Base.fgd/Sin Episodes

From: \common\SinEpisodesSDK\bin\base.fgd
//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose: General game definition file (.fgd) 
//
//=============================================================================
@mapsize(-16384, 16384)
//-------------------------------------------------------------------------
//
// Base Classes
//
//-------------------------------------------------------------------------
@BaseClass = Angles
[ 
	angles(angle) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" : "This entity's orientation in the world. Pitch is rotation around the Y axis, " +
		"yaw is the rotation around the Z axis, roll is the rotation around the X axis."
]
@BaseClass = Origin
[ 
	origin(origin) : "Origin (X Y Z)" : : "The position of this entity's center in the world. Rotating entities typically rotate around their origin."
]
@BaseClass = Studiomodel
[
	model(studio) : "World Model"
	skin(integer) : "Skin" : 0 : "Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin instead of the default or -1 for a random skin."
	disableshadows(choices) : "Disable Shadows" : 0 : "Used to disable dynamic shadows on this entity." =
	[
		0 : "No"
		1 : "Yes"
	]
	// Inputs
	input Skin(integer) : "Changes the model skin to the specified number."
	input DisableShadow(void) : "Turn shadow off."
	input EnableShadow(void) : "Turn shadow on."
	// Outputs
	output OnIgnite(void) : "Fired when this object catches fire."
]
@BaseClass = BasePlat
[
 	input Toggle(void) : "Toggles the platform's state."
	input GoUp(void) : "Tells the platform to go up."
	input GoDown(void) : "Tells the platform to go down."
]
@BaseClass = Targetname 
[ 
	targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
	
	// Inputs
	input Kill(void) : "Removes this entity from the world."
	input KillHierarchy(void) : "Removes this entity and all its children from the world."
	input AddOutput(string) : "Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care."
	input FireUser1(void) : "Causes this entity's OnUser1 output to be fired."
	input FireUser2(void) : "Causes this entity's OnUser2 output to be fired."
	input FireUser3(void) : "Causes this entity's OnUser3 output to be fired."
	input FireUser4(void) : "Causes this entity's OnUser4 output to be fired."
	// Outputs	
	output OnUser1(void) : "Fired in response to FireUser1 input."
	output OnUser2(void) : "Fired in response to FireUser2 input."
	output OnUser3(void) : "Fired in response to FireUser3 input."
	output OnUser4(void) : "Fired in response to FireUser4 input."
	output OnUse(void) : "Fired when used by the player."
]
@BaseClass = Parentname
[ 
	parentname(target_destination) : "Parent" : : "The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent."
	// Inputs
	input SetParent(string) : "Changes the entity's parent in the movement hierarchy."
	input SetParentAttachment(string) : "Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment."
	input ClearParent(void) : "Removes this entity from the the movement hierarchy, leaving it free to move independently."
]
@BaseClass = BaseBrush
[
	// Inputs
	input SetTextureIndex(integer) : "Used by HL1Port. Sets the brush texture index. Use a material_modify_control entity instead."
	input IncrementTextureIndex(void) : "Used by HL1Port. Increments the brush texture index. Use a material_modify_control entity instead."
]
@BaseClass = EnableDisable
[
	StartDisabled(choices) : "Start Disabled" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]
	// Inputs
	input Enable(void) : "Enable this entity."
	input Disable(void) : "Disable this entity."
]
@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)"
		23: "Cull By Distance (TEST)"
		24: "Spotlight FX"
		26: "Fade Near"
	]
]
@BaseClass = Shadow
[
	disableshadows(choices) : "Disable shadows" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]
	input DisableShadow(void) : "Turn shadow off."
	input EnableShadow(void) : "Turn shadow on."
]
@BaseClass base(RenderFxChoices) = RenderFields 
[
	rendermode(choices) : "Render Mode" : 0 : "Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'." =
	[
		0: "Normal"
		1: "Color"
		2: "Texture"
		3: "Glow"
		4: "Solid"
		5: "Additive"
		7: "Additive Fractional Frame"
		9: "World Space Glow"
		10: "Dont Render"
	]
	renderamt(integer) : "FX Amount (0 - 255)" : 255 : "The FX amount is used by the selected Render Mode."
	rendercolor(color255) : "FX Color (R G B)" : "255 255 255" : "The FX color is used by the selected Render Mode."
	disablereceiveshadows(choices) : "Disable Receiving Shadows" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]
]
// Inherit from this to get the ability to only include an object in a range of dx levels.
// NOTE!!: MAKE SURE THAT YOU DON'T USE THIS WITH ANYTHING THAT WILL BREAK SAVE-GAMES SWITCHING
// BETWEEN DXLEVELS!!!!
@BaseClass = DXLevelChoice
[ 
	mindxlevel(choices) : "Minimum DX Level" : 0 = 
	[
		0 : "default (lowest)"
		70 : "dx7"
	]
	maxdxlevel(choices) : "Maximum DX Level" : 0 = 
	[
		0 : "default (highest)"
		60 : "dx6"
	]
]
@BaseClass = Inputfilter
[
	InputFilter(choices) : "Input Filter" : 0 : "Used to specify which inputs this entity will accept." =
	[
		0 : "Allow all inputs"
		8 : "Ignore Touch/Untouch"
		16 : "Ignore Use"
		32 : "Ignore All"
	]
]
@BaseClass = Global 
[ 
	globalname(string) : "Global Entity Name" : "" : "Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state."
]
@BaseClass base(Targetname) = EnvGlobal : 
	"An entity to control a global game state."
[
	initialstate(choices) : "Initial State" : 0 =
	[
		0 : "Off"
		1 : "On"
		2 : "Dead"
	]
	spawnflags(flags) =
	[
		1 : "Set Initial State" : 0
	]
	// Inputs
	input TurnOn(void) : "Set state of global to ON."
	input TurnOff(void) : "Set state of global to OFF."
	input Toggle(void) : "Toggles state of global between ON and OFF."
	input Remove(void) : "Set state of global to DEAD."
]
@BaseClass = DamageFilter
[ 
	damagefilter(target_destination) : "Damage Filter" : "" : "Name of the filter entity that controls which entities can damage us."
	input SetDamageFilter(string) : "Sets the entity to use as damage filter. Pass in an empty string to clear the damage filter."
]
@BaseClass = ResponseContext
[
	// Inputs
	input AddContext(string) : "Adds a context to this entity's list of response contexts. The format should be 'key:value'."
	input RemoveContext(string) : "Remove a context from this entity's list of response contexts. The name should match the 'key' of a previously added context."
	input ClearContext(void) : "Removes all contexts in this entity's list of response contexts."
	// Pre-defined contexts at server startup time (set by mapper)
	ResponseContext(string) : "Response Contexts" : "" : "Response system context(s) for this entity. Format should be: 'key:value,key2:value2,etc'. When this entity speaks, the list of keys & values will be passed to the response rules system."
]
@BaseClass base(Targetname, DamageFilter, Shadow) = Breakable
[
	ExplodeDamage(float) : "Explosion Damage" : 0 : "If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage. See also 'Explosion Radius'."
	ExplodeRadius(float) : "Explosion Radius" : 0 : "If non-zero, when this entity breaks it will create an explosion with a radius of the specified amount. See also 'Explosion Damage'."
	PerformanceMode(choices) : "Performance Mode" : 0 : "Used to limit the amount of gibs produced when this entity breaks, for performance reasons." =
	[
		0 : "Normal"
		1 : "Limit Gibs"
		2 : "Full Gibs on All Platforms"
	]
	// Inputs
	input Break(void) : "Breaks the breakable."
	input SetHealth(integer) : "Sets a new value for the breakable's health. If the breakable's health reaches zero it will break."
	input AddHealth(integer) : "Adds health to the breakable. If the breakable's health reaches zero it will break."
	input RemoveHealth(integer) : "Removes health from the breakable. If the breakable's health reaches zero it will break."
	input EnablePhyscannonPickup(void) : "Makes the breakable able to picked up by the physcannon."
	input DisablePhyscannonPickup(void) : "Makes the breakable not able to picked up by the physcannon."
	// Outputs	
	output OnBreak(void) : "Fired when this breakable breaks."
	output OnHealthChanged(float) : "Fired when the health of this breakable changes, passing the new value of health as a percentage of max health, from [0..1]."
	output OnPhysCannonDetach(void) : "Fired when the physcannon has ripped this breakable off of the wall. Only fired if ACT_PHYSCANNON_DETACH is defined in the model this breakable is using."
]
@BaseClass base(Breakable, Parentname, Global) = BreakableBrush
[
	spawnflags(flags) =
	[
		1 : "Only Break on Trigger" : 0
		2 : "Break on Touch" : 0
		4 : "Break on Pressure" : 0
		512: "Break immediately on Physics" : 0
		1024: "Don't take physics damage" : 0
	]
	propdata(choices) : "Prop Data" : 0 : "Set to the best approximation of the size and material of this entity's brushes. If set, it will override this entity's health and damage taken from various weapons. See the propdata.txt file in the scripts directory of your MOD to get a detailed list of what each entry specifies." =
	[
		0 : "None"
		1 : "Wooden.Tiny"
		2 : "Wooden.Small"
		3 : "Wooden.Medium"
		4 : "Wooden.Large"
		5 : "Wooden.Huge"
		6 : "Metal.Small"
		7 : "Metal.Medium"
		8 : "Metal.Large"
		9 : "Cardboard.Small"
		10 : "Cardboard.Medium"
		11 : "Cardboard.Large"
		12 : "Stone.Small"
		13 : "Stone.Medium"
		14 : "Stone.Large"
		15 : "Stone.Huge"
		16 : "Glass.Small"
		17 : "Plastic.Small"
		18 : "Plastic.Medium"
		19 : "Plastic.Large"
		20 : "Pottery.Small"
		21 : "Pottery.Medium"
		22 : "Pottery.Large"
		23 : "Pottery.Huge"
		24 : "Glass.Window"
	]
	health(integer) : "Strength" : 1 : "Number of points of damage to take before breaking. 0 means don't break."
	material(choices) :"Material Type" : 0 : "Set to the material type of the brush. Used to decide what sounds to make when damaged, and what gibs to produce when broken." =
	[
		0: "Glass"
		1: "Wood"
		2: "Metal"		
		3: "Flesh"
		4: "CinderBlock"
		5: "Ceiling Tile"
		6: "Computer"
		7: "Unbreakable Glass"
		8: "Rocks"
	]
	explosion(choices) : "Gibs Direction" : 0 : "Used to decide which direction to throw gibs when broken." =
	[
		0: "Random"
		1: "Relative to Attack"
		2: "Use Precise Gib Dir"
	]
	gibdir(angle) : "Precise Gib Direction" : "0 0 0" : "Specifies the direction to throw gibs when this breakable breaks. Be sure to select Use Precise Gib Dir in the Gibs Direction field!"
	nodamageforces(choices) : "Damaging it Doesn't Push It" : 0 : "Used to determine whether or not damage should cause the brush to move." =
	[
		0: "No"
		1: "Yes"
	]
	// Inputs
	input EnableDamageForces(void) : "Damaging the entity applies physics forces to it."
	input DisableDamageForces(void) : "Damaging the entity does *not* apply physics forces to it."
	gibmodel(string) : "Gib Model" : "" : "Used by HL1Port to specify a custom gib model to break into, overriding the 'Material Type'."
	spawnobject(choices) : "Spawn On Break" : 0 : "When broken, an entity of the selected type will be created." =
	[
		1:	"item_battery"				
		2:	"item_healthkit"			
		3:	"item_ammo_pistol"			
		4:	"item_ammo_pistol_large"	
		5:	"item_ammo_smg1"			
		6:	"item_ammo_smg1_large"	
		7:	"item_ammo_ar2"			
		8:	"item_ammo_ar2_large"	
		9:	"item_box_buckshot"		
		10:	"item_flare_round"			
		11:	"item_box_flare_rounds"		
		12:	"item_ml_grenade"		
		13:	"item_smg1_grenade"			
		14:	"item_box_sniper_rounds"	
		15:	"unused1"			
		16:	"weapon_stunstick"		
		17:	"weapon_ar1"				
		18:	"weapon_ar2"			
		19:	"unused2"				
		20:	"weapon_ml"					
		21:	"weapon_smg1"				
		22:	"weapon_smg2"				
		23:	"weapon_slam"				
		24:	"weapon_shotgun"			
		25:	"weapon_molotov"
		26:	"item_dynamic_resupply"							
	]
	explodemagnitude(integer) : "Explode Magnitude" : 0 : "If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage."
	pressuredelay(float) : "Pressure Delay" : 0 : "Delay, in seconds, after 'broken' by pressure before breaking apart (allows for sound to play before breaking apart)."
]
@BaseClass base(Breakable) = BreakableProp
[
	spawnflags(flags) =
	[
		16 : "Break on Touch" : 0
		32 : "Break on Pressure" : 0
	]
	pressuredelay(float) : "Pressure Delay" : 0 : "Delay, in seconds, after 'broken' by pressure before breaking apart (allows for sound to play before breaking apart)."
	clientOnlyDebris(integer) : "Client Only Debris" : 0 : "If specified, use cheap client only debris (has no physics)"
	
	input EnablePickup(void) : "Enable player pickup of this object"
	input DisablePickup(void) : "Disable player pickup of this object"
]
@BaseClass base(Targetname, Angles, RenderFields, DamageFilter, ResponseContext, Shadow) color(0 200 200) = BaseNPC
[
	target(target_destination) : "Target Path Corner" : : "If set, the name of a path corner entity that this NPC will walk to, after spawning."
	squadname(String) : "Squad Name" : : "NPCs that are in the same squad (i.e. have matching squad names) will share information about enemies, and will take turns attacking and covering each other."
	hintgroup(String) : "Hint Group" : "" : "Hint groups are used by NPCs to restrict their hint-node searching to a subset of the map's hint nodes. Only hint nodes with matching hint group names will be considered by this NPC."
	hintlimiting(choices) : "Hint Limit Nav" : 0 : "Limits NPC to using specified hint group for navigation requests, but does not limit local navigation." =
	[
		0 : "No"
		1 : "Yes"
	]
	spawnflags(Flags) = 
	[
		1 : "Wait Till Seen" : 0
		2 : "Gag (No IDLE sounds until angry)" : 0
		4 : "Fall to ground (unchecked means *teleport* to ground)" : 1
		8 : "Drop Healthkit" : 0
		16 : "Efficient - Don't acquire enemies or avoid obstacles" : 0
		128: "Wait For Script" : 0
		256: "Long Visibility/Shoot" : 0
		512: "Fade Corpse" : 0
		1024: "Think outside PVS" : 0
		2048: "Template NPC (used by npc_maker, will not spawn)" : 0
		4096: "Do Alternate collision for this NPC (player avoidance)" : 0
		8192: "Don't drop weapons" : 0
	]
	//initialidle(string) : "Initial Idle Activity" :: "Activity the NPC should use to idle until becomes alert"
	sleepstate(choices) : "Sleep State" : 0 : "Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'." =
	[
		0 : "None"
		1 : "Waiting for threat"
		2 : "Waiting for PVS"
		3 : "Waiting for input"
	]
	wakeradius(float) : "Wake Radius" : 0 : "Auto-wake if player within this distance"
	wakesquad(choices) : "Wake Squad" : 0 : "Wake all of the NPCs squadmates if the NPC is woken" =
	[
		0 : "No"
		1 : "Yes"
	]
	voicegroupname(choices) : "voice group name" :: "Which voice the NPc should use to speak his sentences" =
	[
		"" 		: "None"
		"_A" 		: "A"
		"_B" 		: "B"
		"_C"		: "C"
		"_D"		: "D"
		"_ELITE" 	: "Elite"
	]
	physdamagescale(float) : "Physics Impact Damage Scale" : "1.0" : "Scales damage energy when this character is hit by a physics object. With a value of 0 the NPC will take no damage from physics."
	invulnerable(integer) : "Invulnerable" : 0 : "Invulnerable or not"
	// Outputs
	output OnDamaged(void) : "Fired when this NPC takes damage."
	output OnDeath(void) : "Fired when this NPC is killed." 
	output OnHalfHealth(void) : "Fired when this NPC reaches half of its maximum health."
	output OnHearWorld(void) : "Fired when this NPC hears a sound (other than combat or the player)."
	output OnHearPlayer(void) : "Fired when this NPC hears the player."
	output OnHearCombat(void) : "Fired when this NPC hears combat sounds."
	output OnFoundEnemy(string) : "Fired when this NPC establishes line of sight to its enemy (outputs entity)."
	output OnLostEnemyLOS(void) : "Fired when this NPC loses line of sight to its enemy."
	output OnLostEnemy(void) : "Fired when this NPC loses its enemy. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy."
	output OnFoundPlayer(string) : "Fired when this NPC establishes line of sight to its enemy, and that enemy is a player (outputs player entity)."
	output OnLostPlayerLOS(void) : "Fired when this NPC loses line of sight to its enemy, and that enemy is a player."
	output OnLostPlayer(void) : "Fired when this NPC loses its enemy, and that enemy was a player. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy."
	output OnDamagedByPlayer(void) : "Fired when this NPC is hurt by a player."
	output OnDamagedByPlayerSquad(void) : "Fired when this NPC is hurt by a player OR by one of the player's squadmates."
	output OnDenyCommanderUse(void) : "Fired when this NPC has refused to join the player's squad."
	output OnWake(void) : "Fired when this NPC comes out of a sleep state."
	// Inputs
	input SetRelationship(string) : "Changes this entity's relationship with another entity or class. Format: <entityname/classname> <D_HT/D_FR/D_LI/D_NU> <priority>"
	input SetHealth(integer) : "Set this NPC's health."
	input SetBodyGroup(integer) : "HACK: Sets this NPC's body group (from 0 - n). You'd better know what you are doing!"
	input physdamagescale(float) : "Sets the value that scales damage energy when this character is hit by a physics object. NOTE: 0 means this feature is disabled for backwards compatibility."
	input Ignite(void) : "Ignite, burst into flames"
	input Break(void) : "Break, smash into pieces"
	input StartScripting(void) : "Enter scripting state. In this state, NPCs ignore a variety of stimulus that would make them break out of their scripts: They ignore danger sounds, ignore +USE, don't idle speak or respond to other NPC's idle speech, and so on."
	input StopScripting(void) : "Exit scripting state."
	input Assault(string) : "Start an assault. Parameter passed in should be the name of the rally point."
	input SetSquad(string) : "Set the name of this NPC's squad. It will be removed from any existing squad automatically. Leaving the parameter blank will remove the NPC from any existing squad."
	input Wake(void) : "Wakes up the NPC if it is sleeping."
	input ForgetEntity(string) : "Clears out the NPC's knowledge of a named entity."
	input GagEnable(void) : "Turn on the NPC Gag flag. NPC won't speak outside of choreographed scenes."
	input GagDisable(void) : "Turn off the NPC Gag flag."
	input IgnoreDangerSounds(float) : "Ignore danger sounds for the specified number of seconds."
]
@PointClass base(Targetname, Parentname, Angles) iconsprite("editor/info_target.vmt") = info_npc_spawn_destination : 
	"NPC Spawn Destination. (Consult npc_template_maker help for more info)"
[
	ReuseDelay(float) : "Reuse Delay" : 1 : "After an NPC is spawned at this destination, the delay before this destination is eligible for selection again."
	RenameNPC(string) : "New NPC Name" : "" : "If an NPC spawns at this destination, change that NPC's targetname to this."
	// Outputs
	output OnSpawnNPC(void) : "Fired when an NPC spawns at this destination."
]
@BaseClass base(Targetname, Angles, EnableDisable) iconsprite("editor/npc_maker.vmt") color(0 0 255) = BaseNPCMaker
[
	spawnflags(Flags) = 
	[
		// Only in npc__maker, npc_template_maker uses flag from template NPC
		16 : "Fade Corpse" : 0
		32 : "Infinite Children" : 0
		64 : "Do Not Drop" : 0
		128 : "Don't Spawn While Visible" : 0
		1024 : "Don't use dynamic difficulty" : 0
	]
	MaxNPCCount(integer) : "Num. of NPCs" : 1 : "Number of NPCs that will spawn before this spawner is exhausted."
	SpawnFrequency(string) : "Frequency" : "5" : "How often (in seconds) a new NPC will be spawned. If set to -1, a new NPC will be made when the last NPC dies."
	MaxLiveChildren(integer) : "Max Live NPCs" : 5 : "Maximum number of live children allowed at any one time (new ones will not be made until one dies). If set to -1, no limit is applied."
	
	// Outputs
	output OnSpawnNPC(string) : "Fired when an NPC is spawned. The activator is the NPC, and the string is the name of the NPC." 
	output OnAllSpawned(void) : "Fired when the spawned is exhausted (all children have been spawned)."
	output OnAllSpawnedDead(void) : "Fired when the spawner is exhausted (all children have been spawned), and all spawned children have died."
	// Inputs
	input Spawn(void) : "Spawns an NPC."
	input Toggle(void) : "Toggles the spawner enabled/disabled state."
	input AddMaxChildren(integer) : "Adds to the number of NPCs that can spawn before the spawner is exhausted. If an exhausted spawner is given some children to spawn, it still wont begin spawning until it is re-enabled with the Enable input."
	input SetMaxChildren(integer) : "Sets the number of NPCs that can spawn before the spawner is exhausted. If an exhausted spawner is given some children to spawn, it still won't begin spawning until it is re-enabled with the Enable input."
	input SetMaxLiveChildren(integer) : "Sets the maximum number of NPCs that can be alive at any one time from this spawner."
	input SetSpawnFrequency(float) : "Sets how often (in seconds) a new NPC will be spawned."
]
@PointClass base(BaseNPCMaker) iconsprite("editor/npc_maker.vmt") = npc_template_maker : 
	"An entity that creates NPCs. The NPCs it creates are clones of a template NPC. NPCs are spawned around this maker's origin, or at specified destination points."
[
	spawnflags(Flags) = 
	[
		256 : "Always use radius spawn" : 0
		512 : "Don't preload template models" : 0
	]
	TemplateName(target_destination) : "Name of template NPC" : "" : "Template NPC that this maker should be creating clones of."
	Radius(float) : "Radius" : 256 : "Radius around this maker within which NPCs are to be placed. Spawned NPCs will try and find empty space within this radius to spawn."
	DestinationGroup(target_destination) : "Name of Destination Group" : : "If you'd like spawned NPCs to be created at an info_npc_spawn_destination entity, enter the name of that entity here. If you have more than one destination entity by that name, the Destination Criteria will be used to select one from the group."
	CriterionVisibility(Choices) : "Dest. Criterion: Visible to player?" : 2 : "Should the NPC try to spawn at a destination that the player can see? Only applicable if a Destination Group is being used." =
	[
		0 : "Yes"
		1 : "No"
		2 : "Don't Care"
	]
	CriterionDistance(Choices) : "Dest. Criterion: Distance to player?" : 2 : "Should the NPC try to spawn nearest to or farthest from the player's current location? Only applicable if a Destination Group is being used." =
	[
		0 : "Nearest"
		1 : "Farthest"
		2 : "Don't Care"
	]
	//Inputs
	input SpawnNPCInRadius(void) : "Spawn an NPC somewhere within the maker's radius."
	input SpawnNPCInLine(void) : "Spawn an NPC somewhere within a line behind the maker."
	input ChangeDestinationGroup(string) : "Switch to a different set of Destination entities."
]
@BaseClass base( BaseNPC ) = BaseHelicopter
[
	InitialSpeed(string) : "Initial Speed" : "0" : "Sets the helicopter's desired speed that it should try to reach as soon as it's spawned."
	target(target_destination) : "Target path_track" : : "If set, the name of a path_track entity that this NPC will fly to after spawning."
	// Inputs
	input MoveTopSpeed(void) : "The helicopter will immediately move at top speed toward its current goal, or in its current orientation if it's on top of its goal."
	input ChangePathCorner(target_destination) : "Tell the helicopter to move to a path corner on a new path."
	input SelfDestruct(void) : "Self Destruct."
	input Activate(void) : "Activate. Use to wake up a helicopter that spawned with the 'Await Input' spawnflag on."
	input SetTrack(target_destination) : "Set a track for the helicopter to adhere to. The helicopter will do nothing if he's on the same path, and will move to the closest point on the specified track if he's on a different path."
	input FlyToSpecificTrackViaPath(target_destination) : "The helicopter will first fly to the closest point on the path if he's on a different path. Then he'll fly along the path to the specified track point."
	input StartPatrol(void) : "Start patrolling back and forth along the current track."
	input StopPatrol(void) : "Stop patrolling back and forth along the track. This will cause the helicopter to come to rest at the track which he's currently flying toward."
	input ChooseFarthestPathPoint(void) : "When tracking an enemy, choose the point on the path furthest from the enemy, but still in firing range."
	input ChooseNearestPathPoint(void) : "When tracking an enemy, choose the point on the path nearest from the enemy."
	input StartBreakableMovement(void) : "The helicopter is now allowed to disobey direct commands to go to particular points if he senses an enemy. He will move to the closest point (or farthest point, if ChooseFarthestPathPoint is used), on the path if he senses an enemy."
	input StopBreakableMovement(void) : "The helicopter can not disobey direct commands. He will continue to fly along his patrol path or to his specified target even if he senses an enemy."
	InitialSpeed(string) : "Initial Speed" : "0" : "Sets the helicopter's desired speed that it should try to reach as soon as it's spawned."
	target(target_destination) : "Target path_track" : : "(Optional) The name of a path_track entity that this NPC will fly to after spawning."
	spawnflags(Flags) =
	[
		// AWAIT INPUT will make the helicopter spawn disabled, awaiting 
		// the "Activate" input to start acting.
		32 : "No Rotorwash" : 0
		64 : "Await Input" : 0
	]
]
@BaseClass color(0 255 0) = PlayerClass 
[
	input SetSpeedModifier(float) : "Modify the players speed (1.0 = Normal Speed)"
]
@BaseClass color(180 10 180) = Light
[
	_light(color255) : "Brightness" : "255 255 255 200"
	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" : "" : "Set a custom pattern of light brightness for this light. Pattern format is a string of characters, where 'a' is total darkness, 'z' fully bright. i.e. 'aaggnnttzz' would be a steppy fade in from dark to light."
	_constant_attn(string) : "Constant" : "0"
	_linear_attn(string) : "Linear" : "0"
	_quadratic_attn(string) : "Quadratic" : "1"
	// Inputs
	input TurnOn(void) : "Turn the light on."
	input TurnOff(void) : "The the light off."
	input Toggle(void) : "Toggle the light's current state."
	input SetPattern(string) : "Set a custom pattern of light brightness for this light. Pattern format is a string of characters, where 'a' is total darkness, 'z' fully bright. i.e. 'aaggnnttzz' would be a steppy fade in from dark to light."
	input FadeToPattern(string) : "Fades from first value in old pattern, to first value in the new given pattern. Pattern format is a string of characters, where 'a' is total darkness, 'z' fully bright. i.e. 'aaggnnttzz' would be a steppy fade in from dark to light."
]
@BaseClass = Node 
[
	nodeid(integer) readonly : "Node ID"
]
@BaseClass base(Node) = HintNode 
[
	hinttype(choices) : "Hint" : 0 = 
	[
		 0 : "None"
		 2: "World: Window"
		 12: "World: Act Busy Hint"
		 13: "World: Visually Interesting"
		 14:"World: Visually Interesting (Don't aim at)"
		 15:"World: Inhibit Combine Mines within 15 feet"
		100: "Crouch Cover Medium"
		101: "Crouch Cover Low"
		102: "Waste Scanner Spawn"
		103: "Entrance / Exit Pinch"
//		104: "Guard Point"
		105: "Enemy Disadvantage Point"
		106: "Health Kit"
		107: "Crouch Corner Left"
		108: "Crouch Corner Right"
		109: "Cower point"
		400: "Antlion: Burrow Point"
		401: "Antlion: Thumper Flee Point"
		450: "Headcrab: Burrow Point"
		500: "Roller: Patrol Point"
		501: "Roller: Cleanup Spot"
		700: "Crow: Fly to point"
		701: "Crow: Perch point"
		900: "Follower: Wait point"
		901: "Override jump permission"
		902: "Player squad transition point"
		903: "NPC exit point"
		904: "Strider node"
		1000: "HL1 World: Machinery"
		1001: "HL1 World: Blinking Light"
		1002: "HL1 World: Human Blood"
		1003: "HL1 World: Alien Blood"
	
