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Mapping help Tutorials for Half-Life & Mods


Anders Jenbo aka Wolf aka NoBody version of CS Expert fgd 8.0.0

You can download the complete 1.6 fgd file right here, or just read it below with all of its notes. If you want an older fgd for CS single player, visit FJL's fgds. Or just grab
version 8.0 which added it back in. Tommy's version of CS Expert fgd 7.9.3c - cs_expert-tom793
If you are using the newest valve hammer map editor 3.5 beta test, get a compatible version of the fgd from DNV Cross that can handle using models instead of sprites.
// ------------------------------------------------------------------------------
// Counter-Strike game definition file (.fgd)
// Version 0.8.0.0
// For Worldcraft 3.3, Hammer 3.4 - 3.5beta4, Half-Life 1.0.0.9 plus cs 1.6
// Last update: Agust 25, 2004 by Anders Jenbo (fuck@os.dk)
// -------------------------------------------------------------------------------
//
// To learn how to use these entities, please visit Valve Editing
// Resource Center
// (AKA the VALVE-ERC/VERC) at http://collective.valve-erc.com/
//
// by Justin DeJong aka "N0TH1NG"
// modified from code by Chris Bokitch aka "autolycus"
//
// by Tim Holt aka Waldo (burkenholt@home.com)
// modified from code by Justin DeJong aka "N0TH1NG"
//
// Version 0.7.7 and 0.7.8 by fjl (fjl05@yahoo.com)
//
// Version 0.7.8enhanced and 0.7.9.2e by tommy of escondido
//
// Version 0.7.9.2 by KeshTath (milsys@hotmail.com)
//
// Version 0.7.9.3 & 0.7.9.3b & 0.7.9.3c by tommy of escondido
//
// Version 0.7.9.4 - 0.7.9.9 by Anders Jenbo aka Wolf aka NoBody (fuck@os.dk)
//
// -----------------------------------------------------------------------
// May 12, 2005 - Wolf (0.8.0.0)
// added fixed func_breakable stuff
// -----------------------------------------------------------------------
// Agust 25, 2004 - Wolf (0.7.9.9)
// added func_breakable stuff
// -----------------------------------------------------------------------
// Agust 25, 2004 - Wolf (0.7.9.8)
// gave the zip a name that reflets the version xp_798u (expert version 0.7.9.8 unofficial)
// Split the fgd back in to a SP and a common,
// changed cyclers to have Model / Sprite support.
// added zhlt_invisible to some of the invisable entitys to save on stored polys.
// Added Angles to trigger_camera.
// Added entitys
// weapon_ak47, weapon_aug, weapon_awp, weapon_deagle, weapon_elite,
// weapon_famas, weapon_fiveseven, weapon_flashbang, weapon_g3sg1,
// weapon_galil, weapon_glock18, weapon_hegrenade, weapon_knife,
// weapon_m249, weapon_m3, weapon_m4a1, weapon_mac10, weapon_mp5navy,
// weapon_p228, weapon_p90, weapon_scout, weapon_sg550, weapon_sg552,
// weapon_shield, eapon_smokegrenade, weapon_tmp, weapon_ump45,
// weapon_usp, weapon_xm1014, ammo_338magnum, ammo_357sig, ammo_45acp,
// ammo_50ae, ammo_556nato, ammo_556natobox, ammo_57mm, ammo_762nato,
// ammo_9mm, ammo_buckshot, item_antidote, item_kevlar, item_assaultsuit,
// item_suit, item_thighpack, info_landmark, item_security,
// trigger_endsection, trigger_autosave, trigger_transition,
// trigger_changelevel, test_effect, func_weaponcheck
// weaponbox (see its note for how to add more ammo types)
// Added some info from the cs-single-player fgd by fjl
// Removed
// xen entities, env_smoker, info_lights_rad and env_fog (only commented fog out)
// Updated weapon_c4's dicription.
// changed some (choices) so that the key is removed if set to 0, saves a bit on entity data.
// Changed apperiance for
// path_corner, path_track, env_explosion, trigger_camera, env_shooter,
// item_battery, item_healthkit, item_longjump, env_sprite, cycler_wreckage,
// env_beverage, env_funnel, env_rain, env_snow, info_landmark, env_shake,
// info_compile_parameters, info_teleport_destination, info_null
// Added Targetx and RenderFields to the Weapon base class
// Added spark_shower to game_player_equip
// Gave the env_shooter a model so it dosen't crash the game
// Fixed the granade type of the func_grencatch
// Hostages and players are now displayed by models.
// Models and animation can be changed from the editor.
// Made the hostage_entity more compatible with other models.
// Added zhlt_noclip and zhlt_invisible to all brush entitys.
// corected the number for Opaque + Concave Fix
// Added info_texlights
// Added more keys to info_compile_parameters.
// priority, verbose, hlcsg, wadautodetect, noclipeconomy, noskyclip,
// nocliphull, cliptype, texdata, wadconfig, hlbsp, hlvis, hlrad,
// Vismatrix Method, lightdata, circus
// Removed the flags from info_compile_parameters as they are obsoled.
// Tested most entitis and did some other stuff :)
// ------------------------------------------------------------------------------
// Counter-Strike game definition file (.fgd)
// Version 0.7.9.3c
// For Worldcraft 3.3, VALVe Hammer Editor 3.4, plus Half-Life 1.0.0.9 and above
// Last update: Mar 22, 2004
// -------------------------------------------------------------------------------
//
// by Justin DeJong aka "N0TH1NG"
// modified from code by Chris Bokitch aka "autolycus"
//
// by Tim Holt aka Waldo (burkenholt@home.com)
// modified from code by Justin DeJong aka "N0TH1NG"
//
// Version 0.7.3 and 0.7.4 by Morlam (morlam@gamespotmail.com)
// slightly modified from code by Chris Bokitch (Autolycus), Justin DeJong (NOTH1NG),
// and Tim Holt (Waldo).
//
// Version 0.7.7 and 0.7.8 by fjl (fjl05@yahoo.com)
//
// Version 0.7.8enhanced and 0.7.9.2e by tommy of escondido
//
// Version 0.7.9.2 by KeshTath (milsys@hotmail.com)
//
// Version 0.7.9.3 & 0.7.9.3b & 0.7.9.3c by tommy of escondido
//
// To learn how to use these entities, please visit Valve Editing
// Resource Center
// (AKA the VALVE-ERC/VERC) at http://collective.valve-erc.com/
// -----------------------------------------------------------------------
// Mar 22, 2004 - tommy (0.7.9.3c)
// added angles property to armoury entity so you can rotate or stand
// the weapons on end.
// -----------------------------------------------------------------------
// Oct 18, 2003 - tommy (0.7.9.3b)
// removed item_airtank, it was causing a precache error.
// added weapon_C4 pre-plantable bomb from FJL's single player CS fgd.
// -----------------------------------------------------------------------
// Oct 16, 2003 - tommy (0.7.9.3 fix)
// -fixed shieldgun to shield in game_player_equip, and added item_airtank.
// -added single use func_grencatch from FJL's single player CS fgd.
// -----------------------------------------------------------------------
// Sept 17, 2003 - tommy (0.7.9.3)
// -added env_rain and env_snow for CS 1.6
// -----------------------------------------------------------------------
// June 15, 2003 - tommy (0.7.9.2e)
// -added flag 2 to trigger_multiple for no player activation for soccer maps.
// - Style property commented out for triggers, seems to serve no purpose.
// -added light style 12 underwater weird - buggy. not really a light source.
// -added to func_pushable choice 2, breakable by player touch - buggy
// -----------------------------------------------------------------------
// January 21st, 2003 - KeshTath (0.7.9.2)
// - Added weapon_shieldgun to game_player_equip.
// - Added weapon_galil to game_player_equip.
// - Added weapon_famas to game_player_equip.
// *NOTE* You cannot add any of the new weapons to the armoury_entity, They did not
// put in any code to allow you to add the UMP, SG550 or any of the new 1.6 weapons.
//-----------------------------------------------------------------------
// Oct 7th, 2002 - tommy (0.7.8.1)
// added Lauries new entity properties for switchable texture lighting
//------------------------------------------------------------------------------
// Aug 19th, 2002 - tommy (0.7.8enhanced)
// - fixed env_blood choices
// -----------------------------------------------------------------------------
// Aug 11th, 2002 - tommy (0.7.8enhanced)
// - added editing sprites for: monster_cycler, cycler_wreckage, env_beam, env_blood, env_explosion
// env_glow, env_fade, env_laser, env_render, env_sprite, env_smoke, gibshooter, path_track, path_corner.
// --------------------------------------------------------------------------------
// Aug 2nd, 2002 - tommy (0.7.8enhanced)
// - added sound choices to base trigger copied from button sound choices.
// - added body choice for use with scientist.mdl to hostage entity.
// - added sequence(string) to cycler_sprite to give control over model animations.
// - fixed some comment errors, also modified and added more to some entitys.
// --------------------------------------------------------------------------------
// April 29th, 2002 - tommy (0.7.8enhanced)
// - added notes on various entitys and choices from Lauri of Spirit of HL and from Waldo's
// various notes on DoD and CS fgds, as well as my own.
// - Removed renderfield string codes and replaced them with "Renderfields"
// baseclasses for cycler_wreckage,
// - env_fog upgraded to the choices/abilities other mods use, in case CS upgrades to full fog someday.
// - added property of "shade"(_diffuse_light) to light enviornment for adam foster's hack of HLRAD, so that
// shadows can be given a specific color.
// - added skins for "water" (-3), "slime" (-4), "lava" (-5) and "make ladder" (-16) to func_illusionary
// - added spawnflags "only trigger" (1) and "pressure" (4) to func_pushable as other ways to break it.
// - gave func_train ALL the same skins as func_illusionary & func_water, even though the skins work oddly for a train.
// - added skins "empty" (-1) and "ladder" (-16) to func_water. note "ladder" only works with non ! textures.
//-----------------------------------------------------------------------
// April 7th, 2002 - fjl (0.7.8)
// - Global baseclass is a single player map option. The following baseclasses and
// entities listed could support it so I added it to them.
// BASECLASSES: Breakable, door, Basetank and Trackchange
// SOLID ENTITIES func_button, func_conveyor, func_pendulum, func_plat,
// func_rot_button, func_rotating, func_tracktrain, func_train and func_wall
// - Added Master(string) to Basetank baseclass.
// - Removed renderfield string codes and replaced them with "Renderfields"
// baseclasses for cycle, cycler_sprite & button_target.
// - Added the Appearflags("Not in Deathmatch") option to these listed entities and
// baseclasses that where missing that parameter.
// BASECLASSES: playerclass, door
// ENTITIES: func_friction, func_pendulum, func_wall, infodecal
// - Gave func_breakable the ability to spawn a battery, healthkit or shotgun
// shells upon breaking. This options works a bit buggy since the spawned items
// will continue to respawn on its own after its been picked up. If the
// func_breakable is given a name, it will have the same effect as a
// MonsterMaker by spawning the object each time its triggered.
// Use this option wisely or only for single player maps.
// - Added missing ZHLT options to func_friction.
// - Added the "Instant Crowbar" flag to func_pushable. Not that this option is
// usable for this mod, but I added it so whoever does the next Half-Life FGD
// update, realizes that it supports that option.
// - Added missing Renderfields baseclass to func_rot_button.
// - Changed func_rotate to default to a speed of 50 instead of 0.
// - Added item_healthkit to game_player_equip.
// - Added ammo for the M249 Para on game_player_equip. Thanks to [B.o.G]doom for
// this information.
// - Added some extra information to the game_player_equip entity.
// - Added character limit number for the "game_text" entity on its message string.
// - Added "Renderfields" baseclass to hostage_entity. This allows the option for
// hostages to be transparent, distorted, flickering or any of those other effects.
// - Added "Renderfields" baseclass to item_healthkit, item_longjump and item_battery.
// - Fixed light_spot bug where its default color was yellow instead of white.
// - Gave Light_Environment the "Initially Dark" flag.
// - Added "Appearance" effects to light_environment. This allows light_environment
// to have the strobe and flicker light effects just incase you want to give
// players an epileptic seizure while they play your map :)
// Appearance's effect will not work if light_environment is given a name.
