nyuuzyou/wikis huggingface dataset:
List of SE1 Fog Settings

All maps' env_fog_controller, sky_camera and output set fog settings in Sin Episodes are listed on this page. Use it in combination with the sky list page to determine what fog settings to used in conjunction with a specific skybox for the given theme of the map.
==Fog Settings==
Map 	Object 	Fog Start	Fog End	Far Z	Primary Fog Colour	Secondary Fog Color	Fog Direction
se1_intro01 	sky_camera 	15000 	110000 	N/A 	 	 	Default
se1_intro02 	sky_camera 	1000 	100000 	N/A 	 	 	Default
se1_intro02 	env_fog_controller	128 	5000 	-1 	 	 	Default
se1_intro02 	set_fog_for_docks 	256 	6500 	-1 	 	 	Default
se1_intro02 	set_fog_for_dream 	0 	160 	-1 	 	 	Default
se1_intro02 	set_fog_for_bridge	1024 	6000 	-1 	 	 	Default
se1_intro03 	sky_camera 	0 	40000 	N/A 	 	 	Default
se1_intro03 	env_fog_controller	256 	6500 	-1 	 	 	Default
se1_docks01 	sky_camera 	0 	40000 	N/A 	 	 	Default
se1_docks01 	env_fog_controller	256 	6500 	-1 	 	 	Default
se1_docks02 	sky_camera 	0 	40000 	N/A 	 	 	Default
se1_docks02 	env_fog_controller	3000 	6500 	6501 	 	 	Default
se1_docks03 	sky_camera 	0 	40000 	N/A 	 	 	Default
se1_docks03 	env_fog_controller	256 	6500 	-1 	 	 	Default
se1_docks04 	sky_camera 	0 	25000 	N/A 	 	 	Default
se1_docks04 	env_fog_controller	256 	6500 	-1 	 	 	Default
se1_docks04 	env_fog_controller	256 	6500 	-1 	 	 	Default
se1_u4lan05 	env_fog_controller	128 	8000 	-1 	 	 	Default
se1_pit01 	sky_camera 	10000 	130000 	N/A 	 	 	Default
se1_pit02 	sky_camera 	10000 	130000 	N/A 	 	 	Default
se1_pit02 	env_fog_controller	3000 	4000 	-1 	 	 	Default
se1_highrise03 	sky_camera 	5000 	120000 	N/A 	 	 	176 118 78
se1_final01 	sky_camera 	0 	120000 	N/A 	 	 	0 0 0
se1_final02 	sky_camera 	0 	120000 	N/A 	 	 	0 0 0
arena_behindzeebeaker	sky_camera 	5000 	120000 	N/A 	 	 	176 118 78
arena_U4Factory 	env_fog_controller	128 	2400 	-1 	 	 	Default
arena_vertigo 	env_fog_controller	512 	3200 	-1 	 	 	Default
Category:Level DesignCategory: Sin Episodes Level Creation
List of SE1 Hud Hints

__NOTOC__
The following list contains all of the HUD hints used throughout Sin Episodes with the env_hudhint entity, where the 'details' hints is used in cutscenes to describe very briefly who a specific character is that the player should have awareness of.
== HUD Hints ==
Hint 	Display
SE1_Hint_Driver 	center
SE1_Hint_Vehicle 	center
SE1_Hint_VehicleDoor 	center
SE1_Hint_PickupObject 	center
SE1_Hint_ThrowObject 	center
SE1_Hint_Medistation 	center
SE1_Hint_Medistation_eject	center
SE1_Hint_Antigen 	center
SE1_Hint_Antigen_Mutants 	center
SE1_Hint_PoliceRadio 	center
SE1_Hint_Mutagen 	center
SE1_Hint_PlaceDataSpike 	center
SE1_Hint_RemoveDataSpike 	center
SE1_Hint_Swimming 	center
SE1_Hint_Jumping 	center
SE1_Hint_Duck 	center
SE1_Hint_Melee 	center
SE1_Hint_Zoom 	center
SE1_Hint_Grenade 	center
SE1_Hint_PrimaryFire 	center
SE1_Hint_SecondaryFire 	center
SE1_Hint_Secret 	center
SE1_Hint_Crate 	center
SE1_Hint_GUI 	center
SE1_Hint_HoldUse 	center
SE1_Detail_Jessica 	center
SE1_Detail_JC 	center
SE1_Details_Radek 	center
SE1_Details_Elexis 	center
SE1_Details_Dopefish 	center
Category:Level DesignCategory: Sin Episodes Level CreationCategory: Sin Episodes
List of SE1 Radio Stations

__NOTOC__
These are all of the radio stations available by default to play in the car and by the env_radio entity with all of the sound files located in sound/radio/ and the radio script file being at scripts/radio.txt. To add new radio stations refer to the custom radio stations tutorial.
 
