 : "Engineer"
	]
	items_allowed(integer) : "Has item #"
	h_i_g(integer) : "Has item from group #"
	hasnt_item_from_group(integer) : "Hasn't item from group #"
	if_item_has_moved(integer) : "If item # has moved"
	if_item_hasnt_moved(integer) : "If item # hasn't moved"
	if_goal_is_active(integer) : "If goal # active"
	if_goal_is_inactive(integer) : "If goal # inactive"
	if_goal_is_removed(integer) : "If goal # removed"
	if_group_is_active(integer) : "If group # active"
	if_group_is_inactive(integer) : "If group # inactive"
	if_group_is_removed(integer) : "If group # removed"
	TriggerTarget(String) : "AI Trigger Target"
	TriggerCondition(Choices) : "AI Trigger Condition" : 0 =
	[
		0 : "No Trigger"
		1 : "See Player, Mad at Player"
		2 : "Take Damage"
		3 : "50% Health Remaining"
		4 : "Death"
		7 : "Hear World"
		8 : "Hear Player"
		9 : "Hear Combat"
		10: "See Player Unconditional"
		11: "See Player, Not In Combat"
	]
]
@BaseClass = Trigger
[
	killtarget(target_destination) : "Kill target"
	//This property doesn't work.
	//netname(target_destination) : "Target Path"
	master(string) : "Master" 
	sounds(choices) : "Sound style" : 0 =
	[
		0 : "No Sound"
	]
	delay(string) : "Delay before trigger" : "0"
	message(string) : "Message (set sound too!)"
	spawnflags(flags) = 
	[
		2: "No Clients" : 0
		4: "Pushables": 0
	]
]
@BaseClass = AVelocity
[
	avelocity(string) : "Angular Velocity (PYR)"
]
@BaseClass = ZLightflags
[
	zhlt_lightflags(choices) : "ZHLT Light flags" : 0 =
	[
		0 : "Default"
		1 : "Embedded fix"
		2 : "Opaque, blocks light"
		3 : "Both"
	]
	_minlight(string) : "Minimum light level"
]
//
// Team Fortress Entities
//
@SolidClass base(Targetname) = func_nobuild : "Engineer no-build area" []
@SolidClass base(Targetname) = func_nogrenades : "Grenades protected area" []
@PointClass base(TFItemStatus) = info_tfdetect : "TF Detection Entity"
[
	broadcast(string) : "Version String"
	number_of_teams(integer) : "No. of teams-for teamcheck only"
	team1_name(string) : "Team 1 VGUI menu name"
	team2_name(string) : "Team 2 VGUI menu name"
	team3_name(string) : "Team 3 VGUI menu name"
	team4_name(string) : "Team 4 VGUI menu name"
//	impulse variable settings
//
//	Bit 1 (1) : Off - ClasSkin		 , On - Multiskin
//	Bit 2 (2) : Off - ClassPersistence Off , On - ClassPersistence On
//	Bit 3 (4) : Off - CheatChecking Off	 , On - CheatChecking On
//	Bit 4 (8) : Off - FortressMap Off	 , On - FortressMap On
//	Bit 5 (16) : Off - RespawnDelay Off	 , On - RespawnDelay (See below)
//	Bit 6 (32) : Off - RespawnDelay Off	 , On - RespawnDelay (See below)
//	Bit 7 (64) : Off - AutoTeam Off		 , On - AutoTeam On
//	Bit 8 (128)	: Off - Individual Frags	 , On - Frags = TeamScore
//
//	N.B. FortressMap will be set On automatically by the 
//		Detection entity anyway, so just ignore that Bit.
//
//	N.B. The RespawnDelay settings takes 2 bits. The value of both of
//		them determines the level of respawn delay, as follows:
//				Bit 5 		Bit 6		Result
//				 Off			 Off		No Respawn delays
//				 On			 Off		5 Second respawn delay
//				 Off			 On		10 Second respawn delay
//				 On			 On		20 Second respawn delay
	impulse(integer) : "Game Settings (toggleflags)"
//	When using the "message" variable to set do localcmd's, you
//	can issue more than one command by seperating them with \n
//	Make sure you end it with a \n too.
//	E.g. The following changes the gravity and the friction.
//		"message" "sv_gravity 200\nsv_friction .5\n"
	message(string) : "LocalCmd String"
	ammo_shells(choices) : "Blue Lives" : 0 = [ 0 : "infinite" ]
	ammo_nails(choices) : "Red Lives" : 0 = [ 0 : "infinite" ]
	ammo_rockets(choices) : "Yellow Lives" : 0 = [ 0 : "infinite" ]
	ammo_cells(choices) : "Green Lives" : 0 = [ 0 : "infinite" ]
//	The following 4 variables use toggle flags with 0 and -1 being special values.
//	For no class limits, or for making a team civilian only, use 0 and -1 respectively.
//	Otherwise, add up the bit values and use the final number as the maxammo_xxxxx value.
//
//	For example, if you wanted class 1 to be unable to play scouts or spys, you'd add the
//	two values together (1 + 256) for a value of 257, which you'd then give to maxammo_shells.
	maxammo_shells(choices) : "Blue class limits toggleflags" : 0 =
	[
		0 : "no limits"
		-1 : "civilian only"
		1 : "1 - no scout"
		2 : "2 - no sniper"
		4 : "4 - no soldier"
		8 : "8 - no demo man"
		16 : "16 - no combat medic"
		32 : "32 - no heavy weapons guy"
		64 : "64 - no pyro"
		128 : "128 - no random playerclass"
		256 : "256 - no spy"
		512 : "512 - no engineer"
	]
	maxammo_nails(choices) : "Red class limits toggleflags" : 0 =
	[
		0 : "no limits"
		-1 : "civilian only"
		1 : "1 - no scout"
		2 : "2 - no sniper"
		4 : "4 - no soldier"
		8 : "8 - no demo man"
		16 : "16 - no combat medic"
		32 : "32 - no heavy weapons guy"
		64 : "64 - no pyro"
		128 : "128 - no random playerclass"
		256 : "256 - no spy"
		512 : "512 - no engineer"
	]
	maxammo_rockets(choices) : "Yellow class limits toggleflags" : 0 =
	[
		0 : "no limits"
		-1 : "civilian only"
		1 : "1 - no scout"
		2 : "2 - no sniper"
		4 : "4 - no soldier"
		8 : "8 - no demo man"
		16 : "16 - no combat medic"
		32 : "32 - no heavy weapons guy"
		64 : "64 - no pyro"
		128 : "128 - no random playerclass"
		256 : "256 - no spy"
		512 : "512 - no engineer"
	]
	maxammo_cells(choices) : "Green class limits toggleflags" : 0 =
	[
		0 : "no limits"
		-1 : "civilian only"
		1 : "1 - no scout"
		2 : "2 - no sniper"
		4 : "4 - no soldier"
		8 : "8 - no demo man"
		16 : "16 - no combat medic"
		32 : "32 - no heavy weapons guy"
		64 : "64 - no pyro"
		128 : "128 - no random playerclass"
		256 : "256 - no spy"
		512 : "512 - no engineer"
	]
	ammo_medikit(choices) : "Max Players, Blue" : 0 =
	[
		0 : "0 - Unlimited"
	]
	ammo_detpack(choices) : "Max Players, Red" : 0 =
	[
		0 : "0 - Unlimited"
	]
	maxammo_medikit(choices) : "Max Players, Yellow" : 0 =
	[
		0 : "0 - Unlimited"
	]
	maxammo_detpack(choices) : "Max Players, Green" : 0 =
	[
		0 : "0 - Unlimited"
	]
	
	team1_allies(choices) : "Blue Allies" : 0 =
	[
		0 : "No Allies"
		2 : "2 - Red" 
		4 : "4 - Yellow"
		8 : "8 - Green"
	]
	team2_allies(choices) : "Red Allies" : 0 =
	[
		0 : "No Allies"
		1 : "1 - Blue"
		4 : "4 - Yellow"
		8 : "8 - Green"
	]
	team3_allies(choices) : "Yellow Allies" : 0 =
	[
		0 : "No Allies"
		1 : "1 - Blue"
		2 : "2 - Red" 
		8 : "8 - Green"
	]
	team4_allies(choices) : "Green Allies" : 0 =
	[
		0 : "No Allies"
		1 : "1 - Blue"
		2 : "2 - Red" 
		4 : "4 - Yellow"
	]
]
@PointClass base(TFSpawnInfo, TFOperations, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects4, TFMessages, Angles) size(-16 -16 -36, 16 16 36) color(255 128 0) = info_player_teamspawn : "TF Team Spawnpoint"
[
	g_a(choices) : "Goal activation" : 3 =
	[
		0 : "0 - only first gets..."