//		1100: "CS Hostage: Escape Point"
	]
	hintactivity(string) : "Hint Activity" : "" : "Activity associated with this hint node. Various parts of the NPC AI play this activity at times. i.e. Actbusy nodes will play this activity when an NPC acts busy on the node."
	nodeFOV(choices) : "Node FOV" : 180 : "Imagine this node requires that an NPC be in the node's field of view in order to use this hint." =
	[
		180 : "180 Degrees"
		360 : "360 Degrees"
	]
	// Does not inherit from EnableDisable, as node itself will
	// use that. This is enabling/disabling of the hint only
	StartHintDisabled(choices) : "Start Hint Disabled" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]
	Group(string) : "Hint Group" : "" : "If specified, gives the hint a specific group name. Useful for hint nodes that need to be logically grouped together. NPCs may also refuse to use hint nodes that don't match their hint group."
 TargetNode(node_dest) : "Target node" : -1 : "The node ID of an associated target node, if any."
	IgnoreFacing(choices) : "Ignore Facing" : 2 : "Don't pay attention to the facing of the node. May not apply to a given hint type." =
	[
		0 : "No"
		1 : "Yes"
		2 : "Default"
	]
	MinimumState(choices) : "Minimum State" : 1 : "Require an NPC have a minimum state to use the hint." =
	[
		1 : "Idle"
		2 : "Alert"
		3 : "Combat"
	]
	MaximumState(choices) : "Maximum State" : 3 : "Require an NPC have a maximum state to use the hint." =
	[
		1 : "Idle"
		2 : "Alert"
		3 : "Combat"
	]
	// Inputs
	input EnableHint(void) : "Enable hint."
	input DisableHint(void) : "Disable hint."
]
@BaseClass base(Targetname, Parentname, Origin, EnableDisable, Global) = TriggerOnce
[
	spawnflags(flags) = 
	[
		1: "Clients" : 1
		2: "NPCs" : 0
		4: "Pushables": 0
		8: "Physics Objects" : 0
		16: "Only player ally NPCs" : 0
		32: "Only clients in vehicles" : 0
		64: "Everything" : 0
		512: "Only clients *not* in vehicles" : 0
	]
	filtername(filterclass) : "Filter Name" : : "Filter to use to see if activator triggers me. See filter_activator_name for more explanation."
	// Inputs
	input Toggle(void) : "Toggles this trigger between enabled and disabled states."
	// Outputs
	output OnStartTouch(void) : "Fired when an entity starts touching this trigger. The touching entity must pass this trigger's filters to cause this output to fire."
]
@BaseClass base(Targetname, Parentname, Origin, EnableDisable, TriggerOnce) = Trigger
[
	output OnEndTouch(void) : "Fired when an entity stops touching this trigger. Only entities that passed this trigger's filters will cause this output to fire."
	output OnEndTouchAll(void) : "Fires when an entity stops touching this trigger, and no other entities are touching it. Only entities that passed this trigger's filters are considered."
]
@BaseClass = worldbase
[
	message(string) : "Map Description / Title"
	skyname(string) : "SkyBox Texture Name" : "sky_wasteland02"
	chaptertitle(string) : "Chapter Title Message" : "" : "Chapter Title that appears onscreen when this level starts."
	startdark(choices) : "Level Fade In" : 0 =
	[	
		0 : "No"
		1 : "Yes"
	]
	gametitle(choices) : "Display Game Title" : 0 : "Game Title that appears onscreen when this level starts." = 
	[	
		0 : "No"
		1 : "Yes"
	]
	newunit(choices) : "New Level Unit" : 0 : "Used to clear out savegame data of previous levels to keep the savegame size as small as possible. Only set it to Yes if the player cannot return to any previous levels." = 
	[
		0 : "No, keep current"
		1 : "Yes, clear previous levels"
	]
	maxoccludeearea(float) : "Max occludee area" : "0" : "Prevents occlusion testing for entities that take up more than X% of the screen." 
	minoccluderarea(float) : "Min occluder area" : "0" : "Prevents this occluder from being used if it takes up less than X% of the screen." 
	maxpropscreenwidth(float) : "Start Fade Pixels" : -1 : "Number of pixels wide at which all props in the level start to fade (<0 = use fademaxdist). This number is ignored if the prop has a specific fade distance specified."
	minpropscreenwidth(float) : "End Fade Pixels" : 0 : "Minimum number of pixels wide at which the prop is visible (0 = don't fade out). This number is ignored if the prop has a specific fade distance specified."
	arenaTimeLimit(integer) : "Arena Mode Time Limit" : 900	
]
//-------------------------------------------------------------------------
//
// World
//
//-------------------------------------------------------------------------
@SolidClass base(Targetname, worldbase, ResponseContext) = worldspawn : 
	"This is the world entity. Each map can only contain one, and it's automatically created for you."
[
]
@PointClass base(Targetname) iconsprite("editor/ambient_generic.vmt") sphere() = ambient_generic : "Universal ambient sound. Use it to play and control a single sound."
[
	message(sound) : "Sound Name" : "" : "Name of the GameSound entry for the sound to play. Also supports direct .wav filenames."
	health(integer) : "Volume" : 10 : "Sound volume, expressed as a range from 0 to 10, where 10 is the loudest."
	preset(choices) :"Dynamic Presets" : 0 =						// NEEDHELP
	[
		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							// NEEDHELP
	fadein(integer) : "Fade in time (0-100)" : 0					// NEEDHELP
	fadeout(integer) : "Fade out time (0-100)" : 0					// NEEDHELP
	pitch(integer) : "Pitch" : 100 : "Sound pitch, expressed as a range from 1 to 255, where 100 is the sound's default pitch."
	pitchstart(integer) : "Start Pitch" : 100						// NEEDHELP
	spinup(integer) : "Spin up time (0-100)" : 0					// NEEDHELP
	spindown(integer) : "Spin down time (0-100)" : 0				// NEEDHELP
	lfotype(integer) : "LFO type 0)off 1)sqr 2)tri 3)rnd" : 0		// NEEDHELP
	lforate(integer) : "LFO rate (0-1000)" : 0						// NEEDHELP
	lfomodpitch(integer) : "LFO mod pitch (0-100)" : 0				// NEEDHELP
	lfomodvol(integer) : "LFO mod vol (0-100)" : 0					// NEEDHELP
	cspinup(integer) : "Incremental Spinup Count" : 0				// NEEDHELP
	radius(string) : "Max Audible Distance" : "1250" : "Maximum distance at which this sound is audible."
	spawnflags(flags) =
	[
		1: "Play everywhere" : 0
		16:"Start Silent": 1
		32:"Is NOT Looped": 1
	]
	SourceEntityName(target_destination) : "SourceEntityName" : : "If an entity is specified, sound will come from this named entity instead of the location of ambient_generic."
	// Inputs
	input Pitch(integer) : "Sets the sound pitch, expressed as a range from 1 to 255, where 100 is the sound's default pitch."
	input PlaySound(void) : "Starts the sound."
	input StopSound(void) : "Stops the sound if it is playing."
	input ToggleSound(void) : "Toggles the sound between playing and stopping."
	input Volume(integer) : "Sets the sound volume, expressed as a range from 0 to 10, where 10 is the loudest."
]
@SolidClass base(Targetname) = func_lod : 
	"Brush-built model that fades out over a specified distance. Useful for creating world detail that doesn't need to be drawn far away, for performance reasons."
[
	DisappearDist(integer) : "Disappear Distance" : 2000 : "Distance at which these brushes should fade out."
	Solid(choices) : "Solid" : 0 : "Set whether or not these brushes should collide with other entities." =
	[
		0: "Solid"
		1: "Nonsolid"
	]
]
@PointClass base(Targetname) = env_zoom : 
	"An entity that can be used to control the player's FOV. Useful for scenes where the player's view is being controlled, or player-usable binoculars/telescopes, etc."
[
	Rate(float) : "Seconds to reach target" : "1.0" : "Amount of time it should take to reach the specified FOV."
	FOV(integer) : "Target FOV" : 75 : "FOV that this entity should set the player's FOV to when active."
	// Inputs
	input Zoom(void) : "Start controlling the player's FOV."
	input UnZoom(void) : "Stop controlling the player's FOV."
	spawnflags(flags) =
	[
		1: "Allow Suit Zoom" : 0
	]
]
@PointClass base(Targetname) = env_screenoverlay: 
	"An entity that can display and control a set of screen overlays, to be displayed over the player's view. Useful for view effects like drunkenness, or teleporter afterimages, etc."
[
	OverlayName1(string) : "Overlay Name 1" : "" : "Name of the first overlay material to display."
	OverlayTime1(float) : "Overlay Duration 1" : "1.0" : "Amount of time that the first overlay should be displayed for, after which it will begin showing the second overlay."
	OverlayName2(string) : "Overlay Name 2" : "" : "Name of the second overlay material to display. If left blank, overlay displaying will finish, and this entity will consider itself done."
	OverlayTime2(float) : "Overlay Duration 2" : "1.0" : "Amount of time that the second overlay should be displayed for, after which it will begin showing the third overlay."
	OverlayName3(string) : "Overlay Name 3" : "" : "Name of the third overlay material to display. If left blank, overlay displaying will finish, and this entity will consider itself done."
	OverlayTime3(float) : "Overlay Duration 3" : "1.0" : "Amount of time that the third overlay should be displayed for, after which it will begin showing the fourth overlay."
	OverlayName4(string) : "Overlay Name 4" : "" : "Name of the fourth overlay material to display. If left blank, overlay displaying will finish, and this entity will consider itself done."
	OverlayTime4(float) : "Overlay Duration 4" : "1.0" : "Amount of time that the fourth overlay should be displayed for, after which it will begin showing the fifth overlay."
	OverlayName5(string) : "Overlay Name 5" : "" : "Name of the fifth overlay material to display. If left blank, overlay displaying will finish, and this entity will consider itself done."
	OverlayTime5(float) : "Overlay Duration 5" : "1.0" : "Amount of time that the fifth overlay should be displayed for, after which it will begin showing the sixth overlay."
	OverlayName6(string) : "Overlay Name 6" : "" : "Name of the sixth overlay material to display. If left blank, overlay displaying will finish, and this entity will consider itself done."
	OverlayTime6(float) : "Overlay Duration 6" : "1.0" : "Amount of time that the sixth overlay should be displayed for, after which it will begin showing the seventh overlay."
	OverlayName7(string) : "Overlay Name 7" : "" : "Name of the seventh overlay material to display. If left blank, overlay displaying will finish, and this entity will consider itself done."
	OverlayTime7(float) : "Overlay Duration 7" : "1.0" : "Amount of time that the seventh overlay should be displayed for, after which it will begin showing the eighth overlay."
	OverlayName8(string) : "Overlay Name 8" : "" : "Name of the eighth overlay material to display. If left blank, overlay displaying will finish, and this entity will consider itself done."
	OverlayTime8(float) : "Overlay Duration 8" : "1.0" : "Amount of time that the eighth overlay should be displayed for, after which it will begin showing the ninth overlay."
	OverlayName9(string) : "Overlay Name 9" : "" : "Name of the ninth overlay material to display. If left blank, overlay displaying will finish, and this entity will consider itself done."
	OverlayTime9(float) : "Overlay Duration 9" : "1.0" : "Amount of time that the ninth overlay should be displayed for, after which it will begin showing the tenth overlay."
	OverlayName10(string) : "Overlay Name 10" : "" : "Name of the tenth overlay material to display. If left blank, overlay displaying will finish, and this entity will consider itself done."
	OverlayTime10(float) : "Overlay Duration 10" : "1.0" : "Amount of time that the tenth overlay should be displayed for, after which this entity will stop displaying overlays."
	// Inputs
	input	StartOverlays(void) : "Start displaying the first overlay."
	input	StopOverlays(void) : "Stop displaying any overlays."
	input	SwitchOverlay(float) : "Switch to displaying a specific overlay. Pass in the desired overlay number in the parameter."
]
@PointClass base(Targetname) = env_texturetoggle : 
	"An entity that allows you to change the textures on other brush-built entities."
[
	target(target_destination) : "Target Brush(es)."
	// Inputs
	input	IncrementTextureIndex(void) : "Increments target brush's current texture frame by one."
	input	SetTextureIndex(integer) : "Sets target brush's texture frame to the specified index."
]
@PointClass base(Targetname, Angles) = env_splash : 
	"An entity that creates a splash effect at its origin. If the 'find water surface' spawnflag is set, it will instead trace down below itself to find the water surface on which to create splashes."
[
	scale(float) : "Scale of the splash" : "8.0"
	// Inputs
	input Splash(void) : "Create a splash effect."
	spawnflags(flags) =
	[
		1: "Automatically find water surface (place entity above water)" : 0
		2: "Diminish with depth (diminished completely in 10 feet of water)" : 1
	]
]
@PointClass base(Parentname) color(180 10 180) = env_particlelight : 
	"An entity that can be used to light the smoke particles emitted by env_smokestack entities. Does not light any other particle types."
[
	Color(color255) : "Color" : "255 0 0" : "Color emitted by this light." 
	Intensity(integer) : "Intensity" : 5000
	directional(choices) : "Directional" : 0 : "If this is specified, then this light will use the bump map on the particles. Each particle system can have one ambient and one directional light." =
	[
		0 : "No"
		1 : "Yes"
	]
	PSName(string) : "Particle System Entity" : "" : "Set this to the name of the env_smokestack that you want this light to affect."
]
@PointClass base(Angles) color(255 0 0) = env_sun : 
	"An entity to control & draw a sun effect in the sky."
[
	target(target_destination) : "Viewer entity" : : "Name of an entity used to determine where the sun is in the skybox. The sun should be lined up on a line from this entity to the env_sun entity."
	
	use_angles(choices) : "UseAngles" : 0 : "The old way to orient env_sun is to point it at a target. The new way is to specify the angles. If you use the new way, set this property to YES." = 
	[
		0 : "No"
		1 : "Yes"
	]
	pitch(integer) : "Pitch" : 0
	rendercolor(color255) : "Sun Color (R G B)" : "100 80 80"
	
	size(integer) : "Size" : 16
	
	// Inputs
	input TurnOn(void) : "Enable sun rendering."
	input TurnOff(void) : "Disable sun rendering."
	input SetColor(color255) : "Change the sun's color. Format: <Red 0-255> <Green 0-255> <Blue 0-255>"
]
@PointClass base(Targetname) = game_ragdoll_manager : 
	"An entity to control the number of ragdolls in the world, for performance reasons." 
[
	MaxRagdollCount(integer) : "Max Ragdoll Count" : -1 : "Sets the max number of ragdolls that can be in the world at a time (if they are flagged to fade). Set to -1 if you want to use the default value (g_ragdoll_maxcount)."
	
	// Inputs
	input SetMaxRagdollCount(integer) : "Set the Max Ragdoll Count."
]
@PointClass base(Targetname, Angles) color(255 128 0) = env_lightglow : 
	"An entity that puts an additive glow in the world, mostly used over light sources."
[
	rendercolor(color255) : "Color (R G B)" : "255 255 255"
	VerticalGlowSize(integer) : "Vertical Size" : 30
	HorizontalGlowSize(integer) : "Horizontal Size" : 30
	MinDist(integer) : "Minimum Distance" : 500 : "The distance at which this effect will be fully translucent."
	MaxDist(integer) : "Maximum Distance" : 2000 : "The distance at which this effect will be at full intensity."
	OuterMaxDist(integer) : "Outer Maximum Distance" : 0 : "If larger than the maximum distance, this is the length at which the glow will fade completely out, between the span of the maximum distance and this length."
	GlowProxySize(float) : "Glow Proxy Geometry Size" : "2.0" : "Size of the glow to be rendered for visibility testing. Must be larger than the distance from the sprite center to empty space. So if this glow is inside geometry (like a light bulb), set this value to be bigger than the bulb's radius. Any time a sphere of this radius would be visible (poking through any nearby geometry), the glow will be rendered."
	// Inputs
	input Color(color255) : "Change the render color of the glow. Format: <Red 0-255> <Green 0-255> <Blue 0-255>"
	spawnflags(flags) =
	[
		1: "Visible only from front" : 0
	]
]
@PointClass base(Parentname, Angles) color(255 255 255) = env_smokestack : 
	"An entity that spits out a constant stream of smoke. See particlezoo.vmf for sample usage. You can place up to two env_particlelight entities near the smoke stack to add ambient light to its particles."
[
	targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
	InitialState(choices) : "Initial State" : 0 = 
	[
		0 : "Off"
		1 : "On"
	]
	BaseSpread(integer) : "Spread at the base" : 20 : "Amount of random spread in the origins of the smoke particles when they're spawned."
	SpreadSpeed(integer) : "Spread Speed" : 15 : "Amount of random spread in the velocity of the smoke particles after they're spawned."
	Speed(integer) : "Speed" : 30 : "The speed at which the smoke particles move after they're spawned."
	StartSize(integer) : "Particle start size" : 20 : "Size of the smoke particles when they're first emitted."
	EndSize(integer) : "Particle end size" : 30 : "Size of the smoke particles at the point they fade out completely."
	Rate(integer) : "Emission rate" : 20 : "Rate at which to emit smoke particles (i.e. particles to emit per second)."
	JetLength(integer) : "Length of smoke trail" : 180 : "Length of the smokestack. Lifetime of the smoke particles is derived from this & particle speed."
	WindAngle(integer) : "Wind X/Y Angle" : 0 : "This specifies the wind direction. It is an angle in the XY plane. WindSpeed specifies the strength of the wind."
	WindSpeed(integer) : "Wind Speed" : 0 : "The strength of the wind."
	SmokeMaterial(string) : "Particle material" : "particle/SmokeStack.vmt" : "Material of the smoke particles emitted by this stack."
	twist(integer) : "Twist" : 0 : "The amount, in degrees per second, that the smoke particles twist around the origin."
	
	rendercolor(color255) : "Base Color (R G B)" : "255 255 255"
	renderamt(integer) : "Translucency" : 255
	
	// Inputs
	input TurnOn(void) : "Turn on the smokestack."
	input TurnOff(void) : "Turn off the smokestack."
	input Toggle(void) : "Toggles the smokestack between on and off state."
	input JetLength(integer): "Set the length of the smoke trail."
	input Rate(integer) : "Set the rate at which to emit smoke particles (particles per second)."
	input Speed(integer) : "Set the speed at which the smoke particles move after they're spawned."
	input SpreadSpeed(integer) : "Set the amount of random spread in the velocity of the smoke particles after they're spawned."
]
@PointClass base(Targetname) iconsprite("editor/env_fade") = env_fade : 
	"An entity that controls screen fades."
[
	spawnflags(flags) =
	[
		1: "Fade From" : 0
		2: "Modulate" : 0
		8: "Stay Out" : 0
	]
	duration(string) : "Duration (seconds)" : "2" : "The time that it will take to fade the screen in or out."
	holdtime(string) : "Hold Fade (seconds)" : "0" : "The time to hold the faded in/out state."
	renderamt(integer) : "Fade Alpha" : 255 : "Alpha of the fade, where 0 = fully transparent and 255 = fully opaque." 
	rendercolor(color255) : "Fade Color (R G B)" : "0 0 0"
	
	// Inputs
	input Fade(void) : "Start the screen fade."
	// Outputs
	output OnBeginFade(void) : "Fired when the fade has begun."
]
@PointClass base(Targetname) = env_player_surface_trigger : 
	"An entity that monitors the material of the surface the player is standing on, and fires outputs whenever it changes to/from a specific material."
[
	gamematerial(choices) : "Game Material to Watch" : "0" : "The material to watch. When the player stands on/off this material, this entity's outputs will be fired." =
	[
		0 : "None (player's in the air)"
		67 : "Concrete"
		77 : "Metal"
		68 : "Dirt"
		86 : "Vent"
		71 : "Grate"
		84 : "Tile"
		83 : "Slosh"
		87 : "Wood"
		80 : "Computer"
		89 : "Glass"
		70 : "Flesh"
		73 : "Clip"
		79 : "Foliage"
		78 : "Sand"
	]
	
	// Inputs
	input Enable(void) : "Start watching the player's surface."
	input Disable(void) : "Stop watching the player's surface."
	// Outputs
	output OnSurfaceChangedToTarget(void) : "Fired when the player moves onto the specified game material."
	output OnSurfaceChangedFromTarget(void) : "Fired when the player moves off the specified game material."
]
@PointClass base(Targetname) = env_tonemap_controller : 
	"An entity that controls the HDR tonemapping for the player. Think of it as a method of controlling the exposure of the player's eyes."
[
	// Inputs
	input SetTonemapScale(void) : "Set the player's tonemap scale. It should be a value between 0 and 2, where 0 is the eyes fully closed, 1 is use the unchanged autoexposure (default), and 2 is the eye fully wide open."
	input BlendTonemapScale(string) : "Blend from the player's current tonemap scale to a new one. The parameter syntax is as follows: <target tonemap scale> <blend duration>. For example: '0.5 10' would blend from the current tonemap scale to 0.5 over a period of 10 seconds. Tonemap scale is a value between 0 and 2, where 0 is the eyes fully closed, 1 is use the unchanged autoexposure (default), and 2 is the eye fully wide open."
]
@PointClass base(Targetname, Parentname) sweptplayerhull() = func_useableladder : 
	"A Half-Life 2 ladder. Handles player auto mount/unmount, as well as +use to get onto the ladder. \n\n" +
	"See also 'info_ladder_dismount', used to specify ladder auto-dismount points.\n\n" +
	"Note: This entity is non-functional in Counter-Strike: Source. Use func_ladder instead."
[
	spawnflags(flags) =
	[
		1: "Fake Ladder" : 0
	]
	point0(vector) : "Start" : : "Ladder end point."
	point1(vector) : "End" : : "Ladder end point."
	StartDisabled(choices) : "Start Disabled" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]
	// Inputs
	input Enable(void) : "Enable this ladder."
	input Disable(void) : "Disable this ladder."
	output OnPlayerGotOnLadder(void) : "Fired whenever a player gets on this ladder."
	output OnPlayerGotOffLadder(void) : "Fired whenever a player gets off this ladder."
]
@PointClass base(Targetname, Parentname, Angles) size( -16 -16 0, 16 16 72 ) color(127 127 127) = func_ladderendpoint : 
	"An entity used to specify the endpoints of a ladder. This entity is functional, but has been replaced by the " + 
	"easier-to-use func_useableladder entity. Left in only for backwards-compatibility!\n\n" +
	"To be valid, a full sized player hull traced between the start and end points must not be obstructed at level " + 
	"activation time. The angle determines in which direction the player leaves the ladder if the player presses the " +
	"+jump button.\n\n" +
	"Note: This entity is non-functional in Counter-Strike: Source. In CS:S, use func_ladder instead."
[
	target(target_destination) : "Other" : : "A ladder goes between any two func_ladderendpoints pointing at each other."
]
@PointClass base(Parentname) size( -16 -16 0, 16 16 4 ) color(255 128 255)= info_ladder_dismount : 
	"An entity to handle endpoints for multiple ladders that are too close to each other."
[
	target(target_destination) : "LadderName" : : "If multiple ladders are near multiple endpoints, use this to stop them from interfering with each other."
]
@SolidClass base(Targetname) color(0 128 255) = func_areaportalwindow : 
	"An entity that can be used to optimize the visibility in a map. If you seal off an area with them, when the viewer moves the specified distance away from them, they will go opaque and the parts inside the area will not be drawn. The 'target' brush model should enclose the func_areaportal window so no parts of it are culled by the window. If you use the optional foreground brush model, then it should enclose the 'target' brush model."
[
	target(target_destination) : "Rendered Window" : : "The name of a brush model to render as the window."
	FadeStartDist(integer) : "Fade Start Distance" : 128 : "When the viewer is closer than this distance, the alpha is set to 'TranslucencyLimit'."
	FadeDist(integer) : "Fade End Distance" : 512 : "When the viewer is at this distance, the portal becomes solid and closes off."
	TranslucencyLimit(string) : "Translucency limit" : "0.2" : "This value limits the translucency of the bmodel and prevents it from becoming invisible when the viewer is right on top of it."
	BackgroundBModel(string) : "Foreground bmodel" : "" : "(Optional) brush model that is drawn after the fading brush model. This model should have alpha in its textures so you can see through it."
]
@SolidClass base(Targetname, RenderFields, Global, Shadow) = func_wall : 
	"Legacy support. Use func_brush instead." 
[
	_minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush."
]
@SolidClass base(Targetname) = func_clip_vphysics : 
	"A brush entity that's considered solid to vphysics." 
[
	filtername(filterclass) : "Filter Name" : : "Filter to use to see if activator collides with me. See filter_activator_name for more explanation."
]
@SolidClass base(Targetname, Parentname, Origin, RenderFields, Global, Inputfilter, EnableDisable, Shadow) = func_brush : 
	"An brush built entity with various features." 
[
	spawnflags(flags) =
	[
		2: "Ignore player +USE" : 0
	]
	_minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush."
	Solidity(choices) : "Solidity" : 0 : "Used to control the solidity/collision of these brushes." =
	[
		0 : "Toggle"
		1 : "Never Solid"
		2 : "Always Solid"
	]
	excludednpc(string) : "NPC class excluded from collisions" : "" : "If an NPC classname (i.e. npc_zombie) is specified here, NPCs of that type won't collide with these brushes."
	solidbsp(choices) : "Solid BSP" : 0 : "Set this if this brush is in heirarchy with a moving object of some kind, and the player can stand on this brush." =
	[
		0 : "No"
		1 : "Yes"
	]	
]
//-------------------------------------------------------------------------
//
// A Vgui screen in 3D
//
//-------------------------------------------------------------------------
@BaseClass base(Targetname, Parentname, Angles) = vgui_screen_base
[
	panelname(string) : "Panel Name"
	overlaymaterial(string) : "Overlay Material" : "" : "Name of a material to overlay over the top of the VGUI screen. NOTE: This material must write Z for the VGUI screen to work."
	width(integer) : "Panel Width in World" : 32 : "Width of the panel in units."
	height(integer) : "Panel Height in World" : 32 : "Height of the panel in units."
	// Inputs
	input SetActive(void) : "Make the vgui screen visible."
	input SetInactive(void) : "Make the vgui screen invisible."
]
@PointClass base(vgui_screen_base) size(-4 -4 -4, 4 4 4) = vgui_screen : 
	"A VGUI screen. Useful for in-world monitors." 
[
 input SetTarget(string) : "Set the name of the widget that commands will go to."
 input SetImage(string) : "Set the image of the given widget (works for MaterialImage *ONLY*)."
]
//-------------------------------------------------------------------------
//
// Cyclers
//
//-------------------------------------------------------------------------
@PointClass base(Targetname, Parentname, Angles, RenderFxChoices, RenderFields) studio() = cycler : 
	"An entity used to display a model for testing purposes. Shooting it with cycle through the model's animations."
[
	spawnflags(flags) =
	[
		1: "Not Solid" : 0
	]
	model(studio) : "Model"
	skin(integer) : "Skin" : 0 : "Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin instead of the default."
	sequence(integer) : "Sequence" : 0 : "Default animation sequence for the model to be playing after spawning."
	// Inputs
	input SetSequence(string) : "Sets the cycler's sequence."
	// Inputs
	input Alpha(integer) : "Sets the cycler's alpha value."
]
//-------------------------------------------------------------------------
//
// Environmental effects
//
//-------------------------------------------------------------------------
@BaseClass base(Targetname, Parentname) = gibshooterbase
[
	angles(string) : "Gib Direction (Pitch Yaw Roll)" : "0 0 0" : "The direction the gibs will fly."
	m_iGibs(integer) : "Number of Gibs" : 3 : "Total number of gibs to shoot each time it's activated."
	delay(string) : "Delay between shots" : "0" : "Delay (in seconds) between shooting each gib. If 0, all gibs shoot at once."
	gibangles(string) : "Gib Angles (Pitch Yaw Roll)" : "0 0 0" : "The orientation of the spawned gibs."
	m_flVelocity(integer) : "Gib Velocity" : 200 : "Speed of the fired gibs"
	m_flVariance(string) : "Course Variance" : "0.15" : "How much variance in the direction gibs are fired."
	m_flGibLife(string) : "Gib Life" : "4" : "Time in seconds for gibs to live +/- 5%"
	spawnflags(Flags) = 
	[
		1 : "Repeatable" : 0
	]
	// Inputs
	input Shoot(void) : "Force the gibshooter to create and shoot a gib."
]
@PointClass base(Targetname, Parentname, RenderFxChoices) size(-4 -4 -4, 4 4 4) line(255 255 255, targetname, LightningStart, targetname, LightningEnd) = env_beam : 
	"An entity that creates a visible beam between two points. The points can be attached to entities to make the beam move around."
[
	renderamt(integer) : "Brightness (1 - 255)" : 100
	rendercolor(color255) : "Beam Color (R G B)" : "255 255 255"
	Radius(integer) : "Radius" : 256 : "If the 'Random Strike' spawnflag is set, this radius determines the area within which the endpoints will randomly strike."
	life(string) : "Life (seconds 0 = infinite)" : "1" : "Amount of time before the beam dies. Setting to zero will make the beam stay forever."
	BoltWidth(float) : "Width of beam" : 2 : "Pixel width of the beam."
	NoiseAmplitude(float) : "Amount of noise (0-255)" : 0 : "The amount of noise in the beam. 0 is a perfectly straight beam."
	texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr" : "The material used to draw the beam."
	TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35 : "Rate at which the beam texture should scroll along the beam."
	framerate(integer) : "Frames per 10 seconds" : 0 : "Framerate at which the beam texture should animate, if it has multiple frames."
	framestart(integer) : "Starting Frame" : 0 : "The frame to start the beam texture on."
	StrikeTime(string) : "Strike again time (secs)" : "1" : "Refire time between random strikes of the beam. Only used if the 'Random Strike' spawnflag is set."
	damage(string) : "Damage / second" : "0" : "How much damage this beam does per second to things it hits when it is continually on, or instantaneously if it strikes. For continuous damage, the value should be greater than 10 or it may not work."
	LightningStart(target_destination) : "Start Entity" : "" : "Entity that the beam starts at."
	LightningEnd(target_destination) : "Ending Entity" : "" : "Entity that the beam ends at."
	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
		512: "Taper Out" : 0
	]
	TouchType(choices) : "Touch Type (tripwire)" : 0 : "If you want the beam to fire an output when touched by entities, choose the entity type here." =
	[	
		0 : "Not a tripwire"
		1 : "Player Only"
		2 : "NPC Only"
		3 : "Player or NPC"
		4 : "Player or NPC or Physprop"
	]
	filtername(filterclass) : "Filter Name" : : "Filter to use to see if activator triggers me. See filter_activator_name for more explanation."
	// Inputs
	input TurnOn(void) : "Turns the beam on."
	input TurnOff(void) : "Turns the beam off."
	input Toggle(void) : "Toggles the beam between on and off."
	input StrikeOnce(void) : "Causes the beam to strike once. It will stay on for its set Life and then turn off (it will never turn off if Life is set to zero)."
	input Alpha(integer) : "Sets the beam's alpha (0 - 255)."
	input Color(color255) : "Sets the beam's render color (R G B)."
	input Amplitude(float) : "Set the amplitude of beam noise (0 - 255)."
	input ScrollSpeed(float) : "Set the scroll speed in units per second (0 - 100)."
	input Width(float) : "Set the width of the beam, in pixels."
	// Outputs
	output OnTouchedByEntity(void) : "Fired when an entity touches the beam. Only fired if the entity passes the 'Touch Type' choice."
]
@PointClass base(Targetname, Parentname) size(-4 -4 -4, 4 4 4) = env_beverage : 
	"HL1 Legacy: Beverage Dispenser."
[
	health(integer) : "Capacity" : 10 : "Number of cans in the dispenser."
	beveragetype(choices) : "Beverage Type" : 0 = 
	[
		0 : "Coca-Cola"
		1 : "Sprite"
		2 : "Diet Coke"
		3 : "Orange"
		4 : "Surge"
		5 : "Moxie"
		6 : "Random"
	]
	input Activate(void) : "Enable this dispenser."
]
@SolidClass base(Targetname, Parentname, Angles) = env_embers : 
	"An entity used to create a volume in which to spawn fire embers." 
[
	particletype(choices) : "Ember type" : 0 =
	[
		0 : "Normal"
		1 : "Smooth Fade"
		2 : "Pulled"
	]
	density(integer) : "Density (particles per second)" : 50
	lifetime(integer) : "Particle Lifetime (seconds)" : 4
	speed(integer) : "Particle Speed (units per second)" : 32
	rendercolor(color255) : "Ember Color (R G B)" : "255 255 255"	
	spawnflags(Flags) = 
	[
		1 : "Start On" : 0
		2 : "Toggle" : 0
	]
]
@PointClass base(Targetname, Parentname) size(-16 -16 -16, 16 16 16) = env_funnel : 
	"HL1 Legacy: Large Portal Funnel" 
[
	spawnflags(flags) =
	[
		1: "Reverse" : 0
	]
]
@PointClass base(Targetname, Parentname) size(-16 -16 -16, 16 16 16) color(255 0 0) = env_blood : 
	"An entity used to spawn blood effects." 
[
	spraydir(angle) : "Spray Direction (Pitch Yaw Roll)" : "0 0 0" : "The general direction that the blood should spray and the direction to trace to apply the decal."
	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
		// dvs: support these flags
		//16: "Cloud" : 0
		//32: "Drops" : 0
		//64: "Gore" : 0
	]
	// Inputs
	input EmitBlood(void) : "Triggers the blood effect."
]
@SolidClass base(Targetname, Parentname) = env_bubbles : 
	"An entity used to create a volume in which to spawn bubbles." 
[
	density(integer) : "Bubble density" : 2
	frequency(integer) : "Bubble frequency" : 2
	current(integer) : "Speed of Current" : 0 : "The speed of the water current in the volume, used to move the bubbles."
	spawnflags(Flags) = 
	[
		1 : "Start Off" : 0
	]
	// Inputs
	input Activate(void) : "Activates the bubbles."
	input Deactivate(void) : "Deactivates the bubbles."
	input Toggle(void) : "Toggles the bubbles on and off."
	input SetDensity(integer) : "Sets the bubble density."
	input SetFrequency(integer) : "Sets bubble emission rate in bubbles per second."
	input SetCurrent(integer) : "Sets current speed in inches per second."
]
@PointClass base(Targetname, Parentname) iconsprite("editor/env_explosion.vmt") = env_explosion : 
	"An entity that creates an explosion at its origin." 
[
	iMagnitude(Integer) : "Magnitude" : 100 : "The amount of damage done by the explosion."
	// If no radius override, magnitude will determine radius.
	iRadiusOverride(Integer) : "Radius Override" : 0 : "If specified, the radius in which the explosion damages entities. If unspecified, the radius will be based on the magnitude."
	fireballsprite(sprite) : "Fireball Sprite" : "sprites/zerogxplode.spr"
	rendermode(choices) : "Render Mode" : 5 =
	[
		0: "Normal"
		4: "Solid"
		5: "Additive"
	]
	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
		64: "No Sound" : 0
		128: "Random Orientation" : 0
		256: "No Fireball Smoke" : 0
		512: "No particles" : 0
		1024: "No DLights" : 0
		2048: "Don't clamp Min" : 0
		4096: "Don't clamp Max" : 0
	]
	// Inputs
	input Explode(void) : "Triggers the explosion."
]
@PointClass base(Targetname, Parentname) color(200 50 0) size(-8 -8 -8, 8 8 8) = env_smoketrail : 
	"An entity that creates a smoke trail." 
[
	opacity(float) : "Sprite Opacity" : "0.75" : "Opacity of the sprites (range from 0 - 1)."
	spawnrate(float) : "Spawn Rate" : "20" : "Number of particles to emit each second."
	lifetime(float) : "Particle Life Time" : "5.0" : "Number of seconds until each particle dies."
	startcolor(color255) : "Start Color" : "192 192 192" : "Starting color of the emitted particles."
	endcolor(color255) : "End Color" : "160 160 160" : "Ending color of the emitted particles."
	emittime(float) : "Emitter Life Time" : "0" : "Number of seconds until the env_smoketrail stops emitting particles. 0 means never stop emitting particles."
	minspeed(float) : "Minimum Random Speed" : "10" : "Minimum randomly-directed speed to use for emitted particles."
	maxspeed(float) : "Maximum Random Speed" : "20" : "Maximum randomly-directed speed to use for emitted particles."
	mindirectedspeed(float) : "Minimum Directed Speed" : "0" : "Minimum speed along the env_smoketrail's forward direction (x axis) to use for emitted particles."
	maxdirectedspeed(float) : "Maximum Directed Speed" : "0" : "Maximum speed along the env_smoketrail's forward direction (x axis) to use for emitted particles."
	startsize(float) : "Starting particle size" : "15" : "Starting particle size."
	endsize(float) : "Ending particle size" : "50" : "Ending particle size."
	spawnradius(float) : "Spawn radius" : "15" : "Distance from env_smoketrail at which particles are emitted."
	firesprite(sprite) : "Fire Sprite" : "sprites/firetrail.spr"
	smokesprite(sprite) : "Smoke Puff" : "sprites/whitepuff.spr"
]
@PointClass base(Targetname, Parentname) sphere() iconsprite("editor/env_physexplosion.vmt") = env_physexplosion : 
	"An entity that creates an explosion at its origin. If the no-damage spawnflag is set, the explosion won't be visible, but will apply force to any physics objects within its radius."
[
	magnitude(string) : "Magnitude" : "100" : "Amount of physics force applied by the explosion."
	radius(string) : "Clamp Radius (0 = auto)" : "0" : "If specified, the radius in which the explosion damages entities. If unspecified, the radius will be based on the magnitude."
	targetentityname(target_destination) : "Limit to Entity" : "" : "If specified, the explosion will only affect the matching entity."
	spawnflags(flags) =
	[
		1 : "No Damage - Only Force" : 1
	]
	// Inputs
	input Explode(void) : "Trigger the explosion."
]
@PointClass base(Targetname, Parentname) line(255 255 255, targetname, directionentityname) iconsprite("editor/env_physexplosion.vmt") = env_physimpact : 
	"An entity that will cause a physics impact on another entity."
[
	angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" : "Direction to project the impact."
	magnitude(integer) : "Magnitude" : 100 : "Strength of the impact."
	distance(integer) : "Distance" : 0 : "How far to project the impact (if 0 uses a default value)."
	directionentityname(target_destination) : "Point to Entity" : "" : "If set, 'Distance' and Angle settings are ignored and the direction and distance to the target entity will be used."
	spawnflags(flags) =
	[
		1: "No fall-off" : 0
		2: "Infinite Length" : 0
		4: "Ignore Mass" : 0
	]
	// Inputs
	input Impact(void) : "Trigger the impact"
]
// This has been disabled until it can be reimplemented, destroyed, or renamed - jdw
//@PointClass base(Targetname, Parentname) size(-4 -4 -4, 4 4 4) = env_splash : 
//	"Can be used to create either a spash effect or a stream of falling or spurting liquid." +
//	"Will create a splash decal on the collided surface the same color as the liquid"
//[
//	spawnrate(float) : "SpawnRate" : "10" : "How many particles some out"
//	startcolor(color255) : "StartColor" : "100 100 100" : "Color of particles when the are emitted"
//	endcolor(color255) : "EndColor" : "240 110 0" : "Color that particles approach"
//	speed(float) : "Speed" : 3 : "Averate speed of an emitted particles"
//	speedrange(float) : "SpeedRange" : 1 : "Speed range of an emitted particles"
//	widthmin(float) : "WidthMin" : 2 : "Width of smallest particle emitted"
//	widthmax(float) : "WidthMax" : 8 : "Width of largest particle emitted"
//	noise(float) : "Noise" : "0.1" : "Amount of directional noise in stream"
//	lifetime(float) : "Lifetime" : 5 : "Lifetime of particles (in secs)"
//	numdecals(integer) : "Num Decals" : 1 : "Number of decals used (keep small)"
//	startactive(choices) : "Start On" : 1 =
//	[
//		0 : "No"
//		1 : "Yes"
//	]
//
//	// Inputs
//	input SetSpawnRate(float) : "Sets how many particles come out"
//	input SetSpeed(float) : "Sets speed of emitted particle"
//	input SetNoise(float) : "Sets noise of emitted particle (0-1)"
//	input SetLifetime(float) : "Sets lifetime of emitted particles (in seconds)"
//	input TurnOn(void) : "Turns particles on"
//	input TurnOff(void) : "Turns particles off"
//]
@PointClass base(Targetname, Parentname, EnableDisable) iconsprite("editor/env_fire") color(0 180 0) = env_fire : 
	"An entity that handles a single flame at its origin. The flame causes heat 'damage' to other env_fire entities around it, and will eventually ignite non-flaming env_fire entities nearby, causing the fire to spread."
[
	health(integer) : "Duration" : 30 : "Amount of time the fire will burn."
	firesize(integer) : "Size" : 64 : "Height (in world units) of the flame."
	fireattack(integer) : "Attack" : 4 : "Amount of time the fire takes to grow to full strength."
	firetype(choices) : "Type" : 0 =
	[
		0 : "Natural"
		1 : "Plasma"
	]
	spawnflags(flags) =
	[
		1:	"Infinite Duration" : 0
		2:	"Smokeless" : 0
		4:	"Start On" : 0
		8:	"Start Full" : 0
		16:	"Don't drop" : 0
		32: 	"No glow" : 0
		128: 	"Delete when out" : 0
	]
	ignitionpoint(float) : "Ignition Point" : 32 : "Amount of heat 'damage' to take before this flame should ignite."
	damagescale(float) : "Damage Scale" : "1.0" : "Multiplier of the burn damage done by the flame."
	// Inputs
	input StartFire(void) : "Start the fire."
	input Extinguish(float) : "Puts out the fire permanently in the number of seconds specified."
	input ExtinguishTemporary(float): "Puts out the fire temporarily in the number of seconds specified."
	// Outputs
	output OnIgnited(void) : "Fires when the fire is first ignited."
	output OnExtinguished(void) : "Fires when the fire is fully extinguished."
]
@PointClass base(Targetname, Parentname) iconsprite("editor/env_firesource") color(255 255 0) sphere(fireradius) = env_firesource : 
	"An entity that provides heat to all nearby env_fire entities. Cannot be extinguished."
[
	spawnflags(flags) =
	[
		1:	"Start On" : 0
	]
	fireradius(float) : "Radius" : 128 : "The radius around this entity in which to provide heat."
	firedamage(float) : "Intensity / Damage" : 10 : "Amount of heat 'damage' to apply to env_fire entities within the radius."
	// Inputs
	input Enable(void) : "Enable fire source."
	input Disable(void) : "Disable fire source."
]
@PointClass base(Targetname, Parentname) size(-4 -4 -4, 4 4 4) color(255 255 0) sphere(fireradius) = env_firesensor : 
	"An entity that detects changes in heat nearby."
[
	spawnflags(flags) =
	[
		1:	"Start On" : 1
	]
	fireradius(float) : "Radius" : 128 : "The radius around this entity in which to detect heat changes."
	heatlevel(float) : "Heat level" : 32 : "The target heat level to check for. Outputs are fired when the heat moves over this target level (increasing or decreasing)."
	heattime(float) : "Time at level" : 0 : "The amount of time the heat level must spend over the target level before the 'OnHeatLevelStart' output is fired."
	// Inputs
	input Enable(void) : "Enable fire sensor."
	input Disable(void) : "Disable fire sensor."
	output OnHeatLevelStart(void) : "Fires when the heat level has been sustained for the specified length of time."
	output OnHeatLevelEnd(void) : "Fires when the heat level drops below the target level."
]
@PointClass base(Targetname) size(-4 -4 -4, 4 4 4) color(0 180 0) = env_entity_igniter : 
	"An entity that catches a target entity on fire. If the entity is an animating model, it will have sprite flames attached to its skeleton. Otherwise the entity will emit particle flame puffs."
[
	target(target_destination) : "Entity to ignite" : : "Name of the entity to catch on fire."
	lifetime(float) : "Lifetime in seconds" : 10 : "Duration of flames."
	