== Radio Stations ==
Station Name	Filename 	Voice
Scanner 	hc_scan01	Unintelligible radio scanner noises of presumably being between a police control center and the patrol unit.
Scanner 	hc_scan02	Unintelligible radio scanner noises of presumably being between a police control center and the patrol unit.
Scanner 	hc_scan03	Unintelligible radio scanner noises of presumably being between a police control center and the patrol unit.
Scanner 	hc_scan04	Unintelligible radio scanner noises of presumably being between a police control center and the patrol unit.
Scanner 	hc_scan05	Unintelligible radio scanner noises of presumably being between a police control center and the patrol unit.
Scanner 	hc_scan06	Unintelligible radio scanner noises of presumably being between a police control center and the patrol unit.
Scanner 	hc_scan07	Unintelligible radio scanner noises of presumably being between a police control center and the patrol unit.
Category:Level DesignCategory:Sound SystemCategory: Sin Episodes Level Creation
List of Soundscapes

Here is a list of soundscapes. An easy way of testing them is to use the playsoundscape console command, which includes limited searching for soundscape names so you shouldn't have to print out a copy of this list for reference.
Soundscapes with 'util' in the name are intended for inclusion in other, full soundscapes. While they should work without problems in-game, they generally aren't nearly as varied or deep as the resulting composites. Others have positional sounds which will be played at certain locations specified in the env_soundscape entity's properties. If these locations are not given, the sounds will not be heard.
==Lists of soundscapes==
*Half-Life: Source
*Half-Life 2
*Half-Life 2: Episode 1
*Half-Life 2: Episode 2
*Half-Life 2: Lost Coast
*Portal
*Portal 2
*Day of Defeat: Source
*Team Fortress 2
*Counter-Strike: Source
*Counter-Strike: Global Offensive
*Left 4 Dead
*Left 4 Dead 2
*The Ship
*Garry's Mod
*Alien Swarm
*Alien Swarm: Reactive Drop
*Black Mesa
*INFRA
Category:Sound System
List of Titanfall Skies

<onlyinclude>These skyboxes are available to and mods utilizing its content.
These skies are HDR only.
sky_day_clear_hdr 	sky_day_clear_hdr 	sky_day_clear_hdr 	sky_day_clear_hdr 	sky_day_clear_hdr 	sky_day_clear_hdr 	sky_day_clear_hdr 	sky_day_clear_hdr
mp_corporate 	 	-46 	 	 	 	 	0
mp_fracture 	0 137 0 	-53 	 	 	 	 	0
mp_lagoon 	0 58 0 	-37 	 	 	 	 	0
mp_npe 	0 -119 0 	-77 	 	 	 	 	0
mp_o2 	0 57 0 	-30 	 	 	 	 	0
mp_outpost_207 	0 138 0 	-32 	 	 	 	 	0
mp_overlook 	0 91 0 	-60 	 	 	 	 	0
mp_smugglers_cove 	0 106 0 	-28 	 	 	 	 	0
mp_training_ground 	0 -38 0 	-51 	 	 	 	 	0
sky_day_mountains_blue_hdr 	sky_day_mountains_blue_hdr 	sky_day_mountains_blue_hdr 	sky_day_mountains_blue_hdr 	sky_day_mountains_blue_hdr 	sky_day_mountains_blue_hdr 	sky_day_mountains_blue_hdr 	sky_day_mountains_blue_hdr
mp_colony 	 	-30 	 	 	 	 	0
mp_nexus 	0 158 0 	-36 	 	 	 	 	0
sky_fog 	sky_fog 	sky_fog 	sky_fog 	sky_fog 	sky_fog 	sky_fog 	sky_fog
mp_angel_city 	0 151 0 	-39 	 	 	 	 	0
sky_sunset_yellow_hazy_hdr 	sky_sunset_yellow_hazy_hdr 	sky_sunset_yellow_hazy_hdr 	sky_sunset_yellow_hazy_hdr 	sky_sunset_yellow_hazy_hdr 	sky_sunset_yellow_hazy_hdr 	sky_sunset_yellow_hazy_hdr 	sky_sunset_yellow_hazy_hdr
mp_boneyard 	0 118 0 	-48 	 	 	 	 	0
mp_rise 	0 38 0 	-79 	 	 	 	 	0
sky_vivid_blue_light_horizon_hdr	sky_vivid_blue_light_horizon_hdr	sky_vivid_blue_light_horizon_hdr	sky_vivid_blue_light_horizon_hdr	sky_vivid_blue_light_horizon_hdr	sky_vivid_blue_light_horizon_hdr	sky_vivid_blue_light_horizon_hdr	sky_vivid_blue_light_horizon_hdr
mp_relic 	0 -145 0 	-67 	 	 	 	 	0
Category:SkyboxCategory:Titanfall
List of VTMB Entities