		1 : "1 - all get item"
		2 : "2 - all get message"
		3 : "3 - all get item/messages"
	]
	g_e(choices) : "Remove after spawn?" : 0 =
	[
		0 : "no"
		1 : "yes"
	]
	goal_result(choices) : "Pass AP to Activated Goals?" : 0 =
	[
		0 : "No"
		2 : "Yes"
	]
]
@PointClass base(info_player_teamspawn) size(-16 -16 -36, 16 16 36) color(255 128 0) = i_p_t : "TF Team Spawnpoint" []
@PointClass color(255 128 0) = info_tf_teamcheck : "Team check"
[
	targetname(string) : "Name to target this entity by"
	team_no(choices) : "Starting Team" : 1 =
	[
		1 : "Blue"
		2 : "Red"
		3 : "Yellow"
		4 : "Green"
	]
]
@PointClass color(255 128 0) = info_tf_teamset : "Team set"
[
	targetname(string) : "Name to target this entity by"
	target(string) : "Teamcheck to target"
	team_no(choices) : "Team" : 0 =
	[
		0 : "Alternate"
		1 : "Blue"
		2 : "Red"
		3 : "Yellow"
		4 : "Green"
	]
]
@PointClass color(255 128 0) = info_areadef : "Area definition (Deprecated)"
[
	areaname(string) : "ENTITY DEPRECATED"
]
@PointClass base(TFInfo1, TFInfo2, TFInfo3, TFCriteria, TFOperations, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects4, TFEffects5, Endround, TFMessages, Angles, AVelocity) size(32 32 32) color(255 255 0) = info_tfgoal : "TFC Goal"
[
	g_a(Choices) : "Goal Activation bitfields" : 0 =
	[
		0 : "0 - none"
		1 : "1 - player touch"
		2 : "2 - detpack explosion"
		4 : "4 - when criteria fails"
		2048 : "2048 - drop model to ground on spawn"
	]
	g_e(Choices) : "Goal Effects bitfields" : 1 =
	[
		1 : "1 - Activating Player(AP)"
		2 : "2 - APs team"
		4 : "4 - Not on APs team"
		8 : "8 - All except AP"
		16 : "16 - Walls obstruct radius"
		32 : "32 - Same environment only"
		64 : "64 - Check APA criteria individually"
	]
	goal_result(Choices) : "Goal Result bitfields" : 0 =
	[
		0 : "none"
		1 : "1 - remove immediately"
		2 : "2 - Sub-Goals apply mods"
		4 : "4 - scores, intermission, end"
		8 : "8 - Sub-goals don't apply mods"
		16 : "16 - Prevent Spy disguise"
		32 : "32 - Force respawn, no die"
		64 : "64 - Remove SG & dispensers"
	]
]
@SolidClass base(TFInfo1, TFInfo2, TFCriteria, TFOperations, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects4, TFEffects5, Endround, TFMessages) color(255 255 0) = i_t_g : "TFC Goal shortcut, solid"
[
	g_a(Choices) : "Goal Activation bitfields" : 1 =
	[
		0 : "0 - none"
		1 : "1 - player touch"
		2 : "2 - detpack explosion"
		4 : "4 - if Criteria fails"
	]
	g_e(Choices) : "Goal Effects bitfields" : 1 =
	[
		1 : "1 - Activating Player(AP)"
		2 : "2 - APs team"
		4 : "4 - Not on APs team"
		8 : "8 - All except AP"
		16 : "16 - Walls obstruct radius"
		32 : "32 - Same environment only"
		64 : "64 - Check APA individually"
	]
	
	goal_result(Choices) : "Goal Result bitfields" : 0 =
	[
		0 : "none"
		1 : "1 - remove immediately"
		2 : "2 - Sub-Goals apply mods"
		4 : "4 - scores, intermission, end"
		8 : "8 - Sub-goals don't apply mods"
		16 : "16 - Prevent Spy disguise"
		32 : "32 - Force respawn, no die"
		64 : "64 - Remove SG & dispensers"
	]
]
@PointClass base(TFInfo1, TFInfo2, TFInfo3, TFCriteria, TFOperations, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects4, TFEffects5, Endround, TFMessages, Angles) size(16 16 16) color(255 255 0) = info_tfgoal_timer : "Goal Timer"
[
	goal_state(choices) : "Goal Initial State" : 2 =
	[
		1 : "Active"
		2 : "Inactive"
		3 : "Removed"
	]
	search_time(integer) : "Time between activations"
	g_e(Choices) : "Goal Effects bitfields" : 0 =
	[
		0 : "None"
		16 : "16 - Walls obstruct radius"
		32 : "32 - Same environment only"
		64 : "64 - Check APA criteria individually"
	]
	goal_result(choices) : "Goal Result bitfields" : 0 =
	[
		0 : "None"
		1 : "1 - remove after activating"
		2 : "2 - Sub-Goals apply mod APA"
		4 : "4 - Display scores, end level"
		8 : "8 - Sub-goals don't apply mods"
		16 : "16 - Prevent Spy disguise"
		32 : "32 - Force respawn, no die"
		64 : "64 - If APA fails criteria"
		
	]
]
@PointClass base(info_tfgoal_timer) size(16 16 16) color(255 255 0) = i_t_t : "Goal Timer" []
@PointClass base(TFItemInfo, TFInfo2, TFInfo3, TFCriteria, TFOperations, TFOperat2, TFEffects1, TFEffects3, TFEffects4, TFEffects5, TFMessages, Angles, AVelocity) size(16 16 16) color(255 128 0) = item_tfgoal : "TF Goal Item"
[
	g_a(Choices) : "Goal Activation Bitfields" : 0 =
	[
		0 : "0 - none"
		1 : "1 - player glows"
		2 : "2 - move at half-speed"
		4 : "4 - drop item on death"
		8 : "8 - return upon death-drop"
		16 : "16 - return if removed by goal"
		32 : "32 - return if (128) is set"
		64 : "64 - if AP fails criteria"
		128 : "128 - remove after pause"
		256 : "256 - keep item when player dies"
		512 : "512 - glows when not carried"
		1024 : "1024 - player keeps effects"
		2048 : "2048 - drop to ground at spawn"
		4096 : "4096 - is droppable"
		8192 : "8192 - is solid"
	]
	
	// what the goal affects
	g_e(Choices) : "Goal Effects bitfields" : 1 =
	[
		1 : "1 - AP is affected"
		2 : "2 - APs team"
		4 : "4 - Not on APs team"
		8 : "8 - Everyone except AP"
		16 : "16 - Walls obstruct radius"
		32 : "32 - Same environment only"
		64 : "64 - Check APA individually"
	]
	speed_reduction(integer) : "Percentage of full speed" 
	pausetime(integer) : "Pause (stays on ground) seconds"
	distance(integer) : "All in group# being carried..."