// - Added "Custom Appearance" to light_environment. This option does require the
// entity to have a name for it to work.
// - Added the "target" field to light_environment. Add the light_environment
// entity, and in the target field, add the name of its target(another entity).
// Light_environment will now emit light in that direction from all sky brushes.
// This should save time from trying to figure out the annoying angles and pitches.
// - Added monster_scientist entity. Works the same as hostage_entity except that
// it uses the scientist model. The scientist type(luther, einstein, etc.) is
// also selectable. While it is possible to change hostage_entity into the
// scientist model, a specific scientist type is not selectable.
// Only monster_scientist has that option, which is why I added it.
// - Added the sprite color to the multisource and multi_manager entities so they
// are the same as Half-Life's FGD.
// - Added "Global State Master" to trigger_auto.
// - Fixed bug on trigger_counter, where field options repeated themselves.
// This same bug seems to be plaguing all the other FGD's. Whoever plans to
// updates those other FGD files should take note of it.
// - Added "Level Fade In" and "CD track to play" to WorldSpawn. These options
// should only be used for single player maps.
// - Changed the baseclass name, zhltlightflags to ZHLT.
// - Rearranged some of the entities code so that the most common fields and
// options come before the other options. It was annoying having to scroll to
// the bottom just to find out what some of them trigger or what their names are.
// The Name of the entity should always come first and the other important
// options right after. Something in the fashion listed below, that is, if they
// contain those fields.
// ------------------------
// Name
// Global Entity Name
// Master
// Target
// Trigger delay
// Pitch Yaw Roll (Y Z X)
// Render FX
// Render Mode
// FX Amount(1 - 255)
// FX Color (R G B)
// Light Flags (ZHLT 2.2+)
// Light Origin (ZHLT 2.2+)
// ------------------------
// Not all of them are exactly in this order since that would require re-writing
// the whole FGD file, but I did manage to rearrange them to some extent for the
// following baseclasses and entities listed below.
// BASECLASSES: breakable, gibshooterbase and trigger
// ENTITIES: env_sprite, func_button, func_door_rotating, func_pendulum,
// func_platrot, func_rot_button, func_rotating, func_tracktrain, func_vehicle,
// game_counter, game_counter_set, game_player_hurt, game_player_team,
// info_teleport_destination, light, momentary_rot_button, path_track,
// trigger_camera, trigger_changetarget, trigger_counter, trigger_hurt
// and xen entities
// - In order to help with the rearranging of the fields(read previous sentence), I
// had to create a Master Baseclass. These are the following baseclasses and
// entities that I removed the Master string from their code and replaced it with
// the Master baseclass.
// BASECLASSES: door and trigger
// ENTITIES: game_counter, game_counter_set, game_score, game_team_master,
// game_text, game_zone_player, trigger_hurt, func_button, func_rot_button,
// button_target and momentary_rot_button
// - Added some extra information to Basetank baseclass and func_rot_button entity.
// - Put line codes for trigger_gravity, func_wall, func_wall_toggle and func_water
// entities in alphabetical order.
// - Added some extra info to the previous update list and fixed some spelling errors.
// - Updated once again, "cs_fgd_readme.txt" and "INSTALL.TxT"
// -----------------------------------------------------------------------
// March 16th, 2002 - fjl (0.7.7)
// - Added the "New Level Unit" Option on WorldSpawn.
// - Added "weapon" baseclass.
// - Added "Appearflags" baseclass.
// - Added "Global" baseclass.
// - Changed ZHLT _fade option to default to 1.0 instead of 0
// - Changed ZHLT _falloff option to have a choice of "default," "linear," and "square."
// - Removed the zhlt_lightflags choices from the "breakable" baseclass. It didn't need it.
// - Added "Opaque + Concave Fix" to zhlt_lightflags.
// - Changed IS NOT LOOPED to NOT TOGGLED on ambient_generic
// - Removed ZHLT from func_wall_toggle. It caused ZHLT options to repeat.
// - Added a Targetname and ZHLT _fade and _falloff options to light_environment.
// - Changed light_environment so it defaults to an angle of 270 and pitch of -90.
// Similar to high noon sunlight.
// - Added the ZHLT _fade and _falloff options for light_spot.
// - Changed all light entities to start with a white brightness(255 255 255 200)
// instead of the annoying yellow color(255 255 128 200).
// - Added "Angular Velocity" to func_train. Angle does not reset with a new round.
// Hopefully VALVe will fix this in the future.
// - Changed trigger_gravity to display "Gravity (0.0-1)" instead of "Gravity (0-1)"
// - Added cycler entity.
// - Added cycler_wreckage. Seems its just a big smoke sprite used for machine wrecks
// so I edited it to not show the targetted sprite by default. If it does show the
// sprite, it will simply look like a sprite stuck inside the smoke stack. It was
// best to make it invisible. If a bigger sprite is used like say 320hud1.spr there
// will be a more spread out smoke stack. Bigger sprite = wider smoke stack.
// - Added env_fade.
// - Added env_fog in hopes to get VALVe to implement it for this mod and make it
// compatible for software and direct3d modes. Currently doesn't work with
// Counter-Strike version 1.3
// LIMITATIONS:
// Currently (as of Half-Life 1.1.0.8), objects outside of the 100% opacity range
// are still drawn and still contribute to the overall polygon count. This entity is
// still quite under development.
// The fog is only drawn in OpenGL mode. This means users who are viewing the level
// in Software or Direct3D rendering will not see the fog. For this reason, if you
// plan on releasing your map publicly, the env_fog entity should not be used as it
// will put OpenGL users at a disadvantage.
// - Added func_guntarget.
// - Added func_recharge and func_healthcharger. Currently the dmdelay,
// "Deathmatch recharge delay" does not work with CS 1.3. Hopefully
// this will be fixed in the future.
// - Added func_tanklaser
// - Removed func_tankrocket seeing as how CS cannot support the rocket entity.
// - Added all missing weapons for game_player_equip plus added item_longjump &
// item_battery including all weapon ammo. Almost did a complete re-write to this
// entity to make it alot easier to use. I just can't figure out nightvision goggles
// and ammo for the para. If you figure it out, please contact me. I would advice
// using this item to give players the longjump or the battery wisely. Those items
// do not magically dissapear like all the others. They will remain even after
// a round ends. Also, You can't give all weapons and items at one time. SO DON'T TRY!
// - Added gibshooter entity.
// - Added item_longjump, item_battery and item_healthkit entities. These respawn
// like in HL deathmatch. They might be a bit buggy though.
// - Added xen entities.
// - Rearranged the update list so the latest additions are on top.
// - Updated the "readme.txt" that comes with the zip file and renamed it to
// "cs_fgd_readme.txt" so it will not over write Worldcraft's "readme.txt" file.
// - Created an "install.txt" for the zip file.
// - Created a single player FGD file for anyone wanting to create training maps.
// It contains the level transition entities required to make such maps. Plus it
// contains many other entities that have some type of use on single player maps but
// are not supported for multiplayer maps. The file is named "cs-single_player.fgd"
// and it MUST be used alongside this FGD file. Read that FGD file to learn more.
//
// Jan 26, 2001 - Tim Holt (0.7.6)
// - Added "No Clients" check option to Trigger base class per suggestion/lead
// from Mataleone (cs mapping forum)
//-----------------------------------------------------------------------
// Jan 6, 2001 - Tim Holt (0.7.5)
// - Added new parameter options for game_player_equip to list all
// CS items in dialog, thus removing the need to turn off SmartEdit
// to configure.
// - Added new sprite for trigger_auto (green box with words "Trigger Auto")
//-----------------------------------------------------------------------
// 01/05/2001 - Morlam (0.7.4)
// - Added _fade and _falloff keys to the light_ entities. Need ZHLT 2.2+
//       for these to work.
// - Added light_origin key to the ZHLT Light Flags BaseClass. Again, you
//       need the latest version of Zoner's Tools for light_origin to work.
// - Moved circus and extra from the "Class Info" tab to the "Flags" tab.
// - Shortened the SmartEdit names of certain key/values in info_compile_params
//       so that they aren't cut off (at least, on my 800X600 screen on a 15 inch
//       monitor).
//
// 01/04/2001 - Morlam (0.7.3)
// - Arranged all the point entities in alphabetical order
// - Corrected a typo in hostage_entity: "Orange Suit Worker" from
//       "Orange Suite Worker".
// - Changed func_water default WaveHeight to 0
// - Added ZHLT Light Flags to func_plat, _pendulum and _vehicle
// - Under info_compile_params:
//              - Changed extra to choices instead of a string; default is now 0
//              - Changed extra to read: "Enable Extra mode in HLRAD?"
//              - Added hullfile, chop, texchop, circus, and dscale keys
//              - Added "No Clip" flag under Run BSP in the spawnflags
// - Under info_lights_rad:
//              - added radfile key/value, specifies custom texture light file
//-----------------------------------------------------------------------
// 01/01/2001 - Tim Holt (0.7.2)
// - Added new dropdown to hostage entity, so you can choose hostage skin
// directly by name (orange suit guy or tie guy)
// - Removed commented out "master" option for game_zone_player. It was
// commented out from the original HL FGD for some reason. Not sure why
// or if maybe there is a problem with it?
//-----------------------------------------------------------------------
// 12/31/2000 - Tim Holt (0.7.1)
// - Added new sprites for all the Game entities
// - Added new sprite for Player Weapon Strip
// - Added new sprite for Trigger_Relay
// - Added new sprite for Trigger_ChangeTarget
//-----------------------------------------------------------------------
// Original changes by Tim Holt (0.7.0)
// - Added new Trigger Changetarget sprite (green cube w/words)
// - Added new Info Target sprite (bullseye)
// - Added new trigger_camera sprite (Video camera)
// - Added new Multi Manager sprite (box w/arrows coming out of it)
// - Added new "Cycler Sprite" sprite (box w/arrow circle around it)
// - Added replacement ambient_generic sprite (changed from speaker to speaker
// with words "Ambient Generic" around it")
// - Added replacement env_sound sprite (changed from speaker to speaker
// with words "Env Sound" around it")
// - Added replacement light_spot sprite (changed from lightbulb to spotlight)
// - Added replacement Light Environment sprite (changed from lightbulb to sun)
// - Added all the "game_*" entities
// - Added info_compile_params and info_lights_rad entities. Idea is to
// get someone like Zoner to implement support for them in Zoners, or
// build support for them into a compile tool like Q2Beaver, HLCC, etc.
// - Added env_funnel
// - Added trigger_gravity
// - Added player_weaponstrip
// - Put Zoners RAD option (that allow solid (func_) based ents to cast
// shadows) into a number of new additional items that can support it.
// Use with caution, as for example a func_pushable can cast a shadow now,
// but if you push it, the shadow stays behind :^)
//
// --------------------------------------------------------------------------------
//
// ---------------------------------------------------------------------------------
// Note: I have not fully tested the support of ALL the game_ entities in
// CS. I DO know that some work thru experimentation. Let me know if you
// find interesting things about these little known and used entities in CS.
// ---------------------------------------------------------------------------------