__NOTOC__
== vampire-base.fgd ==
=== Half-Life 2 shared entities. ===
== vampire.fgd ==
=== Vampire The Masquerade - Bloodlines specific entities. ===
=== Half-Life 2 shared entities. ===
point
* point_camera
== vampire-adds.fgd ==
=== Vampire The Masquerade - Bloodlines specific entities. ===
=== Half-Life 2 shared entities. ===
== vampire-broken.fgd ==
=== Half-Life 2 shared entities. ===
== Non-FGD ==
Category:Vampire The Masquerade - Bloodlines
Category:Level Design
Category:Entities by game
List of Valve Games console commands and variables

= Counter-Strike: Source =
List of Counter-Strike: Source console commands and variables
= Half-Life: Source =
List of Half-Life: Source console commands and variables
= Half-life 2 =
List of Half-Life 2 console commands and variables
= Half-Life 2: Deathmatch =
List of Half-Life 2: Deathmatch console commands and variables
= Day of Defeat: Source =
List of Day of Defeat: Source console commands and variables
= Half-Life 2: Lost Coast =
List of Half-Life 2: Lost Coast console commands and variables
= Half-Life Deathmatch: Source =
List of Half-Life Deathmatch: Source console commands and variables
= Half-Life 2: Episode One =
List of Half-Life 2: Episode One console commands and variables
= Half-Life 2: Episode Two =
List of Half-Life 2: Episode Two console commands and variables
= Portal =
List of Portal console commands and variables
= Team Fortress 2 =
List of Team Fortress 2 console commands and variables
= Left 4 Dead =
List of Left 4 Dead console commands and variables
= Left 4 Dead 2 =
List of Left 4 Dead 2 console commands and variables
= Alien Swarm =
List of Alien Swarm console commands and variables
= Portal 2 =
List of Portal 2 console commands and variables
= Counter-Strike: Global Offensive =
List of Counter-Strike: Global Offensive console commands and variables
List of Zombie Panic! Source Entities

This page lists all entities which are in or were changed for Zombie Panic! Source
== Function ==
* func_button - There is now a filter keyvaule built into the entity that is self explanatory
* func_humanclip
* func_zombieclip
== Game ==
* game_win_human
* game_win_zombie
== Info ==
* info_beacon
* info_objective_list
* info_player_common
* info_player_observer
* info_player_human
* info_player_zombie
== Item ==
* item_ammo_357
* item_ammo_357_large 
* item_ammo_crate (bugged)
* item_ammo_pistol
* item_ammo_pistol_large (bugged)
* item_ammo_smg1
* item_ammo_smg1_large (bugged)
* item_battery
* item_box_buckshot
* item_healthkit
* item_healthvial
== Objective ==
* objective_zpa
* objective_zpo
== Trigger ==
* trigger_capturepoint_zp
* trigger_joinhumanteam
* trigger_joinzombieteam
* trigger_joinspectatorteam
== Random ==
* random_ammo
* random_any
* random_def
* random_firearm
* random_limit
* random_melee
* random_misc
* random_pistol
* random_rifle
* random_shotrev
* random_weapon
== Weapon ==
* weapon_870
* weapon_ak47
* weapon_axe
* weapon_barricade
* weapon_bat_aluminum
* weapon_bat_wood
* weapon_broom
* weapon_chair
* weapon_crowbar
* weapon_frag
* weapon_fryingpan
* weapon_glock
* weapon_glock18c
* weapon_golf
* weapon_hammer
* weapon_ied
* weapon_keyboard
* weapon_m4
* weapon_machete
* weapon_mp5
* weapon_pipe
* weapon_plank
* weapon_pot
* weapon_ppk
* weapon_racket
* weapon_revolver
* weapon_shovel
* weapon_sledgehammer
* weapon_spanner
* weapon_supershorty
* weapon_tireiron
* weapon_torque
* weapon_usp
* weapon_winchester
Category:Zombie Panic! Source
Category:Zombie Panic! Source Entities
List of console scripting commands