	pain_finished(integer) : "...activate this goal"
	speed(integer) : "All in group # by 1 player.."
	attack_finished(integer) : "...activate this goal"
	impulse(integer) : "Activate/Restore goal on return"
	goal_result(choices) : "Goal Result bitfields" : 0 =
	[
		0 : "None"
		1 : "1 - remove after activating"
		2 : "2 - Sub-Goals apply mod AP"
		4 : "4 - Display scores, end level"
		8 : "8 - Sub-goals don't apply results to APA"
		16 : "16 - Prevent Spy disguise"
		32 : "32 - Force respawn, no die"
		64 : "64 - Remove SG & dispensers"
	]
	team_drop(string) : "Center msg, death drop, owner team"
	non_team_drop(string) : "Center msg, death drop, non owners"
	netname_team_drop(string) : "Console msg, death drop, owner team"
	netname_non_team_drop(string) : "Console msg, death drop, non owners"
	noise3(string) : "Return to start msg, team"
	noise4(string) : "Return to start msg, owners"
	items(choices) : "Highlight HUD items bitvalue" : 0 = 
	[
		0 : "No Highlighting"
		131072 : "Blue logo"
		262144 : "Red logo"
		16777216 : "Yellow logo"
		33554432 : "Green logo"
	]
	replacement_model(string) : "Replacement model"
	replacement_model_body(integer) : "Replacement model Body setting"
	replacement_model_skin(integer) : "Replacement model Skin setting"
	replacement_model_flags(choices) : "Replacement model Flags" : 0 =
	[
		1 : "1 - hide player's weapon model"
	]
]
@PointClass size(-16 -16 -24, 16 16 32) base(TFInfo1, TFInfo2, TFItemCriteria, TFArmor, Angles, AVelocity) = item_armor1 : "Green Armor" []
@PointClass size(-16 -16 -24, 16 16 32) base(TFInfo1, TFInfo2, TFItemCriteria, TFArmor, Angles, AVelocity) = item_armor2 : "Yellow Armor" []
@PointClass size(-16 -16 -24, 16 16 32) base(TFInfo1, TFInfo2, TFItemCriteria, TFArmor, Angles, AVelocity) = item_armor3 : "Red Armor" []
@PointClass size(-16 -16 0, 16 16 72) base(Target, Targetname, Angles, Targetx, TFItemCriteria, AVelocity) = item_artifact_envirosuit : "Envirosuit (Deprecated)" []
@PointClass size(-16 -16 0, 16 16 36) base(Target, Targetname, Angles, Targetx, TFItemCriteria, AVelocity) = item_artifact_invisibility : "Invisibility (Deprecated)" []
@PointClass size(-16 -16 0, 16 16 36) base(Target, Targetname, Angles, Targetx, TFItemCriteria, AVelocity) = item_artifact_invulnerability : "Invulnerability (Deprecated)" []
@PointClass size(-16 -16 0, 16 16 36) base(Target, Targetname, Angles, Targetx, TFItemCriteria, AVelocity) = item_artifact_super_damage : "Quad (Deprecated)" []
//
// HL Entities
//
@PointClass = _halflife_entities_below_ : "This is not an entity!" []
@PointClass iconsprite("sprites/speaker.spr") base(Targetname) = ambient_generic : "Ambient Generic"
[
	message(sound) : "WAV Name"
	health(integer) : "Volume (10 = loudest)" : 10
	preset(choices) :"Dynamic Presets" : 0 =
	[
		0: "None"
		1: "Huge Machine"
		2: "Big Machine"
		3: "Machine"
		4: "Slow Fade in" 
		5: "Fade in"
		6: "Quick Fade in"
		7: "Slow Pulse"
		8: "Pulse"
		9: "Quick pulse"
		10: "Slow Oscillator"
		11: "Oscillator"
		12: "Quick Oscillator"
		13: "Grunge pitch"
		14: "Very low pitch"
		15: "Low pitch"
		16: "High pitch"
		17: "Very high pitch"
		18: "Screaming pitch"
		19: "Oscillate spinup/down"
		20: "Pulse spinup/down"
		21: "Random pitch"
		22: "Random pitch fast"
		23: "Incremental Spinup"
		24: "Alien"
		25: "Bizzare"
		26: "Planet X"
		27: "Haunted"
	]
	volstart(integer) : "Start Volume" : 0
	fadein(integer) : "Fade in time (0-100)" : 0
	fadeout(integer) : "Fade out time (0-100)" : 0
	pitch(integer) : "Pitch (> 100 = higher)" : 100
	pitchstart(integer) : "Start Pitch" : 100
	spinup(integer) : "Spin up time (0-100)" : 0
	spindown(integer) : "Spin down time (0-100)" : 0
	lfotype(integer) : "LFO type 0)off 1)sqr 2)tri 3)rnd" : 0
	lforate(integer) : "LFO rate (0-1000)" : 0
	lfomodpitch(integer) : "LFO mod pitch (0-100)" : 0
	lfomodvol(integer) : "LFO mod vol (0-100)" : 0
	cspinup(integer) : "Incremental spinup count" : 0
	spawnflags(flags) =
	[
		1: "Play Everywhere" : 0
		2: "Small Radius" : 0
		4: "Medium Radius" : 1
		8: "Large Radius" : 0
		16:"Start Silent":0
		32:"Is NOT Looped":0
	]
]
@SolidClass base(Target, RenderFields, RenderFxChoices, ZLightflags, TFButtonCriteria, TFOperations, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects4b, TFEffects5, TFMessages ) = button_target : "Target Button"
[
	master(string) : "Master"
	spawnflags(flags) =
	[
		1: "Use Activates" : 1
		2: "Start On" : 0
	] 
]
@PointClass base(Targetname, Angles, AVelocity) size(-16 -16 0, 16 16 72) = cycler : "Model Cycler" 
[
	model(studio) : "Model"
	renderfx(choices) :"Render FX" : 0 =
	[
		0: "Normal"
		1: "Slow Pulse"
		2: "Fast Pulse"
		3: "Slow Wide Pulse"
		4: "Fast Wide Pulse"
		9: "Slow Strobe"
		10: "Fast Strobe"
		11: "Faster Strobe"
		12: "Slow Flicker"
		13: "Fast Flicker"
		5: "Slow Fade Away"
		6: "Fast Fade Away"
		7: "Slow Become Solid"
		8: "Fast Become Solid"
		14: "Constant Glow"
		15: "Distort"
		16: "Hologram (Distort + fade)"
	]
	rendermode(choices) : "Render Mode" : 0 =
	[
		0: "Normal"
		1: "Color"
		2: "Texture"
		3: "Glow"
		4: "Solid"
		5: "Additive"
	]
	renderamt(integer) : "FX Amount (1 - 255)"
	rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
]
@PointClass base(Targetname, Angles, RenderFields, RenderFxChoices) sprite() = cycler_sprite : "Sprite Cycler" 
[
	model(sprite) : "Sprite"
	framerate(integer) : "Frames per second" : 10
]
//
// Environmental effects
//
@PointClass base(Targetname, RenderFxChoices) size(-16 -16 -16, 16 16 16) = env_beam : "Energy Beam Effect"
[
	LightningStart(target_destination) : "Start Entity" 
	LightningEnd(target_destination) : "Ending Entity" 
	renderamt(integer) : "Brightness (1 - 255)" : 100
	rendercolor(color255) : "Beam Color (R G B)" : "0 0 0"
	Radius(integer) : "Radius" : 256
	life(string) : "Life (seconds 0 = infinite)" : "1"