//
// Worldspawn
//

@SolidClass = worldspawn : "World entity"
[
       message(string) : "Map Description / Title"
       skyname(string) : "environment map (cl_skyname)"
       sounds(integer) : "CD track to play" : 0
       light(integer) : "Default light level" : 0
       WaveHeight(string) : "Default Wave Height" : "0"
       MaxRange(string) : "Max viewable distance" : "4096"
       startdark(choices) : "Level Fade In" : 0 =
       [      
              0 : "No"
              1 : "Yes"
       ]
       newunit(choices) : "New Level Unit" : 0 =
       [
              0 : "No, keep current"
              1 : "Yes, clear previous levels"
       ]
]

//
// BaseClasses
//

@BaseClass = Angles
[
       angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
]

@BaseClass = Appearflags
[
       spawnflags(Flags) =
       [
              2048 : "Not in Deathmatch" : 0
       ]
]

@BaseClass = Master
[
       master(string) : "Master"
]

@BaseClass = Target
[
       target(target_destination) : "Target"
]

@BaseClass = Targetname
[
       targetname(target_source) : "Name"
]

@BaseClass base(Target) = Targetx
[
       delay(string) : "Delay before trigger" : "0"
       killtarget(target_destination) : "KillTarget"
]

@BaseClass = RenderFxChoices
[
       renderfx(choices) :"Render FX" : 0 =
       [
              0: "Normal"
              //* Additive or Texture mode only.
              1: "Slow Pulse"
              //* Additive or Texture mode only.
              2: "Fast Pulse"
              //* Additive or Texture mode only.
              3: "Slow Wide Pulse"
              //* Additive or Texture mode only.
              4: "Fast Wide Pulse"
              9: "Slow Strobe"
              10: "Fast Strobe"
              11: "Faster Strobe"
              12: "Slow Flicker"
              13: "Fast Flicker"
//*These don't seem to do anything. Correct me if I'm wrong...
//*              5: "Slow Fade Away"
//*              6: "Fast Fade Away"
//*              7: "Slow Become Solid"
//*              8: "Fast Become Solid"
//* Constant Glow only affects the Glow rendermode. With this setting, Glow mode behaves
//* exactly like Additive mode - except that (as is usual for Glow mode) the sprite isn't
//* obscured by intervening sprites or models. (Hmm. Call me slow, but..... how is this
//* useful?)
              14: "Constant Glow (Sprites)"
              15: "Distort (Models)"
              16: "Hologram (Distort + fade)"
//* Strange effect. As seen, briefly, when a Gargantua dies.
       ]
]

@BaseClass base(RenderFxChoices) = RenderFields
[
       rendermode(choices) : "Render Mode" : 0 =
       [
              0: "Normal - no light"
              //* For BSP objects, the object will be rendered as a pure area of whatever
              //* color is specified in FX Color.
              //* For models and sprites, this is the same as Normal mode.
              1: "Pure Color"
              //* For BSP objects, the object will be rendered without shadows.
              //* For models and sprites, this is the same as Normal mode, except that the Pulse
              //* renderfx settings work.
              2: "Texture - some light"
              //* Like additive, but as the player gets further from the sprite, it gets
              //* progressively larger and more transparent. The sprite is also not obscured by
              //* intervening models, which can sometimes look bad.
              //* Alphatest sprites won't use their masks in this mode.
              3: "Glow (sprites only)"
              //* For BSP objects, this only affects textures beginning with {. Blue pixels
              //* will be transparent; non-blue pixels will be solid.
              //* For models, this mode is the same as Normal mode.
              //* For sprites, this mode is for displaying sprites in Indexalpha mode - i.e.
              //* the palette positions are used as opacity settings; 0 for fully transparent,
              //* and 255 for fully opaque, regardless of what the palette colors actually are.
              //* The only palette colour that will be used is the last one, which sets the
              //* colour for the whole sprite. (Needless to say, this will look odd unless the
              //* sprite is designed to be displayed this way!)
              //* Oddly, Alphatest sprites won't use their masks in this mode.
              4: "Solid - no light"
              //* Only bright parts of the object are visible; darker parts are just more
              //* transparent, and black is not drawn. Useful for making lighting or hologram
              //* effects.
              5: "Additive"
       ]
       renderamt(integer) : "FX Amount (1 - 255)" : 255
       rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
]

// LRCHLT Texture light additions
// these will only work with advanced compiling tools that allow
// switchable texture lighting. note that lighting used by
// moveable entitys may be left behind!
//
@BaseClass = TexLightType
[
       style(choices) : "Texture Light Style" : 0 =
       [
              0 : "Normal"
              -3: "Switch with TL@name"
              1 : "Flicker A"
              2 : "Slow, strong pulse"
              3 : "Candle A"
              4 : "Fast strobe"
              5 : "Gentle pulse"
              6 : "Flicker B"
              7 : "Candle B"
              8 : "Candle C"
              9 : "Slow strobe"
              10: "Fluorescent flicker"
              11: "Slow pulse, noblack"
              12: "underwater weird & buggy"
       ]
]

@BaseClass = Global
[
       globalname(string) : "Global Entity Name"
]

@BaseClass base(Targetname, Global, Target, RenderFields, Angles) = BaseTank
[
       // Mainly for use with 1009 team settings (game_team_master)
       master(string) : "(Team) Master"
       spawnflags(flags) =
       [
              1 : "Active" : 0
              16: "Only Direct" : 0
              32: "Controllable" : 0
       ]
       yawrate(string) : "Yaw rate" : "30"
       yawrange(string) : "Yaw range" : "180"
       yawtolerance(string) : "Yaw tolerance" : "15"
       pitchrate(string) : "Pitch rate" : "0"
       pitchrange(string) : "Pitch range" : "0"
       pitchtolerance(string) : "Pitch tolerance" : "5"
       barrel(string) : "Barrel Length" : "0"
       barrely(string) : "Barrel Horizontal" : "0"
       barrelz(string) : "Barrel Vertical" : "0"
       spritesmoke(sprite) : "Smoke Sprite" : ""
       spriteflash(sprite) : "Flash Sprite" : ""
       spritescale(string) : "Sprite scale" : "1"
       rotatesound(sound) : "Rotate Sound" : ""
       firerate(string) : "Rate of Fire" : "1"
       bullet_damage(string) : "Damage Per Bullet" : "0"
       persistence(string) : "Firing persistence" : "1"
       firespread(choices) : "Bullet accuracy" : 0 =
       [
              0: "Perfect Shot"
              1: "Small cone"
              2: "Medium cone"
              3: "Large cone"
              4: "Extra-large cone"
       ]
       minRange(string) : "Minmum target range" : "0"
       maxRange(string) : "Maximum target range" : "0"
       _minlight(string) : "Minimum light level"
]

@BaseClass base(Targetname, Global) = Breakable
[
       target(target_destination) : "Target on break"
       delay(string) : "Delay before fire" : "0"
       health(integer) : "Strength" : 1
       material(choices) :"Material type" : 0 =
       [
              //* Gibs: models/glassgibs.mdl
              //* Break noise: debris/bustglassX.wav
              //* Bounce noise: debris/glassX.wav
              0: "Glass"
              //* Gibs: models/woodgibs.mdl
              //* Break noise: debris/bustcrateX.wav
              //* Bounce noise: debris/woodX.wav
              1: "Wood"
              //* Gibs: models/metalplategibs.mdl
              //* Break noise: debris/bustmetalX.wav
              //* Bounce noise: debris/metalX.wav
              2: "Metal"
              //* Gibs: models/fleshgibs.mdl
              //* Break noise: debris/bustfleshX.wav
              //* Bounce noise: debris/fleshX.wav
              3: "Flesh"
              //* Gibs: models/cindergibs.mdl
              //* Break noise: debris/bustconcreteX.wav
              //* Bounce noise: debris/concreteX.wav
              4: "Cinder Block"
              //* Gibs: models/ceilinggibs.mdl
              //* Break noise: debris/bustceilingX.wav
              //* Bounce noise: none
              5: "Ceiling Tile"
              //* Gibs: models/computergibs.mdl
              //* Break noise: debris/bustmetalX.wav
              //* Bounce noise: debris/woodX.wav
              //* Note: Generates sparks when damaged.
              6: "Computer"
              //* Gibs: models/glassgibs.mdl
              //* Break noise: debris/bustglassX.wav
              //* Bounce noise: debris/glassX.wav
              //* Note: Makes ricochet noises when damaged.
              7: "Unbreakable Glass"
              //* Gibs: models/rockgibs.mdl
              //* Break noise: debris/bustconcreteX.wav
              //* Bounce noise: debris/concreteX.wav
              8: "Rocks"
       ]
       explosion(choices) : "Gibs Direction" : 0 =
       [
              0: "Random"
              1: "Relative to Attack"
       ]      
       gibmodel(studio) : "Gib Model" : ""
       spawnobject(choices) : "Spawn On Break" : 0 =
       [
              0: "Nothing"
              1: "Battery"
              2: "Healthkit"
              9: "Shotgun Shells"
       ]
       explodemagnitude(integer) : "Explode Magnitude (0=none)" : 0
]

@BaseClass = BeamStartEnd
[
       LightningStart(target_destination) : "Start Entity"
       LightningEnd(target_destination) : "Ending Entity"
]

@BaseClass base(Targetname, Global, Master, RenderFields, Angles, Appearflags) = Door
[
       target(target_destination) : "Target"
       //*-----------------------------------------------------------------
       //*This delay only applies to the Target, not the Fire on Open/Close
       //*fields.
       //*-----------------------------------------------------------------
       delay(integer) : "Delay before fire" : 0
       killtarget(target_destination) : "KillTarget"
       speed(integer) : "Speed" : 100
       //* -----------------------------------------------------------------
       //* The number against each sound corresponds to the wav file played.
       //* e.g. Vacuum (4) plays "doors/doormove4.wav".
       //* -----------------------------------------------------------------
       movesnd(choices) : "Move Sound" : 0 =
       [
              0: "No Sound"
              1: "Servo (Sliding)"
              2: "Pneumatic (Sliding)"
              3: "Pneumatic (Rolling)"
              4: "Vacuum"
              5: "Power Hydraulic"
              6: "Large Rollers"
              7: "Track Door"
              8: "Snappy Metal Door"
              9: "Squeaky 1"
              10: "Squeaky 2"
       ]
       //* -----------------------------------------------------------------
       //* The number against each sound corresponds to the wav file played.
       //* e.g. Chunk (4) plays "doors/doorstop4.wav".
       //* -----------------------------------------------------------------
       stopsnd(choices) : "Stop Sound" : 0 =
       [
              0: "No Sound"
              1: "Clang with brake"
              2: "Clang reverb"
              3: "Ratchet Stop"
              4: "Chunk"
              5: "Light airbrake"
              6: "Metal Slide Stop"
              7: "Metal Lock Stop"
              8: "Snappy Metal Stop"
       ]
//* Setting wait to -1 also prevents the door from reversing when it comes into
//* contact with the player, as seen on the bunker door in Crossfire.
       wait(integer) : "delay before close, -1 stay open " : 4
       lip(integer) : "Lip" : 0
       dmg(integer) : "Damage inflicted when blocked" : 0
       message(string) : "Message if triggered"
       netname(string) : "Fire on Close"
       health(integer) : "Health (shoot open)" : 0
       spawnflags(flags) =
       [
              1 : "Starts Open" : 0
              4 : "Don't link" : 0
              8: "Passable" : 0
              32: "Toggle" : 0
//* Normally a named door, or a door with "use only" selected, won't open when touched.
              256: "Use Only" : 0
       ]
       locked_sound(choices) : "Locked Sound" : 0 =
       [
       //* The locked sound & sentence will be played if
       //* The player walks into a door which has a name.
       //* The number against each sound corresponds to the wav file played.
       //* e.g. Buzz (10) plays "buttons/button10.wav".