	// Inputs
	input Ignite(void) : "Ignite the target entity."
]
@PointClass base(Targetname, DXLevelChoice, Angles) iconsprite("editor/fog_controller.vmt") color(255 255 255) = env_fog_controller : 
	"An entity that controls the fog and view distance in the map."
[
	// Inputs
	input SetStartDist(float) : "Set the fog start distance."
	input SetEndDist(float) : "Set the fog end distance."
	input TurnOn(void) : "Turn the fog on."
	input TurnOff(void) : "Turn the fog off."
	input SetColor(color255) : "Set the primary fog color."
	input SetColorSecondary(color255) : "Set the secondary fog color."
	input SetFarZ(integer): "Set the far clip plane distance."
	input SetAngles(string) : "Set the angles to use for the secondary fog direction."
	// Starting fog parameters for the level. These are selectable per LOD.	
	fogenable(choices) : "Fog Enable" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]
	fogblend(choices) : "Fog Blend" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]
	use_angles(choices) : "Use Angles for Fog Dir" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]
	fogcolor(color255) : "Primary Fog Color" : "255 255 255"
	fogcolor2(color255) : "Secondary Fog Color" : "255 255 255"
	fogdir(string) : "Primary Fog Direction" : "1 0 0"
	fogstart(string) : "Fog Start" : "500.0"
	fogend(string) : "Fog End" : "2000.0"
	
	farz(string) : "Far Z Clip Plane" : "-1"
]
@PointClass base(Targetname, Parentname, Angles) studioprop("models/editor/spot_cone.mdl") color(255 255 255) = env_steam : 
	"An entity used to create a jet of steam."
[
	spawnflags(flags) =
	[
		1 : "Emissive" : 0
	]
	InitialState(choices) : "Initial State" : 0 = 
	[
		0 : "Off"
		1 : "On"
	]
	//Type of particle to spew out
	type(choices) : "Particle Type" : 0 =
	[
		0 : "Normal"
		1 : "Heat Wave"
	]
	SpreadSpeed(integer) : "Spread Speed" : 15 : "The amount of random spread in the particle's velocity after they spawn."
	Speed(integer) : "Speed" : 120 : "The default speed at which the particles move after they spawn."
	StartSize(integer) : "Particle start size" : 10 : "The initial size of the particles after they spawn."
	EndSize(integer) : "Particle end size" : 25 : "The size of the particles at the point at which they are removed."
	Rate(integer) : "Emission rate" : 26 : "The rate of particle emission. i.e. particles per second."
	rendercolor(color255) : "Color (R G B)" : "255 255 255"
	JetLength(integer) : "Length of steam jet" : 80 : "The length of the jet determines the lifetime of each particle."
	renderamt(integer) : "Translucency" : 255
	Scale(float) : "Scalar for particle life and size" : 0
	InvertScale(integer) : "Invert scalar value" : 1
	// Inputs
	input TurnOn(void) : "Turns the steam jet on."
	input TurnOff(void) : "Turns the steam jet off."
	input Toggle(void) : "Toggles the steam jet between on and off."
	input JetLength(integer) : "Sets the length of steam jet."
	input Rate(integer) : "Sets the particle emission rate in particles per second."
	input Speed(integer) : "Sets the default speed of the particles in units per second."
	input SpreadSpeed(integer) : "Sets the spread speed in units per second."
	input Scale(float) : "Sets the scale which affects the size of the steam jet."
]
@PointClass base(Targetname, Parentname, RenderFxChoices) size(-4 -4 -4, 4 4 4) line(255 255 255, targetname, LaserTarget) = env_laser : 
	"An entity that creates a laser beam between itself and a given target."
[
	LaserTarget(target_destination) : "Target of Laser" : : "Name of entity, or entities, to strike at. The target is randomly chosen if there are multiple entities matching the given name."
	renderamt(integer) : "Brightness (1 - 255)" : 100
	rendercolor(color255) : "Beam Color (R G B)" : "255 255 255"
	width(float) : "Width of Beam" : 2 : "The width of the laser beam, in pixels."
	NoiseAmplitude(integer) : "Amount of noise (0-255)" : 0 : "The amount of noise in the beam. 0 is a perfectly straight beam."
	texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr" : "The material used to draw the laser beam."
	EndSprite(sprite) : "End Sprite" : "" : "If specified, this sprite will be drawn at the end of the laser beam."
	TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35 : "Rate at which the beam texture should scroll along the beam."
	framestart(integer) : "Starting Frame" : 0 : "The frame to start the beam texture on."
	damage(string) : "Damage / second" : "100" : "How much damage this laser does. per second. to things it hits."
	dissolvetype(choices) : "Dissolve Type" : "None" =
	[
		-1 : "None"
		0 : "Energy"
		1 : "Heavy electrical"
		2 : "Light electrical"
	]
	spawnflags(flags) = 
	[
		1 : "Start On" : 0
		16: "StartSparks" : 0
		32: "EndSparks" : 0
		64: "Decal End" : 0
	]
	// Inputs
	input TurnOn(void) : "Turns the laser on."
	input TurnOff(void) : "Turns the laser off."
	input Toggle(void) : "Toggles the laser between on and off."
]
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = env_message : 
	"An entity that draws a text message on player's HUDs."
[
	message(string) : "Message Text"
	spawnflags(flags) =
	[
		1: "Play Once" : 0
		2: "All Clients" : 0
	]
	messagesound(sound) : "Sound Effect" : "" : "When the message is shown, this sound effect will be played, originating from this entity."
	messagevolume(string) : "Volume 0-10" : "10" : "Volume of the sound effect."
	messageattenuation(Choices) : "Sound Radius" : 0 =
	[
		0 : "Small Radius"
		1 : "Medium Radius"
		2 : "Large Radius"
		3 : "Play Everywhere"
	]
	
	// Inputs
	input ShowMessage(void) : "Shows the message and plays the sound."
	
	// Outputs
	output OnShowMessage(void) : "Fired when the message is activated."
]
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = env_hudhint : 
	"An entity to control the display of HUD hints. HUD hints are used to show the player what key is bound to a particular command."
[
	message(string) : "Hint Text (localized)" : "" : "This should be set to match the desired HUD hint entry in the hl2\resource\valve_english.txt."
	duration(float) : "Duration" : "" : "How long the hint stays on the screen"
	// Inputs
	input ShowHudHint(void) : "Shows the hint message."
]
@PointClass sphere() iconsprite("editor/env_shake.vmt") base(Targetname, Parentname) = env_shake : 
	"An entity to control screen shake on players." 
[
	spawnflags(flags) =
	[
		1: "GlobalShake" : 0
		//2: "Disrupt player control" : 0 // doesn't work
		4: "In Air" : 0		// shakes objects even if they are not onground
		8: "Physics" : 0	// shakes physically as well as the camera
		16: "Ropes" : 0		// shakes ropes too.
	]
	amplitude(float) : "Amplitude (0-16)" : "4" : "The amount of noise in the screen shake. Should be a range between 0 and 16."
	radius(float) : "Effect Radius" : "500" : "The radius around this entity in which to affect players."
	duration(float) : "Duration (seconds)" : "1" : "The length of time in which to shake the player's screens."
	frequency(float) : "Frequency" : "2.5" : "The frequency used to apply the screen shake. Should be a value between 0 and 255, where 0.1 = jerk, and 255.0 = rumble."
	// Inputs
	input Amplitude(string) : "Set the amplitude (0-16)"
	input Frequency(string) : "Set the frequence. Should be a value between 0 and 255, where 0.1 = jerk, and 255.0 = rumble."
	input StartShake(void) : "Start the shake."
	input StopShake(void) : "Stop the shake."
]
@PointClass base(gibshooterbase) iconsprite("editor/gibshooter.vmt") = gibshooter : 
	"An entity that shoots out gibs. Style of body part depends on language type."
[
]
@PointClass base(gibshooterbase, RenderFields) iconsprite("editor/env_shooter.vmt") = env_shooter : 
	"An entity that shoots models, or sprites, out of its origin."
[
	shootmodel(studio) : "Model" : "" : "Thing to shoot out. Can be a .mdl or a .vmt."
	shootsounds(choices) :"Material Sound" : -1 =
	[
		-1: "None"
		0: "Glass"
		1: "Wood"
		2: "Metal"
		3: "Flesh"
		4: "Concrete" 
	]
	simulation(choices) :"Simulate" : 0 =
	[
		0: "Point"
		1: "Physics"
		2: "Ragdoll"
	]
	skin(integer) : "Gib Skin" : 0 : "Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin on all gibs produced by this shooter."
	spawnflags(flags) =
	[
		2 : "On fire" : 0
		4 : "strict remove after lifetime" : 0
	]
]
@PointClass base(gibshooterbase, RenderFields) iconsprite("editor/env_shooter.vmt") = env_rotorshooter : 
	"An entity that creates gibs when it's within the influence of a helicopter's rotor wash."
[
	shootmodel(studio) : "Model" : "" : "Thing to shoot out. Can be a .mdl or a .vmt."
	shootsounds(choices) :"Material Sound" : -1 =
	[
		-1: "None"
		0: "Glass"
		1: "Wood"
		2: "Metal"
		3: "Flesh"
		4: "Concrete" 
	]
	simulation(choices) :"Simulate" : 0 =
	[
		0: "Point"
		1: "Physics"
		2: "Ragdoll"
	]
	skin(integer) : "Gib Skin" : 0 : "Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin on all gibs produced by this shooter."
	spawnflags(flags) =
	[
		2 : "On fire" : 0
	]
	rotortime(float) : "Time Under Rotor" : "1" : "The average time it has to be under the rotor before it shoots a gib."
	rotortimevariance(float) : "Time variance" : "0.3" : "The random amount to vary the time it has to be under the rotor before it shoots a gib."
]
@PointClass base(Targetname,Parentname) sphere() iconsprite("editor/env_soundscape.vmt") = env_soundscape_proxy : 
	"An entity that acts like a soundscape but gets all of its sound parameters from another env_soundscape entity."
[
	MainSoundscapeName(target_destination) : "Soundscape Entity" : "" : "The soundscape to get all sound parameters from."
	radius(integer) : "Radius" : 128					// NEEDHELP: The datadesc doesn't include this entry. Probably not used.
]
@PointClass base(Targetname,Parentname,EnableDisable) sphere() iconsprite("editor/env_soundscape.vmt") line(255 255 255, targetname, position0) line(255 255 255, targetname, position1) line(255 255 255, targetname, position2) line(255 255 255, targetname, position3) line(255 255 255, targetname, position4) line(255 255 255, targetname, position5) line(255 255 255, targetname, position6) line(255 255 255, targetname, position7) = env_soundscape : 
	"An entity to control sound in an area. The active soundscape at any time is the last one that had line-of-sight to the player, and was within the radius."
[
	radius(integer) : "Radius" : 128 : "If set to -1, then the player can hear the soundscape as long as he can see it (regardless of distance to it)."
	soundscape(choices) : "Soundscape" : "Nothing" : "The name of the soundscape to use. Corresponds to an entry in the soundscapes*.txt file in the hl2\scripts directory." =
	[
		"Nothing" : "Nothing"
		"Automatic" : "Automatic"
		"Automatic_Dialog" : "Automatic (dialog)"
		"GenericIndoor" : "Indoor"
		"GenericOutdoor" : "Outdoor"
	]
	position0(target_destination) : "Sound Position 0" : "" : "A sound position that will be referenced inside the soundscape text file. Usually used to position a set of sounds within the world."
	position1(target_destination) : "Sound Position 1" : "" : "A sound position that will be referenced inside the soundscape text file. Usually used to position a set of sounds within the world."
	position2(target_destination) : "Sound Position 2" : "" : "A sound position that will be referenced inside the soundscape text file. Usually used to position a set of sounds within the world."
	position3(target_destination) : "Sound Position 3" : "" : "A sound position that will be referenced inside the soundscape text file. Usually used to position a set of sounds within the world."
	position4(target_destination) : "Sound Position 4" : "" : "A sound position that will be referenced inside the soundscape text file. Usually used to position a set of sounds within the world."
	position5(target_destination) : "Sound Position 5" : "" : "A sound position that will be referenced inside the soundscape text file. Usually used to position a set of sounds within the world."
	position6(target_destination) : "Sound Position 6" : "" : "A sound position that will be referenced inside the soundscape text file. Usually used to position a set of sounds within the world."
	position7(target_destination) : "Sound Position 7" : "" : "A sound position that will be referenced inside the soundscape text file. Usually used to position a set of sounds within the world."
	// Inputs
	input Enable(void) : "Enable the soundscape."
	input Disabled(void) : "Disable the soundscape."
	input ToggleEnabled(void) : "Toggle the soundscape enabled state."
	// Outputs
	output OnPlay(void) : "Fired when this soundscape becomes the active one."
]
@PointClass base(env_soundscape) sphere() iconsprite("editor/env_soundscape.vmt") = env_soundscape_triggerable : 
	"An entity that works like env_soundscape except that it works in conjunction with trigger_soundscape to determine when a player hears it."
[
]
@PointClass base(Targetname, Parentname, Angles) iconsprite("editor/env_spark.vmt") = env_spark : 
	"An entity used to create sparks at its origin." 
[
	MaxDelay(string) : "Max Delay" : "0" : "The longest delay between sparks (in seconds)."
	Magnitude(choices) : "Magnitude" : 1 : "The size of the sparks." =
	[
		1 : "Small"
		2 : "Medium"
		5 : "Large"
		8 : "Huge"
	]
	TrailLength(choices) : "Spark Trail Length" : 1 =
	[
		1 : "Short"
		2 : "Medium"
		3 : "Long"
	]
	spawnflags(flags) =
	[
		64: "Start ON" : 0
		128: "Glow" : 0
		256: "Silent" : 0
		512: "Directional" : 0
	]
	
	// Inputs
	input StartSpark(void) : "Start the spark effect."
	input StopSpark(void) : "Stop the spark effect."
	input ToggleSpark(void) : "Toggle the on/off state of the spark effect."
	input SparkOnce(void) : "Spark once."
]
@PointClass base(Targetname, Parentname, RenderFields,DXLevelChoice) size(-2 -2 -2, 2 2 2) sprite() color(20 140 20) = env_sprite : 
	"An entity that controls the drawing of a sprite in the world." 
[
	framerate(string) : "Framerate" : "10.0" : "Rate at which the sprite should animate, if at all."
	model(sprite) : "Sprite Name" : "sprites/glow01.spr" : "Material of the sprite to be drawn."
	scale(string) : "Scale" : "" : "Scale multiplier of the sprite."
	spawnflags(flags) =
	[
		1: "Start on" : 0
		2: "Play Once" : 0
	]
	GlowProxySize(float) : "Size of Glow Proxy Geometry." : "2.0" : "Size of the glow to be rendered for visibility testing. Must be larger than the distance from the sprite center to empty space. So if this glow is inside geometry (like a light bulb), set this value to be bigger than the bulb's radius. Any time a sphere of this radius would be visible (poking through any nearby geometry), the glow will be rendered."
	
	// Inputs
	input Alpha(integer) : "Set the sprite's alpha (0 - 255)."
	input Color(color255) : "Set the sprite's color (R G B)."
	input SetScale(float) : "Set the sprite's scale (0 - 8.0)."
	input HideSprite(void) : "Hide the sprite. Won't be drawn until the 'ShowSprite' input is received."
	input ShowSprite(void) : "Show the sprite."
	input ToggleSprite(void) : "Toggle the sprite between hidden and shown."
]
@PointClass base(Targetname, Angles) iconsprite("editor/env_wind.vmt") = env_wind : 
	"An entity to control wind in the map. Partially functional."
[
	gustsound(sound) : "Gust Sound Filename" : "" : "Sound to be played to simulate the gusting wind."
	minwind(integer) : "Min normal speed" : 20 : "Minimum speed of the wind while idling."
	maxwind(integer) : "Max normal speed" : 50 : "Maximum speed of the wind while idling."
	mingust(integer) : "Min gust speed" : 100 : "Minimum speed of wind gusts."
	maxgust(integer) : "Max gust speed" : 250 : "Maximum speed of wind gusts."
	mingustdelay(integer) : "Min gust delay" : 10 : "Minimum time delay between random gusts."
	maxgustdelay(integer) : "Max gust delay" : 20 : "Maximum time delay between random gusts."
	gustdirchange(integer) : "Max gust dir change (degrees)" : 20 : "Maximum amount that the wind's direction changes due to a gust."
]
@PointClass base(Angles) size(-16 -16 -16, 16 16 16) color(0 0 255) = sky_camera : 
	"An entity used to control the 3D Skybox. Its origin is used to determine the 3D Skybox's position relative to the map. Place this entity, in the 3D Skybox, at the point where the origin of the map should be."
[
	scale(integer) : "3D Skybox scale" : 16 : "Scale of the skybox."
	fogenable(choices) : "Fog Enable" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]
	fogblend(choices) : "Fog Blend" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]
	use_angles(choices) : "Use Angles for Fog Dir" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]
	fogcolor(color255) : "Primary Fog Color" : "255 255 255"
	fogcolor2(color255) : "Secondary Fog Color" : "255 255 255"
	fogdir(string) : "Primary Fog Dir" : "1 0 0"
	fogstart(string) : "Fog Start" : "500.0" : "Distance at which the skybox fog should start."
	fogend(string) : "Fog End" : "2000.0" : "Distance at which the skybox fog should be fully opaque."
]
@BaseClass base(Targetname, ResponseContext) = BaseSpeaker
[
	delaymin(string) : "Min Delay Between Announcements" : "15"
	delaymax(string) : "Max Delay Between Announcements" : "135"
	spawnflags(flags) =
	[
		1: "Start Silent" : 0
		2: "Play Everywhere" : 0
	]
	rulescript(string) : "Context rule script" : "" : "Script file containing rules for playing appropriate sounds."
	concept(string) : "Concept name" : "" : "High level concept name used as primary search key."
	// Inputs
	input TurnOn(void) : "Turn on the random announcements."
	input TurnOff(void) : "Turn off the random announcements."
	input Toggle(void) : "Toggle the random announcements off and on."
]
//-------------------------------------------------------------------------
//
// Game Entities
//
//-------------------------------------------------------------------------
@PointClass base(Targetname) = game_weapon_manager : 
	"An entity used to limit the number of a particular weapon type in the world. Useful in places where NPCs are spawning rapidly, dying, and dropping weapons." 
[
	weaponname(string) : "Weapon Classname" : "" : "Classname of the weapon type to limit."
	maxpieces(integer) : "Max Allowed in Level" : 0 : "The maximum amount of the specified weapon type allowed in the world."
]
@PointClass base(Targetname) = game_end : 
	"An entity that ends the game." 
[
	input EndGame(void) : "End the Game, back to the Main Menu."
]
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = game_player_equip : 
	"An entity that gives equipment to the player who activates it. To use, add new keys to this entity, where each key is the classname of a weapon/item, and the corresponding value is the number of those weapons/items to give to the player who uses this entity. If the 'Use Only' spawnflag isn't set, then players can just touch this entity to get the equipment."
[
	spawnflags(flags) =
	[
		1: "Use Only" : 0
	]
	master(string) : "Team Master (Obsolete)" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate."	
]
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = game_player_team : 
	"An entity that changes the team of the player who activates it."
[
	spawnflags(flags) =
	[
		1 : "Remove On fire" : 0
		2 : "Kill Player" : 0
		4 : "Gib Player" : 0
	]
	target(string) : "game_team_master to use" 
	master(string) : "Master (Obsolete)" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate."	
]
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = game_score : 
	"An entity that awards/deducts points from the player who activates it." 
[
	spawnflags(flags) =
	[
		1: "Allow Negative" : 0
		2: "Team Points" : 0
	]
	points(integer) : "Points to add (+/-)" : 1
	master(string) : "Master (Obsolete)" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate."
	