	BoltWidth(integer) : "Width of beam (pixels*0.1 0-255)" : 20
	NoiseAmplitude(integer) : "Amount of noise (0-255)" : 0
	texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr"
	TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35
	framerate(integer) : "Frames per 10 seconds" : 0
	framestart(integer) : "Starting Frame" : 0
	StrikeTime(string) : "Strike again time (secs)" : "1"
	damage(string) : "Damage / second" : "0"
	spawnflags(flags) = 
	[
		1 : "Start On" : 0
		2 : "Toggle" : 0
		4 : "Random Strike" : 0
		8 : "Ring" : 0
		16: "StartSparks" : 0
		32: "EndSparks" : 0
		64: "Decal End" : 0
		128: "Shade Start" : 0
		256: "Shade End" : 0
	]
]
@PointClass base(Targetname, Angles) size(-4 -4 -4, 4 4 4) = env_beverage : "Beverage Dispenser"
[
	health(integer) : "Capacity" : 10
	skin(choices) : "Beverage Type" : 0 = 
	[
		0 : "Coca-Cola"
		1 : "Sprite"
		2 : "Diet Coke"
		3 : "Orange"
		4 : "Surge"
		5 : "Moxie"
		6 : "Random"
	]
]
@PointClass base(Targetname, Angles) size(-16 -16 -16, 16 16 16) color(255 0 0) = env_blood : "Blood Effects" 
[
	color(choices) : "Blood Color" : 0 =
	[
		0 : "Red (Human)"
		1 : "Yellow (Alien)"
	]
	amount(string) : "Amount of blood (damage to simulate)" : "100"
	spawnflags(flags) =
	[
		1: "Random Direction" : 0
		2: "Blood Stream" : 0
		4: "On Player" : 0
		8: "Spray decals" : 0
	]
]
@SolidClass base(Targetname) = env_bubbles : "Bubble Volume" 
[
	density(integer) : "Bubble density" : 2
	frequency(integer) : "Bubble frequency" : 2
	current(integer) : "Speed of Current" : 0
	spawnflags(Flags) = 
	[
		1 : "Start Off" 	: 0
	]
]
@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = env_explosion : "Explosion" 
[
	iMagnitude(Integer) : "Magnitude" : 100
	spawnflags(flags) =
	[
		1: "No Damage" : 0
		2: "Repeatable" : 0
		4: "No Fireball" : 0
		8: "No Smoke" : 0
		16: "No Decal" : 0
		32: "No Sparks" : 0
	]
]
@PointClass base(Targetname) color(255 255 128) = env_global : "Global State"
[
	globalstate(string) : "Global State to Set"
	triggermode(choices) : "Trigger Mode" : 0 =
	[
		0 : "Off"
		1 : "On"
		2 : "Dead"
		3 : "Toggle"
	]
	initialstate(choices) : "Initial State" : 0 =
	[
		0 : "Off"
		1 : "On"
		2 : "Dead"
	]
	spawnflags(flags) =
	[
		1 : "Set Initial State" : 0
	]
]
@PointClass sprite() base(Targetname, RenderFields, RenderFxChoices) size(-4 -4 -4, 4 4 4) color(30 100 0) = env_glow : "Light Glow/Haze" 
[
	model(sprite) : "Sprite Name" : "sprites/glow01.spr"
	scale(integer) : "Scale" : 1
]
@PointClass base(Targetname) = env_fade : "Screen Fade" 
[
	spawnflags(flags) =
	[
		1: "Fade From" : 0
		2: "Modulate" : 0
		4: "Activator Only" : 0
	]
	duration(string) : "Duration (seconds)" : "2"
	holdtime(string) : "Hold Fade (seconds)" : "0"
	renderamt(integer) : "Fade Alpha" : 255
	rendercolor(color255) : "Fade Color (R G B)" : "0 0 0"
]
@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = env_funnel : "Large Portal Funnel" 
[
	spawnflags(flags) =
	[
		1: "Reverse" : 0
	]
]
@PointClass base(Targetname, RenderFxChoices, Angles) size(-16 -16 -16, 16 16 16) = env_laser : "Laser Beam Effect"
[
	LaserTarget(target_destination) : "Target of Laser" 
	renderamt(integer) : "Brightness (1 - 255)" : 100
	rendercolor(color255) : "Beam Color (R G B)" : "0 0 0"
	width(integer) : "Width of beam (pixels*0.1 0-255)" : 20
	NoiseAmplitude(integer) : "Amount of noise (0-255)" : 0
	texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr"
	EndSprite(sprite) : "End Sprite" : ""
	TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35
	framestart(integer) : "Starting Frame" : 0
	damage(string) : "Damage / second" : "100"
	spawnflags(flags) = 
	[
		1 : "Start On" : 0
		16: "StartSparks" : 0
		32: "EndSparks" : 0
		64: "Decal End" : 0
	]
]
@PointClass base(Targetname, Target) = env_message : "HUD Text Message" 
[
	message(string) : "Message Name"
	spawnflags(flags) =
	[
		1: "Play Once" : 0
		2: "All Clients" : 0
	]
	messagesound(sound) : "Sound Effect"
	messagevolume(string) : "Volume 0-10" : "10"
	messageattenuation(Choices) : "Sound Radius" : 0 =
	[
		0 : "Small Radius"
		1 : "Medium Radius"
		2 : "Large Radius"
		3 : "Play Everywhere"
	]
]
@PointClass base(Targetname, Target, RenderFields, RenderFxChoices) size(-16 -16 -16, 16 16 16) color(100 100 0) = env_render : "Render Controls"
[
	spawnflags(flags) =
	[
		1: "No Renderfx" : 0
		2: "No Renderamt" : 0
		4: "No Rendermode" : 0
		8: "No Rendercolor" : 0
	]
]
@PointClass base(Targetname) = env_shake : "Screen Shake" 
[
	spawnflags(flags) =
	[
		1: "Global Shake" : 0
	]
	amplitude(string) : "Amplitude 0-16" : "4"
	radius(string) : "Effect radius" : "500"
	duration(string) : "Duration (seconds)" : "1"
	frequency(string) : "0.1 = jerk, 255.0 = rumble" : "2.5"
]
@PointClass base(Targetname, Angles, gibshooterbase, RenderFields, RenderFxChoices) size(-16 -16 -16, 16 16 16) = env_shooter : "Model Shooter"
[
	shootmodel(studio) : "Model or Sprite name" : ""
	shootsounds(choices) :"Material Sound" : -1 =
	[
		-1: "None"
		0: "Glass"
		1: "Wood"
		2: "Metal"
		3: "Flesh"
		4: "Concrete" 
	]
	scale(string) : "Gib Sprite Scale" : ""
	skin(integer) : "Gib Skin" : 0
]
@PointClass iconsprite("sprites/speaker.spr") = env_sound : "DSP Sound" 
[
	radius(integer) : "Radius" : 128
	roomtype(Choices) : "Room Type" : 0 =
	[
		0 : "Normal (off)"
		1 : "Generic"
		
		2 : "Metal Small"
		3 : "Metal Medium"
		4 : "Metal Large"
	
		5 : "Tunnel Small"
		6 : "Tunnel Medium"
		7 : "Tunnel Large"
	
		8 : "Chamber Small"
		9 : "Chamber Medium"
		10: "Chamber Large"
		11: "Bright Small"
		12: "Bright Medium"
		13: "Bright Large"
		14: "Water 1"
		15: "Water 2"
		16: "Water 3"
		17: "Concrete Small"
		18: "Concrete Medium"
		19: "Concrete Large"
		20: "Big 1"
		21: "Big 2"
		22: "Big 3"
		23: "Cavern Small"
		24: "Cavern Medium"
		25: "Cavern Large"
		26: "Weirdo 1"
		27: "Weirdo 2"