              0: "None"
              2: "Access Denied"
              8: "Small zap"
              10: "Buzz"
              11: "Buzz Off"
              12: "Latch Locked"
       ]
       unlocked_sound(choices) : "Unlocked Sound" : 0 =
       [
       //* The unlocked sound & sentence will be played whenever a door starts to open and whenever
       //* a button starts to push in. (They will never be played when a door starts to close, even if
       //* "Toggle" is selected.)
       //*
       //* The number against each sound (except lightswitch) corresponds to the wav file played.
       //* e.g. Buzz (10) plays "buttons/button10.wav".
              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"
       ]
       locked_sentence(choices) : "Locked Sentence" : 0 =
       [
       //* The letters correspond to the sentence group played (see sound/sentences.txt);
       //* e.g. Blast Door (NF) will cycle through NF0, NF1 and NF3.
              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 =
       [
       //* The letters correspond to the sentence group played (see sound/sentences.txt);
       //* e.g. Blast Door (EF) will cycle through EF0, EF1 and EF3.
              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"
]

@BaseClass size(-16 -16 -16, 16 16 16) base(Targetname, Angles) = gibshooterbase
[
       //* The number of pieces to create.
       m_iGibs(integer) : "Number of Gibs" : 3
       //* Delay (in seconds) between shots. If 0, all the gibs are fired at once.
       delay(string) : "Delay between shots" : "0"
       //* How fast the gibs are fired
       m_flVelocity(integer) : "Gib Velocity" : 200
       //* Course variance
       m_flVariance(string) : "Course Variance" : "0.15"
       //* Time in seconds for gibs to live, +/- 5%
       m_flGibLife(string) : "Gib Life" : "4"
       spawnflags(Flags) =
       [
              1 : "Repeatable"        : 0
       ]
]

//* Don't create a light whose name begins with "light" - a bug/feature in RAD means
//* that such a light won't be able to switch on and off.
@BaseClass = Light
[
       _light(color255) : "Brightness" : "255 255 255 200"
//* This field will have no effect on a dynamic (i.e. named) light.
       style(Choices) : "Appearance (no name allowed)" : 0 =
       [
              0 : "Normal"
              2 : "Slow, strong pulse"
              5 : "Gentle pulse"
              1 : "Flicker A"
              6 : "Flicker B"
              3 : "Candle A"
              7 : "Candle B"
              8 : "Candle C"
              4 : "Fast strobe"
              9 : "Slow strobe"
              10: "Fluorescent flicker"
              11: "Slow pulse, noblack"
       ]
       //* This field will have no effect on a static (i.e. nameless) light.
       //* 'a' is dark, 'm' is normal brightness, 'z' is full brightness.
       //* There's no support for a light to have a custom appearances when it's in a
       //* state other than 'on'. See trigger_lightstyle if you need this effect.
       pattern(string) : "Custom Appearance"
       _fade(string) : "Fade (ZHLT Only)" : "1.0"
       _falloff(Choices) : "Falloff (ZHLT Only)" : 0 =
       [
              0 : "Default"
              1 : "Inverse Linear"
              2 : "Inverse Square"
       ]
       spawnflags(Flags) =
[
1 : "Initially dark" : 0
]
]

@BaseClass = PlatSounds
[
       movesnd(choices) : "Move Sound" : 0 =
       [
              0: "No Sound"
              //* plats/bigmove1.wav
              1: "big elev 1"
              //* plats/bigmove2.wav
              2: "big elev 2"
              //* plats/elevmove1.wav
              3: "tech elev 1"
              //* plats/elevmove2.wav
              4: "tech elev 2"
              //* plats/elevmove3.wav
              5: "tech elev 3"
              //* plats/freightmove1.wav
              6: "freight elev 1"
              //* plats/freightmove2.wav
              7: "freight elev 2"
              //* plats/heavymove1.wav
              8: "heavy elev"
              //* plats/rackmove1.wav
              9: "rack elev"
              //* plats/railmove1.wav
              10: "rail elev"
              //* plats/squeekmove1.wav
              11: "squeek elev"
              //* plats/talkmove1.wav
              12: "odd elev 1"
              //* plats/talkmove2.wav
              13: "odd elev 2"
       ]
       stopsnd(choices) : "Stop Sound" : 0 =
       [
              0: "No Sound"
              //* plats/bigstop1.wav
              1: "big elev stop1"
              //* plats/bigstop2.wav
              2: "big elev stop2"
              //* plats/freightstop1.wav
              3: "freight elev stop"
              //* plats/heavystop2.wav
              4: "heavy elev stop"
              //* plats/rackstop1.wav
              5: "rack stop"
              //* plats/railstop1.wav
              6: "rail stop"
              //* plats/squeekstop1.wav
              7: "squeek stop"
              //* plats/talkstop1.wav
              8: "quick stop"
       ]
       volume(string) : "Sound Volume 0.0 - 1.0" : "0.85"
]

@BaseClass size(-16 -16 -36, 16 16 36) color(0 255 0) base(Angles, Appearflags) = PlayerClass []

@BaseClass base(Targetname, Global, RenderFields, PlatSounds) = Trackchange
[
       //* height is the distance the track/train will move. By default, the track starts in its top position
       //* and goes downward (This can be changed in the Flags section #8).
       height(integer) : "Travel altitude" : 0
       spawnflags(flags) =
       [
              //* Auto activate and relink may not be funcional
              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 is the amount in degrees the track will turn to line up with the new track.
       rotation(integer) : "Spin amount" : 0
       train(target_destination) : "Train to switch"
       //* toptrack is the Name (targetname) of the last path_corner-track in the upper area, or last area, of the track.
       toptrack(target_destination) : "Top track"
       //* bottomtrack is the Name (targetname) of the first path_corner-track in the lower area, or next area, of the track
       bottomtrack(target_destination) : "Bottom track"
       //* speed is the speed in units per second that the track platform will move downward.
       //* (If the #16 Rotate Only flag is set, this is just the speed of rotation).
       speed(integer) : "Move/Rotate speed" : 0
//*
//* The first path_track-corner should not have a Next stop target (target). Instead, where it says Fire on
//* dead end (netname), enter a value equal to the Name (targetname) of the func_trackautochange. Now, when
//* the train reaches the path_track-corner, it will stop, then activate the func_trackautochange.
//* When the it gets to the bottom, the train will continue on to the next path_track-corner defined
//* by Bottom track (bottomtrack) in the func_trackautochange properties.
//*
]

@BaseClass base(Targetname, Master, Target) = Trigger
[
       delay(string) : "Delay before trigger" : "0"
       killtarget(target_destination) : "Kill target"
       netname(target_destination) : "Target Path"
//* style commented out, seems to serve no purpose besides adding
//* to the lightdata load.
//*       style(integer) : "Style" : 32
       sounds(choices) : "Sound style" : 0 =
       [
              0: "No Sound, None"
              //* the rest of these may or may not work, copied from button
              1: "Big zap & Warmup"
              2: "Access Denied"
              3: "Access Granted"
              4: "Quick Combolock"
              5: "Power Deadbolt 1"
              6: "Power Deadbolt 2"
              7: "Plunger"
              8: "Small zap"
              9: "Keycard Sound"
              10: "Buzz"
              11: "Buzz Off"
              14: "Lightswitch"
       ]
       message(string) : "Message (set sound too)"
       spawnflags(flags) =
       [
//*              1: "monsters":0
              2: "No Players,entity only":0
              4: "Pushables": 0
       ]
]

@BaseClass size(-16 -16 0, 16 16 32) color(0 0 200) base(Targetname, Appearflags, Angles) = Weapon []

@BaseClass = ZHLT
[
       zhlt_lightflags(choices) :"Light Flags (Zhlt 2.2+)" : 0 =
       [
              0: "Normal"
              1: "Embedded Fix"
              2: "Opaque (Blocks Light)"
              3: "Opaque + Embedded Fix"
              6: "Opaque + Concave Fix"
       ]
       light_origin(string) : "Light Origin (Zhlt 2.2+)"
]

//
// Entities
//

@PointClass base(Targetname) iconsprite("sprites/CS/AmbientGeneric.spr") = ambient_generic : "Universal sound Ambient"
[
       message(sound) : "Path/filename.wav of WAV"
       health(integer) : "Volume (10 = loudest)" : 10
       preset(choices) :"Dynamic Presets" : 0 =
       [
              0: "None"
              1: "Huge Machine"
              2: "Big Machine"
              3: "Machine"
              4: "Slow Fade in"
              5: "Fade in"
              6: "Quick Fade in"
              7: "Slow Pulse"
              8: "Pulse"
              9: "Quick pulse"
              10: "Slow Oscillator"
              11: "Oscillator"
              12: "Quick Oscillator"
              13: "Grunge pitch"
              14: "Very low pitch"
              15: "Low pitch"
              16: "High pitch"
              17: "Very high pitch"
              18: "Screaming pitch"
              19: "Oscillate spinup/down"
              20: "Pulse spinup/down"
              21: "Random pitch"
              22: "Random pitch fast"
              23: "Incremental Spinup"
              24: "Alien"
              25: "Bizzare"
              26: "Planet X"
              27: "Haunted"
       ]
       volstart(integer) : "Start Volume" : 0
       fadein(integer) : "Fade in time (0-100)" : 0
       fadeout(integer) : "Fade out time (0-100)" : 0
//*main pitch frequency
       pitch(integer) : "Pitch (> 100 = higher)" : 100
//*begin pitch
       pitchstart(integer) : "Start Pitch" : 100
//*how fast to change from begin pitch to main pitch.
       spinup(integer) : "Spin up time (0-100)" : 0
//*how fast to go back down from main pitch to nothing.
       spindown(integer) : "Spin down time (0-100)" : 0
//*LFO = low frequency oscillator.
//*type of sound wave, sqr will jump back and forth between low and high pitch, tri has sharp transitions, and rnd has smooth transitions.
       lfotype(integer) : "LFO type 0)off 1)sqr 2)tri 3)rnd" : 0
//*rate is the frequency (how often the LFO effect repeats itself).
       lforate(integer) : "LFO rate (0-1000)" : 0
//*how much pitch change, This effect is commonly called "vibrato" in music and song.
       lfomodpitch(integer) : "LFO mod pitch (0-100)" : 0
//*how strong a "pulse" of volume rather than a wavering pitch.
       lfomodvol(integer) : "LFO mod vol (0-100)" : 0
//*cspinup is unknown to me.
       cspinup(integer) : "Incremental spinup count" : 0
       spawnflags(flags) =
       [
              1: "Play Everywhere" : 0
//*small is <~800 units range
              2: "Small Radius" : 0
//* Medium is the default radius, so ticking this does nothing. <~1250 units
              4: "Medium Radius" : 1
//*large is <~2000 units range
              8: "Large Radius" : 0
              16:"Start Silent":0
              32:"Not Toggled":0
       ]
]

@PointClass base(Angles) iconsprite("sprites/CS/Armoury.spr") size(-16 -16 0, 16 16 16) = armoury_entity : "Items in the armoury"
[
       item(choices) : "Item" : 0 =
       [
              0: "weapon_mp5navy"
              1: "weapon_tmp"
              2: "weapon_p90"
              3: "weapon_mac10"
              4: "weapon_ak47"
              5: "weapon_sg552"
              6: "weapon_m4a1"
              7: "weapon_aug"
              8: "weapon_scout"
              9: "weapon_g3sg1"
              10: "weapon_awp"
              11: "weapon_m3"
              12: "weapon_xm1014"
              13: "weapon_m249"
              14: "weapon_flashbang"
              15: "weapon_hegrenade"
              16: "item_kevlar"
              17: "item_assaultsuit"
              18: "weapon_smokegrenade"
       ]
//*
//*note: count always resets to only one item after first round
//*
       count(integer) : "Count" : 1
]

@PointClass base(Targetname, Angles, RenderFields) size(-16 -16 0, 16 16 72) iconsprite("sprites/CS/monster.spr") = cycler : "Monster Cycler"
[
       model(studio) : "Model"
]

@PointClass base(Targetname, Angles, RenderFields) iconsprite("sprites/CS/CyclerSprite.spr") = cycler_sprite : "Sprite Cycler"
[
       model(sprite) : "Sprite/model path/name"
       sequence(string) : "model only sequence # of animation" : ""
       framerate(integer) : "Frames per second" : 10
]

@PointClass sprite() base(Targetname, Angles, RenderFields) size(-4 -4 -4, 4 4 4) iconsprite("sprites/CS/wreck.spr") = cycler_wreckage : "Wreckage"
[
       framerate(string) : "Framerate" : "10.0"
       model(sprite) : "Sprite Name" : "sprites/dot.spr"
       scale(string) : "Scale" : "1.0"
       spawnflags(flags) =
       [
              32: "Toggle" : 0
              64: "Start ON" : 0
       ]
]

//
// Environmental effects
//

//* the beam can lead to network lag due to continous changing animation.
@PointClass base(Targetname, BeamStartEnd, RenderFxChoices) size(-16 -16 -16, 16 16 16) iconsprite("sprites/CS/beam.spr") = env_beam : "Energy Beam Effect"
[
       renderamt(integer) : "Brightness (1 - 255)" : 100
       rendercolor(color255) : "Beam Color (R G B)" : "0 0 0"
       //* If you only give the beam one endpoint, then radius will specifies how
       //* far away the other endpoint should be (randomly) placed.
       Radius(integer) : "Radius" : 256
       life(string) : "Life (seconds 0 = infinite)" : "1"
       BoltWidth(integer) : "Width of beam (pixels*0.1 0-255)" : 20
       NoiseAmplitude(integer) : "Amount of noise (0-255)" : 0
       texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr"
       TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35
       framerate(integer) : "Frames per 10 seconds" : 0
       framestart(integer) : "Starting Frame" : 0
       StrikeTime(string) : "Strike again time (secs)" : "1"
       damage(string) : "Damage / second" : "0"
       spawnflags(flags) =
       [
              //* This is the default unless you specify a name.
              1 : "Start On"              : 0
              2 : "Toggle"              : 0
              4 : "Random Strike"       : 0
              //* Makes the beam form a circle, with a diameter that stretches between the two endpoints.
              //* For some unknown reason, both endpoints must have a model.
              //* NB: because the beam will stretch between the origins of the two entities, you'll
              //* need to give each endpoint an origin brush.
              8 : "Ring"                     : 0
              16: "StartSparks"              : 0
              32: "EndSparks"              : 0
              64: "Decal End"              : 0
              //* The beam fades in from nothing, like a tracer bullet.
              128: "Fade Start"              : 0
              256: "Fade End"              : 0
       ]
]