	// Inputs
	input ApplyScore(void) : "Add score to player."
]
@PointClass base(Targetname) iconsprite("editor/game_text.vmt") = game_text : 
	"An entity that displays text on player's screens." 
[
	spawnflags(flags) =
	[
		1: "All Players" : 0
	]
	message(string) : "Message Text" : "" : "Message to display onscreen."
	x(string) : "X (0 - 1.0 = left to right) (-1 centers)" : "-1" : "Horizontal position on the player's screens to draw the text. The value should be between 0 and 1, where 0 is the far left of the screen and 1 is the far right. -1 centers the text."
	y(string) : "Y (0 - 1.0 = top to bottom) (-1 centers)" : "-1" : "Vertical position on the player's screens to draw the text. The value should be between 0 and 1, where 0 is the top of the screen and 1 is the bottom. -1 centers the text."
	effect(Choices) : "Text Effect" : 0 =
	[
		0 : "Fade In/Out"
		1 : "Credits"
		2 : "Scan Out"
	]
	color(color255) : "Color1" : "100 100 100"
	color2(color255) : "Color2" : "240 110 0"
	fadein(string) : "Fade in Time (or character scan time)" : "1.5" : "The time it should take for the text to fully fade in."
	fadeout(string) : "Fade Out Time" : "0.5" : "The time it should take for the text to fade out, after the hold time has expired."
	holdtime(string) : "Hold Time" : "1.2" : "The time the text should stay onscreen, after fading in, before it begins to fade out."
	fxtime(string) : "Scan time (scan effect only)" : "0.25" : "If the 'Text Effect' is set to Scan Out, this is the time it should take to scan out all the letters in the text."
	channel(choices) : "Text Channel" : 1 : "You can have up to four individual game_text messages onscreen at once, stored in channels. Select which channel this text should be placed in, which will overwrite any active message already in that channel." =
	[
		1 : "Channel 1"
		2 : "Channel 2"
		3 : "Channel 3" 
		4 : "Channel 4"
	]
	master(string) : "Master" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate."
	// Inputs
	input Display(void) : "Display the message text."
]
@PointClass base(Parentname, Angles) size(-2 -2 -2, 2 2 2) = point_enable_motion_fixup : 
	"An entity used to move a motion-disabled prop when it enables motion. Parent this entity to the prop, and when the prop has its motion enabled, it will immediately teleport to the origin of this entity."
[
]
@PointClass base(Targetname, Parentname) size(-8 -8 -8, 8 8 8) = point_message : 
	"An entity that displays a text message in the world, at its origin."
[
	spawnflags(flags) =
	[
		1: "Start Disabled" : 0
	]
	message(string) : "Entity Message"
	radius(integer) : "Show message radius" : 128 : "Distance the player must be within to see this message."
	developeronly(choices) : "Developer Only?" : 0 : "If set, this message will only be visible when developer mode is on." =
	[
		0 : "No"
		1 : "Yes"
	]
	// Inputs
	input Enable(void) : "Start displaying the message text, if the player is within the message radius."
	input Disable(void) : "Stop displaying the message text."
]
@PointClass base(Targetname, Parentname, Angles) studio("models/editor/axis_helper.mdl") = point_spotlight : 
	"An entity to draw a spotlight. Will draw a beam when the player views it side on, and a halo when it's facing towards the player. "+
	"Unless the 'No Dynamic Light' spawnflag is checked, it will also create a dynamic light wherever the end of the spotlight rests."
[
	spawnflags(Flags) = 
	[
		1 : "Start On" : 1
		2 : "No Dynamic Light" : 0
	]
	spotlightlength(integer) : "Spotlight Length" : 500 : "Length of the spotlight beam."
	spotlightwidth(integer) : "Spotlight Width" : 50 : "Width of the spotlight beam."
	rendercolor(color255) : "Color (R G B)" : "255 255 255"
	
	// Inputs
	input LightOn(void) : "Turn the spotlight on."
	input LightOff(void) : "Turn the spotlight off"
]
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = point_tesla : 
	"An entity that creates tesla lightning arcs around its origin."
[
	m_SourceEntityName(string) : "Source Entity" : "" : "If specified, tesla lightning will originate from the specified entity. Otherwise, they originate from this entity."
	m_SoundName(string) : "Sound Name" : "DoSpark" : "Sound to be played whenever lightning is created."
	texture(sprite) : "Sprite Name" : "sprites/physbeam.vmt" : "Material to use for the tesla lightning beams."
	m_Color(color255) : "Color" : "255 255 255"
	m_flRadius(integer) : "Radius" : 200 : "Radius around the origin to find a point to strike with a tesla lightning beam."
	beamcount_min(integer) : "Min # of Beams" : 6 : "Minimum number of tesla lightning beams to create when creating an arc."
	beamcount_max(integer) : "Max # of Beams" : 8 : "Maximum number of tesla lightning beams to create when creating an arc."
	
	thick_min(string) : "Min Beam Width" : "4" : "Minimum width of the tesla lightning beams."
	thick_max(string) : "Max Beam Width" : "5" : "Maximum width of the tesla lightning beams."
	
	lifetime_min(string) : "Min Time Visible" : "0.3" : "Minimum lifetime of the tesla lightning beams."
	lifetime_max(string) : "Max Time Visible" : "0.3" : "Maximum lifetime of the tesla lightning beams."
	
	interval_min(string) : "Min Time Between Arcs":"0.5" : "Minimum time delay between random arcing."
	interval_max(string) : "Max Time Between Arcs":"2" : "Maximum time delay between random arcing."
	// Inputs
	input TurnOn(void) : "Turn emitter on." 
	input TurnOff(void) : "Turn emitter off."
	input DoSpark(void) : "Force a single arc."
]
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = point_clientcommand : 
	"An entity that issues commands to the client console, as if it was typed in by the player (if activator is a player, or the local player in single player)."
[
	// Inputs
	input Command(string) : "Command to execute."
]
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = point_servercommand : 
	"An entity that issues commands to the server console."
[
	// Inputs
	input Command(string) : "Command to execute."
]
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = game_ui : 
	"An entity used to override player input when the player is looking at it."
[
	spawnflags(flags) =
	[
		32 : "Freeze Player" : 1
		64 : "Hide Weapon" : 1
		128 : "+Use Deactivates" : 1
		256 : "Jump Deactivates" : 1
	]
	
	FieldOfView(float) : "FieldOfView" : "-1.0" : "The amount of tolerance in the view checking when determining whether the player's input is still under control. 1.0 = straight ahead, 0.0 = +/- 90 degrees, -1.0 = all directions. If the player isn't within the tolerance, the player regains control."
	// Inputs
	input Deactivate(void) : "Return Player Control."
	input Activate(void) : "Take Player Control."
	// Outputs
	output PlayerOn(void) : "Fired whenever this entity starts controlling the player's input."
	output PlayerOff(void) : "Fired whenever this entity stops controlling the player's input."
	output PressedMoveLeft(void) : "Fired whenever the player presses the moveleft key."
	output PressedMoveRight(void) : "Fired whenever the player presses the moveright key."
	output PressedForward(void) : "Fired whenever the player presses the forward key."
	output PressedBack(void) : "Fired whenever the player presses the backward key."
	output PressedAttack(void) : "Fired whenever the player presses the attack key."
	output PressedAttack2(void) : "Fired whenever the player presses the secondary attack key."
	output XAxis(string) : "An output that fires whenever the X axis of the player's input changes. i.e. -1 when the player has moveleft key down, 1 when the player has moveright key down, and 0 if neither."
	output YAxis(string) : "An output that fires whenever the Y axis of the player's input changes. i.e. -1 when the player has backward key down, 1 when the player has forward key down, and 0 if neither."
	output AttackAxis(string) : "An output that fires whenever the state of the player's attack key changes. i.e. 1 when the player has the attack key down, 0 otherwise."
	output Attack2Axis(string) : "An output that fires whenever the state of the player's secondary attack key changes. i.e. 1 when the player has the secondary attack key down, 0 otherwise."
]
@SolidClass base(Targetname, Parentname) = game_zone_player : 
	"An entity used to count the number of players within a zone."
[
	// Inputs
	input CountPlayersInZone(void) : "Count the number of players in the zone, and fire the corresponding outputs."
	// Outputs
	output OnPlayerInZone(void) : "Fired whenever a count finds a player inside the zone, with the player as the activator."
	output OnPlayerOutZone(void) : "Fired whenever a count finds a player outside the zone, with the player as the activator."
	output PlayersInCount(integer) : "Fired after a count, and contains the number of players found inside the zone."
	output PlayersOutCount(integer) : "Fired after a count, and contains the number of players found outside the zone."
]
//-------------------------------------------------------------------------
//
// Info Entities
//
//-------------------------------------------------------------------------
@PointClass base(Targetname) decal() studio("models/editor/axis_helper.mdl") = infodecal : 
	"An entity that places a decal on the world. If the decal has no target name, it will immediately apply itself when the level is loaded. "+
	"If it has a name specified, it won't apply until it receives the 'Activate' input."
[
	texture(decal)
	LowPriority(choices) : "Low Priority (can be replaced)" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]
	// Inputs
	input Activate(void) : "Force the decal to apply itself to the world."
]
// A decal to be applied to a prop or the world using specified origin and orientation and radius, uses an orientation angle and a radius to determine
// ray to cast for projection
@PointClass base(Angles,Targetname) decal() studio("models/editor/axis_helper.mdl") = info_projecteddecal : 
	"An entity that projects a decal onto the world (or props). If the decal has no target name, it will immediately apply itself when "+
	"the level is loaded. If it has a name specified, it won't apply until it receives the 'Activate' input."
[
	texture(decal)
	Distance(float) : "Distance" : 64 : "Distance from the origin to project the decal."
	// Inputs
	input Activate(void) : "Force the decal to apply itself to the world."
]
@PointClass = info_no_dynamic_shadow : 
	"Use this entity to mark surfaces that shouldn't receive dynamic shadows. Useful to apply to walls and floors "+
	"where shadows are drawn improperly, giving away the location of enemies."
[
	sides(sidelist) : "Brush faces"
]
@PointClass base(PlayerClass, Angles) studio("models/editor/playerstart.mdl") = info_player_start :
	"This entity indicates the position and facing direction at which the player will spawn. Any number of "+
	"info_player_start entities may be placed in a map for when working in cordoned-off portions of the map. "+
	"When multiple info_player_start entities are present in a map, set the 'Master' spawnflag on one of them "+
	"to indicate which one should be used when running the entire map."
[
	spawnflags(flags) =
	[
		1: "Master (Has priority if multiple info_player_starts exist)" : 0
	]
]
@PointClass size(-8 -8 -8, 8 8 8) overlay() = info_overlay : 
	"An entity that places an overlay on the world." 
[
	material(material) : "Material"
	sides(sidelist) : "Brush faces"
	RenderOrder(integer) : "Render Order" : 0 : "Higher values render after lower values. This value can be 0-3."
	StartU(float) : "U Start" : "0.0"
	EndU(float) : "U End" : "1.0"
	StartV(float) : "V Start" : "0.0"
	EndV(float) : "V End" : "1.0"
	BasisOrigin(Vector) readonly : "Overlay Basis Origin(Read-Only)"
	BasisU(Vector) readonly : "Overlay Basis U(Read-Only)"
	BasisV(Vector) readonly : "Overlay Basis V(Read-Only)"
	BasisNormal(Vector) readonly : "Overlay Basis Normal(Read-Only)"
	uv0(vector) readonly : "Overlay Point 1(Read-Only)"
	uv1(vector) readonly : "Overlay Point 2(Read-Only)"
	uv2(vector) readonly : "Overlay Point 3(Read-Only)"
	uv3(vector) readonly : "Overlay Point 4(Read-Only)"
]
@PointClass size(-4 -4 -4, 4 4 4) color(0 180 0) = info_intermission : 
	"An entity that defines an intermission spot where dead players will float until they respawn."
[
	target(target_destination) : "Entity to look at" : : "Name of entity that dead players will face while in intermission at this spot."
]
@PointClass base(Targetname) iconsprite("editor/info_landmark") = info_landmark : 
	"An entity that acts as a landmark for transitions to another level. There should be a corresponding info_landmark entity in the next map. Entities will be transitioned to the next level relative to the info_landmark entities."
[
]
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = info_null : 
	"An entity that's immediately removed on spawning. Useful as a spotlight target."
[
]
@PointClass base(Targetname, Parentname, Angles) iconsprite("editor/info_target.vmt") = info_target : 
	"An entity that does nothing. Very useful as a positioning entity for other entities to refer to (i.e. the endpoint of an env_beam)"
[
	input DispatchEffect(string) : "Dispatch an effect from this point. Unfinished."
]
@PointClass base(Targetname, EnableDisable, Parentname, Angles) iconsprite("editor/info_target.vmt") sphere(radius) = phys_ragdollmagnet : 
	"An entity that acts like a magnet for ragdolls. Useful for crafting exaggerated ragdoll behavior (i.e. guys falling over rails on death). If the "+
	"Bar Magnet spawnflag is set, the magnet works like it was a cylindrical magnet i.e. it attracts ragdolls to the nearest point on a line."
[
	axis(vecline) : "Bar Magnet Axis"
	radius(float) : "Effective Radius" : "512" : "Radius in which ragdolls are affected around this entity's origin."
	force(float) : "Force" : "5000" : "Magnetic force to apply to ragdolls within the radius. Expressed as kilograms per inch per second. So a force of 1000 will add 10 inches/second to a 100kg man. It will add 100 inches per second to a 10kg headcrab."
	target(string) : "Entity to affect" : "" : "If specified, the phys_ragdollmagnet will only affect the target entity."
	spawnflags( Flags ) =
	[
		2 : "Bar Magnet (use axis helper)" : 0
	]
]
@PointClass base(Targetname) iconsprite("editor/info_lighting.vmt") = info_lighting : 
	"An entity that can be used to change the lighting origin of a prop_static. Set the prop_static's Lighting Origin to point at this entity to "+
	"make the prop_static light as if it was at the info_lighting's origin. Good for prop_static entities that are embedded in world geometry (like rocks/windows/etc)."
[
]
// This is obsolete, info_target is all you need now.
@PointClass base(Targetname, Parentname, Angles, PlayerClass) studio("models/editor/playerstart.mdl") = info_teleport_destination : 
	"An entity that does nothing itself, but can be used to specify the destination for a trigger_teleport entity. An info_target can be used instead."
[
]
//-------------------------------------------------------------------------
//
// Nodes and Hints
//
//-------------------------------------------------------------------------
@PointClass base(Targetname, Node) studio("models/editor/ground_node.mdl") color(232 219 8) = info_node :
	"A navigation node for ground moving NPCs. Navigation nodes are baked into the nodegraph so that NPCs can move " +
	"to them. Ground nodes fall to the ground when they spawn."
[
	spawnflags(Flags) = 
	[
		1 : "Force human permission" : 0
		2 : "Force small_centered permission" : 0
		4 : "Force wide_human permission" : 0
		8 : "Force tiny permissiont" : 0
		16 : "Force wide_short permission" : 0
		32 : "Force medium permission" : 0
		64 : "Force tiny_centered permission" : 0
		128 : "Force large permission" : 0
		256 : "Force large_centered permission" : 0
		512 : "Keep editor position" : 0
	]
]
@PointClass base(Targetname, Angles, HintNode) studio("models/editor/ground_node_hint.mdl") color(232 219 8) = info_node_hint :
	"A navigation node for ground moving NPCs that includes some context information for NPCs that are interested in it. The hint might " +
	"indicate a window that could be looked out of, or an item of interest that could be commented on. Many hint nodes are NPC-specific, " +
	"so it's helpful to use naming conventions like 'Crow: Fly to point' in the hint choices list. The angles of a hint node indicate what direction " +
	"the NPC should face to perform the hint behavior.\n\n" +
	"It's important to understand the distinction between scripts, such as scripted_sequence and scripted_schedule, and info_hint entities. Scripts summon " +
	"NPCs to specific cue points to play their parts, while hints provide context information to the AI that they use to perform their " +
	"behaviors. Hints require code support in the NPC, while scripts are generic and may require only animations to play. Use a hint if the behavior is driven " +
	"by the AI, use a script if the behavior is driven by the map."
[
	// Outputs
	output OnNPCStartedUsing(string) : "Fired when an NPC has reached this node and started using it. Passes along the NPC."
	output OnNPCStoppedUsing(string) : "Fired when an NPC has stopped using this node. Passes along the NPC."
]
@PointClass base(Targetname, Node) studio("models/editor/air_node.mdl") color(232 171 8) = info_node_air :
	"A navigation node for flying NPCs. Air navigation nodes are baked into the nodegraph so that NPCs can move " +
	"to them. Air nodes do not fall to the ground when they spawn."
[
	nodeheight(integer) : "NodeHeight" : 0
]
@PointClass base(Angles, Targetname, HintNode) studio("models/editor/air_node_hint.mdl") color(232 171 8) line(255 255 255, nodeid, TargetNode) = info_node_air_hint :
	"A navigation node for flying NPCs that includes some context information for NPCs that are interested in it. The hint might " +
	"indicate a window that could be looked into, or an item of interest that could be commented on. Many hint nodes are NPC-specific, " +
	"so it's helpful to use naming conventions like 'Crow: Fly to point' in the hint choices list. The angles of a hint node indicate what direction " +
	"the NPC should face to perform the hint behavior."
[
	nodeheight(integer) : "NodeHeight" : 0
]
@PointClass base(Targetname, Angles, HintNode) studio("models/editor/node_hint.mdl") color(255 255 255) = info_hint :
	"A hint that is not used for navigation. They don't go into the nodegraph, nor do they fall to the ground. Use these to provide " +
	"some spatial context for NPCs, such as 'look here if you can't find the player' or 'throw rocks at this spot'."
[
]
@PointClass base(Targetname) color(220 180 0) size(-8 -8 -8, 8 8 8) line(255 255 255, nodeid, StartNode, nodeid, EndNode) = info_node_link :
	"A dynamic connection between two navigation nodes. You specify the node IDs of the start and end nodes, and then you can use entity I/O " +
	"to turn on and off the connection. This could be used to create or destroy a connection in the nodegraph because of some event in your map " +
	"(a bridge being created/destroyed, etc)."
[
 StartNode(node_dest) : "Start node ID" : : "The node ID of one end of the node connection."
 EndNode(node_dest) : "End node ID" : : "The node ID of one end of the node connection."
	initialstate(choices) : "Initial State" : 1 =
	[
		0 : "Off"
		1 : "On"
	]
	AllowUse(string) : "Allow Pass When Off" : : "Entity or class to allow passage even when node is off"
	spawnflags( Flags ) =
	[
		1 : "Force human connect" : 0
		2 : "Force small_centered connect" : 0
		4 : "Force wide_human connect" : 0
		8 : "Force tiny connect" : 0
		16 : "Force wide_short connect" : 0
		32 : "Force medium connect" : 0
		64 : "Force tiny_centered connect" : 0
		128 : "Force large connect" : 0
		256 : "Force large_centered connect" : 0
	]
	// Inputs
	input TurnOn(void) : "Turn the link on."
	input TurnOff(void) : "Turn the link off."
]
@PointClass wirebox(mins, maxs) base(Targetname) = info_node_link_controller :
	"An entity that controls all connections between nodes that intersect the controller's volume. "+
	"This allows for mass enabling/disabling of all node connections through a volume."
[
	mins(vector) : "Mins" : "-8 -32 -36"
	maxs(vector) : "Maxs" : "8 32 36"
	initialstate(choices) : "Initial State" : 1 =
	[
		0 : "Off"
		1 : "On"
	]
	AllowUse(string) : "Allow Pass When Off" : : "Entity or class to allow passage even when node is off"
	// Inputs
	input TurnOn(void) : "Turn the link on."
	input TurnOff(void) : "Turn the link off."
]
@PointClass base(Targetname, Angles, HintNode) studio("models/editor/climb_node.mdl") color(153 215 103) = info_node_climb : 
	"A climb-node for AI navigation. Only usable by NPCs that can climb."
[
]
//-------------------------------------------------------------------------
//
// Lights
//
//-------------------------------------------------------------------------
@PointClass light() iconsprite("editor/light.vmt") base(Targetname, Light) = light : 
	"An invisible omnidirectional lightsource."
[
	target(target_destination) : "Entity To Point At" : : "The name of an entity in the map that the spotlight will point at. This will override the spotlight's angles."
	spawnflags(Flags) = [ 1 : "Initially dark" : 0 ]
	_distance(integer) : "Maximum Distance" : 0 : "This is the distance that light is allowed to cast, in inches."
]
@PointClass base(Angles) iconsprite("editor/light_env.vmt") = light_environment : 
	"Sets the color and angle of the light from the sun and sky."
[
	pitch(integer) : "Pitch" : 0 : "The downward pitch of the light from the sun. 0 is horizontal, -90 is straight down."
	_light(color255) : "Brightness" : "255 255 255 200"
	_ambient(color255) : "Ambient" : "255 255 255 20"
]
@PointClass base(Targetname, Angles, Light) lightprop("models/editor/spot.mdl") lightcone() = light_spot : 
	"An invisible and directional spotlight."
[
	target(target_destination) : "Entity to point at" : : "The name of an entity in the map that the spotlight will point at. This will override the spotlight's angles."
	_inner_cone(integer) : "Inner (bright) angle" : 30
	_cone(integer) : "Outer (fading) angle" : 45
	_exponent(integer) : "Focus" : 1
	_distance(integer) : "Maximum distance" : 0 : "This is the distance that light is allowed to cast, in inches."
	pitch(integer) : "Pitch" : -90
	spawnflags(Flags) = [ 1 : "Initially dark" : 0 ]
]
@PointClass base(Targetname, Parentname, Angles) iconsprite("editor/light.vmt") sphere(distance) lightcone() size(-4 -4 -4, 4 4 4) = light_dynamic : 
	"An invisible lightsource that changes in some way over time." 
[
	target(target_destination) : "Entity to point at" : : "The name of an entity in the map that the dynamic light will point at."
	_light(color255) : "Light color" : "255 255 255 200"
	brightness(integer) : "Light brightness" : 0
	_inner_cone(integer) : "Inner (bright) angle" : 30
	_cone(integer) : "Outer (fading) angle" : 45
	pitch(integer) : "Pitch" : -90
	distance(float) : "Maximum distance" : 120 : "This is the distance that light is allowed to cast, in inches."
	spotlight_radius(float) : "Spotlight end radius" : 80 : "This is the radius of the light, in inches, at the object that it is hitting."
 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"
	]
	spawnflags(Flags) = 
	[ 
		1 : "No world light" : 0 
		2 : "No model light" : 0
		4 : "Add Displacement Alpha" : 0
		8 : "Subtract Displacement Alpha" : 0
	]
	// Inputs
	input Color(color255) : "Set the light's render color (R G B)."
	input brightness(integer) : "Set the light brightness."
	input distance(float) : "Set the maximum light distance."
	input _inner_cone(integer) : "Set the inner (bright) angle."
	input _cone(integer) : "Set the outer (fading) angle."
	input spotlight_radius(float) : "Set the radius of the spotlight at the end point."
	input style(integer) : "Change the lightstyle (see Appearance field for possible values)."
	input TurnOn(void) : "Turn the light off."
	input TurnOff(void) : "Turn the light on."
	input Toggle(void) : "Toggle the light on/off."
]
//-------------------------------------------------------------------------
// Shadow control
//-------------------------------------------------------------------------
@PointClass base(Targetname) iconsprite("editor/shadow_control.vmt") = shadow_control : 
	"An entity to control the shadows in the map."
[
	angles(string) : "Pitch Yaw Roll (Y Z X)" : "80 30 0" : "This is the shadow direction. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, and roll is the rotation around the X axis."
	color(color255) : "Shadow Color" : "128 128 128" : "This is the color of the shadows."
	distance(float) : "Maximum Distance" : 75 : "This is the maximum distance the shadow is allowed to cast, in inches."
	// Inputs
	input color(color255) : "Set the shadow color."
	input direction(vector) : "Set the shadow direction."
	input SetDistance(float) : "Set the maximum shadow cast distance."
	input SetAngles(string) : "Set the shadow direction."
]
//-------------------------------------------------------------------------
//
// Movement and Keyframing Entities
//
//-------------------------------------------------------------------------
@BaseClass = KeyFrame
[
	NextKey(target_destination) : "Next KeyFrame" : : "Name of the next keyframe along this keyframe path."
//	TimeModifier(choices) : "Time Modifier" : 0 =
//	[
//		0 : "Linear"
//		1 : "Accel"
//		2 : "Deaccel"
//		2 : "Accel/Deaccel (sine)"
//	]
	
	MoveSpeed(integer) : "Speed (units per second)" : 64					// NEEDHELP
//	NextTime(string) : "Time to get to next keyframe"
]
@BaseClass = Mover
[
	PositionInterpolator(choices) : "Position Interpolator" : 0 =
	[
		0 : "Linear"
		1 : "Catmull-Rom Spline"
	]
]
@SolidClass base(Targetname, Parentname, Origin) = func_movelinear :
	"A brush entity that moves linearly along a given distance, in a given direction."
[
	movedir(angle) : "Move Direction (Pitch Yaw Roll)" : "0 0 0" : "The direction the brushes will move, when told to."
	spawnflags(flags) =
	[
		8 : "Not Solid" : 0
	]
	startposition(float) : "Start Position" : 0 : "Position of brush when spawned. The range is a value between 0.0 and 1.0, where 0 is the starting position and 1 is the starting position + (move direction * move distance)."	
	speed(integer) : "Speed" : 100 : "The speed that the brush moves, in inches per second."
	movedistance(float) : "Move Distance" : 100 : "The distance from the starting point that the brush should move, in inches."
	blockdamage(float) : "Block Damage" : 0 : "The amount of damage to do to any entity that blocks the brushes, per frame."
	startsound(sound) : "Sound played when the brush starts moving."
	stopsound(sound) : "Sound played when the brush stops moving."
	// Inputs
	input Open(void) : "Move the brush to the end position (starting position + (move direction * move distance))."
	input Close(void) : "Move the brush to the starting position."
	input SetPosition(string) : "Move the brush to a specific position between 0.0 and 1.0, where 0 is the starting position and 1 is the starting position + (move direction * move distance)."
	// Outputs
	output OnFullyOpen(void) : "Fired when the brush reaches the end position (starting position + (move direction * move distance))."
	output OnFullyClosed(void) : "Fired when the brush reaches the starting position."
]
@SolidClass base(Targetname, Parentname, Origin) = func_water_analog :
	"A water brush entity that moves linearly along a given distance, in a given direction"
[
	movedir(angle) : "Move Direction (Pitch Yaw Roll)" : "0 0 0" : "The direction the water will move, when told to 'Open'."
	startposition(float) : "Start Position" : 0 : "Position of the water brush when spawned. The range is a value between 0.0 and 1.0, where 0 is the starting position and 1 is the starting position + (move direction * move distance)."	
	speed(integer) : "Speed" : 100 : "The speed that the water brush moves, in inches per second."
	movedistance(float) : "Move Distance" : 100 : "The distance from the starting point that the water brush should move, in inches."
	startsound(sound) : "Sound played when the water brush starts moving."
	stopsound(sound) : "Sound played when the water brush stops moving."
	WaveHeight(string) : "Wave Height" : "3.0"
	// Inputs
	input Open(void) : "Move the water brush to the end position (starting position + (move direction * move distance))."
	input Close(void) : "Move the water brush to the starting position."
	input SetPosition(string) : "Move the water brush to a specific position between 0.0 and 1.0, where 0 is the starting position and 1 is the starting position + (move direction * move distance)."
	// Outputs
	output OnFullyOpen(void) : "Fired when the water brush reaches the end position (starting position + (move direction * move distance))."
	output OnFullyClosed(void) : "Fired when the water brush reaches the starting position."
]
@SolidClass base(Targetname, Parentname, Origin, Angles, RenderFields, Shadow) = func_rotating : 
	"A rotating brush entity."
[
	maxspeed(integer) : "Max Rotation Speed" : 100 : "The maximum rotation speed of the brushes, in degrees per second."
	fanfriction(integer) : "Friction (0 - 100%)" : 20 : "The amount of rotational friction. Value must be between 0 and 100 %."
	message(sound) : "Rotating sound WAV" : : "Sound to play while rotating."
	volume(integer) : "Volume (10 = loudest)" : 10 : "The volume of the rotation sound."
	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 Sound Radius" : 0
		256: "Medium Sound Radius" : 0
		512: "Large Sound Radius" : 1
	]
	_minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush."
	dmg(integer) : "Blocking Damage" : 0 : "Damage done to any entity that blocks the rotation, per frame."
	solidbsp(choices) : "Solid Type" : 0 =
	[
		0 : "VPhysics"	
		1 : "BSP"
	]
	// Inputs
	input SetSpeed(integer) : "Set the speed as a ratio of the specified Max Rotation Speed, where 0 is stopped and 1 is the Max Rotation Speed.."
	input Start(void) : "Start the rotator rotating."
	input Stop(void) : "Stop the rotator from rotating."
	input StopAtStartPos(void) : "Stop the rotator from rotating when it gets around to the start position again (on its rotation axis)."
	input StartForward(void) : "Start the rotator rotating forward."
	input StartBackward(void) : "Start the rotator rotating backward."
	input Toggle(void) : "Toggle the rotator between rotating and not rotating."
	input Reverse(void) : "Reverse the direction of rotation of the rotator."
]
@SolidClass base(Targetname, Parentname, Origin, Angles, RenderFields, BasePlat, Shadow) = func_platrot : 
	"A brush entity that moves vertically, and can rotate while doing so." 
[
	spawnflags(Flags) =
	[
		1: "Toggle" : 1
		64: "X Axis" : 0
		128: "Y Axis" : 0
	]
	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(integer) : "Speed of Rotation" : 50 : "Speed at which the brush rotates, in degrees per second."
	height(integer) : "Travel Altitude" : 0 : "The vertical distance from the starting position that this platform moves. If negative, the platform will lower."
	rotation(integer) : "Spin amount" : 0 : "The amount this platform should rotate as it moves, in degrees."
	_minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush."
]
@KeyFrameClass base(Targetname, Parentname, Angles, KeyFrame) size(-6 -6 -6, 6 6 6) color(255 200 0) keyframe() = keyframe_track : 
	"Animation KeyFrame"
[
]
@MoveClass base(Targetname, Parentname, KeyFrame, Mover) size(-8 -8 -8, 8 8 8) color(255 170 0) animator() = move_keyframed : 
	"Keyframed Move Behavior"
[
]
@MoveClass base(Targetname, Parentname, Mover, KeyFrame) size(-8 -8 -8, 8 8 8) color(255 0 0) animator() = move_track : 
	"Track Move Behavior"
[
	WheelBaseLength(integer) : "Distance between the wheels" : 50
	Damage(integer) : "Damage done to blocking entities" : 0
	NoRotate(choices) : "Turn to face down path" : 0 =
	[
		0 : "Yes"
		1 : "No"
	]
]
//-------------------------------------------------------------------------
//
// Ropes and Cables
//
//-------------------------------------------------------------------------
@BaseClass base(DXLevelChoice) = RopeKeyFrame
[
	spawnflags(Flags) = 
	[
		1 : "Auto Resize" : 0
	]
	Slack(integer) : "Slack" : 25 : "How much extra length the rope has (by default it has the length between its two endpoints in the editor)."
	Type(choices) : "Type" : 0 =
	[
		0 : "Rope"
		1 : "Semi-rigid"
		2 : "Rigid"
	]
	Subdiv(integer) : "Subdivision" : 2 : "Number of subdivisions between each rope segment. Maximum value is 8. Higher values make smoother ropes, but are slower to render."
	Barbed(choices) : "Barbed" : 0 : "Test effect that makes the rope look sharper and more barbed." =
	[
		0 : "No"
		1 : "Yes"
	] 
	
	Width(string) : "Width (1-64)" : "2" : "Width of the rope."
	TextureScale(string) : "Texture Scale" : "1" : "This changes the texture resolution. The default resolution is 4 pixels per inch. Larger values stretch the texture and smaller values scrunch it up."
	