		28: "Weirdo 3"
	]
]
@PointClass base(Targetname, Angles) size(-16 -16 -16, 16 16 16) = env_spark : "Spark" 
[
	MaxDelay(string) : "Max Delay" : "0"
	spawnflags(flags) =
	[
		32: "Toggle" : 0
		64: "Start ON" : 0
	]
]
@PointClass sprite() base(Angles, Targetname, RenderFields, RenderFxChoices) size(-4 -4 -4, 4 4 4) = env_sprite : "Sprite Effect" 
[
	framerate(string) : "Framerate" : "10.0"
	model(sprite) : "Sprite Name" : "sprites/glow01.spr"
	scale(string) : "Scale" : ""
	spawnflags(flags) =
	[
		1: "Start ON" : 0
		2: "Play Once" : 0
	]
]
@SolidClass base(Targetname, Breakable, RenderFields, RenderFxChoices, ZLightflags, TFButtonCriteria, AVelocity) = func_breakable : "Breakable Object" 
[
	spawnflags(flags) =
	[
		1 : "Only Trigger" : 0
		2 : "Touch"	 : 0
		4 : "Pressure" : 0
		256: "Instant Crowbar" : 0
	]
]
@SolidClass base(Targetname, Target, Angles, Button, RenderFields, RenderFxChoices, ZLightflags, TFButtonCriteria, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFMessages, AVelocity) = func_button : "Button" []
@SolidClass base(RenderFields, RenderFxChoices, ZLightflags, Targetname, Angles) = func_conveyor : "Conveyor Belt" 
[
	spawnflags(flags) =
	[
		1 : "No Push" : 0
		2 : "Not Solid" : 0
	]
	speed(string) : "Conveyor Speed" : "100"
]
@SolidClass base(Targetname, Angles, Door1, Door2, RenderFields, RenderFxChoices, ZLightflags, TFButtonCriteria, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects5, TFMessages, AVelocity) = func_door : "Basic door" []
@SolidClass base(Targetname, Angles, Door1, Door2, RenderFields, RenderFxChoices, ZLightflags, TFButtonCriteria, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects5, TFMessages) = func_door_rotating : "Rotating door" 
[
	spawnflags(flags) =
	[
		2 : "Reverse Dir" : 0
		16: "One-way" : 0
		64: "X Axis" : 0
		128: "Y Axis" : 0
	]
	distance(integer) : "Distance (deg)" : 90
]
@SolidClass base(RenderFields, RenderFxChoices, ZLightflags) = func_friction : "Surface with a change in friction" 
[
	modifier(integer) : "Percentage of standard (0 - 100)" : 15
]
@SolidClass base(Targetname, RenderFields, RenderFxChoices, ZLightflags, TFButtonCriteria, AVelocity) = func_guntarget : "Moving target" 
[
	speed(integer) : "Speed (units per second)" : 100
	target(target_source) : "First stop target"
	message(target_source) : "Fire on damage"
	health(integer) : "Damage to Take" : 0
]
@SolidClass base(RenderFields, RenderFxChoices, ZLightflags, TFCriteria) = func_healthcharger: "Wall health recharger" 
[
	 dmdelay(integer) : "Deathmatch recharge delay" : 0
]
@SolidClass base(Targetname, RenderFields, RenderFxChoices, ZLightflags, AVelocity) = func_illusionary : "Fake Wall/Light" 
[
	skin(choices) : "Contents" : -1 =
	[
		-1: "Empty"
		-7: "Volumetric Light"
	]
]
@SolidClass base (Targetname) = func_ladder : "Ladder" []
@SolidClass base(Targetname) = func_mortar_field : "Mortar Field" 
[
	m_flSpread(integer) : "Spread Radius" : 64
	m_iCount(integer) : "Repeat Count" : 1
	m_fControl(Choices) : "Targeting" : 0 =
	[
		0 : "Random"
		1 : "Activator"
		2 : "Table"
	]
	m_iszXController(target_destination) : "X Controller"
	m_iszYController(target_destination) : "Y Controller"
]
@SolidClass base(Targetname, Angles, RenderFields, RenderFxChoices, ZLightflags) = func_pendulum : "Swings back and forth" 
[
	speed(integer) : "Speed" : 100
	distance(integer) : "Distance (deg)" : 90
	damp(integer) : "Damping (0-1000)" : 0
	dmg(integer) : "Damage inflicted when blocked" : 0
	spawnflags(flags) =
	[
		1: "Start ON" : 0
		8: "Passable" : 0
		16: "Auto-return" : 0
		64: "X Axis" : 0
		128: "Y Axis" : 0
	]
]
@SolidClass base(Targetname, RenderFields, RenderFxChoices, ZLightflags, PlatSounds, TFButtonCriteria, AVelocity) = func_plat : "Moving Platform" 
[
	spawnflags(Flags) =
	[
		1: "Toggle" : 0
	]
	height(integer) : "Travel altitude (can be negative)" : 0
	speed(integer) : "Speed" : 50
]	
@SolidClass base(Targetname, Angles, RenderFields, RenderFxChoices, ZLightflags, PlatSounds, TFButtonCriteria) = func_platrot : "Moving Rotating platform" 
[
	spawnflags(Flags) =
	[
		1: "Toggle" : 0
		64: "X Axis" : 0
		128: "Y Axis" : 0
	]
	speed(integer) : "Speed of rotation" : 50
	height(integer) : "Travel altitude (can be negative)" : 0
	rotation(integer) : "Spin amount" : 0
]
@SolidClass base(Targetname, Breakable, RenderFields, RenderFxChoices, ZLightflags) = func_pushable : "Pushable object"
[
	size(choices) : "Hull Size" : 0 =
	[
		0: "Point size"
		1: "Player size"
		2: "Big Size"
		3: "Player duck"
	]
	spawnflags(flags) =
	[
		128: "Breakable" : 0
	]
	friction(integer) : "Friction (0-400)" : 50
	buoyancy(integer) : "Buoyancy" : 20
]
@SolidClass base(RenderFields, RenderFxChoices, ZLightflags, TFCriteria) = func_recharge: "Battery recharger" 
[
	dmdelay(integer) : "Deathmatch recharge delay" : 0
]
@SolidClass base(Targetname, Angles, RenderFields, RenderFxChoices, ZLightflags, TFButtonCriteria, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects5) = func_rot_button : "RotatingButton" 
[
	g_a(Choices) : "Goal Activation bitfields" : 1 =
	[
		0 : "0 - none"
		4 : "4 - if AP fails criteria"
		8 : "8 - hit by engin. spanner"
	]
	// what the goal affects
	g_e(Choices) : "Goal Effects bitfields" : 1 =
	[
		1 : "1 - Activating Player(AP)"
		2 : "2 - APs team"
		4 : "4 - Not on APs team"
		8 : "8 - Not the AP"
		16 : "16 - Walls obstruct radius"
		32 : "32 - Same environment only"
	]
	
	goal_result(Choices) : "Goal Result bitfields" : 0 =
	[
		0 : "none"
		2 : "2 - Sub-goals apply AP mods"
		4 : "4 - scores, intermission, end"
		8 : "8 - Sub-Goals don't apply results"
		16 : "16 - Prevent Spy disguise"
		32 : "32 - Force respawn, no die"
	]
	target(target_destination) : "Targetted object"
	// changetarget will change the button's target's TARGET field to the button's changetarget.