Commands commonly used in Developer console scripting.
Most programming languages document the essential syntactic units of the language (statements), which are different from most built-in functions and all user-defined functions. Statements are uniquely meta-linguistic, they perform things like control flow, defining subroutines, jumping execution to certain lines, exiting the program, etc.
It'd be bold to compare the console commands to a language with syntax, but the console does in fact, possess a few commands that don't affect the game world. 
These few commands affect nothing but the console itself, so they are meta-linguistic in a sense. It'd be nice to have a complete palette of them, as they are the basic building blocks that manipulate commands and convars that do affect the game world.
* - Create a console subroutine
* - Run a console command when a key is pressed
* 
* - Forward a command to the server
* 
* 
* 
* 
* 
* 
* 
* 
* 
* 
* 
* - Execute a sequence of console commands from a file
* 
* 
* - Increment a Cvar
* - Multiply a Cvar
* - Forward a command to the remote console of a server you administrate
* - Run Vscript
* - Create a console variable (Cvar)
* - Interpolate a Cvar
* - Pause execution for N frames/ticks
* 
== Source 2==
* - "Blink specified convar value between two values at the specified duration."
* A pipe character (|) can now be used to compose commands <in a more complex way>.
* 
* instead of echo
* instead of toggle
* - (Possibly? Haven't tested to see what it does) - "Executes url-based commands, used for incoming commands from url-based launches when the game's already running."
== See also ==
Scripting in the TF2 wiki - for scripting idioms.
Category:Lists of console commands and variables
List of datamap and netprop dumps

Dumps are made using sourcemod's commands sm_dump_netprops and sm_dump_datamaps
== Datamap ==
Datamap dump lists all the definitions in the datadesc table of each entity. 
== Netprop ==
Netprop dump lists all the definitions in network data table. 
== Dumps ==
=== ===
* Counter-Strike: Source datamap dump
* Counter-Strike: Source netprop dump
=== ===
* Half-Life: Source datamap dump
* Half-Life: Source netprop dump
=== ===
* Half-Life 2 datamap dump
* Half-Life 2 netprop dump
=== ===
* Half-Life 2: Deathmatch datamap dump
* Half-Life 2: Deathmatch netprop dump
=== ===
* Day of Defeat: Source datamap dump
* Day of Defeat: Source netprop dump
=== ===
* Half-Life 2: Lost Coast datamap dump
* Half-Life 2: Lost Coast netprop dump
=== ===
* Half-Life Deathmatch: Source datamap dump
* Half-Life Deathmatch: Source netprop dump
=== ===
* Half-Life 2: Episode One datamap dump
* Half-Life 2: Episode One netprop dump
=== ===
=== ===
* Portal datamap dump
* Portal netprop dump
=== ===
* Team Fortress 2 datamap dump
* Team Fortress 2 netprop dump
=== ===
* Left 4 Dead datamap dump
* Left 4 Dead netprop dump
=== ===
* Left 4 Dead 2 datamap dump
* Left 4 Dead 2 netprop dump
=== ===
* Alien Swarm datamap dump
* Alien Swarm netprop dump
=== ===
* Portal 2 datamap dump
* Portal 2 netprop dump
=== ===
* Counter-Strike: Global Offensive datamap dump
* Counter-Strike: Global Offensive netprop dump
=== ===
* Source SDK Base 2006 datamap dump
* Source SDK Base 2006 netprop dump
=== ===
* Source SDK Base 2007 datamap dump
* Source SDK Base 2007 netprop dump
=== ===
=== ===
* Source SDK Base 2013 Multiplayer datamap dump
* Source SDK Base 2013 Multiplayer netprop dump
== See Also ==
* CNetPropManager source code
List of graffiti textures from Portal