	Collide(choices) : "Collide with world" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]
	Dangling(choices) : "Start Dangling" : 0 : "When set to Yes, the rope starts out detached from its target endpoint." =
	[
		0 : "No"
		1 : "Yes"
	]
	Breakable(choices) : "Breakable" : 0 : "When set to yes, the rope can be detached from either endpoint when shot." =
	[
		0 : "No"
		1 : "Yes"
	]
	RopeMaterial(material) : "Rope Material" : "cable/cable.vmt" : "The material to use when rendering the rope."
	// Inputs
	input SetScrollSpeed(float) : "Set the speed at which the texture scrolls."
	input SetForce(string) : "Apply a force instantaneously to the rope. The parameter should be a vector containing the force to be applied (X Y Z)."
	input Break(void) : "Break the rope, if it's marked to do so."
]
@KeyFrameClass base(Targetname, Parentname, KeyFrame, RopeKeyFrame) studio("models/editor/axis_helper.mdl") keyframe() = keyframe_rope : 
	"A node entity that marks a point in a rope. The first node in the rope should be a move_rope, followed by 1 or more keyframe_ropes."
[
]
@MoveClass base(Targetname, Parentname, KeyFrame, RopeKeyFrame) studio("models/editor/axis_helper.mdl") animator() = move_rope : 
	"The first node in set of nodes that are used to place ropes in the world. It should connect to 1 or more keyframe_rope entities."
[
	PositionInterpolator(choices) : "Position Interpolator" : 2 =
	[
	]
]
//-------------------------------------------------------------------------
//
// Buttons
//
//-------------------------------------------------------------------------
@BaseClass = Button
[
	// Inputs
	input Lock(void) : "Lock the button, preventing it from functioning."
	input Unlock(void) : "Unlock the button, allowing it to function."
	input Press(void) : "Activate the button, as if it was pressed."
	// Outputs
	output OnDamaged(void) : "Fired when the button is damaged."
	output OnPressed(void) : "Fired when the button is pressed."
	output OnUseLocked(void) : "Fired when the button is used while locked."
	output OnIn(void) : "Fired when the button reaches the in/pressed position."
	output OnOut(void) : "Fired when the button reaches the out/released position."
]
@SolidClass base(Targetname, Parentname, Origin, RenderFields, Button) = func_button : 
	"A brush entity that's designed to be used for a player-useable button. When used by the player, it moves to a pressed position."
[
	movedir(angle) : "Move Direction (Pitch Yaw Roll)" : "0 0 0" : "Specifies the direction of motion to move when the button is used."
	speed(integer) : "Speed" : 5 : "The speed that the button moves, in inches per second."
	health(integer) : "Health (Obsolete)" : 0 : "Legacy method of specifying whether or not the button can be shot to activate it. Use the 'Damage Activates' spawnflag instead."
	lip(integer) : "Lip" : 0 : "The amount, in inches, 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."
	master(string) : "Master (Obsolete)" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this button cannot be pressed."
	sounds(choices) : "Sounds" : 0 = 
	[
		0: "None (Silent)"
		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"
		12: "latch locked"
		13: "Latch Unlocked"
		14: "Lightswitch"
		15: "small bleek"
		16: "small deny"
		17: "small doop"
		18: "small tech deny"
		19: "click and combine screen fuzz"
		20: "roomy beep"
		21: "lever or wheel: turn + move sqeek"
		22: "lever or wheel: latch + release gas"
		23: "lever or wheel: ratchet + sqeek"
		24: "lever or wheel: large ratchet"
		25: "lever or wheel: clanky + gas release"
		26: "lever or wheel: latch + large metal thud"
		27: "lever or wheel: smaller ratchet"
		28: "lever or wheel: smaller lever move"
		31: "shock buzz"
		32: "clickbeep"
		33: "tech blip"
		34: "clickbeepbeep open"
		35: "small high blip"
		36: "small tech fuzz blip"
		37: "small click bleep (change to lightswitch)"
		40: "combine door lock - locked"
		41: "combine blip growl"
		42: "combine squick growl"
		43: "combine whine purr"
		44: "combine click talk"
		45: "combine click growl fizz"
		46: "combine click fizz (deny)"
		47: "combine click talker"
	]	
	wait(integer) : "Delay Before Reset (-1 stay)" : 3 : "Amount of time, in seconds, after the button has been pressed before it returns to the starting position. Once it has returned, it can be used again. If the value is set to -1, the button never returns."
	spawnflags(flags) =
	[
		1: "Don't move" : 0
		32: "Toggle" : 0
		256: "Touch Activates": 0
		512: "Damage Activates": 0
		1024: "Use Activates" : 1
		2048: "Starts locked" : 0
		4096: "Sparks" : 0
	]
	locked_sound(choices) : "Locked Sound" : 0 : "Sound played when the player tries to use the button, and fails because it's locked." = 
	[
		0: "None"
		2: "Access Denied"
		8: "Small zap"
		10: "Buzz"
		11: "Buzz Off"
		12: "Latch Locked"
	]
	unlocked_sound(choices) : "Unlocked Sound" : 0 : "Sound played when the button is unlocked." = 
	[
		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"
	]
	locked_sentence(choices) : "Locked Sentence" : 0 : "A sentence played when the player tries to use the button, and fails because it's locked." = 
	[
		0: "None"
		1: "Gen. Access Denied"
		2: "Security Lockout"
		3: "Blast Door"
		4: "Fire Door"
		5: "Chemical Door"
		6: "Radiation Door"
		7: "Gen. Containment"
		8: "Maintenance Door"
		9: "Broken Shut Door"
	]
	unlocked_sentence(choices) : "Unlocked Sentence" : 0 : "A sentence played when the button is unlocked." = 
	[
		0: "None"
		1: "Gen. Access Granted"
		2: "Security Disengaged"
		3: "Blast Door"
		4: "Fire Door"
		5: "Chemical Door"
		6: "Radiation Door"
		7: "Gen. Containment"
		8: "Maintenance area"
	]
	_minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush."
]
@SolidClass base(Targetname, Parentname, Origin, Angles, Global, Button) = func_rot_button : 
	"A brush entity that's designed to be used for a rotating player-useable button. When used by the player, it rotates to a pressed position."
[
	master(string) : "Master (Obsolete)" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this button cannot be used."
	speed(integer) : "Speed" : 50 : "The speed that the button rotates, in degrees per second."
	health(integer) : "Health (Obsolete)" : 0 : "Legacy method of specifying whether or not the button can be shot to activate it. Use the 'Damage Activates' spawnflag instead."
	sounds(choices) : "Sounds" : 21 = 
	[
		0: "None (Silent)"
		21: "Squeaky"
		22: "Squeaky Pneumatic"
		23: "Ratchet Groan"
		24: "Clean Ratchet"
		25: "Gas Clunk"
	]
	wait(integer) : "Delay Before Reset (-1 stay)" : 3 : "Amount of time, in seconds, after the button has been pressed before it returns to the starting position. Once it has returned, it can be used again. If the value is set to -1, the button never returns."
	distance(integer) : "Distance (deg)" : 90 : "The amount, in degrees, that the button should rotate when it's pressed."
	// TODO: move spawnflags into Button base class?
	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
		512: "Damage Activates": 0
		1024: "Use Activates": 0
		2048: "Starts locked" : 0
	]
	_minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush."
]
@SolidClass base(Targetname, Parentname, Origin, Angles, RenderFields) = momentary_rot_button : 
	"A brush entity that's designed to be used for rotating wheels, where the player can rotate them to arbitrary positions before stopping."
[
	speed(integer) : "Speed (deg/sec)" : 50 : "The amount, in degrees, that the wheel turns per second."
	master(string) : "Master (Obsolete)" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this button cannot be used."
	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" : 90 : "The maximum amount, in degrees, that the wheel is allowed to rotate."
	returnspeed(integer) : "Auto-return speed" : 0 : "If the 'Toggle' spawnflag is not set, the speed at which the wheel auto-returns when left alone, in degrees per second."
	spawnflags(flags) =
	[
		1: "Not Solid" : 1
		32: "Toggle (Disable Auto Return)" : 1
		64: "X Axis" : 0
		128: "Y Axis" : 0
		1024: "Use Activates" : 1
		2048: "Starts locked" : 0
		8192: "Jiggle when used while locked" : 0
	]
	_minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush."
	startposition(float) : "Start Position" : 0 : "Postion when spawned. The value is a range between 0.0 and 1.0, where 0 is the unrotated position and 1 is the rotated position + 'Distance'."
	startdirection(choices) : "Start Direction" : "Forward" =
	[
		-1 : "Forward"		 // Reverses upon USE, so are
		1 : "Backward"	 // reversed here.
	]
	solidbsp(choices) : "Solid BSP" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]	
	// Inputs
	input Lock(void) : "Lock the button, preventing it from functioning."
	input Unlock(void) : "Unlock the button, allowing it to function."
	input SetPosition(string) : "Move to a position. The parameter must be a value between 0 and 1, where 0 is the unrotated position and 1 is the rotated position + 'Distance'."
	input SetPositionImmediately(string) : "Immediately teleport to a position. The parameter must be a value between 0 and 1, where 0 is the unrotated position and 1 is the rotated position + 'Distance'."
	// Outputs
	output Position(integer) : "Fired whenever the button moves. The output is the position of button from 0 to 1, where 0 is the unrotated position and 1 is the rotated position + 'Distance'."
	output OnPressed(integer) : "Fired when the button is first pressed."
	output OnUnpressed(integer): "Fired when the button is first released from being pressed."
	output OnFullyClosed(void) : "Fired when the button has reached position 1, the rotated position + 'Distance'."
	output OnFullyOpen(void) : "Fired when the button has reached position 0, the unrotated starting position."
	output OnReachedPosition(void) : "Fired whenever the button reaches a goal position: i.e. when it becomes open, becomes closed, or reaches the point specified by a 'SetPosition' input."
]
//-------------------------------------------------------------------------
//
// Doors
//
//-------------------------------------------------------------------------
@BaseClass base(Targetname, Parentname, RenderFields, Global, Shadow) = Door
[
	speed(integer) : "Speed" : 100 : "The speed at which the door moves."
	master(string) : "Master (Obsolete)" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this button cannot be used."
	noise1(sound) : "Start Sound" : : "Sound to play when the door starts moving."
	noise2(sound) : "Stop Sound" : : "Sound to play when the door stops moving."
	wait(integer) : "Delay Before Reset (-1 stay)" : 4 : "Amount of time, in seconds, after the door has opened before it closes. Once it has closed, it can be used again. If the value is set to -1, the door never closes itself."
	lip(integer) : "Lip" : 0 : "The amount, in inches, 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."
	dmg(integer) : "Blocking Damage" : 0 : "Amount of damage done to entities that block the movement of this door, per frame."
	forceclosed(choices) : "Force Closed" : 0 : "If set, this door will close no matter what. Useful for doors that have to close even if the player tries to block them with objects." =
	[
		0 : "No"
		1 : "Yes"
	]
	message(string) : "Message If Triggered"		// NEEDHELP: Looks like this was removed
	health(integer) : "Health (shoot open)" : 0		// NEEDHELP: Looks like this was removed
	locked_sound(sound) : "Locked Sound" : : "Sound played when the player tries to use the door, and fails because it's locked."
	unlocked_sound(sound) : "Unlocked Sound" : : "Sound played when the button is door."
	spawnflags(flags) =
	[
		1 : "Starts Open" : 0
		4 : "Non-solid to Player" : 0
		8: "Passable" : 0
	 	32: "Toggle" : 0
		256:"Use Opens" : 0
		512: "NPCs Can't" : 0
		1024: "Touch Opens" : 1
		2048: "Starts locked" : 0
		4096:	"Door Silent" : 0
	]
	locked_sentence(choices) : "Locked Sentence" : 0 : "A sentence played when the player tries to use the door, and fails because it's locked." = 
	[
		0: "None"
		1: "Gen. Access Denied"
		2: "Security Lockout"
		3: "Blast Door"
		4: "Fire Door"
		5: "Chemical Door"
		6: "Radiation Door"
		7: "Gen. Containment"
		8: "Maintenance Door"
		9: "Broken Shut Door"
	]
	unlocked_sentence(choices) : "Unlocked Sentence" : 0 : "A sentence played when the door is unlocked." = 
	[
		0: "None"
		1: "Gen. Access Granted"
		2: "Security Disengaged"
		3: "Blast Door"
		4: "Fire Door"
		5: "Chemical Door"
		6: "Radiation Door"
		7: "Gen. Containment"
		8: "Maintenance area"
	]	
	_minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush."
	loopmovesound(choices) : "Loop Moving Sound?" : 0 : "If set to true, the door's 'Start Sound' will be continually looped until the door finishes moving." =
	[
		0: "No"
		1: "Yes"
	]
	
	blockvis(choices) : "Blocks visibility?" : 0 : "If set to true, the door will always block visibility, regardless of whether or not it's open." =
	[
		0: "No"
		1: "Yes"
	]
	// Outputs
	output OnClose(void) : "Fired when the door starts closing."
	output OnOpen(void) : "Fired when the door starts opening."
	output OnFullyOpen(void) : "Fired when the door reaches the fully open position."
	output OnFullyClosed(void) : "Fired when the door reaches the fully closed position."
	output OnBlockedClosing(void) : "Fired when the door is blocked while closing."
	output OnBlockedOpening(void) : "Fired when the door is blocked while opening."
	output OnUnblockedClosing(void) : "Fired when the door is unblocked while closing."
	output OnUnblockedOpening(void) : "Fired when the door is unblocked while opening."
	// Inputs
	input Open(void) : "Open the door, if it is not fully open."
	input Close(void) : "Close the door, if it is not fully closed."
	input Toggle(void) : "Toggle the door between open and closed."
	input Lock(void) : "Lock the door."
	input Unlock(void) : "Unlock the door."
	input SetSpeed(float) : "Set the door speed."
]
@SolidClass base(Door, Origin) = func_door : 
	"A brush entity for use as a player-useable door."
[
	movedir(angle) : "Move Direction (Pitch Yaw Roll)" : "0 0 0" : "The direction the door will move, when it opens."
	filtername(filterclass) : "Block Filter Name" : : "Filter to use to determine entities that block the door. ( Half-Life: Source port only )"
]
@SolidClass base(Door, Origin, Angles) = func_door_rotating : 
	"A brush entity for use as a rotating player-useable door." 
[
	spawnflags(flags) =
	[
		2 : "Reverse Dir" : 0
		16: "One-way" : 0
		64: "X Axis" : 0
		128: "Y Axis" : 0
	]
	distance(integer) : "Distance" : 90 : "The amount, in degrees, that the button should rotate when it's pressed."
	solidbsp(choices) : "Solid Type" : 0 =
	[
		0 : "VPhysics"	
		1 : "BSP"
	]
]
@PointClass base(Targetname, Parentname, Angles, Global, Studiomodel) studioprop() = prop_door_rotating : 
	"An entity used to place a door in the world."
[
	hardware(choices) : "Hardware Type" : 1 =
	[
		0 : "<None>"
		1 : "Lever"
		2 : "Push bar"
	]
	
	ajarangles(angle) : "Ajar Angles (Pitch Yaw Roll)" : "0 0 0" : "If the door 'Spawn Position' is set to Ajar, these are the angles to spawn at, instead of being open or closed."
	spawnpos(choices) : "Spawn Position" : 0 =
	[
		0 : "Closed"
		1 : "Open forward"
		2 : "Open back"
		3 : "Ajar (use Ajar Angles)"
	]
	
	axis(axis) : "Hinge Axis"
	distance(float) : "Rotation Distance (deg)" : 90 : "The amount, in degrees, that the door should rotate when opened."
	speed(integer) : "Speed" : 100 : "The speed at which the door moves."
	soundopenoverride(sound) : "Fully Open Sound" : : "Sound played when the door has finished opening."
	soundcloseoverride(sound) : "Fully Closed Sound" : : "Sound played when the door has finished closing."
	soundmoveoverride(sound) : "Moving Sound" : : "Sound played when the door starts to move."
	returndelay(integer) : "Delay Before close (-1 stay open)" : -1 : "Amount of time, in seconds, after the door has opened before it closes. If the value is set to -1, the door never closes itself."
	dmg(integer) : "Damage Inflicted When Blocked" : 0 : "Amount of damage done to entities that block the movement of this door, per frame."
	health(integer) : "Health (0 = Unbreakable)" : 0			// NEEDHELP: Doesn't look like this is hooked up anymore?
	soundlockedoverride(sound) : "Locked Sound" : : "Sound played when the player tries to open the door, and fails because it's locked."
	soundunlockedoverride(sound) : "Unlocked Sound" : : "Sound played when the door is unlocked."
	forceclosed(choices) : "Force Closed" : 0 : "If set, this door will close no matter what. Useful for doors that have to close even if the player tries to block them with objects." =
	[
		0 : "No"
		1 : "Yes"
	]
	spawnflags(flags) =
	[
		1 : "Starts Open" : 0
		//512: "NPCs Can't" : 0
		2048: "Starts locked" : 0
		4096: "Door silent (No sound, and does not alert NPCs)" : 0
		8192: "Use closes" : 1
		16384 : "Door silent to NPCS (Does not alert NPCs)" : 0
		32768 : "Ignore player +USE" : 0
	]
	// Outputs
	output OnClose(void) : "Fired when the door is told to close."
	output OnOpen(void) : "Fired when the door is told to open."
	output OnFullyOpen(void) : "Fired when the door reaches the fully open position."
	output OnFullyClosed(void) : "Fired when the door reaches the fully closed position."
	output OnBlockedClosing(void) : "Fired when the door is blocked while closing."
	output OnBlockedOpening(void) : "Fired when the door is blocked while opening."
	output OnUnblockedClosing(void) : "Fired when the door is unblocked while closing."
	output OnUnblockedOpening(void) : "Fired when the door is unblocked while opening."
	// Inputs
	input Open(void) : "Open the door, if it is not fully open."
	input OpenAwayFrom(string) : "Open the door away from the specified entity."
	input Close(void) : "Close the door, if it is not fully closed."
	input Toggle(void) : "Toggle the door between open and closed."
	input Lock(void) : "Lock the door."
	input Unlock(void) : "Unlock the door."
]
//-------------------------------------------------------------------------
//
// Cube map sample
//
//-------------------------------------------------------------------------
@PointClass color(0 0 255) sidelist(sides) iconsprite("editor/env_cubemap.vmt") = env_cubemap : 
	"An entity that creates a sample point for the Cubic Environment Map."
[
	cubemapsize(choices) : "Cubemap Size" : 0 =
	[
		0 : "Default"
		1 : "1x1"
		2 : "2x2"
		3 : "4x4"
		4 : "8x8"
		5 : "16x16"
		6 : "32x32"
		7 : "64x64"
		8 : "128x128"
		9 : "256x256"
	]
	sides(sidelist) : "Brush faces": : "(Optional) Brushes faces to directly attach to the env_cubemap. Press Pick then click on faces in the 3D View to select them. Use CTRL while clicking to add or remove from the selection."
]
@BaseClass = BModelParticleSpawner
[ 
	StartDisabled(choices) : "Start Disabled" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]
	Color(color255) : "Particle Color (R G B)" : "255 255 255"
	SpawnRate(integer) : "Particle Per Second" : 40 : "Number of particles to spawn, per second."
	SpeedMax(string) : "Maximum Particle Speed" : 13 : "Maximum speed that the particles can move after spawning."
	LifetimeMin(string) : "Minimum Particle Lifetime" : 3 : "Minimum number of seconds until each particle dies. Particles live for a random duration between this and 'Maximum Particle Lifetime'."
	LifetimeMax(string) : "Maximum Particle Lifetime" : 5 : "Maximum number of seconds until each particle dies. Particles live for a random duration between 'Minimum Particle Lifetime' and this."
	DistMax(integer) : "Maximum Visible Distance" : 1024 : "Maximum distance at which particles are visible. They fade to translucent at this distance."
	Frozen(choices) : "Frozen" : 0 : "When set, this entity spawns the number of particles in SpawnRate immediately, and then goes inactive." =
	[
		0 : "No"
		1 : "Yes"
	]
	// Inputs
	input TurnOn(void) : "Turn on."
	input TurnOff(void) : "Turn off."
]
@SolidClass base(Targetname, BModelParticleSpawner) = func_dustmotes : 
	"A brush entity that spawns sparkling dust motes within its volume."
[
	SizeMin(string) : "Minimum Particle Size" : 10
	SizeMax(string) : "Maximum Particle Size" : 20
	Alpha(integer) : "Alpha" : 255
]
@SolidClass base( Targetname ) = func_smokevolume : 
	"A brush entity that spawns smoke particles within its volume."
[
	spawnflags(flags) =
	[
		1 : "Emissive" : 0
	]
	Color1(color255) : "Particle Color1 (R G B)" : "255 255 255"
	Color2(color255) : "Particle Color2 (R G B)" : "255 255 255"
	material(material) : "Material" : "particle/smoke_grenade1" : "The material to use for the particles"
	ParticleDrawWidth(float) : "Particle Draw Width (units)" : 120 : "The size of the particles, in units/inches."
	ParticleSpacingDistance(float) : "Particle Spacing Distance (units)" : 80 : "The distance between the particles inside the volume. The lower the number, the denser the particles, and the more overdraw there will be. It is best to keep it as high as you can without it looking bad."
	DensityRampSpeed(float) : "Density Ramp Speed (seconds)" : 1 : "Time to go from density 0 to density 1, in seconds."
	RotationSpeed(float) : "Rotation Speed (degrees/sec)" : 10 : "The speed that the particles should rotate, in degrees per second."
	MovementSpeed(float) : "Movement Speed (units/sec)" : 10 : "The speed that the particles should move around, in units/inches per second."
	Density(float) : "Density [0..1]" : 1
	// Inputs
	input SetRotationSpeed(float) : "Set the particle rotation speed (in degrees per second)."
	input SetMovementSpeed(float) : "Set the particle movement speed (in inches per second)."
	input SetDensity(float) : "Set the particle density. It should be a range from 0 to 1."
]
@SolidClass base( Targetname, BModelParticleSpawner ) = func_dustcloud : 
	"A brush entity that spawns a translucent dust cloud within its volume."
[
	Alpha(integer) : "Alpha" : 30
	SizeMin(string) : "Minimum Particle Size" : 100
	SizeMax(string) : "Maximum Particle Size" : 200
]
@PointClass base( Targetname, Parentname, Angles ) size( -8 -8 -8, 8 8 8 ) = env_dustpuff : 
	"An entity that can emit dust puffs."
[
	scale(float) : "Scale" : 8 : "Size of the dust puff."
	speed(float) : "Speed" : 16 : "Speed at which the dust particles should move."
	color(color255) : "Dust color" : "128 128 128"
	// Inputs
	input SpawnDust(void) : "Spawn a dust puff."
]
@PointClass base( Targetname, Parentname, Angles ) size( -8 -8 -8, 8 8 8 ) = env_particlescript : 
	"An entity that has special animation events that can be fired by a model with an animation inside its .qc designed for"+
	"use by this entity."
[
	model(studio) : "Script Model" : "models/Ambient_citadel_paths.mdl" : "Model to use for animation sequences."
	// Inputs
	input SetSequence(string) : "Sets the script model's sequence."
]
// NEEDHELP
@PointClass base( Targetname, Parentname, Angles ) size( -8 -8 -8, 8 8 8 ) = env_effectscript : 
	"An entity that allows you to script special visual effects via a script file."
[
	model(studio) : "Script Model" : "models/Effects/teleporttrail.mdl" : "Model to use for animation sequences."
	scriptfile(string) : "Script File" : "scripts/effects/testeffect.txt" : "Name of the script to use for this model."
	// Inputs
	input SetSequence(string) : "Sets the script model's sequence."
]
//-------------------------------------------------------------------------
//
// Logic Entities
//
//-------------------------------------------------------------------------
@PointClass iconsprite("editor/logic_auto.vmt") = logic_auto : 
	"Fires outputs when a map spawns. " +
	"If 'Remove on fire' flag is set the logic_auto is deleted after firing. " +
	"It can be set to check a global state before firing. This allows you to only fire events based on "+
	"what took place in a previous map."
[
	spawnflags(Flags) =
	[
		1 : "Remove on fire" : 1
	]
	
	globalstate(choices) : "Global State to Read" : : "If set, this specifies a global state to check before firing. The OnMapSpawn output will only fire if the global state is set." =
	[
		"" : "--- None ---"
		"gordon_precriminal" : "Gordon pre-criminal" 
		"antlion_allied" : "Antlions are player allies" 
//		"player_stealth" : "Player in APC is disguised as combine" 
		"suit_no_sprint" : "Suit sprint function not yet enabled" 
		"super_phys_gun" : "Super phys gun is enabled" 
		"friendly_encounter" : "Friendly encounter sequence (lower weapons, etc.)"
//		"citizens_passive" : "Citizens are *not* player allies (cannot be commanded)"
		"gordon_invulnerable" : "Gordon is invulnerable"
		"no_seagulls_on_jeep" : "Don't spawn seagulls on the jeep"
	]
	
	// Outputs
	output OnMapSpawn(void) : "Fired when the map is loaded for any reason."
	output OnNewGame(void) : "Fired when the map is loaded to start a new game."
	output OnLoadGame(void) : "Fired when the map is loaded from a saved game."
	output OnMapTransition(void) : "Fired when the map is loaded due to a level transition."
	output OnBackgroundMap(void) : "Fired when the map is loaded as a background to the main menu."
	output OnViolenceLow(void) : "Fired when the map is loaded for any reason IF the game IS IN low-violence mode."
	output OnViolenceHigh(void) : "Fired when the map is loaded for any reason IF the game IS NOT IN low-violence mode."
]
@PointClass base(Targetname,Angles,Parentname) size(-8 -8 -8, 8 8 8) = point_viewcontrol : 
	"A camera entity that controls the player's view. While it's active, the player will see out of the camera." 
[
	target(target_destination) : "Entity to Look At" : : "Name of the entity that the camera should point at and track while active."
	targetattachment(string) : "Target Attachment Name" : : "If set, the camera will focus on the specified attachment on the 'Entity to Look At'."
	wait(integer) : "Hold Time" : 10 : "The amount of time the camera should control the player's view for, after which it deactivates itself. If the camera should stay active until told to deactive, set the 'Infinite Hold Time' spawnflag."
	moveto(target_destination) : "Path Corner" : : "The first path corner in a track that the camera should move along once it's activated. If not specified, the camera won't move."
	spawnflags(flags) =
	[
		1: "Start At Player" : 1
		2: "Follow Player" : 1
		4: "Freeze Player" : 0
		8: "Infinite Hold Time" : 0
		16:"Snap to goal angles" : 0
		32:"Make Player non-solid" : 0
		64:"Interruptable by Player" : 0
	]
	speed(string) : "Initial Speed" : "0" : "The starting speed that the camera moves at, if it's on a path track."
	acceleration(string) : "Acceleration units/sec^2" : "500" : "The speed at which the camera accelerates to path corner's desired speeds."
	deceleration(string) : "Stop Deceleration units/sec^2" : "500" : "The speed at which the camera decelerates to path corner's desired speeds."
	// Inputs
	input Enable(void) : "Enable the point_viewcontrol, and start controlling the player's view."
	input Disable(void) : "Disable the point_viewcontrol, and stop controlling the player's view."
	// Outputs
	output OnEndFollow(void) : "Fired when the point_viewcontrol deactivates, due to the Disable input being received, the Entity to Look At being destroyed, or the Hold Time expiring."
]
@PointClass base(Targetname) iconsprite("editor/logic_compare.vmt") = logic_compare :
	"Compares an input value to another value. " +
	"If the input value is less than the compare value, the OnLessThan output is fired with the input value. " +
	"If the input value is equal to the compare value, the OnEqualTo output is fired with the input value. " +	
	"If the input value is greater than the compare value, the OnGreaterThan output is fired with the input value."
[
	// Keys
	InitialValue(integer) : "Initial value" : : "Initial value for the input value."
	CompareValue(integer) : "Compare value" : : "The value to compare against."
	
	// Inputs
	input SetValue(float) : "Set the value that will be compared against the compare value."
	input SetValueCompare(float) : "Set the value that will be compared against the compare value and performs the comparison."
	input SetCompareValue(float) : "Set the compare value."
	input Compare(void) : "Force a compare of the input value with the compare value."
	
	// Outputs
	output OnLessThan(float) : "Fired when the input value is less than the compare value. Sends the input value as data." 
	output OnEqualTo(float) : "Fired when the input value is equal to the compare value. Sends the input value as data." 
	output OnNotEqualTo(float) : "Fired when the input value is different from the compare value. Sends the input value as data." 
	output OnGreaterThan(float) : "Fired when the input value is greater than the compare value. Sends the input value as data."
]
@PointClass base(Targetname) iconsprite("editor/logic_branch.vmt") = logic_branch :
	"Tests a boolean value and fires an output based on whether the value is true or false. " +
	"Use this entity to branch between two potential sets of events."
[
	// Keys
	InitialValue(integer) : "Initial value" : : "Initial value for the boolean value (0 or 1)."
	