	changetarget(target_destination) : "ChangeTarget Name"
	master(string) : "Master" 
	speed(integer) : "Speed" : 50
	health(integer) : "Health (shootable if > 0)"
	sounds(choices) : "Sounds" : 21 = 
	[
		21: "Squeaky"
		22: "Squeaky Pneumatic"
		23: "Ratchet Groan"
		24: "Clean Ratchet"
		25: "Gas Clunk"
	]
	wait(choices) : "Delay before reset" : 3 =
	[
		-1: "Stays pressed"
	]
	delay(string) : "Delay before trigger" : "0"
	distance(integer) : "Distance (deg)" : 90
	spawnflags(flags) =
	[
		1 : "Not solid" : 0
		2 : "Reverse Dir" : 0
		32: "Toggle" : 0
		64: "X Axis" : 0
		128: "Y Axis" : 0
		256:"Touch Activates": 0
	]
]
@SolidClass base(Targetname, Angles, RenderFields, RenderFxChoices, ZLightflags) = func_rotating : "Rotating Object"
[
	speed(integer)	: "Rotation Speed" : 0
	volume(integer) : "Volume (10 = loudest)" : 10
	fanfriction(integer) : "Friction (0 - 100%)" : 20
	sounds(choices) : "Fan Sounds" : 0 =
	[
		0 : "No Sound" 
		1 : "Fast Whine"
		2 : "Slow Rush"
		3 : "Medium Rickety"
		4 : "Fast Beating"
		5 : "Slow Smooth"
	]
	message(sound) : "WAV Name"
	spawnflags(flags) =
	[
		1 : "Start ON" 		: 0
		2 : "Reverse Direction" : 0
		4 : "X Axis" 		: 0
		8 : "Y Axis" 		: 0
		16: "Acc/Dcc"		: 0
		32: "Fan Pain"		: 0
		64: "Not Solid"		: 0
		128: "Small Radius" : 0
		256: "Medium Radius" : 0
		512: "Large Radius" : 0
	]
	spawnorigin(string) : "X Y Z - Move here after lighting" : "0 0 0"
	dmg(integer) : "Damage inflicted when blocked" : 0
]
@SolidClass base(BaseTank, Targetname, Target, Angles, RenderFields, RenderFxChoices, ZLightflags) = func_tank : "Brush Gun Turret" 
[
	bullet(choices) : "Bullets" : 0 = 
	[
		0: "None"
		1: "9mm"
		2: "MP5"
		3: "12mm"
	]
]
@SolidClass base(Targetname, TFButtonCriteria) = func_tankcontrols : "Tank controls"
[
	target(target_destination) : "Tank entity name"
]
@SolidClass base(BaseTank, Targetname, Target, Angles, RenderFields, RenderFxChoices, ZLightflags) = func_tanklaser : "Brush Laser Turret" 
[
	laserentity(target_source) : "env_laser Entity"
]
@SolidClass base(BaseTank, Targetname, Target, Angles, RenderFields, RenderFxChoices, ZLightflags) = func_tankrocket : "Brush Rocket Turret" []
@SolidClass base(BaseTank, Targetname, Target, Angles, RenderFields, RenderFxChoices, ZLightflags) = func_tankmortar : "Brush Mortar Turret" 
[
	iMagnitude(Integer) : "Explosion Magnitude" : 100
]
@SolidClass base(Trackchange, Targetname, RenderFields, RenderFxChoices, ZLightflags, PlatSounds) = func_trackautochange : "Automatic track changing platform" []
@SolidClass base(Trackchange, Targetname, RenderFields, RenderFxChoices, ZLightflags, PlatSounds) = func_trackchange : "Train track changing platform" []
@SolidClass base(Targetname, RenderFields, RenderFxChoices, ZLightflags) = func_tracktrain : "Track Train" 
[
	spawnflags(flags) =
	[
		1 : "No Pitch (X-rot)" : 0
		2 : "No User Control" : 0
		8 : "Passable" : 0
	]
	target(target_destination) : "First stop target"
	sounds(choices) : "Sound" : 0 =
	[
		0: "None"
		1: "Rail 1"
		2: "Rail 2"
		3: "Rail 3"
		4: "Rail 4"
		5: "Rail 6"
		6: "Rail 7"
	]
	wheels(integer) : "Distance between the wheels" : 50
	height(integer) : "Height above track" : 4
	startspeed(integer) : "Initial speed" : 0
	speed(integer) : "Speed (units per second)" : 64
	dmg(integer) : "Damage on crush" : 0	
	volume(integer) : "Volume (10 = loudest)" : 10
	bank(string) : "Bank angle on turns" : "0"
]
@SolidClass base(TFButtonCriteria) = func_traincontrols : "Train Controls"
[
	target(target_destination) : "Train Name"
]
@SolidClass base(Targetname, RenderFields, RenderFxChoices, ZLightflags, AVelocity) = func_train : "Platform follows paths" 
[
	target(target_source) : "First stop target"
	movesnd(choices) : "Move Sound" : 0 = 
	[
		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"
	]
	stopsnd(choices) : "Stop Sound" : 0 = 
	[
		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"
	]
	speed(integer) : "Speed (units per second)" : 64
	dmg(integer) : "Damage on crush" : 0
	skin(integer) : "Contents" : 0
	volume(string) : "Sound Volume 0.0 - 1.0" : "0.85"
	spawnflags(flags) =
	[
		8 : "Not solid" : 0
	]
]
@SolidClass base(Targetname, RenderFields, RenderFxChoices, ZLightflags) = func_wall : "Wall" []
@SolidClass base(func_wall) = func_wall_toggle : "Toggleable geometry" 
[
	spawnflags(flags) =
	[
		1 : "Starts Invisible" : 0
	]
]
@SolidClass base(Targetname, Angles, Door2, RenderFields, RenderFxChoices, ZLightflags) = func_water : "Liquid" 
[
	spawnflags(flags) =
	[
		1 : "Starts Open" : 0
		256:"Use Only" : 0
	]
	skin(choices) : "Contents" : -3 =
	[
		-3: "Water"
		-4: "Slime"
		-5: "Lava"
	]
	WaveHeight(string) : "Wave Height" : "0"
]
@PointClass base(Targetname, Angles, gibshooterbase) = gibshooter : "Gib Shooter" []
//
// info entities
//
@PointClass decal() base(Targetname) = infodecal : "Decal"
[
	texture(decal)
]
@PointClass size(-8 -8 0, 8 8 32) = info_compile_parameters : "ZHLT Compile Options Entity" 
[ 
 texdata(string) : "Texture Data Memory (in KB)" : "4096" 
 estimate(choices) : "Estimate Compile Times?" : 0 = 
 [ 
 0: "Yes" 
 1: "No" 
 ] 
 bounce(integer) : "Number of radiosity bounces" : 0 
 ambient(string) : "Ambient world light (0.0 to 1.0, R G B)" : "0 0 0" 
 smooth(integer) : "Smoothing threshold (in degrees)" : 0 
 dscale(integer) : "Direct Lighting Scale" : 1 
 chop(integer) : "Chop Size" : 64 
 texchop(integer) : "Texture Light Chop Size" : 32 
 hullfile(string) : "Custom Hullfile" 
 priority(choices) : "Priority Level" : 0 =
 [
 0 : "Normal"
 1 : "High"
 -1 : "Low"
 ]
 wadautodetect(choices) : "Wad Auto Detect" : 0 =
 [
 0 : "Off"
 1 : "On"
 ]
 wadconfig(string) : "Custom Wad Configuration" : ""
 verbose(choices) : "Verbose compile messages" : 0 =
 [
 0 : "Off"
 1 : "On"
 ]
 noclipeconomy(choices) : "Strip Uneeded Clipnodes?" : 1 = 
 [
 1 : "Yes"
 0 : "No"
 ]
 spawnflags(flags) = 
 [ 
 1 : "Run CSG" : 1 
 2 : " No Clip" : 0 
 4 : " Only Ents" : 0 
 8 : " No Sky Clip" : 0 
 32 : "Run BSP" : 1 
 64 : " Leak Only" : 0 
 128 : " No Clip" : 0 
 256 : "Run VIS" : 1 
 512 : " Fast " : 0 
 2048 : "Run RAD" : 1 
 4096 : " Sparse " : 0 
 8192 : " Circus Mode" : 0 
 16384 : " Extra Mode " : 0 
 ] 
]
@PointClass base(Target, Angles, AVelocity) size(-4 -4 -4, 4 4 4) color(0 255 0) = info_intermission : "Intermission Spot" []
@PointClass base(Targetname) = info_null : "info_null (spotlight target)" []
@PointClass base(Angles) size(-16 -16 -36, 16 16 36) color(0 255 0) = info_player_start : "Player start" []
@PointClass base(Targetname) size(-4 -4 -4, 4 4 4) color(200 100 50) = info_target : "Beam Target" []
@PointClass size(-8 -8 0, 8 8 16) color(0 255 0) base(Targetname, Angles) = info_teleport_destination : "Teleport destination" []
@PointClass color(255 128 0) = info_texlights : "ZHLT Texture Light Config" []
//
//HL items
//
@PointClass size(-16 -16 0, 16 16 36) base(Target, Targetname, Angles, Targetx, TFItemCriteria, AVelocity) = item_antidote : "Poison antidote" []
// PV: CAUTION! Misprogrammed in TFC! Will only charge to 100 armor and will over-charge classes with max armor <100!