@PointClass base(Targetname, Angles) size(-4 -4 -4, 4 4 4) = env_beverage : "Beverage Dispenser"
[
       health(integer) : "Capacity" : 10
       skin(choices) : "Beverage Type" : 0 =
       [
              0 : "Coca-Cola"
              1 : "Sprite"
              2 : "Diet Coke"
              3 : "Orange"
              4 : "Surge"
              5 : "Moxie"
              6 : "Random"
       ]
]

@PointClass base(Targetname, Angles) size(-16 -16 -16, 16 16 16) color(255 0 0) iconsprite("sprites/CS/blood.spr") = env_blood : "Blood Effects"
[
       color(choices) : "Blood Color" : 0 =
       [
              0 : "Black/White blood with yellow decals"
              1 : "Yellow blood with yellow decals"
              2 : "Red blood with red decals"
       ]
       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
       ]
]

//* Bubbles cannot drift sideways with this entity; use an env_model and
//* "valve/models/pipe_bubbles.mdl" instead.
@SolidClass base(Targetname) = env_bubbles : "Bubble Volume"
[
       density(integer) : "Bubble density" : 2
       frequency(integer) : "Bubble frequency" : 2
       current(integer) : "Speed of Current" : 0
       spawnflags(Flags) =
       [
              1 : "Start Off"        : 0
       ]
]

@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) iconsprite("sprites/CS/bang.spr") = env_explosion : "Explosion"
[
       iMagnitude(Integer) : "Magnitude" : 100
       spawnflags(flags) =
       [
              1: "No Damage" : 0
              2: "Repeatable" : 0
              4: "No Fireball" : 0
              8: "No Smoke" : 0
              16: "No Decal" : 0
              32: "No Sparks" : 0
       ]
]

@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = env_funnel : "Large Portal Funnel"
[
       spawnflags(flags) =
       [
              1: "Reverse" : 0
       ]
]

@PointClass base(Targetname) iconsprite("sprites/CS/EnvGlobal.spr") color(255 255 128) = env_global : "Global State"
[
       globalstate(string) : "Global State to Set"
       triggermode(choices) : "Trigger Mode" : 0 =
       [
              0 : "Off"
              1 : "On"
              2 : "Dead"
              3 : "Toggle"
       ]
       initialstate(choices) : "Initial State" : 0 =
       [
              0 : "Off"
              1 : "On"
              2 : "Dead"
       ]
       spawnflags(flags) =
       [
              1 : "Set Initial State" : 0
       ]
]

@PointClass sprite() base(Targetname, RenderFields) size(-4 -4 -4, 4 4 4) color(30 100 0) iconsprite("sprites/CS/envglow.spr") = env_glow : "Light Glow/Haze"
[
       model(sprite) : "model" : "sprites/glow01.spr"
       scale(integer) : "Sprite Scale" : 1
]

@PointClass base(Targetname) iconsprite("sprites/CS/fade.spr") = env_fade : "Screen Fade"
[
       spawnflags(flags) =
       [
              1: "Fade From" : 0
              2: "Modulate" : 0
              4: "Activator Only" : 0
       ]
       duration(string) : "Duration (seconds)" : "2"
       holdtime(string) : "Hold Fade (seconds)" : "0"
       renderamt(integer) : "Fade Alpha" : 255
       rendercolor(color255) : "Fade Color (R G B)" : "0 0 0"
]

//* NOT YET SUPPORTED BY COUNTER-STRIKE AS OF VERSION 1.3 WITH HALF-LIFE VERSION 1.1.0.8
@PointClass base(Targetname) = env_fog : "Global Fog Properties"
[
       fadein(integer) : "Fade in time" : 0
       holdtime(string) : "Hold time (0 = permanent)" : "0"
       fadeout(integer) : "Fade out time" : 0
       startdist(integer) : "Fog start position" : 0
enddist(integer) : "Fog end position" : 1000
       rendercolor(color255) : "Fog Color (R G B)" : "255 255 255"
       spawnflags(flags) =
       [
              1 : "Start active" : 0
       ]
]

//*may cause network lag due to changing animation.
@PointClass base(Targetname, RenderFxChoices, Angles) size(-16 -16 -16, 16 16 16) iconsprite("sprites/CS/laser.spr") = env_laser : "Laser Beam Effect"
[
       LaserTarget(target_destination) : "Target of Laser"
       renderamt(integer) : "Brightness (1 - 255)" : 100
       rendercolor(color255) : "Beam Color (R G B)" : "0 0 0"
       width(integer) : "Width of beam (pixels*0.1 0-255)" : 20
       NoiseAmplitude(integer) : "Amount of noise (0-255)" : 0
       texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr"
       EndSprite(sprite) : "End Sprite" : ""
       TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35
       framestart(integer) : "Starting Frame" : 0
       damage(string) : "Damage / second" : "100"
       spawnflags(flags) =
       [
              1 : "Start On" : 0
              16: "StartSparks" : 0
              32: "EndSparks" : 0
              64: "Decal End" : 0
       ]
]

@PointClass base(Targetname, Target) iconsprite("sprites/CS/Announcement.spr") = env_message : "HUD Text Message"
[
       message(string) : "Message Name"
       spawnflags(flags) =
       [
              1: "Play Once" : 0
              2: "All Clients" : 0
       ]
       messagesound(sound) : "Sound effect"
       messagevolume(string) : "Volume 0-10" : "10"
       messageattenuation(Choices) : "Sound Radius" : 0 =
       [
//*small is <~800 units range
              0 : "Small Radius"
//*medium is <~1250 units range
              1 : "Medium Radius"
//*large is <~2000 units range
              2 : "Large Radius"
              3 : "Play Everywhere"
       ]
]

//*beta tested by [dmv]Cross, works in STEAM CS 1.6
@PointClass base(Targetname) = env_rain : "rain Properties"
[]

@PointClass base(Targetname, Target, RenderFields) size(-16 -16 -16, 16 16 16) color(100 100 0) iconsprite("sprites/CS/render.spr") = env_render : "Render Controls"
[
       spawnflags(flags) =
       [
              1: "No Renderfx" : 0
              2: "No Renderamt" : 0
              4: "No Rendermode" : 0
              8: "No Rendercolor" : 0
       ]
]

@PointClass base(Targetname) = env_shake : "Screen Shake"
[
       spawnflags(flags) =
       [
              1: "GlobalShake" : 0
       ]
       amplitude(string) : "Amplitude 0-16" : "4"
       radius(string) : "Effect radius" : "500"
       duration(string) : "Duration (seconds)" : "1"
       frequency(string) : "0.1 = jerk, 255.0 = rumble" : "2.5"
]

@PointClass base(gibshooterbase, RenderFields) size(-16 -16 -16, 16 16 16) = env_shooter : "Model Shooter"
[
       shootmodel(studio) : "Model" : ""
       shootsounds(choices) :"Material Sound" : -1 =
       [
              -1: "None"
              //* debris/glass1-4.wav
              0: "Glass"
              //* debris/wood1-4.wav
              1: "Wood"
              //* debris/metal1-6.wav
              2: "Metal"
              //* debris/flesh1-7.wav
              3: "Flesh"
              //* debris/concrete1-3.wav
              4: "Concrete"
       ]
       scale(string) : "Gib Scale" : ""
       skin(integer) : "Gib Skin" : 0
]

@PointClass base(Targetname) size(-4 -4 -4, 4 4 4) color(30 100 0) iconsprite("sprites/CS/smoke.spr") = env_smoker : "Smoke"
[
       health(integer) : "Strength" : 1
       scale(integer) : "Smoke Scale" : 1
]

//*
//*this changes sound for the player UNTIL IT IS RESET by another env sound. make sure you reset it!
//*
@PointClass iconsprite("sprites/CS/EnvSound.spr") = env_sound : "DSP Sound"
[
       radius(integer) : "Radius" : 128
       roomtype(Choices) : "Room Type" : 0 =
       [
              0 : "Normal (off)"
              1 : "Generic"
             
              2 : "Metal Small"
              3 : "Metal Medium"
              4 : "Metal Large"
      
              5 : "Tunnel Small"
              6 : "Tunnel Medium"
              7 : "Tunnel Large"
      
              8 : "Chamber Small"
              9 : "Chamber Medium"
              10: "Chamber Large"

              11: "Bright Small"
              12: "Bright Medium"
              13: "Bright Large"

              14: "Water 1"
              15: "Water 2"
              16: "Water 3"

              17: "Concrete Small"
              18: "Concrete Medium"
              19: "Concrete Large"

              20: "Big 1"
              21: "Big 2"
              22: "Big 3"

              23: "Cavern Small"
              24: "Cavern Medium"
              25: "Cavern Large"

              26: "Weirdo 1"
              27: "Weirdo 2"
              28: "Weirdo 3"
       ]
]

//*beta tested by [dmv]Cross, works in STEAM CS 1.6
@PointClass base(Targetname) = env_snow : "snow Properties"
[]

@PointClass base(Targetname, Angles) size(-16 -16 -16, 16 16 16) iconsprite("sprites/CS/EnvSpark.spr") = env_spark : "Spark"
[
       MaxDelay(string) : "Max Delay" : "0"
       spawnflags(flags) =
       [
              32: "Toggle" : 0
              64: "Start ON" : 0
       ]
]

@PointClass sprite() base(Targetname, Angles, RenderFields) size(-4 -4 -4, 4 4 4) iconsprite("sprites/CS/sprite.spr") = env_sprite : "Still Sprite Effect"
[
       framerate(string) : "Framerate" : "10.0"
       model(sprite) : "Sprite Name" : "sprites/glow01.spr"
       scale(integer) : "Scale" : 1
       spawnflags(flags) =
       [
              1: "Start on" : 0
              2: "Play Once" : 0
       ]
]


//
// game entities (requires Half-Life 1.0.0.9)
//

@PointClass base(Targetname, Master, Targetx) iconsprite("sprites/CS/GameCounter.spr") = game_counter : "Fires when it hits limit"
[
       spawnflags(flags) =
       [
              1: "Remove On fire" : 0
              2: "Reset On fire" : 1
       ]
       frags(integer) : "Initial Value" : 0
       health(integer) : "Limit Value" : 10
]

@PointClass base(Targetname, Master, Target) iconsprite("sprites/CS/GameCounterSet.spr") = game_counter_set : "Sets a game_counter"
[
       spawnflags(flags) =
       [
              1: "Remove On fire" : 0
       ]
       frags(integer) : "New Value" : 10
]

@PointClass base(Targetname) iconsprite("sprites/CS/GameEnd.spr") = game_end : "End this multiplayer game"
[
       master(string) : "Master"
]