	// Inputs
	input SetValue(bool) : "Set the boolean value without performing the comparison. Use this to hold a value for a future test."
	input SetValueTest(bool) : "Set the boolean value and test it, firing OnTrue or OnFalse based on the new value."
	input Toggle(void) : "Toggle the boolean value between true and false."
	input ToggleTest(void) : "Toggle the boolean value and tests it, firing OnTrue or OnFalse based on the new value."
	input Test(void) : "Test the input value and fire OnTrue or OnFalse based on the value."
	
	// Outputs
	output OnTrue(bool) : "Fired when the input value is true (nonzero)." 
	output OnFalse(bool) : "Fired when the input value is false (zero)." 
]
@PointClass base(Targetname) iconsprite("editor/logic_case.vmt") = logic_case :
	"Compares an input to up to 16 preset values. If the input value is the same as " +
	"any of the preset values, an output corresponding to that value is fired.\n\n" +
	"For example: if Case01 is set to 2 and Case02 is set to 5, and the input value is 5, " +
	"the OnCase02 output will be fired.\n\n" +
	"This entity can also be used to select from a number of random targets via the " +
	"PickRandom input. One of the OnCase outputs that is connected to another entity will " +
	"be picked at random and fired."
[
	Case01(string) : "Case 01"
	Case02(string) : "Case 02"
	Case03(string) : "Case 03"
	Case04(string) : "Case 04"
	Case05(string) : "Case 05"
	Case06(string) : "Case 06"
	Case07(string) : "Case 07"
	Case08(string) : "Case 08"
	Case09(string) : "Case 09"
	Case10(string) : "Case 10"
	Case11(string) : "Case 11"
	Case12(string) : "Case 12"
	Case13(string) : "Case 13"
	Case14(string) : "Case 14"
	Case15(string) : "Case 15"
	Case16(string) : "Case 16"
	// Inputs
	input InValue(string) : "Compare the Input value to the case values, and fire the appropriate output, if any."
	input PickRandom(void) : "Fire a random OnCase output with at least one connection."
	
	// Outputs
	output OnCase01(void) : "Fired when the input value equals the Case01 value."
	output OnCase02(void) : "Fired when the input value equals the Case02 value."
	output OnCase03(void) : "Fired when the input value equals the Case03 value."
	output OnCase04(void) : "Fired when the input value equals the Case04 value."
	output OnCase05(void) : "Fired when the input value equals the Case05 value."
	output OnCase06(void) : "Fired when the input value equals the Case06 value."
	output OnCase07(void) : "Fired when the input value equals the Case07 value."
	output OnCase08(void) : "Fired when the input value equals the Case08 value."
	output OnCase09(void) : "Fired when the input value equals the Case09 value."
	output OnCase10(void) : "Fired when the input value equals the Case10 value."
	output OnCase11(void) : "Fired when the input value equals the Case11 value."
	output OnCase12(void) : "Fired when the input value equals the Case12 value."
	output OnCase13(void) : "Fired when the input value equals the Case13 value."
	output OnCase14(void) : "Fired when the input value equals the Case14 value."
	output OnCase15(void) : "Fired when the input value equals the Case15 value."
	output OnCase16(void) : "Fired when the input value equals the Case16 value."
	output OnDefault(void) : "Fired when the input value does not equal any of the Case values."
]
// NEEDHELP: Unused in HL2, not clear what it's useful for.
@PointClass base(Targetname) iconsprite("editor/logic_multicompare.vmt") = logic_multicompare :
	"Compares a set of inputs to each other. If they are all the same, fires an OnEqual output. " +
	"If any are different, fires the OnNotEqual output."
[
	// keys
	IntegerValue(integer) : "Integer Value (optional)"
	ShouldComparetoValue(choices) : "Should use Integer Value" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]
	// Inputs
	input InputValue(integer) : "Input value"
	input CompareValues(void) : "Compares the values and fires appropriate outputs"
	// Outputs
	output OnEqual(void) : "Fires if the values are equal"
	output OnNotEqual(void) : "Fires if the values are not equal"
]
@PointClass base(Targetname, EnableDisable) iconsprite("editor/logic_relay.vmt") = logic_relay :
	"A message forwarder. Fires an OnTrigger output when triggered, and " +
	"can be disabled to prevent forwarding outputs.\n\n" +
	"Useful as an intermediary between one entity and another for turning " +
	"on or off an I/O connection, or as a container for holding a set of " +
	"outputs that can be triggered from multiple places."
[
	spawnflags(flags) =
	[
		1: "Only trigger once" : 0
		2: "Allow fast retrigger" : 0
	]
	// Inputs
	input Trigger(void) : "Trigger the relay, causing its OnTrigger output to fire if it is enabled."
	input Toggle(void) : "Toggle the relay between enabled and disabled."
	input CancelPending(void) : "Cancel any events fired by this relay that are currently pending in the I/O event queue."
	
	// Outputs
	output OnTrigger(void) : "Fired when the relay is triggered."
]
@PointClass base(Targetname, EnableDisable) iconsprite("editor/logic_timer.vmt") = logic_timer :
	"An entity that fires a timer event at regular, or random, intervals. It can also be set to oscillate between" + 
	"a high and low end, in which case it will fire alternating high/low outputs each time it fires."
[
	// Keys
	spawnflags(flags) =
	[
		1 : "Oscillator (alternates between OnTimerHigh and OnTimerLow outputs)" : 0
	]
	UseRandomTime(choices) : "Use Random Time" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]
	
	LowerRandomBound(string) : "Minimum Random Interval" : : "If 'Use Random Time' is set, this is the minimum time between timer fires. The time will be a random number between this and the 'Maximum Random Interval'."
	UpperRandomBound(string) : "Maximum Random Interval" : : "If 'Use Random Time' is set, this is the maximum time between timer fires. The time will be a random number between the 'Minimum Random Interval' and this."
	RefireTime(string) : "Refire Interval" : : "If 'Use Random Time' isn't set, this is the time between timer fires, in seconds."
	// Inputs
	input RefireTime(integer) : "Set a new Refire Interval."
	input FireTimer(void) : "Force the timer to fire immediately."
	input Enable(void) : "Enable the timer."
	input Disable(void) : "Disable the timer."
	input Toggle(void) : "Toggle the timer on/off."
	input LowerRandomBound(float) : "Set a new Minimum Random Interval."
	input UpperRandomBound(float) : "Set a new Maximum Random Interval."
	// Outputs
	output OnTimer(void) : "Fired when the timer expires."
	output OnTimerHigh(void) : "Fired every other time for an oscillating timer."
	output OnTimerLow(void) : "Fired every other time for an oscillating timer."
]
@PointClass size(-4 -4 -4, 4 4 4) color(0 255 0) = logic_collision_pair : 
	"An entity that can be used to enables/disable vphysics collisions between two target entities."
[
	attach1(target_destination) : "Attachment 1" : "" : "The first entity."
	attach2(target_destination) : "Attachment 2" : "" : "The second entity."
	startdisabled(choices) : "Start with collisions disabled" : 1 =
	[
		0 : "No"
		1 : "Yes"
	]
	// Inputs
	input EnableCollisions(void) : "Enable collisions between the first and second entity."
	input DisableCollisions(void) : "Disable collisions between the first and second entity."
]
@PointClass base(Targetname, Parentname, EnableDisable) iconsprite("editor/env_microphone.vmt") color(0 0 255) = env_microphone :
	"An entity that acts as a microphone. It works in one of two modes. If it has a 'Speaker' set, it picks up all sounds within the specified sound range, " +
	"and rebroadcasts them through the Speaker entity. In this Speaker mode, it ignores the Hears X spawnflags and does not fire the SoundLevel output. " +
	"If it has no Speaker set, it measures the sound level at a point, and outputs the sound level as a value between 0 and 1. In Measuring mode, it only hears sounds that match the Hear X spawnflags."
[
	target(target_destination) : "Measure target" : : "If the speaker is in Measuring mode, this is the name of the entity where the sound level is to be measured."
	SpeakerName(target_destination) : "Speaker" : "" : "The name of a speaker entity through which to play any sounds heard by this microphone. If specified, the microphone will consider itself in Speaker mode."
	ListenFilter(filterclass) : "Listen Filter" : "" : "The name of an filter entity which specifies the only entities the microphone can hear. Sounds emitted by other entities will not be heard."
	speaker_dsp_preset(choices) : "Speaker DSP Preset" : 0 : "Only useful in Speaker mode. If specified, when the microphone is enabled, it'll set the global dsp_speaker preset to this value. Sounds played back through speakers will then be affected by the selected DSP." =
	[
 		0 : "Use Default"
		50 : "1 NO EFFECT"
		51 : "2 (DUPLICATE OF 1)"
		52 : "3 (DUPLICATE OF 1)"
		53 : "4 (DUPLICATE OF 1)"
		54 : "5 (DUPLICATE OF 1)"
		55 : "6 SPEAKER, LOUDER"
		56 : "7 SPEAKER VERY SMALL"
		57 : "8 LOUDSPEAKER, ECHO"
		58 : "9 SPEAKER SMALL"
		59 : "10 SPEAKER TINY"
	]
	spawnflags(flags) =
	[
		1 : "Hears combat sounds" : 1
		2 : "Hears world sounds" : 1
		4 : "Hears player sounds" : 1
		8 : "Hears bullet impacts" : 1
		16: "Swallows sounds routed through speakers" : 0
		32: "Hears explosions" : 0
	]
	Sensitivity(float) : "Sensitivity (0 - 10)" : 1 : "Microphone sensitivity, 0=deaf, 1=default, 10=extremely sensitive). Only applicable in Measuring mode."
	SmoothFactor(float) : "Smoothing (0 - 1)" : 0 : "Smoothing factor, 0=no smoothing, 1=maximum smoothing). Only applicable in Measuring mode."
	MaxRange(float) : "Maximum hearing range (0=infinite)" : 240 : "Sounds beyond this range won't be heard, irrelevant of attenuation. "+
		"WARNING: setting this to zero (or a value > 1024) when the microphone is in Speaker mode can be very bad for performance!!"
	// Inputs
	input SetSpeakerName(string) : "Set the microphone to output through a different speaker entity."
	// Outputs
	output SoundLevel(float) : "Fired in Measuring mode whenever the sound level changes."
	output OnRoutedSound(void) : "Fired whenever a sound is routed out through the specified speaker (if any)."
	output OnHeardSound(void) : "Fired whenever this microphone hears any sound it cares about."
]
@PointClass base(Targetname) = math_remap : 
	"An entity that remaps a range of input values to a given range of output values."
[
	spawnflags(flags) = 
	[
		1 : "Ignore out of range input values" : 1
	]
	in1(integer) : "Minimum Valid Input Value" : 0 : "Input values below this value will be ignored."
	in2(integer) : "Maximum Valid Input Value" : 1 : "Input values above this value will be ignored."
	out1(integer) : "Output Value When Input Is Min." : : "When the input value is equal to 'Minimum Valid Input Value', this is the output value."
	out2(integer) : "Output Value When Input Is Max." : : "When the input value is equal to 'Maximum Valid Input Value', this is the output value."
	// Inputs
	input InValue(float) : "Input value and fire the output with the remapped value."
	
	// Outputs
	output OutValue(float) : "Fired when the InValue input is received, with the remapped input value as the parameter."
]
@PointClass base(Targetname) = math_colorblend :
	"Used to create a blend between two colors for controlling the color of another entity."
[
	spawnflags(flags) = 
	[
		1 : "Ignore out of range input values" : 1
	]
	inmin(integer) : "Minimum Valid Input Value" : 0 : "Input values below this value will be ignored."
	inmax(integer) : "Maximum Valid Input Value" : 1 : "Input values above this value will be ignored."
	colormin(color255) : "Output RGB color when input is min." : "0 0 0" : "When the input value is equal to 'Minimum Valid Input Value', this is the output RGB color."
	colormax(color255) : "Output RGB color when input is max." : "255 255 255" : "When the input value is equal to 'Maximum Valid Input Value', this is the output RGB color."
	// Inputs
	input InValue(float) : "Input value and fire the output with the remapped value."
	
	// Outputs
	output OutColor(color255) : "Fired when the InValue input is received, with the remapped RGB color as the parameter."
]
@PointClass base(Targetname) iconsprite("editor/math_counter.vmt") = math_counter :
	"Holds a numeric value and performs arithmetic operations upon it. If either the minimum or maximum " +
	"legal value is nonzero, OutValue will be clamped to the legal range, and the OnHitMin/OnHitMax " +
	"outputs will be fired at the appropriate times. If both min and max are set to zero, no clamping is " +
	"performed and only the OutValue output will be fired."
[
	// Keys
	startvalue(integer) : "Initial Value" : 0 : "Starting value for the counter."
	min(integer) : "Minimum Legal Value" : 0 : "Minimum legal value for the counter. If min=0 and max=0, no clamping is performed."
	max(integer) : "Maximum Legal Value" : 0 : "Maximum legal value for the counter. If min=0 and max=0, no clamping is performed."
	// Inputs
	input Add(integer) : "Add an amount to the counter and fire the OutValue output with the result."
	input Divide(integer): "Divide the counter by an amount and fire the OutValue output with the result."
	input Multiply(integer): "Multiply the counter by an amount and fire the OutValue output with the result."
	input SetValue(integer): "Set the counter to a new value and fire the OutValue output with the result."
	input SetValueNoFire(integer): "Set the counter to a new value without firing any outputs."
	input Subtract(integer): "Subtract an amount from the counter and fire the OutValue output with the result."
	input SetHitMax(integer): "Set the upper bound of the counter and fire the OutValue output with the current value."
	input SetHitMin(integer): "Set the lower bound of the counter and fire the OutValue output with the current value."
	// Outputs
	output OutValue(integer) : "Fired when the counter value changes."
	output OnHitMin(void) : "Fired when the counter value meets or goes below the min value. The counter must go back above the min value before the output will fire again."
	output OnHitMax(void) : "Fired when the counter value meets or exceeds the max value. The counter must go below the max value before the output will fire again."
]
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = logic_lineto : 
	"An entity that calculates and outputs a vector from one entity to another." 
[
	source(target_destination) : "Start entity" : : "Name of the entity the line should start from."
	target(target_destination) : "End entity" : : "Name of the entity that line should end at."
	
	// Outputs
	output Line(vector) : "Fired when the vector, from the start entity to the end entity, changes. Passes along the vector as a parameter."
]
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = logic_navigation : 
	"An entity that is used to set navigation properties on other entities. Useful to make NPCs ignore physics props in their way that they can easily push." 
[
	target(target_destination) : "Navigation Entity" : "Name of the entity to set navigation properties on."
	spawnflags(flags) =
	[
		1 : "Start On" : 1
	]
	navprop(choices) : "Nav Property" : "Ignore" =
	[
		"Ignore" : "NPCs Ignore this when navigating (they'll bump into it)"
	]
	
	// Inputs
	input TurnOn(void) : "Turn on. The Navigation Entity will have its navigation properties set."
	input TurnOff(void) : "Turn off. The Navigation Entity will have its navigation properties returned to the default settings."
	input Toggle(void) : "Toggle on/off."
]
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = logic_autosave :
	"An entity that is used to force an autosave."
[
	NewLevelUnit(choices) : "Force New Level Unit" : 0 : "If set, the save will discard any savedata from previous levels, for the purpose of keeping savegame filesizes down. Can only be safely used if there is no way for the player to return to previous levels." =
	[
		0 : "No"
		1 : "Yes"
	]
	
	// Inputs
	input Save(void) : "Force an autosave."
]
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = point_template : 
	"Turns an entity, or set of entities, into a single template that can be instanced anywhere, and multiple times. "+
	"If there are interdependencies (entity I/O, hierarchy, or other name references) between the entities "+
	"in the template, the entities in the template will have their names changed and the interdependencies will "+
	"be reconnected to the changes names. The name change format is as follows: '<original name>&0000', where the 0000 "+
	"will be replaced with the current global template instance, so wildcard searches for '<original name>*' will still find them.\n"+
	"If you don't want the name fixup to happen, because you're only spawning the template once, or you want inputs to "+
	"trigger all instances of the template, check the 'Preserve entity names' spawnflag. \n"+
	"To spawn the template in other places, use an env_entity_maker."
[
	spawnflags(flags) =
	[
		1 : "Don't remove template entities" : 0
		2 : "Preserve entity names (Don't do name fixup)" : 1
	]
	Template01(target_destination) : "Template 1"
	Template02(target_destination) : "Template 2"
	Template03(target_destination) : "Template 3"
	Template04(target_destination) : "Template 4"
	Template05(target_destination) : "Template 5"
	Template06(target_destination) : "Template 6"
	Template07(target_destination) : "Template 7"
	Template08(target_destination) : "Template 8"
	Template09(target_destination) : "Template 9"
	Template10(target_destination) : "Template 10"
	Template11(target_destination) : "Template 11"
	Template12(target_destination) : "Template 12"
	Template13(target_destination) : "Template 13"
	Template14(target_destination) : "Template 14"
	Template15(target_destination) : "Template 15"
	Template16(target_destination) : "Template 16"
	// Inputs
	input ForceSpawn(void) : "Spawn an instance of the template at the original position."
	// Outputs
	output OnEntitySpawned(void) : "Fired after spawning an instance of this template."
]
@PointClass base(Targetname,Parentname,Angles) = env_entity_maker : 
	"Spawns the specified entity template at its origin. If set to auto-spawn, it will spawn the template whenever there's room and the player "+
	"is looking elsewhere." 
[
	spawnflags(Flags) =
	[
		1 : "Enable AutoSpawn (will spawn whenever there's room)" : 0
		2 : "AutoSpawn: Wait for entity destruction" : 0
		4 : "AutoSpawn: Even if the player is looking" : 0
		8 : "ForceSpawn: Only if there's room" : 0
	 	16 : "ForceSpawn: Only if the player isn't looking" : 0
	]
	EntityTemplate(target_destination) : "Point_template To Spawn" : "" : "Name of the point_template to spawn here."
	// Inputs
	input ForceSpawn(void) : "Spawn an instance of the template at this origin and angle."
	// Outputs
	output OnEntitySpawned(void) : "Fired when an instance of the entity template has been spawned."
]
//-------------------------------------------------------------------------
//
// Activator Filters
//
//-------------------------------------------------------------------------
@BaseClass base(Targetname) = BaseFilter
[
	Negated(choices) : "Filter mode" : "Allow entities that match criteria" : "If set to Allow, only entities who match the criteria will pass the filter. "+
		"If set to Disallow, only entities who do NOT match the criteria will pass the filter." =
	[
		0 : "Allow entities that match criteria"
		1 : "Disallow entities that match criteria"
	]
	// Inputs
	input TestActivator(void) : "Test the activator against the filter and fires OnPass or OnFail output."
	// Outputs
	output OnPass(void) : "Fired in response to TestActivator input if the activator passes the filter."
	output OnFail(void) : "Fired in response to TestActivator input if the activator fails to pass the filter."
]
@FilterClass base(BaseFilter) iconsprite("editor/filter_multiple.vmt") = filter_multi :
	"A filter that tests the activator against multiple filters. This allows you to build more complex filters, such as"+
	"'Allow anyone on Team 1 who is also class engineer', or 'Allow everyone except classes npc_zombie and npc_headcrab'."
[
	filtertype(choices) : "Logic Type" : 0 =
	[
		0 : "AND (all filters must pass)"
		1 : "OR (any filter must pass)"
	]
	Negated(choices) : "Negate Outcome" : 0 : "Whether to negate the result of the subfilters, after combining them using the Logic Type chosen.\n"+
		"Negating the outcome using the AND logic type means that any subfilter must fail for this filter to pass.\n"+
		"Negating the outcome using the OR logic type means that all subfilters must fail for this filter to pass." =
	[
		0 : "No"
		1 : "Yes"
	]
	Filter01(filterclass) : "Filter 1" : : "Activator filter to test."
	Filter02(filterclass) : "Filter 2" : : "Activator filter to test."
	Filter03(filterclass) : "Filter 3" : : "Activator filter to test."
	Filter04(filterclass) : "Filter 4" : : "Activator filter to test."
	Filter05(filterclass) : "Filter 5" : : "Activator filter to test."
]
@FilterClass base(BaseFilter) iconsprite("editor/filter_name.vmt") = filter_activator_name :
	"A filter that filters by the name of the activator."
[
	filtername(target_destination) : "Filter Name" : : "The name to filter by. If the filter mode is Allow, only entities whose "+
		"name matches the given string will pass the filter. If the filter mode is Disallow, "+
		"all entities EXCEPT those whose name matches the string will pass the filter."
]
@FilterClass base(BaseFilter) iconsprite("editor/filter_class.vmt") = filter_activator_class :
	"A filter that filters by the class name of the activator."
[
	filterclass(string) : "Filter Classname" : : "The class name to filter by. If the filter mode is Allow, only entities whose "+
		"class name matches the given string will pass the filter. If the filter mode is Disallow, "+
		"all entities EXCEPT those whose class name matches the given string will pass the filter."
]
@FilterClass base(BaseFilter) = filter_damage_type :
	"A damage filter that filters by the type of damage inflicted. This can only be used as a damage filter, not as an activator filter."
[
	damagetype(choices) : "Damage type" : 64 : "The damage type to filter by. If the filter mode is Allow, only damage types that "+
		"match will pass the filter. If the filter mode is Disallow, all damage types EXCEPT those who match will pass the filter." =
	[
		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"
	]
]
//-------------------------------------------------------------------------
//
// Point Entities
//
//-------------------------------------------------------------------------
@PointClass base(Targetname, Parentname, EnableDisable) = point_anglesensor :
	"An entity that detects if another entity points in a given direction for a period of time."
[
	target(target_destination) : "Target Entity Name" : : "Name of the entity whose angles will be sensed."
	lookatname(target_destination) : "Look At Entity" : : "The entity we want to check to see if the Target Entity is looking at."
	duration(float) : "Duration" : : "The amount of time the Target Entity must look at the 'Look at Entity' to trigger this entity, in seconds."
	tolerance(integer) : "Tolerance" : : "The tolerance, in degrees, in the checking to determine when the Target Entity is looking at the Look At Entity."
	// Inputs
	input Toggle(void) : "Toggle the sensor between enabled and disabled."
	input Test(void) : "Check to see if the Target Entity is facing the Look At Entity within the specified tolerance, firing either the OnFacingLookat or OnNotFacingLookat output based on the result."
	
	// Outputs
	output TargetDir(vector) : "Fired when the forward direction of the Target Entity changes. Passes the new forward direction as a parameter."
	output OnFacingLookat(void) : "Fired when the Target Entity points at the Look At Entity for more than the specified Duration, or in response to a Test input."
	output OnNotFacingLookat(void) : "Fires in response to a Test input when the Target Entity is not pointing at the Look At Entity."
]
@PointClass base(Targetname) = point_angularvelocitysensor :
	"An entity that detects if another entity's angular velocity meets or exceeds a threshold value."
[
	target(target_destination) : "Target Entity Name" : : "Name of the entity whose angular velocity will be sensed."
	threshold(float) : "Threshold Velocity" : 0 : "The threshold angular velocity to compare against, in degrees per second."
	// Inputs
	input Test(void) : "Checks to see if the Target Entity's angular velocity meets or exceeds the Threshold Velocity, " +
		"firing either the OnGreaterThanOrEqualTo or OnLessThan output based on the result."
	
	// Outputs
	output AngularVelocity(float) : "Fired when the Target's Angular Velocity changes, passing the new magnitude of the angular velocity."
	output OnGreaterThan(void) : "Fired when the Target Entity goes from slower than the threshold angular velocity to faster than the threshold angular velocity."
	output OnGreaterThanOrEqualTo(void) : "Fired when the Target Entity goes from slower than the threshold angular velocity to faster than the threshold angular velocity."
	output OnLessThan(void) : "Fired when the Target Entity goes from faster than the threshold angular velocity to slower than the threshold angular velocity."
	output OnLessThanOrEqualTo(void) : "Fired when the Target Entity goes from faster than the threshold angular velocity to slower than the threshold angular velocity."
	output OnEqualTo(void) : "Fired when the Target Entity reaches the threshold angular velocity from a different velocity."
]
@PointClass base(Targetname, Angles) = point_teleport : 
	"An entity that teleports a target entity to this position and angles. "+
	"If 'Teleport Home' spawn flag is set, teleports the target entity to its spawn position instead." +
	"If object is physically simulated, simulation is turned off when teleported."
[
	target(target_destination) : "Entity To Teleport" : : "Name of the entity that will be teleported."
	spawnflags(flags) =
	[
		1 : "Teleport Home" : 0
	]
	// Inputs
	input Teleport(void) : "Teleport the target entity."
]
@PointClass base(Targetname) sphere(DamageRadius) = point_hurt :
	"An entity that does damage to all entities in a radius around itself, with a specified delay." +
	"If 'Target Entity' is specified, the damage is only done to that entity."
[
	DamageTarget(string) : "Target Entity" : "" : "If specified, only this entity will take damage. Otherwise, all entities within the Radius will take damage."
	
	DamageRadius(float) : "Radius" : 256 : "All entities within this radius of this entity will take damage. If a 'Target Entity' is specified, only that entity will take damage."
	Damage(integer) : "Damage" : 5 : "Damage done to all affected entities each time this entity fires."
	DamageDelay(float) : "Delay" : 1 : "Delay between refires, in seconds."
	
	DamageType(choices) : "Damage Type" : 0 : "Type of damage to inflict on entities damaged." =
	[
		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"
	]
	// Inputs
	input Hurt(void) : "Force a single fire, damaging either the Target Entity or all entities within the radius."
	input TurnOn(void) : "Enable this entity. It will start damaging entities everytime it fires, and refire based upon the specified Delay."
	input TurnOff(void) : "Disable this entity. It will stop damaging entities."
	input Toggle(void) : "Toggle this entity between On/Off state."
]
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = point_playermoveconstraint : 
	"An entity that constrains players to a radius around itself, slowing them down the closer they get to the edge of the radius."
[
	radius(float) : "Radius" : 256 : "Radius to constrain players to."
	width(float) : "Constraint Width" : "75.0" : "Width of the constraint edge. This is the distance in which to start slowing players down as they approach the edge of the radius."
	speedfactor(float) : "Speed Factor" : "0.15" : "Factor applied to the player's max speed as they approach the radius edge."
	// Inputs
	input TurnOn(void) : "Start constraining any players within the radius."
	input TurnOff(void) : "Stop constraining any players previously constrained."
	// Outputs
	output OnConstraintBroken(void) : "Fired when a player breaks through the constraint."
]
//-------------------------------------------------------------------------
//
//	Physics entities
//
//-------------------------------------------------------------------------
@SolidClass base(BreakableBrush,Targetname, Origin, RenderFields, Shadow) = func_physbox : 
	"A brush entity that's physically simulated."
[
	_minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush."
	spawnflags(flags) =
	[
		4096 : "Start Asleep" : 0
		8192 : "Ignore +USE for Pickup" : 0
		16384 : "Debris - Don't collide with the player or other debris" : 0
		32768 : "Motion Disabled" : 0
		65536 : "Use Preferred Carry Angles" : 0
		131072: "Enable motion on Physcannon grab" : 0
		262144: "Not affected by rotor wash" : 0
		524288: "Generate output on +USE " : 1
	]
	
	Damagetype(choices) : "Impact Damage Type" : 0 =
	[
		0: "Blunt"
		1: "Sharp"
	]
	
	massScale(float) : "Mass Scale" : "0" : "A scale multiplier for the object's mass."
	overridescript(string) : "Override Parameters" : "" : "A list of physics key/value pairs that are usually in a physics prop .qc file. Format is 'key,value,key,value,etc'."
	damagetoenablemotion(integer) : "Health Level to Override Motion" : 0 : "If specified, this object will start motion disabled. Once its health has dropped below this specified amount, it will enable motion."
	forcetoenablemotion(float) : "Physics Impact Force to Override Motion" : 0 : "If specified, this object will start motion disabled. Any impact that imparts a force greater than this value on the physbox will enable motion."
	health(integer) : "Strength" : 0 : "Number of points of damage to take before breaking. 0 means don't break."
	preferredcarryangles(vector) : "Preferred Player-carry Angles" : "0 0 0" : "If the 'Use Preferred Carry Angles' spawnflag is set, this angle is the angle which the object should orient to when the player picks it up, with the physgun or +USE."
	notsolid(choices) : "Not solid to world" : 0 =
	[
		0: "Solid to World"
		1: "Passes through World"
	]
	
	// Inputs
	input Wake(void) : "Wake up this physics object, if it is sleeping."
	input Sleep(void) : "Put this physics object to sleep. It will wake if given the Wake input, or if force is applied to it. Note that physics objects go to sleep automatically after coming to rest for a while, so you don't really need to use this."
	input EnableMotion(void) : "Enable physics motion/collision response."
	input DisableMotion(void) : "Disable physics motion/collision response."
	input ForceDrop(void) : "If this object is being carried by a player, with the physgun or +USE, force it to be dropped."
	
	// Outputs
	output OnDamaged(void) : "Fired when this entity is damaged."
	output OnAwakened(void) : "Fired when this entity becomes awake (collision/force is applied)."
	output OnMotionEnabled(void) : "Fired when motion is enabled due to damage/physcannon/force."
	output OnPhysGunPickup(void) : "Fired when a player picks this object up, either with the physgun or +USE."
	output OnPhysGunDrop(void) : "Fired when a player drops this object."
	output OnPlayerUse(void) : "Fired when the player tries to +USE the physbox. This output will fire only if the Generate output on +USE spawnflag is set."
]
@BaseClass base(Targetname) = TwoObjectPhysics
[
	spawnflags(flags) =
	[
		1: "No Collision until break" : 0
		// 2 is defined independently by subclasses, do not reuse
		4: "Start inactive" : 0
		8: "Change mass to keep stable attachment to world" : 0
	]
	attach1(target_destination) : "Entity 1" : ""
	attach2(target_destination) : "Entity 2" : ""
	constraintsystem(target_destination) : "Constraint System Manager" : "" : "The name of a phys_constraintsystem that this constraint should be a part of. All constraints on a set of entities should be placed in the same system, or they will fight each other during simulation."
	forcelimit(float) : "Force Limit to Break (lbs)" : "0" : "The amount of force an impact must apply to the constraint to break it. A way of calculating this is to set it to the mass of an object that would break this constraint if it were resting on the constrainted objects."
	torquelimit(float) : "Torque Limit to Break (lbs * distance)" : "0" : "The amount of torque required to break the constraint. A way of calculating this is to multiply any reference mass by the resting distance (from the center of mass of the object) needed to break the constraint."
	breaksound(sound) : "Play Sound on Break" : "" : "A sound played when the constraint is broken."
	