This page lists all the graffiti textures from Portal. In the game, these textures are seen in the behind the scenes areas and the rat man dens.
* overlay_scrawlings001a
* overlay_scrawlings002a
* overlay_scrawlings003a
* overlay_scrawlings004a
* overlay_scrawlings004b
* overlay_scrawlings005a
* overlay_scrawlings005b
* overlay_scrawlings006a
* overlay_scrawlings006b
* overlay_scrawlings006c
* overlay_scrawlings_arrow01
* overlay_scrawlings_arrow02
* overlay_scrawlings_exit01
* overlay_scrawlings_exit02
* overlays_scrawlings_007
* overlays_scrawlings_008
==See also==
* Portal Level Creation
Category:Portal
List of material proxies

All Material Proxies usable in materials at all games can be found here, along with proxies only present in specific games. (Mostly other Valve titles)
== Calculation ==
== Number generation ==
== Entity Data Access ==
These proxies read values from the entity the proxy is applied to.
== Texture manipulation ==
== Entity integration ==
== Utility ==
== Miscellaneous ==
== Game Specific ==
=== ===
======
=== ===
======
=== and ===
=== only===
======
======
== See also ==
* Material Proxies
* Material Creation
Category:Material System
Category:Lists
List of memory bits

List retrieved from game\server\AI_BaseNPC.h
* bits_MEMORY_PROVOKED
* bits_MEMORY_INCOVERNPC knows it is in a covered position.
* bits_MEMORY_SUSPICIOUSAlly is suspicious of the player and will move to provoked more easily
* bits_MEMORY_PATH_FAILEDFailed to find a path
* bits_MEMORY_FLINCHEDHas already flinched
* bits_MEMORY_TOURGUIDEI have been acting as a tourguide.
* bits_MEMORY_LOCKED_HINT
* bits_MEMORY_TURNINGTurning, don't interrupt me.
* bits_MEMORY_TURNHACK
* bits_MEMORY_HAD_ENEMY
* bits_MEMORY_HAD_PLAYER
* bits_MEMORY_HAD_LOS
* bits_MEMORY_MOVED_FROM_SPAWN
* bits_MEMORY_CUSTOM(1-4)NPC-specific memory
Category:AI Programming
List of skies

This is a list of skies available in , and engine games, along with pictures of each skybox. The settings listed (Ideal Sun Angle, Ideal Brightness, etc) are suggestions based on settings used in official maps; other values may also be appropriate. To test skies in singleplayer without recompiling the map, bring up the console and enter . Quicksave the game, load it again and the old skybox should be temporarily replaced with the new one.
__TOC__
== GoldSrc Engine Games ==
=== Official Games ===
==== ====
==== ====
==== ====
==== ====
=== Mods + Third-party games ===
==== ====
These skyboxes are available to .
== Source Engine Games ==
=== Official Games ===
==== ====
==== ====
==== ====
==== ====
==== ====
==== ====
==== ====
==== ====
==== ====
==== ====
==== ====
==== ====
==== ====
==== ====
=== Mods + Third-party games ===
See this subpage.
== Source 2 Engine Games ==
=== Official Games ===
==== ====
==== (Incomplete) ====
Category:Material System
Category:Glossary
Category:Skybox
Category:Level Design
Category:Lists
List of skies/Source Engine Mods and Third-Party Games

== ==
== Sin Episodes ==
== The Ship ==
== ==
== ==
== ==
These skyboxes are available to and mods utilizing its content. These skies are HDR capable.
The values for the are listed below.
== ==
== ==
== ==
== ==
== ==
== ==
== Titanfall ==
== ==
== ==
== ==
List of third-party Source games

__NOTOC__
List of Source engine games made by third-party companies and mod teams.
== 2004 - 2009 ==
== 2010 - 2019 ==
== 2020 - present ==
== Unreleased ==
This section are for unreleased 3rd party games and tools that are not publicly released or is in Beta/Early Access. 
Category:Lists
Load

For information on the Save Game format used by Source, see Save Game Files.
Category:Glossary
This Console Command loads a save from a specified file.
The F7/F9 key is bound to load quick which will load the save from the "quick.sav" file.
* name - The name of the save to read and load from
* Examples:
** load quick
==See also==
* save - Saves the game to a file.
Logic achievement

It fires events that unlock or aid progression toward achievements.
Since achievements cannot currently be created or modified without access to the Steamworks backend, this entity is of limited use to modders.
==Keyvalues==
; Achievement Event <choices>
: The event that will be triggered. A game will only accept its own achievements.
==Inputs==
; Toggle
: If the entity is disabled, it cannot relay the achievement message.
; FireEvent
: Tells the achievement system the specifed event has occured.
==Outputs==
; OnFired
: Fires when the FireEvent input is received.
Logic choreographed scene