//* buggy entity, must use with weapon strip to avoid giving duplicate
//* weapons to a player and causing a crash.
@PointClass base(Targetname) iconsprite("sprites/CS/GamePlayerEquip.spr") = game_player_equip : "Initial player equipment"
[
       master(string) : "Team Master"
       spawnflags(flags) =
       [
              1: "Use Only" : 0
       ]
       weapon_knife (choices) : "Give Knife" : 0 =
       [
              0: "No"
              1: "Yes"
       ]

       weapon_usp (choices) : "Give USP45 (45acp Calibre)" : 0 =
       [
              0: "No"
              1: "Yes"
       ]      

       weapon_glock18 (choices) : "Give Glock 18 (9mm Calibre)" : 0 =
       [
              0: "No"
              1: "Yes"
       ]      

       weapon_deagle (choices) : "Give Desert Eagle (50ae Calibre)" : 0 =
       [
              0: "No"
              1: "Yes"
       ]      

       weapon_p228 (choices) : "Give P-228 (357sig Calibre)" : 0 =
       [
              0: "No"
              1: "Yes"
       ]      

       weapon_elite (choices) : "Give Beretta Elites (9mm Calibre)" : 0 =
       [
              0: "No"
              1: "Yes"
       ]      

       weapon_fiveseven (choices) : "Give Five-Seven (57mm Calibre)" : 0 =
       [
              0: "No"
              1: "Yes"
       ]      

       weapon_m3 (choices) : "Give Benelli M3 (12 Gauge)" : 0 =
       [
              0: "No"
              1: "Yes"
       ]      

       weapon_xm1014 (choices) : "Give Benelli XM1014 (12 Gauge)" : 0 =
       [
              0: "No"
              1: "Yes"
       ]      

       weapon_mp5navy (choices) : "Give MP5/Navy (9mm Calibre)" : 0 =
       [
              0: "No"
              1: "Yes"
       ]      

       weapon_tmp (choices) : "Give TMP (9mm Calibre)" : 0 =
       [
              0: "No"
              1: "Yes"
       ]      

       weapon_p90 (choices) : "Give FN P90 (57mm Calibre)" : 0 =
       [
              0: "No"
              1: "Yes"
       ]

       weapon_mac10 (choices) : "Give Mac-10 (45acp Calibre)" : 0 =
       [
              0: "No"
              1: "Yes"
       ]      

       weapon_ump45 (choices) : "Give UMP 45 (45acp Calibre)" : 0 =
       [
              0: "No"
              1: "Yes"
       ]      

       weapon_ak47 (choices) : "Give AK-47 (762nato Calibre)" : 0 =
       [
              0: "No"
              1: "Yes"
       ]      

       weapon_sg552 (choices) : "Give SG552 (556nato Calibre)" : 0 =
       [
              0: "No"
              1: "Yes"
       ]      

       weapon_m4a1 (choices) : "Give M4A1 (556nato Calibre)" : 0 =
       [
              0: "No"
              1: "Yes"
       ]      

       weapon_aug (choices) : "Give Aug (556nato Calibre)" : 0 =
       [
              0: "No"
              1: "Yes"
       ]      

       weapon_scout (choices) : "Give Scout (762nato Calibre)" : 0 =
       [
              0: "No"
              1: "Yes"
       ]      

       weapon_awp (choices) : "Give AWP (338magnum Calibre)" : 0 =
       [
              0: "No"
              1: "Yes"
       ]      

       weapon_g3sg1 (choices) : "Give G3/SG-1 (762nato Calibre)" : 0 =
       [
              0: "No"
              1: "Yes"
       ]      

       weapon_sg550 (choices) : "Give SG550 (556nato Calibre)" : 0 =
       [
              0: "No"
              1: "Yes"
       ]      

       weapon_m249 (choices) : "Give M249 (556natobox Calibre)" : 0 =
       [
              0: "No"
              1: "Yes"
       ]      
       weapon_famas (choices) : "CS 1.6 Famas (762nato)" : 0 =
       [
              0: "No"
              1: "Yes"
       ]

       weapon_galil (choices) : "CS 1.6 Galil (556natobox)" : 0 =
       [
              0: "No"
              1: "Yes"
       ]

       weapon_shield (choices) : "CS 1.6 Police Riot Shield" : 0 =
       [
              0: "No"
              1: "Yes"
       ]
      
       item_kevlar (choices) : "Give Kevlar Vest" : 0 =
       [
              0: "No"
              1: "Yes"
       ]      

       item_assaultsuit (choices) : "Give Kevlar Vest+Ballistic Helmet" : 0 =
       [
              0: "No"
              1: "Yes"
       ]      

       weapon_flashbang (choices) : "Give Flash Bang" : 0 =
       [
              0: "No"
              1: "1"
              2: "2"
       ]      

       weapon_hegrenade (choices) : "Give High-Explosive Grenade" : 0 =
       [
              0: "No"
              1: "Yes"
       ]      

       weapon_smokegrenade (choices) : "Give Smoke Grenade" : 0 =
       [
              0: "No"
              1: "Yes"
       ]      

       item_thighpack (choices) : "Give Defuse Kit" : 0 =
       [
              0: "No"
              1: "Yes"
       ]      

       weapon_c4 (choices) : "Give C4 Plastique Bomb" : 0 =
       [
              0: "No"
              1: "Yes"
       ]      

       ammo_9mm (choices) : "Give 9mm Parabellum Ammo" : 0 =
       [
              0: "No"
              1: "1 Clip (30 Bullets Per Clip)"
              2: "2 Clips"
              3: "3 Clips (Fill Glock 18)"
              4: "4 Clips (Fill Elites, MP5 & TMP)"
       ]      

       ammo_45acp (choices) : "Give .45 ACP Ammo" : 0 =
       [
              0: "No"
              1: "1 Clip (12 Bullets Per Clip)"
              2: "2 Clips"
              3: "3 Clips"
              4: "4 Clips (Fill USP45)"
              5: "5 Clips"
              6: "6 Clips"
              7: "7 Clips"
              8: "8 Clips (Fill Mac-10)"
              9: "9 Clips (Fill UMP 45)"
       ]      

       ammo_50ae (choices) : "Give .50 Deagle Ammo" : 0 =
       [
              0: "No"
              1: "1 Clip (7 Bullets Per Clip)"
              2: "2 Clips"
              3: "3 Clips"
              4: "4 Clips"
              5: "5 Clips (Fill Desert Eagle)"
       ]      

       ammo_57mm (choices) : "Give 5.7mm Ammo" : 0 =
       [
              0: "No"
              1: "1 Clip (50 Bullets Per Clip)"
              2: "2 Clips (Fill Five-Seven & P90)"
       ]      

       ammo_357sig (choices) : "Give .357 SIG Ammo" : 0 =
       [
              0: "No"
              1: "1 Clip (13 Bullets Per Clip)"
              2: "2 Clips"
              3: "3 Clips"
              4: "4 Clips (Fill P-228)"
       ]      

       ammo_buckshot (choices) : "Give 12 Gauge Ammo" : 0 =
       [
              0: "No"
              1: "1 Clip (8 Shells Per Clip)"
              2: "2 Clips"
              3: "3 Clips"
              4: "4 Clips (Fill Benelli M3, XM1014)"
       ]      

       ammo_762nato (choices) : "Give 7.62mm NATO Ammo" : 0 =
       [
              0: "No"
              1: "1 Clip (30 Bullets Per Clip)"
              2: "2 Clips (Fill Scout & G3/S-G1)"
              3: "3 Clips (Fill AK-47)"
       ]      

       ammo_556nato (choices) : "Give 5.56mm NATO Ammo" : 0 =
       [
              0: "No"
              1: "1 Clip (30 Bullets Per Clip)"
              2: "2 Clips"
              3: "3 Fill SG552 M4A1 Aug SG550"
       ]      

       ammo_556natobox (choices) : "Give 5.56mm NATO Box Ammo" : 0 =
       [
              0: "No"
              1: "1 Clip (30 Bullets Per Clip)"
              2: "2 Clips"
              3: "3 Clips"
              4: "4 Clips"
              5: "5 Clips"
              6: "6 Clips"
              7: "7 Clips (Fill FN M249 Para)"

       ]      

       ammo_338magnum (choices) : "Give .338 AWP Ammo" : 0 =
       [
              0: "No"
              1: "1 Clip (10 Bullets Per Clip)"
              2: "2 Clips"
              3: "3 Clips (Fill AWP)"
       ]      

       item_healthkit (choices) : "Give Health Kit" : 0 =
       [
              0: "No"
              1: "1 Healthkit = 15 Health Points"
              2: "2 Healthkits = 30 Health Points"
              3: "3 Healthkits = 45 Health Points"
              4: "4 Healthkits = 60 Health Points"
              5: "5 Healthkits = 75 Health Points"
              6: "6 Healthkits = 90 Health Points"
              7: "7 Healthkits = 100 Health Points"
       ]      

       item_battery (choices) : "Give HL HEV Battery" : 0 =
       [
              0: "No"
              1: "1 Battery = 15 Kevlar Points"
              2: "2 Batteries = 30 Kevlar Points"
              3: "3 Batteries = 45 Kevlar Points"
              4: "4 Batteries = 60 Kevlar Points"
              5: "5 Batteries = 75 Kevlar Points"
              6: "6 Batteries = 90 Kevlar Points"
              7: "7 Batteries = 100 Kevlar Points"
       ]      

       item_longjump (choices) : "Give HL Long Jump Module" : 0 =
       [
              0: "No"
              1: "Yes (An Unrealistic Item)"
       ]      
]

@PointClass base(Targetname) iconsprite("sprites/CS/GamePlayerHurt.spr") = game_player_hurt : "Hurts player who fires"
[
       master(string) : "Master"
       dmg(string) : "Damage To Apply" : "999"
       spawnflags(flags) =
       [
              1: "Remove On fire" : 0
       ]
]

@PointClass base(Targetname) iconsprite("sprites/CS/GamePlayerTeam.spr") = game_player_team : "Allows player to change teams"
[
       master(string) : "Master"
       spawnflags(flags) =
       [
              1 : "Remove On fire" : 0
              2 : "Kill Player" : 0
              4 : "Gib Player" : 0
       ]
       target(string) : "game_team_master to use"
]

@PointClass base(Targetname) iconsprite("sprites/CS/GameScore.spr") = game_score : "Award/Deduct Points"
[
       master(string) : "Master"
       spawnflags(flags) =
       [
              1: "Allow Negative" : 0
              2: "Team Points" : 0
       ]

       points(integer) : "Points to add (+/-)" : 1
]

@PointClass base(Targetname, Master, Targetx) iconsprite("sprites/CS/GameTeamMaster.spr") = game_team_master : "Team based master/relay"
[
       spawnflags(flags) =
       [
              1: "Remove On fire" : 0
       ]
       triggerstate(choices) : "Trigger State" : 0 =
       [
              0: "Off"
              1: "On"
              2: "Toggle"
       ]
       teamindex(integer) : "Team Index (-1 = no team)" : -1
]

@PointClass base(Targetname, Master, Targetx) iconsprite("sprites/CS/GameTeamSet.spr") = game_team_set : "Sets team of team_master"
[
       spawnflags(flags) =
       [
              1: "Remove On fire" : 0
       ]
]

@PointClass base(Targetname, Master, Target) iconsprite("sprites/CS/GameText.spr") = game_text : "HUD Text Message"
[
       spawnflags(flags) =
       [
              1: "All Players" : 0
       ]
       message(string) : "Message Text (79 Char. Limit)"
       x(string) : "X (0 - 1.0 = left to right) (-1 centers)" : "-1"
       y(string) : "Y (0 - 1.0 = top to bottom) (-1 centers)" : "-1"
       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"
       fadeout(string) : "Fade Out Time" : "0.5"
       holdtime(string) : "Hold Time" : "1.2"
       fxtime(string) : "Scan time (scan effect only)" : "0.25"
       channel(choices) : "Text Channel" : 1 =
       [
              1 : "Channel 1"
              2 : "Channel 2"
              3 : "Channel 3"
              4 : "Channel 4"
       ]
]

@SolidClass base(Targetname) = game_zone_player : "Player Zone brush"
[
       master(string) : "Master"
       intarget(target_destination) : "Target for IN players"
       outtarget(target_destination) : "Target for OUT players"
       incount(target_destination) : "Counter for IN players"
       outcount(target_destination) : "Counter for OUT players"
]

@PointClass base(gibshooterbase) iconsprite("sprites/CS/gib.spr") = gibshooter : "Gib Shooter" []

@PointClass iconsprite("sprites/CS/Hostage.spr") base(PlayerClass, RenderFields) = hostage_entity : "Hostage"
[
       model(string) : "Model" : "models/hostage.mdl"
       skin(choices) : "Skin" : 0 =
       [
              0: "Orange Suit Worker"
              1: "Shirt & Tie"
       ]
       body(choices) : "Body type if scientist model" : 0 =
       [
              -1: "random"
              0: "default none"
              1: "einstien"
              2: "negro"
              3: "caucasian"
              4: "glasses"
       ]
]


//
// Info entities
//

@PointClass iconsprite("sprites/CS/BombTarget.spr") = info_bomb_target : "Bomb target point" []