	// Inputs
	input Break(void) : "Force the constraint to break."
	input TurnOn(void) : "Enable the constraint. Do this when the objects don't exist when the constraint spawns - or when you have deactivated the constraint. Broken constraints can NOT be turned on. They have been deleted."
	input TurnOff(void) : "Disable this constraint."
	// Outputs
	output OnBreak(void) : "Fired when the constraint breaks."
]
	
@PointClass base(Targetname) = phys_constraintsystem : 
	"An entity used to manage a group of interacting constraints and keep them stable. " +
	"All constraints on a set of entities should be placed in the same system, or they will fight each other during simulation."
[
	additionaliterations(integer) : "Additional System Iterations" : 0 : "Adding iterations makes the interactions among constraints in a system tighter. It will not compensate for errors due to collision, but will help in cases where objects of disparate mass are constrained to each other."
]
@PointClass base(Targetname,Angles) = phys_keepupright : "A controller that tries to keep an entity facing a particular direction."
[
	spawnflags(flags) =
	[
		1: "Start inactive" : 0
	]
	attach1(target_destination) : "Target Entity" : "" : "The entity to align to the desired angles."
	angularlimit(float) : "Angular Limit" : "15" : "The maximum angular velocity that this controller can compensate for, in degrees per second."
	// Inputs
	input TurnOn(void) : "Enable the controller."
	input TurnOff(void) : "Disable the controller." 
]
@PointClass base(Targetname, Angles) sphere(expradius) studioprop() = physics_cannister : 
	"A physically simulated gas cannister that can have its cap shot off, at which point gas will start escaping and cause the cannister to fly around. If it takes enough damage, it will explode."
[
	model(studio) : "World model" : "models/fire_equipment/w_weldtank.mdl"
	spawnflags(flags) = 
	[
		1 : "Start Asleep" : 0
		2 : "Explodes" : 1
	]
	expdamage(string) : "Explosion Damage" : "200.0" : "The amount of damage done by the explosion created when the cannister blows up."
	expradius(string) : "Explosion Radius" : "250.0" : "The radius of the explosion to create when the cannister blows up."
	health(integer) : "Health" : 25 : "The amount of damage the cannister takes before exploding."
	thrust(string) : "Thrust" : "3000.0" : "When the cap has been blown off, and the escaping gas is thrusting the cannister about, this is the amount of thrust generated."
	fuel(string) : "Fuel Seconds" : "12.0" : "The amount of time that gas leaks from the cannister before being considered empty."
	rendercolor(color255) : "Smoke Color (R G B)" : "255 255 255"
	renderamt(integer) : "Smoke Alpha (0 - 255)" : 128
	gassound(sound) : "Thruster Sound" : "ambient/objects/cannister_loop.wav" : "The sound played when the gas is escaping from the cannister."
	// Inputs
	input Activate(string) : "Start gas escaping from the cannister."
	input Deactivate(string) : "Stop gas escaping from the cannister."
	input Explode(string) : "Force the cannister to explode."
	input Wake(void) : "Wakes up the cannister, if it is sleeping."
	// Outputs
	output OnActivate(void) : "Fired when gas starts to escape from the cannister."
]
@PointClass base(Targetname, Parentname) size(-4 -4 -4, 4 4 4) = info_constraint_anchor : 
	"An entity used to attach constraints to a local position on an entity. Usually constraints will attach to the center of mass of an object. "+
	"Attach the desired constraint to this entity, and then parent this entity to the entity you want the constraint to apply to."
[
	massScale(float) : "Amount to scale the mass of this body in the constraint solver" : "1"
]
@PointClass size(-4 -4 -4, 4 4 4) = info_mass_center :
	"An entity that overrides the mass center of the target physics prop, or func_physbox, by moving it to the info_mass_center's location."
[
	target(target_destination) : "Target object" : "" : "The entity whose mass center will be overridden."
]
@PointClass halfgridsnap base(Targetname) = phys_spring : 
	"A physically simulated spring. "+
	"'Length' is what's known as the 'natural spring length'. This is how long the spring would "+
	"be if it was at rest (nothing hanging on it or attached). When you attach something to the "+
	"spring, it will stretch longer than its 'natural length'. The amount of stretch is "+
	"determined by the 'Sprint Constant'. The larger the spring constant the less stretch the spring."
[
	spawnflags(flags) =
	[
		1 : "Force only on stretch" : 0
	]
	attach1(target_destination) : "Entity 1" : ""
	attach2(target_destination) : "Entity 2" : ""
	springaxis(vecline) : "Spring Axis" : "" : "Use the helper. Drag it out to match the virtual spring."
	length(string) : "Spring Length" : "0" : "How long the spring would be if it was at rest (nothing hanging on it or attached). 0 means the length of the brush."
	constant(string) : "Spring Constant" : "50" : "Stiffness of the spring. The larger the number the less the spring will stretch."
	damping(string) : "Damping Constant" : "2.0" : "How much energy the spring loses. The larger the number, the less bouncy the spring."
	relativedamping(string) : "Relative Damping Constant" : "0.1" : "The amount of energy the spring loses proportional to the relative velocity of the two objects the spring is attached to."
	// UNDONE: add max tension and what event to fire when it breaks
	breaklength(string) : "Break on Length" : "0" : "If the spring's length ever exceeds this length, the spring breaks."
	// Inputs
	input SetSpringConstant(float) : "Set the Spring Constant."
	input SetSpringLength(float) : "Set the Spring Length."
	input SetSpringDamping(float) : "Set the Spring Damping."
]
@PointClass halfgridsnap size(-8 -8 -8, 8 8 8) base(TwoObjectPhysics) = phys_hinge : 
	"A physically simulated hinge. Use the helper to define the axis of rotation."
[
	hingefriction(float) : "Friction" : "0" : "Resistance/friction in the hinge"
	hingeaxis(vecline) : "Hinge Axis"
	SystemLoadScale(float) : "Load Scale" : "1" : "Scale of the load connected to this hinge (1=just the objects directly connected)"
	
	// Inputs
	input SetAngularVelocity(float) : "Set angular velocity around the hinge (motor)"
]
@PointClass base(TwoObjectPhysics) iconsprite("editor/phys_ballsocket.vmt") = phys_ballsocket : 
	"A constraint that keeps the position of two objects fixed, relative to the constraint's origin. It does not affect rotation."
[
	spawnflags(flags) =
	[
	]
]
@PointClass base(TwoObjectPhysics) studio("models/editor/axis_helper.mdl") = phys_constraint : 
	"A constraint that keeps the relative position and orientation of two objects fixed."
[
	spawnflags(flags) =
	[
		1: "No Collision until break" : 1
	]
]
@PointClass base(TwoObjectPhysics) studio("models/editor/axis_helper.mdl") = phys_pulleyconstraint : 
	"A constraint that is essentially two length constraints and two points. Imagine it as a virtual rope connected to two objects, each suspended from a pulley above them."+
	"The constraint keeps the sum of the distances between the pulley points and their suspended objects constant."
[
	addlength(float) : "Additional Length" : "0" : "Add (or subtract) this amount to the rest length of the pulley rope."
	gearratio(float) : "Pulley Gear Ratio" : "1" : "Add (or subtract) this amount to the rest length of the pulley rope."
	position2(vecline) : "Pulley Position 2" : : "The position of the pulley for Entity 2. The pulley for Entity 1 is the origin of this constraint entity. Entity 1 is always suspended from pulley point 1, and Entity 2 is always suspended from pulley point 2."
	spawnflags(flags) =
	[
		1: "No Collision until break" : 1
		2: "Keep Rigid" : 0
	]
]
@PointClass halfgridsnap base(TwoObjectPhysics) studio("models/editor/axis_helper.mdl") = phys_slideconstraint : 
	"A constraint that constrains an entity along a line segment."
[
	spawnflags(flags) =
	[
		1: "No Collision until break" : 1
		2: "Limit Endpoints" : 0
	]
	slideaxis(vecline) : "Sliding Axis"
	slidefriction(float) : "Friction" : "0" : "Resistance/friction in the constraint"
	SystemLoadScale(float) : "Load Scale" : "1" : "Scale of the mass load connected to this constraint (1=just the objects directly connected)"
	
	// Inputs
	input SetVelocity(float) : "Set linear velocity along the constraint"
]
@PointClass base(TwoObjectPhysics) studio("models/editor/axis_helper.mdl") = phys_lengthconstraint : 
	"A constraint that preserves the distance between two entities. If the 'Keep Rigid' flag is set, think of it as a rod. If not, think off it as a virtual rope."
[
	addlength(float) : "Additional Length" : "0" : "Add (or subtract) this amount to the rest length of the rope."
	minlength(float) : "Minimum Length" : "0" : "If the constraint is not rigid, this is the minimum length it can be."
	attachpoint(vecline) : "Attached object 2 point" : "The position the rope attaches to object 2"
	spawnflags(flags) =
	[
		1: "No Collision until break" : 1
		2: "Keep Rigid" : 0
	]
]
@PointClass base(TwoObjectPhysics) studio("models/editor/axis_helper.mdl") = phys_ragdollconstraint : 
	"A constraint that fixes the position of two entities, relative to this constraint's origin. Also allows for limits on the rotation around each axis, in the space of this constraint."
[
	spawnflags(flags) =
	[
		1: "No Collision until break" : 1
		2: "Only limit rotation (free movement)" : 0
	]
	xmin(float) : "X axis min limit" : "-90" : "-180 min and 180 max = no constraint on this axis."
	xmax(float) : "X axis max limit" : "90" : "-180 min and 180 max = no constraint on this axis."
	ymin(float) : "Y axis min limit" : "0" : "-180 min and 180 max = no constraint on this axis."
	ymax(float) : "Y axis max limit" : "0" : "-180 min and 180 max = no constraint on this axis."
	zmin(float) : "Z axis min limit" : "0" : "-180 min and 180 max = no constraint on this axis."
	zmax(float) : "Z axis max limit" : "0" : "-180 min and 180 max = no constraint on this axis."
	xfriction(float) : "X axis friction" : "0"
	yfriction(float) : "Y axis friction" : "0"
	zfriction(float) : "Z axis friction" : "0"
]
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) color(0 0 255) = phys_convert : 
	"Turns an arbitrary entity into a physically simulated entity. i.e. brush entities will behave like func_physbox, model entities behave like prop_physics."
[
	spawnflags(flags) =
	[
		1: "Convert Asleep" : 0
	]
	target(target_destination) : "Entity to convert" : : "Name of the entity that will be converted to a physics object when the ConvertTarget input is fired."
	swapmodel(string) : "Model Swap Entity"
	// Outputs
	output OnConvert(void) : "Fires after the conversion has taken place."
	// Inputs
	input ConvertTarget(void) : "Converts this entity's target to a physically simulated object." 
]
@BaseClass base(Targetname) = ForceController
[
	spawnflags(flags) =
	[
		// Thrust is on by default (will turn off in forcetime)
		1: "Start On" : 0
		// Apply linear force (if off, torque only)
		2: "Apply Force" : 1
		// Apply rotational force (torque - if off, linear only)
		4: "Apply Torque" : 1
		// Maintain local relationship with the attached object
		8: "Orient Locally" : 1
		// Impulse is independent of object's mass (impulse is acceleration NOT force)
		16: "Ignore Mass" : 0
	]
	attach1(target_destination) : "Attached Object" : "" : "Object to apply the force to."
	forcetime(string) : "Time of Force (0=inf)" : "0" : "Automatic shut-off after this time has passed (0 = stay on forever or until deactivated)"
	input Activate(void) : "Turn the force on"
	input Deactivate(void) : "Turn the force off"
	input Scale(string) : "Set Force Scale"
]
@PointClass base(Angles, ForceController) = phys_thruster : 
	"An entity used to apply constant acceleration to a physics object. "+
	"The force and torque is calculated using the position and direction of the thruster as an impulse. So moving those off the object's center "+
	"will cause torque as well. Torque can be removed by unchecking the 'apply torque' flag. The position of the thruster can be forced to be "+
	"at the object's center by checking to 'ignore pos' flag."
[
	spawnflags(flags) =
	[
		// Put the thrust at the object center
		32: "Ignore Pos" : 0
	]
	
	force(string) : "Force" : "0" : "Force (will be integrated, units are force kg*in/s^2)"
]
@PointClass halfgridsnap base(ForceController) = phys_torque : 
	"An angular thruster. Use it to apply angular force to an entity."
[
	// Angular acceleration (units are degress/s^2)
	force(string) : "Angular Acceleration" : "0"
	axis(vecline) : "Rotation Axis" : ""
]
@PointClass base(Targetname) halfgridsnap size(-8 -8 -8, 8 8 8) = phys_motor : 
	"An entity that tries to spin a target entity at a particular speed."
[
	speed(string) : "Rotation Speed" : "0" : "Angular speed (units are degress/second)"
	spinup(string) : "Spin up time" : "1" : "spin up time in seconds (also affects the rate at which speed changes happen)"
	inertiafactor(float) : "System Interia Scale" : "1.0" : "Make this larger if the object being driven is constrained to a set of heavier objects."
	axis(vecline) : "Rotation Axis" : ""
	spawnflags(flags) =
	[
		// starts on by default
		1: "Start On" : 1
		// Disable world collisions on hinges
		2: "No world collision" : 0
		// motor also acts as a hinge constraining the object to this axis
		4: "Hinge Object" : 1
		// Maintain local relationship with the attached object (NOT WORKING YET)
//		8: "Orient Locally" : 1
	]
	attach1(target_destination) : "Attached Object" : "" : "Object to apply the force to"
	// Inputs
	input SetSpeed(float) : "Sets target speed"
	input TurnOn(void) : "Turns motor on"
	input TurnOff(void) : "Turns motor off"
]
@PointClass base(Targetname, Parentname, Angles, Studiomodel) studio() = phys_magnet : 
	"An entity that acts like a magnet, attaching metallic physics objects to itself when they touch it."
[
	spawnflags(flags) =
	[
		1 : "Start Asleep" : 0
		2 : "Motion Disabled" : 0
		4 : "Suck On Touch" : 0
		8 : "Allow Attached Rotation" : 0
		16: "Coast jeep pickup hack" : 0
	]
	forcelimit(float) : "Force Limit to Break (lbs)" : "0" : "The amount of force necessary to break a stuck object off the magnet. A way of calculating this is to set it to the mass of an object that would break this constraint if it were resting on the magnet."
	torquelimit(float) : "Torque Limit to Break (lbs * distance)" : "0" : "The amount of torque necessary to break a stuck object off the magnet. A way of calculating this is to multiply any reference mass by the resting distance (from the center of mass of the object) needed to break the constraint."
	massScale(float) : "Mass Scale" : "0" : "A scale multiplier for the object's mass."
	overridescript(string) : "Override parameters" : "" : "A list of physics key/value pairs that are usually in a physics prop .qc file. Format is 'key,value,key,value,etc'."
	maxobjects(integer) : "Maximum Attached Objects" : 0 : "The maximum number of physics objects that can be stuck to the magnet at once. 0 = no limit."
	// Inputs
	input TurnOn(void) : "Turn the magnet on."
	input TurnOff(void) : "The the magnet off. This will detach anything current stuck to the magnet."
	// Outputs
	output OnAttach(void) : "Fired when an entity is grabbed by the magnet."
	output OnDetach(void) : "Fired when an entity is released by the magnet."
]
//-------------------------------------------------------------------------
//
// Props
//
//-------------------------------------------------------------------------
@BaseClass = prop_detail_base
[
	model(studio) : "World model"
]
@BaseClass base(Angles, DXLevelChoice) = prop_static_base
[
	model(studio) : "World Model"
	skin(integer) : "Skin" : 0 : "Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin instead of the default."
	solid(choices) : "Collisions" : 6 =
	[
		0: "Not Solid"
		2: "Use Bounding Box"
		6: "Use VPhysics"
	]
	disableshadows(choices) : "Disable Shadows" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]
	screenspacefade(choices) : "Screen Space Fade" : 0 : "The method by which the fading distance should be determined. If 'No', the fade distances is the distance from the player's view to the object, in inches. If 'Yes', the fade distance is the size of the object onscreen, in pixels." =
	[
		0 : "No"
		1 : "Yes"
	]
	fademindist(float) : "Start Fade Dist/Pixels" : -1 : "Distance at which the prop starts to fade (<0 = use fademaxdist). If 'Screen Space Fade' is selected, this represents the number of pixels wide covered by the prop when it starts to fade."
	fademaxdist(float) : "End Fade Dist/Pixels" : 0 : "Maximum distance at which the prop is visible (0 = don't fade out). If 'Screen Space Fade' is selected, this represents the *minimum* number of pixels wide covered by the prop when it fades."
	fadescale(float) : "Fade Scale" : 1 : "If you specify a fade in the worldspawn, or if the engine is running under dx7, then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified." +
												 " This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades." +
												 " Numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances."
	lightingorigin(target_destination) : "Lighting Origin" : "" : "Select an info_lighting to specify a location to sample lighting from, instead of using this entity's origin."
]
@BaseClass base(Parentname, Global, Angles, Studiomodel, BreakableProp, DXLevelChoice) = prop_dynamic_base
[
	solid(choices) : "Collisions" : 6 =
	[
		0: "Not Solid"
		2: "Use Bounding Box"
		6: "Use VPhysics"
	]
	spawnflags(flags) =
	[
		64 : "Use Hitboxes for Renderbox" : 0
	]
	DefaultAnim(string) : "Default Animation" : "" : "The name of the idle animation that this prop will revert to whenever it finishes a random or forced animation."
	RandomAnimation(choices) : "Randomly Animate" : 0 : "If set, this prop will randomly choose and play animations, based upon the times specified in 'Min/Max Random Anim Time'. Inbetween the random animations, it will revert to playing the 'Default Animation'." =
	[
		0: "No"
		1: "Yes"
	]
	MinAnimTime(float) : "Min Random Anim Time" : "5" : "Minimum time between random animations."
	MaxAnimTime(float) : "Max Random Anim Time" : "10" : "Maximum time between random animations."
	SetBodyGroup(integer) : "Body Group" : 0	// NEEDHELP
	
	fademindist(float) : "Start Fade Dist" : -1 : "Distance at which the prop starts to fade (<0 = use fademaxdist)."
	fademaxdist(float) : "End Fade Dist" : 0 : "Max fade distance at which the prop is visible (0 = don't fade out)"
	fadescale(float) : "Fade Scale" : 1 : "If you specify a fade in the worldspawn, or if the engine is running under dx7, then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified." +
												 " This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades." +
												 " Numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances."
	// Inputs
	input SetAnimation(string) : "Force the prop to play an animation. The parameter should be the name of the animation."
	input SetDefaultAnimation(string) : "Set the Default Animation to the one specified in the parameter."
	input SetBodyGroup(integer) : "Set the visible bodygroup, by index."
	input TurnOn(void) : "Make the prop visible."
	input TurnOff(void) : "Make the prop invisible."
	// Outputs
	output OnAnimationBegun(void) : "Fired whenever a new animation has begun playing."
	output OnAnimationDone(void) : "Fired whenever an animation is complete."
]
@PointClass base(prop_detail_base) studioprop() = prop_detail : 
	"Detail Prop"
[
	model(studio) : "World model"
]
@PointClass base(prop_static_base) color(255 255 0) sphere(fademindist) sphere(fademaxdist) studioprop() = prop_static :
	"A prop that doesn't move and doesn't animate."
[
]
//@PointClass base(prop_dynamic_base,EnableDisable) studioprop() = prop_interactive :
//	"Work in progress for prop_interactive"
//[
//	SpawnEntity(string) : "Spawn Entity" : "" : "Specifies which entity to spawn (ex: prop_ragdoll)"
//	SpawnAttachmentPoint(string) : "Spawn Attachment Point" : "" : "The attachment point on the model to spawn from"
//	SpawnModel(studio) : "Spawn Model" : "" : "Specifies which model to spawn (ex: paper_towel.mdl)"
//	ReuseTime(float) : "Reuse Time" : "1.0" : "Specifies how long between uses."
//	UseAnim(string) : "Use Animation" : "" : "Specifies which animation to play when used."
//	UseCount(integer) : "Use Count" : -1 : "Number of times this object can be used. -1 = infinite"
//	UseSound(sound) : "Use Sound" : : "Sound played when this object is used."
//	ForceSpawn(integer) : "Force Spawn" : 0 : "Force spawning. Use this if the model animation does not fire off a spawn event. It will spawn on the first frame of the animation."
//	ToggleUse(integer) : "Toggle Use" : 0 : "Fires the OnTrue and OnFalse outputs alternately when the object is used. These outputs can target this entity to change things"
	
	// Outputs
//	output OnPlayerUse(void) : "Fired whenever the player uses this object."
//	output OnTrue(void) : "Fired alternately with OnFalse when ToggleUse is true. These outputs can target this entity to change things."
//	output OnFalse(void) : "Fired alternately with OnTrue when ToggleUse is true. These outputs can target this entity to change things."
//]
@PointClass base(prop_dynamic_base,EnableDisable) studioprop() = prop_dynamic :
	"A prop that can be placed in hierarchy and can play animations. It can also be configured to break when it takes enough damage. "+
	"Note that the health of the object will be overridden by the health inside the model, to ensure consistent health game-wide. "+
	"If the model used by the prop is configured to be used as a prop_physics (i.e. it should be physically simulated) then it CANNOT be "+
	"used as a prop_dynamic. Upon level load it will display a warning in the console and remove itself. Use a prop_physics instead."
[
]
@PointClass base(prop_dynamic_base) studioprop() = prop_dynamic_override :
	"A prop that can be placed in hierarchy and can play animations. It can also be configured to break when it takes enough damage.\n"+
	"prop_dynamic_override is a prototyping entity only. It will allow the use of models designed to be used as prop_physics."
[
	health(integer) : "Health" : 0 : "Number of points of damage to take before breaking. 0 means don't break."	
]
@BaseClass base(Targetname, Global, Angles, Studiomodel, BreakableProp, DXLevelChoice) = BasePropPhysics
[ 
	spawnflags(flags) = 
	[
		1 : "Start Asleep" : 0
		2 : "Don't take physics damage" : 0
		4 : "Debris - Don't collide with the player or other debris" : 0
		8 : "Motion Disabled" : 0
		64 : "Enable motion on Physcannon grab" : 0
		128 : "Not affected by rotor wash" : 0
		256 : "Generate output on +USE " : 1
		512 : "Prevent pickup" : 0
		1024: "Prevent motion enable on player bump" : 0
		4096: "Debris with trigger interaction" : 0
		8192: "Prevent NPC interaction" : 0
	]
	
	minhealthdmg(integer) : "Min Damage to Hurt" : 0 : "The prop will ignore any damage events if the damage is less than this amount."
	shadowcastdist(integer) : "Shadow Cast Distance" : 0 : "Use this to override how far this object casts shadows. 0 = default distance."
	physdamagescale(float) : "Physics Impact Damage Scale" : "0.1" : "Scales damage energy when this object is hit by a physics object. NOTE: 0 means this feature is disabled for backwards compatibility.\nSet to 1.0 for materials as strong as flesh, smaller numbers indicate stronger materials."
	Damagetype(choices) : "Impact damage type" : 0 =
	[
		0: "Blunt"
		1: "Sharp"
	]
	nodamageforces(choices) : "Damaging it Doesn't Push It" : 0 : "Used to determine whether or not damage should cause the brush to move." =
	[
		0: "No"
		1: "Yes"
	]
	inertiaScale(float) : "Scale Factor For Inertia" : "1.0" : "Scales the angular mass of an object. Used to hack angular damage and collision response."
	massScale(float) : "Mass Scale" : "0" : "A scale multiplier for the object's mass."
	overridescript(string) : "Override Parameters" : "" : "A list of physics key/value pairs that are usually in a physics prop .qc file. Format is 'key,value,key,value,etc'."
	damagetoenablemotion(integer) : "Health Level to Override Motion" : 0 : "If specified, this object will start motion disabled. Once its health has dropped below this specified amount, it will enable motion."
	forcetoenablemotion(float) : "Physics Impact Force to Override Motion" : 0 : "If specified, this object will start motion disabled. Any impact that imparts a force greater than this value on the physbox will enable motion."
	
	
	fademindist(float) : "Start Fade Dist" : -1 : "Distance at which the prop starts to fade (<0 = use fademaxdist)"
	fademaxdist(float) : "End Fade Dist" : 0 : "Max fade distance at which the prop is visible (0 = don't fade out)"
	fadescale(float) : "fade scale" : 1 : "If you specify a fade in the worldspawn, or if the engine is running under dx7, or the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified." +
												 " This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades." +
												 " Numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances."
												 
	// Inputs
	input Wake(void) : "Wake up this physics object, if it is sleeping."
	input Sleep(void) : "Put this physics object to sleep. It will wake if given the Wake input, or if force is applied to it. Note that physics objects go to sleep automatically after coming to rest for a while, so you don't really need to use this."
	input EnableMotion(void) : "Enable physics motion/collision response."
	input DisableMotion(void) : "Disable physics motion/collision response."
	input DisableFloating(void) : "Disable fluid/floating simulation to reduce cost."
	input SetBodyGroup(integer) : "Set this prop's body group (from 0 - n)."
	input physdamagescale(float) : "Set the Physics Impact Damage Scale for this character. NOTE: 0 means this feature is disabled for backwards compatibility."
	input EnableDamageForces(void) : "Damaging the entity applies physics forces to it."
	input DisableDamageForces(void) : "Damaging the entity does *not* apply physics forces to it."
	// Outputs
	output OnMotionEnabled(void) : "Fired when motion is enabled on this prop, either via 'Health Level to Override Motion' or from the EnableMotion input."
	output OnAwakened(void) : "Fired when this entity becomes awake (collision/force is applied to it while it's asleep)."
	output OnPhysGunPickup(void) : "Fired when the player picks up the prop with the physcannon or +USE."
	output OnPhysGunDrop(void) : "Fired when the player drops the prop with the physcannon or USE."
	output OnPlayerUse(void) : "Fired when the player tries to +USE the physbox. This output will fire only if the Generate output on +USE spawnflag is set."
	output OnDroppedByPlayer(void) : "Called when the player drops the object"
	output OnThrownByPlayer(void) : "Called when the player throws the object"
	
]
@PointClass base(BasePropPhysics) studioprop() sphere(fademindist) sphere(fademaxdist) = prop_physics_override :
	"A prop that physically simulates as a single rigid body. It can be constrained to other physics objects using hinges "+
	"or other constraints. It can also be configured to break when it takes enough damage. Health can be overridden on this version."
[
	health(integer) : "Health" : 0 : "Number of points of damage to take before breaking. 0 means don't break."
	
	// Inputs
	input Ignite(void) : "Ignite, burst into flames."
]
@PointClass base(BasePropPhysics) studioprop() sphere(fademindist) sphere(fademaxdist) = prop_physics :
	"A prop that physically simulates as a single rigid body. It can be constrained to other physics objects using hinges "+
	"or other constraints. It can also be configured to break when it takes enough damage. "+
	"Note that the health of the object will be overridden by the health inside the model, to ensure consistent health game-wide. "+
	"If the model used by the prop is configured to be used as a prop_dynamic (i.e. it should not be physically simulated) then it CANNOT be "+
	"used as a prop_physics. Upon level load it will display a warning in the console and remove itself. Use a prop_dynamic instead."
[
	// Inputs
	input Ignite(void) : "Ignite, burst into flames."
	output OnExplode(void) : "Fired when the object explodes."
]
@PointClass base(prop_physics) studioprop() sphere(fademindist) sphere(fademaxdist) = prop_physics_multiplayer :
	"This class is the same as prop_physics, except the runtime collisions use a more bouncy method that avoids " +
	"the prediction errors normal physics objects get."
[
]
@PointClass base(Angles, Targetname, Studiomodel, DXLevelChoice) studioprop() = prop_ragdoll :
	"A prop that physically simulates and can be articulated with internal joints. The joint constraints are part of the physics model."
[
	spawnflags(flags) = 
	[
		4 : "Debris - Don't collide with the player or other debris" : 1
		8192 : "Allow Dissolve" : 0
	]
	angleOverride(string) : "Override Animation" : "" : "Filled in by the engine via wc_update_entity, do not edit by hand except to clear."
	fademindist(float) : "Start Fade Dist" : -1 : "Distance at which the prop starts to fade (<0 = use fademaxdist)"
	fademaxdist(float) : "End Fade Dist" : 0 : "Max fade distance at which the prop is visible (0 = don't fade out)"
	fadescale(float) : "fade scale" : 1 :	"If you specify a fade in the worldspawn, or if the engine is running under dx7, or the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified." +
						" This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades." +
						" Numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances."
]
@PointClass base(prop_dynamic_base) studioprop() = prop_dynamic_ornament :
	"A way to attach one studio model to another as an ornament. It will render in the way that player/NPC weapons render."
[
	solid(choices) : "Collisions" : 0 =
	[
		0: "Not Solid"
	]
	InitialOwner(string) : "Target Entity" : : "Name of the entity that this ornament should attach to, at startup."
	