@PointClass size(-16 -16 0, 16 16 36) base(Target, Targetname, Angles, Targetx, TFItemCriteria, AVelocity) = item_battery : "HEV battery" []
@PointClass size(-16 -16 0, 16 16 36) base(Target, Targetname, Angles, Targetx, TFItemCriteria, AVelocity) = item_healthkit : "Small Health Kit" []
@PointClass size(-16 -16 0, 16 16 36) base(Target, Targetname, Angles, Targetx, TFItemCriteria, AVelocity) = item_longjump : "Longjump Module" []
//
// lights
//
@PointClass iconsprite("sprites/lightbulb.spr") base(Target, Targetname) = light : "Invisible lightsource"
[
	spawnflags(Flags) = [ 1 : "Initially dark" : 0 ]
	_light(color255) : "Brightness" : "255 255 128 200"
 style(Choices) : "Appearance" : 0 =
	[
		0 : "Normal"
		10: "Fluorescent flicker"
		2 : "Slow, strong pulse"
		11: "Slow pulse, noblack"
		5 : "Gentle pulse"
		1 : "Flicker A"
		6 : "Flicker B"
		3 : "Candle A"
		7 : "Candle B"
		8 : "Candle C"
		4 : "Fast strobe"
		9 : "Slow strobe"
	]
	pattern(string) : "Custom Appearance"
]
@PointClass iconsprite("sprites/lightbulb.spr") base(Targetname, Target, Angles) = light_spot : "Spotlight" 
[
	_cone(integer) : "Inner (bright) angle" : 30
	_cone2(integer) : "Outer (fading) angle" : 45
	pitch(integer) : "Pitch" : -90
	_light(color255) : "Brightness" : "255 255 128 200"
	_sky(Choices) : "Is Sky" : 0 = 
	[ 
		0 : "No"
		1 : "Yes"
	]
	spawnflags(Flags) = [ 1 : "Initially dark" : 0 ]
 style(Choices) : "Appearance" : 0 =
	[
		0 : "Normal"
		10: "Fluorescent flicker"
		2 : "Slow, strong pulse"
		11: "Slow pulse, noblack"
		5 : "Gentle pulse"
		1 : "Flicker A"
		6 : "Flicker B"
		3 : "Candle A"
		7 : "Candle B"
		8 : "Candle C"
		4 : "Fast strobe"
		9 : "Slow strobe"
	]
	pattern(string) : "Custom Appearance"
]
@PointClass base(Angles) iconsprite("sprites/lightbulb.spr") = light_environment : "Environmental Light" 
[
	pitch(integer) : "Pitch" : 0
	_light(color255) : "Brightness" : "255 255 128 200"
]
@SolidClass base(Targetname, Angles, Door1, Door2, RenderFields, RenderFxChoices, ZLightflags, TFButtonCriteria, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects5, TFMessages, AVelocity) = momentary_door : "Momentary/Continuous door" 
[
	spawnflags(flags) =
	[
		1 : "Starts Open" : 0
	]
]
@SolidClass base(Targetname, Target, Angles, RenderFields, RenderFxChoices, ZLightflags, TFButtonCriteria, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects5, TFMessages) = momentary_rot_button : "Direct wheel control" 
[
	speed(integer) : "Speed" : 50
	master(string) : "Master" 
	sounds(choices) : "Sounds" : 0 = 
	[
		0: "None"
		1: "Big zap & Warmup"
		2: "Access Denied"
		3: "Access Granted"
		4: "Quick Combolock"
		5: "Power Deadbolt 1"
		6: "Power Deadbolt 2"
		7: "Plunger"
		8: "Small zap"
		9: "Keycard Sound"
		21: "Squeaky"
		22: "Squeaky Pneumatic"
		23: "Ratchet Groan"
		24: "Clean Ratchet"
		25: "Gas Clunk"
	]
	distance(integer) : "Distance (deg)" : 90
	returnspeed(integer) : "Auto-return speed" : 0
	spawnflags(flags) =
	[
		1: "Door Hack" : 0
		2: "Not useable" : 0
		16: "Auto Return" : 0
		64: "X Axis" : 0
		128: "Y Axis" : 0
	]
]
@PointClass base(Monster, Target, Targetname, Angles, RenderFields, RenderFxChoices) size(-16 -16 -32, 16 16 32) = monster_miniturret : "Mini Auto Turret"
[
	orientation(Choices) : "Orientation" : 0 =
	[
		0 : "Floor Mount"
		1 : "Ceiling Mount"
	]
]
@PointClass base(Monster, Target, Targetname, Angles, RenderFields, RenderFxChoices) size(-32 -32 -32, 32 32 32) = monster_turret : "Auto Turret"
[
	orientation(Choices) : "Orientation" : 0 =
	[
		0 : "Floor Mount"
		1 : "Ceiling Mount"
	]
]
@PointClass base(Monster, Target, Targetname, Angles, RenderFields, RenderFxChoices) size(-16 -16 0, 16 16 72) = monster_sentry : "Sentry Turret Gun" []
@PointClass base(Targetname) color(255 128 0) = multi_manager : "MultiTarget Manager" 
[
	spawnflags(Flags) = 
	[
		1 : "Multithreaded" : 0
	]
]
@PointClass base(Targetname, Target) color(128 255 128) = multisource : "Multisource"
[
	globalstate(string) : "Global State Master"
]
@PointClass base(Targetname, Angles) size(16 16 16) color(247 181 82) = path_corner : "Moving platform stop"
[
	spawnflags(Flags) =
	[
		1: "Wait for retrigger" : 0
		2: "Teleport" : 0
		4: "Fire once" : 0
	]
	target(target_destination) : "Next stop target"
	message(target_destination) : "Fire On Pass"
	wait(integer) : "Wait here (secs)" : 0
	speed(integer) : "New Train Speed" : 0
	yaw_speed(integer) : "New Train Rot. Speed" : 0
]
@PointClass base(Targetname, Angles) size(16 16 16) = path_track : "Train Track Path"
[
	spawnflags(Flags) =
	[
		1: "Disabled" : 0
		2: "Fire once" : 0
		4: "Branch Reverse" : 0
		8: "Disable train" : 0
	]
	target(target_destination) : "Next stop target"
	message(target_destination) : "Fire On Pass"
	altpath(target_destination) : "Branch Path"
	netname(target_destination) : "Fire on dead end"
	speed(integer) : "New Train Speed" : 0
]
@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = player_weaponstrip : "Strips player's weapons" []
@PointClass base(Targetname) = target_cdaudio : "CD Audio Target"
[
	health(choices) : "Track #" : -1 =
	[
		-1 : "Stop"
		1 : "Track 1"
		2 : "Track 2"
		3 : "Track 3"
		4 : "Track 4"
		5 : "Track 5"
		6 : "Track 6"
		7 : "Track 7"
		8 : "Track 8"
		9 : "Track 9"
		10 : "Track 10"
		11 : "Track 11"
		12 : "Track 12"
		13 : "Track 13"
		14 : "Track 14"
		15 : "Track 15"