// NOT YET SUPPORTED BY ZHLT OR ANY COMPILER FRONTEND, AS OF 01/05/2001
@PointClass iconsprite("sprites/CS/MapParams.spr") = info_compile_parameters : "Compile Options"
[
       texdata(string) : "Texture Data Memory" : "4096"
       estimate(choices) :"Estimate Compile Times?" : 0 =
       [
              0: "Yes"
              1: "No"
]
       bounce(integer) : "Number of radiosity bounces" : 0
       ambient(string) : "Ambient world light (0.0 to 1.0, R G B)" : "0 0 0"
       smooth(integer) : "Smoothing threshold (in degrees)" : 0
       dscale(integer) : "Direct Lighting Scale" : 1
       chop(integer) : "Chop Size" : 64
       texchop(integer) : "Texture Light Chop Size" : 32
       hullfile(string) : "Custom Hullfile"
       spawnflags(flags) =
       [
1 : "Run CSG" : 1
2 : " No Clip" : 0
4 : " Only Ents" : 0
8 : " No Sky Clip" : 0
32 : "Run BSP" : 1
64 : " Leak Only" : 0
128 : " No Clip"       : 0
              256 : "Run VIS" : 1
512 : " Fast " : 0
2048 : "Run RAD" : 1
4096 : " Sparse " : 0
       8192 : " Circus Mode" : 0
       16384 : " Extra Mode " : 0
       ]
             
]

@PointClass iconsprite("sprites/CS/HostageRescue.spr") = info_hostage_rescue : "Hostage rescue point" []

// NOT YET SUPPORTED BY ZHLT OR ANY COMPILER FRONTEND, AS OF 01/05/2001
@PointClass = info_lights_rad : "Lights RAD Override"
[
       spawnflags(flags) =
       [
1 : "Override?" : 1
       ]
]

@PointClass iconsprite("sprites/CS/MapParams.spr") = info_map_parameters : "Miscellaneous mapping parameters"
[
       buying(choices) : "Weapon_Buying" : 0 =
       [
              0: "Both teams can buy guns"
              1: "Only CT's can buy guns"
              2: "Only T's can buy guns"
              3: "Neither CT's nor T's can buy guns"
       ]
       bombradius(integer) : "Bomb Radius" : 500
]

@PointClass base(Targetname) iconsprite("sprites/CS/EnvTarget.spr") = info_null : "info_null (spotlight target)" []

@PointClass iconsprite("sprites/CS/Terrorist.spr") base(PlayerClass) = info_player_deathmatch : "Terrorist start" []

@PointClass iconsprite("sprites/CS/CT.spr") base(PlayerClass) = info_player_start : "Counter-terrorist start" []

@PointClass base(Targetname) size(-4 -4 -4, 4 4 4) color(200 100 50) iconsprite("sprites/CS/EnvTarget.spr") = info_target : "Beam Target" []

@PointClass size(-8 -8 0, 8 8 16) base(Targetname, PlayerClass) = info_teleport_destination : "Teleport destination" []

@PointClass iconsprite("sprites/CS/VIP.spr") base(PlayerClass) = info_vip_start : "VIP start" []

@PointClass decal() base(Targetname, Appearflags) = infodecal : "Decal"
[
       texture(decal)
]

//
// items
//

@PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx, RenderFields) = item_battery : "HEV battery" []
@PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx, RenderFields) = item_healthkit : "Small Health Kit" []
@PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx, RenderFields) = item_longjump : "Longjump Module" []

//
// Light entities
//

@PointClass iconsprite("sprites/lightbulb.spr") base(Targetname, Target, Light) = light : "Invisible lightsource" []

@PointClass base(Targetname, Target, Light) iconsprite("sprites/CS/LightEnvironment.spr") = light_environment : "Environment"
[
       angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 270 0"
       pitch(integer) : "Pitch" : -90
//Shade is used only by Adam Foster's hack of HLRAD to vary the color of shade.
       _diffuse_light(color255) : "Shade" : "255 255 128 200"
]

@PointClass base(Targetname, Target, Angles, Light) iconsprite("sprites/CS/LightSpot.spr") = light_spot : "Spotlight"
[
       pitch(integer) : "Pitch" : -90
       _cone(integer) : "Inner (bright) angle" : 30
       _cone2(integer) : "Outer (fading) angle" : 45
       _sky(Choices) : "Is Sky" : 0 =
       [
              0 : "No"
              1 : "Yes"
       ]
]

//* ------------------------------------------------------------------------------------------------------------
//* Triggers a sequence of up to 16 entities, at various time offsets.
//* To specify the list of entities for it to trigger, turn off Worldcraft's "smart edit" mode
//* and add fields manually. The name of the field is the targetname of the entity to trigger,
//* and the contents of the field are the time (in seconds) to wait before triggering it.
//*
//* Beware: the seconds countdown will continue thru round ends causing some events to happen into the next round.
//*------------------------------------------------------------------------------------------------------------
@PointClass base(Targetname) color(255 128 0) iconsprite("sprites/CS/multi_manager.spr") = multi_manager : "MultiTarget Manager"
[
       spawnflags(Flags) =
       [
              //* By default, a manager will ignore all inputs while it's performing a sequence.
              //* Tick this to allow more than one sequence to run at a time.
              1 : "multithreaded" : 0
       ]
]

//*
//*multiple inputs to one switch, the AND gate
//*
@PointClass base(Targetname, Target) color(128 255 128) iconsprite("sprites/CS/MultiSource.spr") = multisource : "Multisource"
[
       globalstate(string) : "Global State Master"
]

@PointClass base(Targetname, Angles) size(16 16 16) color(247 181 82) iconsprite("sprites/CS/PathCorner.spr") = path_corner : "Moving platform stop"
[
       spawnflags(Flags) =
       [
              1: "Wait for retrigger" : 0
              2: "Teleport to next corner" : 0
              4: "Fire once" : 0
       ]
       target(target_destination) : "Next stop target"
       message(target_destination) : "Fire On Pass"
       wait(integer) : "Wait here (secs)" : 0
//*if speed more than 2000 problems may result
       speed(integer) : "New Train Speed" : 0
       yaw_speed(integer) : "New Train rot. Speed" : 0
]

@PointClass base(Targetname) size(16 16 16) iconsprite("sprites/CS/PathCorner.spr") = path_track : "Train Track Path"
[
       target(target_destination) : "Next stop target"
       spawnflags(Flags) =
       [
              1: "Disabled" : 0
              2: "Fire once" : 0
              4: "Branch Reverse" : 0
              8: "Disable train" : 0
       ]
       message(target_destination) : "Fire On Pass"
       altpath(target_destination) : "Branch Path"
       netname(target_destination) : "Fire on dead end"
//if speed more than 2000 problems may result
       speed(integer) : "New Train Speed" : 0
]

@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) iconsprite("sprites/CS/PlayerWeaponStrip.spr") = player_weaponstrip : "Strips player's weapons" []

//
// Monsters
//

@PointClass iconsprite("sprites/CS/Hostage.spr") base(PlayerClass, RenderFields) size(-16 -16 0, 16 16 72) = monster_scientist : "Scientist Hostage"
[
body(Choices) : "Body" : -1 =
       [
              -1 : "Random"
              0 : "Glasses"
              1 : "Einstein"
              2 : "Luther"
              3 : "Slick"
       ]
]

//
// Trigger entities
//

//
//will only trigger ONCE per MAP, will not reset or retrigger for a new round!
//
@PointClass base(Targetx) iconsprite("sprites/CS/TriggerAuto.spr") = trigger_auto : "AutoTrigger"
[
       spawnflags(Flags) =
       [
              1 : "Remove On fire" : 1
       ]
       globalstate(string) : "Global State to Read"
       triggerstate(choices) : "Trigger State" : 0 =
       [
              0 : "Off"
              1 : "On"
              2 : "Toggle"
       ]
]

//
//before team selection, engine will cycle thru all camera views whether usable or not to show views of level.
//
@PointClass base(Targetname, Targetx) iconsprite("sprites/CS/TriggerCamera.spr") = trigger_camera : "Trigger Camera"
[
       wait(integer) : "Hold time" : 10
       moveto(string) : "Path Corner"
       spawnflags(flags) =
       [
              1: "Start At Player" : 1
              2: "Follow Player" : 1
              4: "Freeze Player" : 0
       ]
//
//note: max speed is 2000 or things go wrong
//
       speed(string) : "Initial Speed" : "0"
       acceleration(string) : "Acceleration units/sec^2" : "500"
       deceleration(string) : "Stop Deceleration units/sec^2" : "500"
]

//
//makes another trigger point to something different.
//
@PointClass base(Targetname, Targetx) iconsprite("sprites/CS/TriggerChangetarget.spr") = trigger_changetarget : "Trigger Change Target"
[
       m_iszNewTarget(string) : "New Target"
]

@SolidClass base(Trigger) = trigger_counter : "Trigger counter"
[
       spawnflags(flags) =
       [
              1 : "No Message" : 0
       ]
       count(integer) : "Count before activation" : 2
]

//
//gravity changes player state, will have to be reset to normal as player leaves low friction area.
//
@SolidClass base(Trigger) = trigger_gravity : "Trigger Gravity"
[
       gravity(integer) : "Gravity (0.0-1)" : 1
]

@SolidClass base(Targetname, Master, Target) = trigger_hurt : "Trigger player hurt"
[
       delay(string) : "Delay before trigger" : "0"
       spawnflags(flags) =
       [
              1: "Target Once" : 0
              2: "Start Off" : 0
              16:"FireClientOnly" : 0
              32:"TouchClientOnly" : 0
       ]
       dmg(integer) : "Damage" : 10
       damagetype(choices) : "Damage Type" : 0 =
       [
              0 : "GENERIC"
              1 : "CRUSH"
              2 : "BULLET"
              4 : "SLASH"
              8 : "BURN"
              16 : "FREEZE"
              32 : "FALL"
              64 : "BLAST"
              128 : "CLUB"
              256 : "SHOCK"
              512 : "SONIC"
              1024 : "ENERGYBEAM"
              16384: "DROWN"
              32768 : "PARALYSE"
              65536 : "NERVEGAS"
              131072 : "POISON"
              262144 : "RADIATION"
              524288 : "DROWNRECOVER"
              1048576 : "CHEMICAL"
              2097152 : "SLOWBURN"
              4194304 : "SLOWFREEZE"
       ]
]

@SolidClass base(Trigger) = trigger_multiple : "Trigger: Activate multiple"
[
       wait(integer) : "Delay before reset" : 10
]

@SolidClass base(Trigger) = trigger_once : "Trigger: Activate once" []

@SolidClass base(Trigger, Angles) = trigger_push : "Trigger player push"
[
       spawnflags(flags) =
       [
              1: "Once Only" : 0
              2: "Start Off" : 0
       ]
//
//speed of ~1000 needed to go up.
//
       speed(integer) : "Speed of push" : 40
]

@PointClass base(Targetname, Targetx) iconsprite("sprites/CS/TriggerRelay.spr") = trigger_relay : "Trigger Relay"
[
       spawnflags(flags) =
       [
              1: "Remove On fire" : 0
       ]
       triggerstate(choices) : "Trigger State" : 0 =
       [
              0: "Off"
              1: "On"
              2: "Toggle"
       ]
]

@SolidClass base(Trigger) = trigger_teleport : "Trigger teleport" []


//
// Function entities
//

@SolidClass = func_bomb_target : "Bomb target zone"
[
       target(target_destination) : "Target (when bomb blows)"
]

@SolidClass base(Breakable, RenderFields, ZHLT, TexLightType) = func_breakable : "Breakable Object"
[
       spawnflags(flags) =
       [
              1 : "Only Trigger" : 0
              2 : "Touch"       : 0
              4 : "Stand on Pressure is buggy" : 0
              256: "Instant Crowbar" : 1
       ]
       _minlight(string) : "Minimum light level" : "0"
]