	// Inputs
	input SetAttached(string) : "Attach the ornament to a different entity. Parameter should be the name of entity to attach to."
	input Detach(string) : "Detach from the Target Entity and become invisible. The ornament can be re-attached with the SetAttached input."
]
//-------------------------------------------------------------------------
//
// Solid Entities
//
//-------------------------------------------------------------------------
@SolidClass base(Targetname) color(0 255 255) = func_areaportal :
	"A portal brush used to manage visibility in maps. Portals define areas, which are spaces " +
	"that are connected in the map. Both sides of a portal cannot touch the same area, for example, a " +
	"doughnut shaped map would require at least two portals to divide the map into two areas. A linear map " +
	"could be divided into two areas with a single area portal."
[
	target(target_destination) : "Name of Linked Door" : : "(Optional) The name of a door whose open/closed state controls the on/off state of this area portal."
	StartOpen(choices) : "Initial State" : 0 =
	[
		0 : "Closed"
		1 : "Open"
	]
	// Inputs
	input Open(void) : "Open the portal. When the portal is open is can be seen through."
	input Close(void) : "Close the portal. When the portal is closed it cannot be seen through."
	input Toggle(void) : "Toggle the open/closed state of the portal."
]
@SolidClass base(Targetname) color(0 255 255) = func_occluder :
	"A occluder brush used to manage dynamic visibility in maps. Occluders are used to dynamically " +
	"determine what things are behind them, to prevent trying to draw them at all."
[
	StartActive(choices) : "Initial State" : 1 =
	[
		0 : "Inactive"
		1 : "Active"
	]
	// Inputs
	input Deactivate(void) : "Deactivate the occluder, When inactive, it can be seen through."
	input Activate(void) : "Activate the occluder. When active, it cannot be seen through."
	input Toggle(void) : "Toggle the active/inactive state of the occluder."
]
@SolidClass base(BreakableBrush, Origin, RenderFields, Shadow) = func_breakable : 
	"A brush entity that can be broken from damage, or an input." 
[
	minhealthdmg(integer) : "Min Damage to Hurt" : 0 : "The prop will ignore any damage events if the damage is less than this amount."
	_minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush."
	physdamagescale(float) : "Physics Impact Damage Scale" : "1.0" : "Scales damage energy when this object is hit by a physics object. NOTE: 0 means this feature is disabled for backwards compatibility.\nSet to 1.0 for materials as strong as flesh, smaller numbers indicate stronger materials."
]
@SolidClass quadbounds() base(BreakableBrush, RenderFields, Shadow) = func_breakable_surf : 
	"A breakable surface, for partially breakable glass / tile / etc. All faces but the desired visible one must be marked as NODRAW and that" +
	"face must be 4 sided. The material applied to the visible face must be set up to be breakable." 
[
	health(integer) : "Health" : 5 : "The amount of damage the surface takes before breaking."
	fragility(integer) : "Fragility" : 100 : "If the 'Surface Type' is set to Glass, this value sets how fragile the glass pieces are after the surface has been broken."
	surfacetype(choices) : "Surface Type" : 0 = 
	[
		0 : "Glass"
		1 : "Tile"
	]
	// Inputs
	input Shatter(vector) : "Shatter the window. Input a vector. First two coordinates are the X,Y center of the shattering (as values from from 0-1). The third coordinate is the radius of the shatter, in inches."
]
@SolidClass base(Targetname, Parentname, RenderFields, Shadow) = func_conveyor : 
	"Conveyor Belt"			// NEEDHELP
[
	movedir(angle) : "Move Direction (Pitch Yaw Roll)" : "0 0 0" : "The direction conveyor moves."
	spawnflags(flags) =
	[
		1 : "No Push" : 0
		2 : "Not Solid" : 0
	]
	speed(string) : "Conveyor Speed" : "100"
	_minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush."
	// Inputs
	input ToggleDirection(void) : "ToggleDirection"
	input SetSpeed(void) : "SetSpeed"
]
@SolidClass base(DXLevelChoice) color(0 180 0) = func_detail : 
	"An entity that turns its brushes into detail brushes. Detail brushes do NOT contribute to visibility in the PVS. World geometry "+
	"is not clipped to detail brushes, so if you have a small detail clump attached to a wall, the wall won't be cut up by the detail brush."+
	"func_detail is great for high-frequency brush geometry that's visual detail only. It is also ideal for reducing map VIS time."
[
]
@SolidClass base(Targetname, Parentname, Origin, RenderFields, Shadow) = func_illusionary : 
	"Legacy support. Use func_brush instead." 
[
	_minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush."
]
@SolidClass base(Targetname, Parentname) = func_precipitation : 
	"A brush entity that creates rain and snow inside its volume."
[
	ExtinguishFires(integer) : "Extinguish Fires (0=No,1=Yes)" : 1
	active(integer) : "Active (0=Off,1=On)" : 1
	intensity(integer) : "Intensity (0-100%)" : 100
	renderamt(integer) : "Density (0-100%)" : 5	
	rendercolor(color255) : "Color (R G B)" : "100 100 100"
	preciptype(choices) : "Precipitation Type" : 0 =	
	[
		0 : "Rain"
		1 : "Snow"
		2 : "Sprinkler"
	]
	// Inputs
	input TurnOn(void) : "Turn On"
	input TurnOff(void) : "Turn Off"
	input SetIntensity(integer) : "Set Intensity"
]
@SolidClass base(func_wall) = func_wall_toggle : 
	"A brush entity that can be toggled on/off. When off, the brush will be non-solid and invisible. Does not cast lightmap shadows." 
[
	spawnflags(flags) =
	[
		1 : "Starts Invisible" : 0
	]
	// Inputs
	input Toggle(void) : "Toggle the brush on/off. When off, the brush will be non-solid and invisible." 
]
//@SolidClass base(Door) = func_water : 
//	"Liquid"			// NEEDHELP
//[
//	spawnflags(flags) =
//	[
//		1 : "Starts Open" : 0
//		256:"Use Only" : 0
//	]
//	movedir(angle) : "Move Direction (Pitch Yaw Roll)" : "0 0 0" : "The direction the water will move when it is told to 'Open'."
//	WaveHeight(string) : "Wave Height" : "3.0"
//]
@SolidClass base(Targetname, Parentname, RenderFields, Global) = func_guntarget :
	"This is a moving target that moves along a path of path_tracks. It can be shot and killed."
[
	speed(integer) : "Speed (units per second)" : 100 : "The speed at which the target moves along its path."
	target(target_destination) : "First stop target" : : "The name of the first path_track entity in the path that this target should follow."
	health(integer) : "Damage to Take" : 0 : "The amount of damage taken before this target is killed."
	_minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush."
	
	// Inputs
	input Start(void) : "Start the target moving."
	input Stop(void) : "Stop the target from moving."
	input Toggle(void) : "Toggle the target between moving and stopped."
	
	// Outputs
	output OnDeath(void) : "Fires when the target is killed."
]
//-------------------------------------------------------------------------
//
// Trains and Tracks
//
//-------------------------------------------------------------------------
@BaseClass = PlatSounds 
[
	movesnd(choices) : "Move Sound" : 0 : "The sound played whenever the platform starts moving." = 
	[
		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 : "The sound played when the platform stops moving." = 
	[
		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"
	]
	volume(string) : "Sound Volume 0.0 - 1.0" : "0.85"
]
@BaseClass base(Targetname, Parentname, RenderFields, Global, PlatSounds) = Trackchange
[
	height(integer) : "Travel Altitude" : 0 : "The vertical height above the track that the train moves. Negative values moves the train below."
	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 : "The amount this platform should rotate as it moves, in degrees."
	train(target_destination) : "Train to Switch"			// NEEDHELP
	toptrack(target_destination) : "Top Track"				// NEEDHELP
	bottomtrack(target_destination) : "Bottom Track"		// NEEDHELP
	speed(integer) : "Move/Rotate Speed" : 0				// NEEDHELP
]
@BaseClass base(Targetname, Parentname, Origin, RenderFields, Global, Shadow) = BaseTrain
[
	spawnflags(flags) =
	[
		1 : "No Pitch (X-rot)" : 0
		2 : "No User Control" : 0
		8 : "Passable" : 0
		16 : "Fixed Orientation" : 0
		128 : "HL1 Train" : 0
		256 : "Use max peed for pitch shifting move sound" : 0
		512 : "Is unblockable by player" : 0
	]
	
	target(target_destination) : "First Stop Target" : "" : "The name of the first path_track in the train's path. The train " +
		"will spawn at this path_track. It will also turn to face direction indicated by the 'Orientation Type' setting."
	
	startspeed(integer) : "Max Speed (units / second)" : 100 : "The maximum speed that this train can move. "+
		"Any speeds applied to this train, such as by path_tracks or SetSpeed inputs, will be clipped to this maximum value."
	
	speed(integer) : "Initial Speed (units / second)" : 0 : "The speed that the train will move at after it spawns, 0 = stopped."
	
	velocitytype(choices) : "Change Velocity" : 0 : "The method through which this train changes its velocity as it moves along the path." =
	[
		0 : "Instantaneously"
		1 : "Linear blend"
		2 : "Ease in/ease out"
		3 : "Keep train velocity (ignore path_tracks)"
	]
	
	orientationtype(choices) : "Change angles" : 1 : "The method through which this train changes its orientation as it moves along the path." =
	[
		0 : "Never (fixed orientation)"
		1 : "Near path_tracks"
		2 : "Linear blend"
		3 : "Ease in/ease out"
	]
	
	wheels(integer) : "Distance Between the Wheels" : 50 : "Used for turning and stopping."
	height(integer) : "Height above track" : 4 : "The height above the track that this train moves."
	bank(string) : "Bank Angle on Turns" : "0"			// NEEDHELP
	
	dmg(integer) : "Damage on Crush" : 0 : "The amount of damage this train does to entities that block it."
	
	_minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush."
	MoveSound(sound) : "Move Sound" : "" : "A sound that is played (and looped) while the train is moving."
	MovePingSound(sound) : "Move Ping Sound" : "" : "A sound that is played more frequently as the train speeds up."
	StartSound(sound) : "Start Sound" : "" : "A sound played when the train starts moving."
	StopSound(sound) : "Stop Sound" : "" : "A sound played when the train stops moving."
	volume(integer) : "Volume (10 = loudest)" : 10
	MoveSoundMinPitch(integer) : "Min pitch (1-255, > 100 = higher)" : 60 : "The sound pitch value that the train will approach as it comes to a stop."
	MoveSoundMaxPitch(integer) : "Max pitch (1-255, > 100 = higher)" : 200 : "The sound pitch value that the train will approach as it approaches its "+
		"max speed (or 1000 inches/second if the 'Use max speed for pitch shifting move sound' flag is not set)."
	MoveSoundMinTime(float) : "Min move sound interval" : 0 : "Minimum interval at which to play the move ping sound."
	MoveSoundMaxTime(float) : "Max move sound interval" : 0 : "Maximum interval at which to play the move ping sound."
	// Inputs
	input SetSpeed(float) : "Set the speed of the train, as a ratio of max speed [0, 1]"
	input SetSpeedDir(float) : "Set the speed of the train, as a ratio of max speed. Negative values reverse the direction [-1, 1]"
	input SetSpeedReal(float) : "Set the speed of the train. Must be a positive value from 0 to max speed."
	input Stop(void) : "Stop the train."
	input StartForward(void) : "Start the train moving forward."
	input StartBackward(void) : "Start the train moving backward."
	input Resume(void) : "Resume the train moving in the current direction after it was stopped via the 'Stop' or 'Toggle' input."
	input Reverse(void) : "Reverse the direction of the train."
	input Toggle(void) : "Toggle the train between start and stop."
	
	input SetTargetSpeed(float) : "Set a speed that you want the train to accelerate/decelerate to"
	input SetSpeedChangeTime(float) : "Set the amount of time for the train to accelerate/decelerate"
	input StartSpeedChange(void) : "Start the train's speed change"
]
@SolidClass base(Trackchange) = func_trackautochange : 
	"An entity that works as a rotating/moving platform that will carry a train to a new track. "+
	"It must be larger in X-Y planar area than the train, since it must contain the train within "+
	"these dimensions in order to operate when the train is near it."
[
	_minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush."
	
	// Inputs
	input Trigger(void) : "Trigger the track change."
]
@SolidClass base(Trackchange) = func_trackchange : 
	"An entity that works as a rotating/moving platform that will carry a train to a new track. "+
	"It must be larger in X-Y planar area than the train, since it must contain the train within "+
	"these dimensions in order to operate when the train is near it."
[
	_minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush."
]
@SolidClass base(BaseTrain) = func_tracktrain :
	"A moving platform that the player can ride. It follows a path of path_track entities.\n" +
	"NOTE: Build your train so that the front of the train is facing down the X axis. " +
	"When it spawns it will automatically rotate to face the next path_track on the path."
[
]
@SolidClass base(BaseTrain) = func_tanktrain :
	"A moving train that follows a path of path_track entities, shoots at the player, and can be killed.\n" + 
	"NOTE: Build your train so that the front of the train is facing down the X axis. " +
	"When it spawns it will automatically rotate to face the next path_track on the path."
[
	health(integer) : "Health" : 100
	
	// Outputs
	output OnDeath(void) : "Fired when the tank is killed."
]
@SolidClass base(Parentname,Global) = func_traincontrols :
	"When used by the player, this entity overrides the player's controls to let them drive a train."
[
	target(target_destination) : "Train Name" : : "The target train to control when the player uses these controls."
]
@PointClass base(Targetname) iconsprite("editor/tanktrain_aitarget.vmt") = tanktrain_aitarget : 
	"An entity that changes the target of a tanktrain_ai entity."
[
	target(target_destination) : "Tank AI Entity" : : "The tanktrain_ai entity to change the target of."
	newtarget(target_destination) : "New Target Entity" : : "The entity to tell the tanktrain_ai to target."
]
@PointClass base(Targetname) iconsprite("editor/tanktrain_ai.vmt") = tanktrain_ai : 
	"Train chase AI"			// NEEDHELP
[
	target(target_destination) : "Train Name"
	startsound(sound) : "Start Moving Sound" : "vehicles/diesel_start1.wav"
	enginesound(sound) : "Engine Loop Sound" : "vehicles/diesel_turbo_loop1.wav"
	movementsound(sound) : "Vehicle Movement Sound" : "vehicles/tank_treads_loop1.wav"
]
@PointClass base(Targetname, Parentname, Angles) cylinder(255 255 255, targetname, target, radius, targetname, targetname, radius) color(255 192 0) size(16 16 16) = path_track : 
	"An entity used to build paths for other entities to follow. Each path_track is a node on the path, each holding the name of the next path_track in the path."
[
	spawnflags(Flags) =
	[
		1: "Disabled" : 0
		2: "Fire once" : 0
		4: "Branch Reverse" : 0
		8: "Disable train" : 0
		16: "Teleport to THIS path track" : 0
	]
	
	target(target_destination) : "Next Stop Target" : : "The next path_track in the path."
	altpath(target_destination) : "Branch Path" : : "An alternative path_track to be the next node in the path. Useful for making branching paths. Use the ToggleAlternatePath / EnableAlternatePath inputs to make the alternative path active."
	speed(float) : "New Train Speed" : 0 : "When the train reaches this path_track, it will set its speed to this speed. "+
		"This speed must be a positive value that is less than the train's max speed. A value of 0 will cause no change in the train's speed."
	radius(float) : "Path radius" : 0 : "Used by NPCs who follow track paths (attack chopper/gunship). This tells them the maximum distance they're allowed to be from the path at this node."
	orientationtype(choices) : "Orientation Type" : 1 : "The way that the path follower faces as it moves through this path track." =
	[
		0 : "No change"
		1 : "Face direction of motion"
		2 : "Face this path_track's angles"
	]
	// Inputs
	input ToggleAlternatePath(void) : "Cause the track to toggle to/from its alternate path."
	input EnableAlternatePath(void) : "Enable the alternate path of the track."
	input DisableAlternatePath(void) : "Disable the alternate path of the track."
	input TogglePath(void) : "Cause the track to toggle on/off/"
	input EnablePath(void) : "Enable the track."
	input DisablePath(void) : "Disable the track."
	// Outputs
	output OnPass(void) : "Fired when any entity following this path passes this path_track node."
]
//-------------------------------------------------------------------------
//
// Test Entities
//
//-------------------------------------------------------------------------
@PointClass base(Angles) size(-16 -16 -16, 16 16 16) color(255 255 255) = test_traceline : 
	"A debugging tool for testing tracelines."
[
]
//-------------------------------------------------------------------------
//
// Triggers
//
//-------------------------------------------------------------------------
@SolidClass base(Targetname) = trigger_autosave : 
	"A trigger volume that autosaves when the player touches it."
[
	master(string) : "Master" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate."
	NewLevelUnit(choices) : "Force New Level Unit" : 0 : "If set, the save will discard any savedata from previous levels, for the purpose of keeping savegame filesizes down. Can only be safely used if there is no way for the player to return to previous levels." =
	[
		0 : "No"
		1 : "Yes"
	]
]
@SolidClass base(EnableDisable) = trigger_changelevel : 
	"An entity that triggers a level change.\n" +
	"Place an info_landmark in both maps that marks the 'same' location in each map.\n"+
	"TIPS & TRICKS: To fire events in the next level, use the OnLevelChange output to turn on "+
	"an env_global in the current level. Create an logic_auto in the next level that checks "+
	"for the state set by the env_global.\n\n"+
	"To control which entities go through the level transition, create one or more trigger_transitions and "+
	"give them the same name as the landmark. Any entities within the trigger_transition(s) will go to the next map."
[
	targetname(target_source) : "Name"
	map(string) : "New Map Name"
	altmap(string) : "Map to go to for demo purposes"
	landmark(target_destination) : "Landmark Name"
	spawnflags(flags) =
	[
		2: "Disable Touch" : 0
		4: "To Previous Chapter" : 0
	]
	
	// Inputs
	input ChangeLevel(void) : "Cause the level change. Use this when triggering the level change with a button, etc."
	
	// Outputs
	output OnChangeLevel(void) : "Fired when the level changes."
]
@SolidClass base(Trigger) = trigger_gravity : 
	"A trigger volume that changes the gravity on any entity that touches it."
[
	gravity(integer) : "Gravity (0-1)" : 1
]
@SolidClass base(Trigger) = trigger_playermovement : 
	"An entity that can be used to disable player's automatic ducking/unducking when jumping."
[
	spawnflags(flags) = 
	[
	// Remove this after maps fixed up:
		16: "(OBSOLETE, Uncheck me)" : 0
		128: "Disable auto player movement" : 1
	]
]
// NEEDHELP
@SolidClass base(Trigger) = trigger_soundscape : 
	"Soundscape trigger. " +
	"It is not necessary to create outputs for this trigger. It automatically will trigger the " +
	"soundscape referred to by its 'Soundscape' property."
[
	soundscape(target_source) : "Soundscape" 
]
@SolidClass base(Trigger, Targetname) = trigger_hurt :
	"A trigger volume that damages entities that touch it."
[
	master(string) : "Master (Obsolete)" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate."
	damage(integer) : "Damage" : 10 : "The amount of damage done to entities that touch this trigger. The damage is done every half-second. See also 'Damage Model' for extra details on how damage can be dealt."
	damagecap(integer) : "Damage Cap" : 20 : "Maximum damage dealt per second. This field is only used if you select the Doubling w/Forgiveness damage model, via the spawnflag."
	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"
	]
	damagemodel(choices) : "Damage Model" : 0 : "How damage is dealt. Normal always does the specified amount of damage each half second. Doubling starts with the specified amount and doubles it each time it hurts the toucher. Forgiveness means that if the toucher gets out of the trigger the damage will reset to the specified value. Good for making triggers that are deadly over time without having to cause massive damage on each touch." =
	[
		0 : "Normal"
		1 : "Doubling w/forgiveness"
	]
	
	// Inputs
	input SetDamage(float) : "Set a new amount of damage for this trigger."
	
	// Outputs
	output OnHurt(void) : "Fired whenever this trigger hurts something other than a player."
	output OnHurtPlayer(void) : "Fired whenever this trigger hurts a player."
]
@SolidClass base(Trigger, Targetname) = trigger_remove : 
	"A trigger volume that removes any entities that touch it. Be careful, removing some entities can cause instability. "+
	"This is not the same as killing entities. i.e. NPCs removed in this manner will not fire their OnKilled outputs."
[
	// Outputs
	output OnRemove(void) : "Fired whenever an entity is removed."
]
@SolidClass base(Trigger) = trigger_multiple :
	"A trigger volume that can be triggered multiple times."
[
	wait(integer) : "Delay Before Reset" : 1 : "Amount of time, in seconds, after the trigger_multiple has triggered before it can be triggered again. If set to -1, it will never trigger again (in which case you should just use a trigger_once)."
	 
	// Outputs
	output OnTrigger(void) : "Fired whenever the trigger is activated."
]
@SolidClass base(TriggerOnce) = trigger_once :
	"A trigger volume that removes itself after it is triggered once."
[
	// Outputs
	output OnTrigger(void) : "Fired whenever the trigger is activated."
]
@SolidClass base(Trigger) = trigger_look :
	"An entity used to trigger something when the player looks at something. It fires 'OnTrigger' when the player "+
	"looks at a target entity for the given amount of time, while within the trigger volume. If the player leaves "+
	"the trigger or looks away from the target entity the clock resets. If the 'Use Velocity instead of facing' spawnflag " +
	"is checked, the trigger uses the player's velocity instead of the player's view, so it determines whenever the player "+
	"is moving toward the target entity. Useful for triggering when players are driving a vehicle at something."+
	"NOTE: Only designed for single-player game. "
[
	spawnflags(flags) = 
	[ 
		128: "Fire Once" : 1 
		256: "Use Velocity instead of facing" : 0
	]
	
	target(target_destination) : "Look Target" : : "The name of the entity to be looked at."
	LookTime(string) : "LookTime" : "0.5" : "The time, in seconds, that the player must look the target before firing the output. Resets if player leaves trigger, or looks outside the Field of View threshold."
	FieldOfView(string) : "FieldOfView" : "0.9" : "How close the player has to be looking at the target. 1.0 = straight ahead\n 0.0 = +/- 90 degrees\n -1.0 = all directions)."
	Timeout(float) : "Timeout" : "0" : "The time, in seconds, to wait after player enters the trigger before firing the OnTimeout output, 0 = never."
	// Output
	output OnTrigger(void) : "Fired when the trigger is activated."
	output OnTimeout(void) : "Fired after the timeout interval expires if the player never looked at the target."
]
@SolidClass base(Trigger) = trigger_push : 
	"A trigger volume that pushes entities that touch it."
[
	pushdir(angle) : "Push Direction (Pitch Yaw Roll)" : "0 0 0" : "Angles indicating the direction to push touched entities."
	spawnflags(flags) = 
	[ 
		128: "Once Only" : 0
		256: "Affects Ladders (Half-Life 2)" : 0 
	]
	
	speed(integer) : "Speed of Push" : 40 : "The speed at which to push entities away, in inches / second."
]
@SolidClass base(Trigger, Angles) = trigger_wind : 
	"A trigger volume that pushes physics objects that touch it."
[
	Speed(integer) : "Speed" : 200 : "The baseline for how hard the wind blows."
	SpeedNoise(integer) : "Speed Noise" : 0 : "Noise added to wind speed +/-"
	DirectionNoise(integer) : "Direction Noise" : 10 : "Noise added to wind direction."
	HoldTime(integer) : "Hold Time" : 0 : "Baseline for how long to wait before changing wind."
	HoldNoise(integer) : "Hold Noise" : 0 : "Noise added to how long to wait before changing wind."
	// Inputs
	input SetSpeed(integer) : "Set the baseline for how hard the wind blows."
]
@SolidClass base(Targetname, Angles) = trigger_impact : 
	"A trigger volume that can be told to push all physics objects that are inside of it in the direction specified by this trigger's angles.\n"+
	"Also outputs the force at the time of impact for anyone else that wants to use it."
[
	Magnitude(float) : "Magnitude" : 200 : "The strength of the impact. Negative values reverse the direction."
	noise(float) : "Noise" : "0.1" : "The amount of directional noise (0-1). 0 = no noise, 1 = random direction."
	viewkick(float) : "Viewkick" : "0.05" : "The amount to kick player's view if the player is in the trigger. Proportional to magnitude (0-1)."
	// Inputs
	input Impact(float) : "Fire the impact, pushing all entities within the volume."
	input SetMagnitude(float) : "Set the magnitude of the impact."
	// Outputs
	output ImpactForce(string) : "Fired after an impact. The parameter passed along is the force of the impact that was generated."
]
@SolidClass base(Trigger) = trigger_proximity :
	"Measures the distance of the player within the trigger volume from a given point (and within " +
	"a given radius). The NearestPlayerDistance output will be 0 when the player is at the center point, " +
	"and 1 when the player is at the radius."
[
	measuretarget(target_destination) : "Point to Measure From" : : "The name of a target entity who's origin is the point to measure the player's distance from."
	radius(string) : "Radius to measure within" : 256 : "The radius to which the distance should be mapped. If the player is outside the radius he will be ignored."
	
	// Outputs
	output NearestEntityDistance(integer) : "Fired continuously when entities are touching the trigger volume. The output parameter is the distance from the "+
						"Point to Measure From to the nearest entity that passed the trigger filters. The distance is mapped to the radius distance, "+
						"so it will be 0 when the entity is on the point, and 1 when the entity is at the edge of the radius."
]
@SolidClass base(Trigger) = trigger_teleport : 
	"A trigger volume that teleports entities that touch it. Entities are teleported to the Remote Destination, and have their angles "+
	"set to that of the Remote Destination's. If a Local Destination Landmark is specified, teleported entities are offset from the target "+
	"by their initial offset from the landmark, and their angles are left alone."
[
	target(target_destination) : "Remote Destination" : : "The entity specifying the point to which entities should be teleported."
	landmark(target_destination) : "Local Destination Landmark" : : "If specified, then teleported entities are offset from the target by their initial offset from the landmark."
	spawnflags(flags) =
	[
		32: "Preserve angles even when a local landmark is not specified" : 0
	]
]
@SolidClass base(Targetname) = trigger_transition : 
	"A volume that's used to control which entities go through the level transition. Create one or more trigger_transitions and "+
	"give them the same name as the changelevel landmark. Any entities within the trigger_transition(s) will go to the next map."+
	"See trigger_changelevel for more info."
[
]
//-------------------------------------------------------------------------
//
// AI
//
//-------------------------------------------------------------------------
@PointClass base(Targetname,ResponseContext) = ai_speechfilter : 
	"An entity that can be used to control the idle speech patterns of a set of NPCs."
[
	subject(target_destination) : "Subject(s)" : "" : "This is the NPC(s) whose speech we're filtering. May be a targetname or a classname."	
	IdleModifier(float) : "Idle modifier." : "1.0" : "Multiplier to the percentage chance that our NPC(s) will idle speak. Set to 0 to prevent all idle speech."
	NeverSayHello(choices) : "Greet Player?" : 0 : "If set to Yes, our NPC(s) won't greet the player when they first meet him." =
	[
		0 : "Yes"
		1 : "No"
	]
]
//-------------------------------------------------------------------------
// Water LOD control
//-------------------------------------------------------------------------
@PointClass base(Targetname) iconsprite("editor/waterlodcontrol.vmt") = water_lod_control : 
	"An entity used to control the LOD behavior of any water in the map. If your map has water, this entity is required."
[
	cheapwaterstartdistance(float) : "Start Transition to Cheap Water" : 1000 : "This is the distance from the camera that water will start transitioning to cheap water, in inches."
	cheapwaterenddistance(float) : "End Transition to Cheap Water" : 2000 : "This is the distance from the camera that water will finish transitioning to cheap water, in inches."
	// Inputs
	input SetCheapWaterStartDistance(float) : "Set the distance that water starts transitioning to cheap water."
	input SetCheapWaterEndDistance(float) : "Set the distance that water finishes transitioning to cheap water."
]
//-------------------------------------------------------------------------
// Used to allow entities to use point_cameras for their materials
//-------------------------------------------------------------------------
@PointClass base(Targetname) = info_camera_link :
	"An entity that can use point_cameras to render images for materials used by entities. "+
	"To author the material, use the special identifier _rt_Camera " +
	"for the $baseTexture (or whatever texture you want, like envmap, etc.) in the .vmt " +
	"then connect the 'target' field to the entity which uses that material, and the 'PointCamera' " +
	"field to the point_camera you want to have appear on that entity's material"
[
	target(target_destination) : "Entity Whose Material Uses _rt_camera"
	PointCamera(target_destination) : "Camera Name" : : "The name of a point_camera entity in the map that the material should be rendered from."
	
	// Inputs
	input SetCamera(string) : "Set the camera to use. The parameter should be the name of a point_camera entity in the map."
]
//-------------------------------------------------------------------------
// Used to allow entities to mimic the motions of other entities
//-------------------------------------------------------------------------
@PointClass base(Targetname) = logic_measure_movement :
	"An entity that can measure the movement of an entity relative to another entity " +
	"and apply that movement to a third entity."
[
	MeasureTarget(target_destination) : "Entity to Measure" : "" : "Entity whose movement you want to measure."
	MeasureReference(target_destination) : "Measure Reference" : "" : "The movement of Entity to Measure will be measured relative to this entity."
	Target(target_destination) : "Entity to Move" : "" : "This entity will be moved to mimic the motions of Entity to Measure."
	TargetReference(target_destination) : "Movement Reference" : "" : "The Entity to Move will move relative to this entity."
	TargetScale(float) : "Movement scale" : "1" : "A scale to divide the measured movements by, before applying those movements to the Entity to Move. 1 = target entity moves as much as the measured entity, 2 = target entity moves half as far as the measured entity, and 0.5 = target entity moves twice as far as the measured entity."
	MeasureType(choices) : "Measurement Type" : 0 =
	[
		0 : "Position"
		1 : "Eye position"
	]
	
	// Inputs
	input SetMeasureTarget(string) : "Set the Entity to Measure, whose movement should be measured."
	input SetMeasureReference(string) : "Set the Measure Reference entity."
	input Target(string) : "Set the Entity to Move, which will be moved to mimic the measured entity."
	input SetTargetReference(string) : "Set the Movement Reference entity."
	input SetTargetScale(float) : "Set the scale to divide the measured movements by."
	input Enable(void) : "Enable the logic_measure_movement."
	input Disable(void) : "Disable the logic_measure_movement."
]
//-------------------------------------------------------------------------
// Misc
//-------------------------------------------------------------------------
@PointClass base(BaseNPC) studio() = npc_furniture : 
	"An entity used for non-NPCs that need to synchronise their animation with an NPC in a scripted_sequence. Usually a piece"+
	"of furniture or door that an NPC needs to manipulate within a scripted_sequence."
[
	model(studio) : "Model"
]
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = env_credits : 
	"An entity to control the rolling credits."
[
	// Inputs
	input RollCredits(void) : "Start the intro credits rolling."
	input RollOutroCredits(void) : "Start the outro credits rolling."
	input ShowLogo(void) : "Show the HL2 logo."
	
	// Outputs
	output OnCreditsDone(void) : "Fired when the credits having finished rolling."
]
@PointClass base(Parentname, Targetname) size(-8 -8 -8, 8 8 8 ) = material_modify_control : 
	"An entity that can be used to directly control material vars. To use it, you need to read the .vmt of the material you "+
	"intend to change. Parent this entity to a brush model entity who's material you want to control."
[
	materialName(string) : "Material to modify."
	materialVar(string) : "Material variable to modify."
	// Inputs
	input SetMaterialVar(string) : "Fire to modify a material variable. The argument is the value to set the variable to."
	input SetMaterialVarToCurrentTime(void) : "This sets the material variable to the current time on the server."
]
//-------------------------------------------------------------------------
// Devshot camera
//	- Used by the -makedevshots system, which automatically takes screenshots
//	 at the position of every devshot camera in the level.
//-------------------------------------------------------------------------
@PointClass base(Angles) studioprop("models/editor/camera.mdl") = point_devshot_camera : 
	"An entity used by the -makedevshots system, which automatically takes screenshots at the position of every devshot camera in the level."
[
	cameraname(string) : "Camera Name" : "" : "Used as the name of the directory to store screenshots from this camera. Must be unique within the level."
	FOV(integer) : "Camera FOV" : 75 : "FOV of this camera."
]
Category:FGD