It manages a choreographed scene of one or more actors.
For an example on how this entity can be used, see the npc_gman_overwatch prefab.
__NOTOC__
== Keyvalues ==
:* 0 : Start immediately
:* 1 : Wait for actor to finish
:* 2 : Interrupt at next interrupt event
:* 3 : Cancel at next interrupt event
:* 0 : Do Nothing
:* 1 : Cancel Script and return to AI
== Inputs ==
:
:
== Outputs ==
== See Also ==
* 
* 
* 
Category:Choreography
Logic director query

__NOTOC__
 It is used to output the AI Director's 'anger' value, where the director is angered by players that are performing well. This provides an opportunity for map elements to be adjusted in an attempt to appease the AI Director. Some examples include adjusting the goal distance and increasing/decreasing obscuring weather effects.
Any number of logic_director_query entities can exist in the same map, each with their own value range and noise settings.
==KeyValues==
==Inputs==
==Outputs==
== See also ==
* L4D2 Level Design/Director Queries
Logic eventlistener

It is also available in .
It can listen to events fired from code and fire and output when it happens.
All event declarations can be found in these files:
==Keyvalues==
:*-1: Don't care
:*0: Unassigned 
:*1: Team 1 , Spectators 
:*2: Team 2 (ORANGE) , Terrorists 
:*3: Team 3 (BLUE) , Counter-Terrorists 
==Inputs==
==Outputs==
== See Also ==
*
Logic game event

This entity allows firing of game events. As of this time, there are no parameters available.
__NOTOC__
==Keyvalues==
==Flags==
== Inputs ==
== Examples in official maps ==
* c6m1 and c6m2
:Fires foot_locker_opened event when opening a locker
:
* c7m3
:Fires generator_started event when starting generator
:
Logic gate (Entity)

This logic entity acts as a simple boolean value comparator with two inputs. When disabled, this entity will still accept inputs, but not fire outputs!
Supported comparison modes are:
# AND
# OR
# NOT
# NAND
# NOR
# XOR
# XNOR
(This is the internal order, which is used for the SetMode input. Note that they internally start from 0)
==Flags==
*1: Spawn A enabled
*2: Spawn B enabled
*4: Output on every input (even if result doesn't change)
==Keyvalues==
==Inputs==
==Outputs==
== See also ==
*math_counter
*logic gate
Logic measure movement

This entity measures the movement of an entity relative to another entity and then applies that movement to a third entity.
logic_measure_movement's process can be described like this:
# The position of the Entity to Measure is obtained. Let's say it's [100 225 0].
# The position of the Measure Reference is obtained. Let's say it's [50 300 0].
# The position of the Entity to Measure is subtracted by the position of the Measure Reference, creating a "relative position" difference. In this case, it would be [100 225 0] - [50 300 0], which equates to [50 -75 0].
# The position of the Movement Reference is obtained. Let's say it's [150 50 100].
# The "relative difference" position is added onto the position of the Movement Reference. In this case, it would be [50 -75 0] + [150 50 100], which equates to [200 -25 100].
# The Entity to Move is teleported to the sum of the "relative difference" position and the position of the Movement Reference, which in this case means the entity is teleported to [200 -25 100].
logic_measure_movement is very flexible and can be used to make one entity mimic the movement of another from another room (e.g. a in a script_intro). It can also be used to serve as an alternative to parenting, especially since it can simulate parenting on physics objects, which don't support parenting and would normally use .
== Keyvalues ==
:* 0 : Position
:* 1 : Eye position
== Inputs ==
Logic menulistener

Allows maps to respond to player inputs in the main menu. It can be used both when playing a map while having the pause menu open and when on the main menu with a map running as the background. It can fire an output if the player either hovers or presses a button of a specific type on the menu. This entity was originally planned for use in the background maps during a normal startup of the game but was cut for unknown reasons, but can be thought of being too annoying for the end user. It can still be enabled in a background map by making sure 'background01' is loaded as it is the only background map with this by default, then type into the console 'sv_cheats 1; ent_fire relay_NewGame enable' which will temporarily enable it until map reloading.
==Keyvalues==
==Inputs==
==Outputs==
; ResumeGameMousedOver
; NewGameMousedOver
; OptionsMousedOver
; LoadGameMousedOver
; SaveGameMousedOver
; StatsMousedOver
; FriendsMousedOver
; QuitMousedOver
Category: Sin Episodes