		16 : "Track 16"
		17 : "Track 17"
		18 : "Track 18"
		19 : "Track 19"
		20 : "Track 20"
		21 : "Track 21"
		22 : "Track 22"
		23 : "Track 23"
		24 : "Track 24"
		25 : "Track 25"
		26 : "Track 26"
		27 : "Track 27"
		28 : "Track 28"
		29 : "Track 29"
		30 : "Track 30"
	]
	radius(string) : "Player Radius"
]
//
// Triggers
//
@PointClass base(Target, Targetx, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects5) = trigger_auto : "AutoTrigger"
[
	spawnflags(Flags) =
	[
		1 : "Remove On fire" : 1
	]
	globalstate(string) : "Global State to Read"
	triggerstate(choices) : "Trigger State" : 0 = 
	[
		0 : "Off"
		1 : "On"
		2 : "Toggle"
	]
]
@PointClass base(Target, Targetx, Targetname, TFButtonCriteria) = trigger_camera : "Trigger Camera" 
[
	wait(integer) : "Hold time" : 10
	moveto(string) : "Path Corner"
	spawnflags(flags) =
	[
		1: "Start At Player" : 1
		2: "Follow Player" : 1
		4: "Freeze Player" : 0
	]
	speed(string) : "Initial Speed" : "0"
	acceleration(string) : "Acceleration units/sec^2" : "500"
	deceleration(string) : "Stop Deceleration units/sec^2" : "500"
]
@SolidClass base(Targetname) = trigger_cdaudio : "Trigger CD Audio"
[
	health(choices) : "Track #" : -1 =
	[
		-1 : "Stop"
		1 : "Track 1"
		2 : "Track 2"
		3 : "Track 3"
		4 : "Track 4"
		5 : "Track 5"
		6 : "Track 6"
		7 : "Track 7"
		8 : "Track 8"
		9 : "Track 9"
		10 : "Track 10"
		11 : "Track 11"
		12 : "Track 12"
		13 : "Track 13"
		14 : "Track 14"
		15 : "Track 15"
		16 : "Track 16"
		17 : "Track 17"
		18 : "Track 18"
		19 : "Track 19"
		20 : "Track 20"
		21 : "Track 21"
		22 : "Track 22"
		23 : "Track 23"
		24 : "Track 24"
		25 : "Track 25"
		26 : "Track 26"
		27 : "Track 27"
		28 : "Track 28"
		29 : "Track 29"
		30 : "Track 30"
	]
]
@PointClass base(Target, Targetx, Targetname, TFCriteria, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects5) = trigger_changetarget : "Trigger Change Target"
[
	m_iszNewTarget(string) : "New Target"
]
@SolidClass base(Trigger, Target, Targetname, TFCriteria, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects5) = trigger_counter : "Trigger counter" 
[
	spawnflags(flags) = 
	[ 
		1 : "No Message" : 0 
	]
	master(string) : "Master" 
	count(integer) : "Count before activation" : 2
]
@SolidClass base(Trigger, Target, Targetname) = trigger_gravity : "Trigger Gravity"
[
	gravity(integer) : "Gravity (0-1)" : 1
]
@SolidClass base(Targetname, Target, TFButtonCriteria) = trigger_hurt : "Trigger player hurt" 
[
	g_a(Choices) : "Goal Activation bitfields" : 0 =
	[
		5 : "5 - if AP fails criteria"
	]
	deathtype(string) : "Death type"
	spawnflags(flags) = 
	[ 
		1: "Target Once" : 0 
		2: "Start Off" : 0
		8: "No clients" : 0
		16:"FireClientOnly" : 0
		32:"TouchClientOnly" : 0
	]
	master(string) : "Master" 
	dmg(integer) : "Damage" : 10
	delay(string) : "Delay before trigger" : "0"
	damagetype(choices) : "Damage Type" : 0 =
	[
		0 : "GENERIC"
		1 : "CRUSH"
		2 : "BULLET"
		4 : "SLASH"
		8 : "BURN"
		16 : "FREEZE"
		32 : "FALL"
		64 : "BLAST"
		128 : "CLUB"
		256 : "SHOCK"
		512 : "SONIC"
		1024 : "ENERGYBEAM"
		16384: "DROWN"
		32768 : "PARALYSE"
		65536 : "NERVEGAS"
		131072 : "POISON"
		262144 : "RADIATION"
		524288 : "DROWNRECOVER"
		1048576 : "CHEMICAL"
		2097152 : "SLOWBURN"
		4194304 : "SLOWFREEZE"
	]
]
@SolidClass base(Trigger, Target, Targetname, TFButtonCriteria, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects5) = trigger_multiple : "Trigger: Activate multiple" 
[
	wait(integer) : "Delay before reset" : 10
]
@SolidClass base(Trigger, Target, Targetname, TFButtonCriteria, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects5) = trigger_once : "Trigger: Activate once" []
@SolidClass base(Trigger, Target, Targetname, TFButtonCriteria, Angles) = trigger_push : "Trigger player push"
[
	spawnflags(flags) = 
	[ 
		1: "Once Only" : 0 
		2: "Start Off" : 0
	]
	speed(integer) : "Speed of push" : 40
]
@PointClass base(Target, Targetname, Targetx, TFCriteria, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects5) = trigger_relay : "Trigger Relay"
[
	spawnflags(flags) =
	[
		1: "Remove On fire" : 0
	]
	triggerstate(choices) : "Trigger State" : 0 = 
	[
		0: "Off"
		1: "On"
		2: "Toggle"
	]
]
@SolidClass base(Trigger, Target, Targetname, TFButtonCriteria, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects5) = trigger_teleport : "Trigger teleport" []
//
// Xen
//
@PointClass base(Target, Targetname, RenderFields, RenderFxChoices, Angles, AVelocity) size(-48 -48 0, 48 48 32 ) = xen_plantlight : "Xen Plant Light" []
@PointClass base(Targetname, RenderFields, RenderFxChoices, Angles, AVelocity) size(-8 -8 0, 8 8 32 ) = xen_hair : "Xen Hair" 
[
	spawnflags(Flags) = 
	[
		1 : "Sync Movement" 	: 0
	]
]
@PointClass base(Targetname, RenderFields, RenderFxChoices, Angles, AVelocity) size(-24 -24 0, 24 24 188 ) = xen_tree : "Xen Tree" []
@PointClass base(Targetname, RenderFields, RenderFxChoices, Angles, AVelocity) size(-16 -16 0, 16 16 64 ) = xen_spore_small : "Xen Spore (small)" []
@PointClass base(Targetname, RenderFields, RenderFxChoices, Angles, AVelocity) size(-40 -40 0, 40 40 120 ) = xen_spore_medium : "Xen Spore (medium)" []
@PointClass base(Targetname, RenderFields, RenderFxChoices, Angles, AVelocity) size(-90 -90 0, 90 90 220 ) = xen_spore_large : "Xen Spore (large)" []
Category:Level Design
Category:Team Fortress Classic
Category:FGD