@SolidClass base(Targetname, Global, Master, Target, RenderFields, Angles, ZHLT, TexLightType) = func_button : "Button"
[
       speed(integer) : "Speed" : 5
       netname(target_destination) : "Target Path"
       //* Path Target overrides Targetted Object
       health(integer) : "Health (shootable if > 0)" : 0
       lip(integer) : "Lip" : 0
       //* The number against each sound (except Lightswitch) corresponds to the wav file
       //* played. e.g. Buzz (10) plays "buttons/button10.wav".
       sounds(choices) : "Sounds" : 0 =
       [
              0: "None"
              1: "Big zap & Warmup"
              2: "Access Denied"
              3: "Access Granted"
              4: "Quick Combolock"
              5: "Power Deadbolt 1"
              6: "Power Deadbolt 2"
              7: "Plunger"
              8: "Small zap"
              9: "Keycard Sound"
              10: "Buzz"
              11: "Buzz Off"
              14: "Lightswitch"
       ]
       wait(integer) : "delay before reset (-1 stay)" : 3
       delay(string) : "Delay before trigger" : "0"
       spawnflags(flags) =
       [
              1: "Don't move" : 0
              32: "Toggle" : 0
              64: "Sparks" : 0
              256:"Touch Activates": 0
       ]
//* see baseclass door sound notes
       locked_sound(choices) : "Locked Sound" : 0 =
       [
              0: "None"
              2: "Access Denied"
              8: "Small zap"
              10: "Buzz"
              11: "Buzz Off"
              12: "Latch Locked"
       ]
       unlocked_sound(choices) : "Unlocked Sound" : 0 =
       [
              0: "None"
              1: "Big zap & Warmup"
              3: "Access Granted"
              4: "Quick Combolock"
              5: "Power Deadbolt 1"
              6: "Power Deadbolt 2"
              7: "Plunger"
              8: "Small zap"
              9: "Keycard Sound"
              10: "Buzz"
              13: "Latch Unlocked"
              14: "Lightswitch"
       ]
       locked_sentence(choices) : "Locked Sentence" : 0 =
       [
              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 =
       [
              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" : "0"
]

@SolidClass = func_buyzone : "Buy zone"
[
       team(choices) : "Team" : 0 =
       [
              0: "All teams (unassigned)"
              1: "Terrorist"
              2: "Counter-terrorist"
       ]
]

@SolidClass base(Targetname, Global, RenderFields, Angles, ZHLT, TexLightType) = func_conveyor : "Conveyor Belt"
[
       spawnflags(flags) =
       [
              1 : "No Push" : 0
              2 : "Not Solid" : 0
       ]
       speed(string) : "Conveyor Speed" : "100"
       _minlight(string) : "Minimum light level" : "0"
]

@SolidClass base(Door, ZHLT, TexLightType) = func_door : "Basic sliding door" []

@SolidClass base(Door, Angles, ZHLT, TexLightType) = func_door_rotating : "Rotating door"
[
       spawnflags(flags) =
       [
              2 : "Reverse Dir" : 0
              16: "One-way" : 0
              64: "X Axis" : 0
              128: "Y Axis" : 0
       ]
       distance(integer) : "Distance (deg)" : 90
]
//*may not work in LINUX system servers.
@SolidClass = func_escapezone : "Terrorist escape zone" []

//*
//* friction changes player state, will have to be reset to normal as player leaves low friction area.
//* 0% = No friction, 100% = Normal Friction
//*
@SolidClass base(RenderFields, ZHLT, Appearflags, TexLightType) = func_friction : "Surface with a change in friction"
[
       modifier(integer) : "Percentage of standard (0 - 100)" : 15
]

// Notes, from info by FJL:
// func_grencatch checks for what type grenade falls in its space. If for instance, func_grencatch
// is set up to check for a smokegrenade, then the smokegrenade must be thrown and
// land within the solid entities occupied space for it to trigger another entity.
// The hegrenade is buggy and does not work.
// I also do not really know what the "Disable On Grenade" field is for either.
// This entity actually will work on multiplayer games but will only function ONCE per MAP, not per round.

@SolidClass = func_grencatch : "Grenade Check"
[
triggerongrenade(string) : "Trigger When Grenade Hits"
       grenadetype(choices): "grenade type" : 0 =
       [
              0: "flash"
              1: "smoke"
       ]
disableongrenade(string) : "Disable On Grenade"
]

@SolidClass base(Targetname, Global, RenderFields, ZHLT, TexLightType) = func_guntarget : "Moving platform"
[
       target(target_source) : "First stop target"
       speed(integer) : "Speed (units per second)" : 100
       message(target_source) : "Fire on damage"
       health(integer) : "Damage to Take" : 0
       _minlight(string) : "Minimum light level" : "0"
]

@SolidClass base(Global, RenderFields, ZHLT, TexLightType) = func_healthcharger: "Wall health recharger"
[
       //* dmdelay may not work in CS
       dmdelay(integer) : "Deathmatch recharge delay" : 0
       _minlight(string) : "Minimum light level" : "0"
]

@SolidClass = func_hostage_rescue : "Hostage rescue zone" []

@SolidClass base(Targetname, RenderFields, ZHLT, TexLightType) = func_illusionary : "Fake Wall/Light"
[

       skin(choices) : "Contents" : -1 =
       [
              -1: "Empty"
              -3: "water"
              -4: "slime touch drown"
              -5: "lava touch fire death"
              -7: "Volumetric Light"
              -16: "make ladder"
       ]
       _minlight(string) : "Minimum light level" : "0"
]

//* Creates an invisible, climbable field.
@SolidClass base(Targetname) = func_ladder : "Ladder" []

@SolidClass base(Targetname) = func_mortar_field : "Mortar Field"
[
       m_flSpread(integer) : "Spread Radius" : 64
       m_iCount(integer) : "Repeat Count" : 1
       m_fControl(Choices) : "Targeting" : 0 =
       [
              0 : "Random"
              1 : "Activator"
              2 : "Table"
       ]
       m_iszXController(target_destination) : "X Controller"
       m_iszYController(target_destination) : "Y Controller"
]

//* Only partially implemented, some keys don't work properly.
//* NOTE: the continous changing animation can lead to lag.
@SolidClass base(Targetname, Global, Angles, RenderFields, ZHLT, Appearflags, TexLightType) = func_pendulum : "Swings back and forth"
[
       speed(integer) : "Speed" : 100
       distance(integer) : "Distance (deg)" : 90
       damp(integer) : "Damping (0-1000)" : 0
       dmg(integer) : "Damage inflicted when blocked" : 0
       spawnflags(flags) =
       [
              1: "Start ON" : 0
              8: "Passable" : 0
              16: "Auto-return" : 0
              64: "X Axis" : 0
              128: "Y Axis" : 0
       ]
       _minlight(string) : "Minimum light level" : "0"
//*       _minlight(integer) : "_minlight" : 0
]

@SolidClass base(Targetname, Global, RenderFields, PlatSounds, ZHLT, TexLightType) = func_plat : "Elevator"
[
       spawnflags(Flags) =
       [
              1: "Toggle" : 0
       ]
       height(integer) : "Travel altitude (can be negative)" : 0
       speed(integer) : "Speed" : 50
       _minlight(string) : "Minimum light level" : "0"
]      

@SolidClass base(Targetname, Global, Angles, RenderFields, ZHLT, TexLightType, PlatSounds) = func_platrot : "Moving Rotating platform"
[
       spawnflags(Flags) =
       [
              1: "Toggle" : 1
              64: "X Axis" : 0
              128: "Y Axis" : 0
       ]
       speed(integer) : "Speed of rotation" : 50
       height(integer) : "Travel altitude (can be negative)" : 0
       rotation(integer) : "Spin amount" : 0
       _minlight(string) : "Minimum light level" : "0"
]

@SolidClass base(Breakable, RenderFields, ZHLT, TexLightType) = func_pushable : "Pushable object"
[
       size(choices) : "Hull Size" : 0 =
       [
              0: "Point size"
              1: "Player size"
              2: "Big Size"
              3: "Player duck"
       ]
       spawnflags(flags) =
       [
              1 : "Only Trigger" : 0
              2 : "Broken on touch is buggy" : 0
              4 : "Pressure is buggy" : 0
128: "Breakable" : 1
              256: "Instant Crowbar" : 1
       ]
       friction(integer) : "Friction (0-400)" : 50
       buoyancy(integer) : "Buoyancy" : 20
       _minlight(string) : "Minimum light level" : "0"
]

@SolidClass base(Global, RenderFields, ZHLT, TexLightType) = func_recharge: "Battery recharger"
[
       dmdelay(integer) : "Deathmatch recharge delay" : 0
       _minlight(string) : "Minimum light level" : "0"
]

//* Like func_button, except it rotates.
@SolidClass base(Targetname, Global, Master, Target, Angles, RenderFields, ZHLT, TexLightType) = func_rot_button : "RotatingButton"
[
       delay(string) : "Delay before trigger" : "0"
       //* changetarget will change the button's target's TARGET field to the button's changetarget when button is pressed.
       changetarget(target_destination) : "ChangeTarget Name"
       speed(integer) : "Speed" : 50
       health(integer) : "Health (shootable if > 0)" : 0
       //* The number against each sound corresponds to the wav file
       //* played. e.g. Squeaky (1) plays "buttons/lever1.wav".
       sounds(choices) : "Sounds" : 21 =
       [
              21: "Squeaky"
              22: "Squeaky Pneumatic"
              23: "Ratchet Groan"
              24: "Clean Ratchet"
              25: "Gas Clunk"
       ]
       wait(choices) : "Delay before reset" : 3 =
       [
              -1: "Stays pressed"
              3: "3 sec default"
       ]
       distance(integer) : "Distance (deg)" : 90
       spawnflags(flags) =
       [
              1 : "Not solid" : 0
              2 : "Reverse Dir" : 0
              32: "Toggle" : 0
              64: "X Axis" : 0
              128: "Y Axis" : 0
              256:"Touch Activates": 0
       ]
       _minlight(string) : "Minimum light level" : "0"
]

@SolidClass base(Targetname, Global, Angles, RenderFields, ZHLT, TexLightType) = func_rotating : "Rotating Object"
[
       speed(integer)       : "Rotation Speed" : 0
       volume(integer) : "Volume (10 = loudest)" : 10
       fanfriction(integer) : "Friction (0 - 100%)" : 20
       //* The number against each sound corresponds to the wav file
       //* played. e.g. Slow Rush (2) plays "fans/fan2.wav".      
       sounds(choices) : "Fan Sounds" : 0 =
       [
              0 : "No Sound"
              1 : "Fast Whine"
              2 : "Slow Rush"
              3 : "Medium Rickety"
              4 : "Fast Beating"
              5 : "Slow Smooth"
       ]
       //* The sound to play while active. This will only be used if "Fan Sounds" is set to "No Sound".
       message(sound) : "WAV Name"
       spawnflags(flags) =
       [
              1 : "Start ON"               : 0
              2 : "Reverse Direction" : 0
              4 : "X Axis"               : 0
              8 : "Y Axis"               : 0
              16: "Acc/Dcc"              : 0
              32: "Fan Pain"              : 0
              64: "Not Solid"              : 0
              //* This, and the other "radius" settings, only affect the
              //* way the Fan Sounds are played; if you set a small radius,
              //* the sounds will only be audible near to the fan.
              128: "Small Radius" : 0
              256: "Medium Radius" : 0
              512: "Large Radius" : 1      
       ]
       _minlight(string) : "Minimum light level" : "0"
//*       _minlight(integer) : "_minlight" : 0
       spawnorigin(string) : "X Y Z - Move here after lighting" : "0 0 0"
       dmg(integer) : "Damage inflicted when blocked" : 0
]

@SolidClass base(BaseTank, ZHLT, TexLightType) = func_tank : "Brush MG Turret"
[
       bullet(choices) : "Bullets" : 0 =
       [
              0: "None"
              1: "9mm"
              2: "MP5"
              3: "12mm"
       ]
]

@SolidClass = func_tankcontrols : "Tank controls"
[
       target(target_destination) : "Tank entity name"
]

@SolidClass base(BaseTank, ZHLT, TexLightType) = func_tanklaser : "Brush Laser Turret"
[
       laserentity(target_source) : "env_laser Entity"
]

@SolidClass base(BaseTank, ZHLT, TexLightType) = func_tankmortar : "Brush Mortar Turret"
[
       iMagnitude(Integer) : "Explosion Magnitude" : 100
]

@SolidClass base(Trackchange) = func_trackautochange : "Automatic track changing platform"
[
       _minlight(string) : "Minimum light level" : "0"
]

@SolidClass base(Trackchange, ZHLT, TexLightType) = func_trackchange : "Train track changing platform"
[
       _minlight(string) : "Minimum light level" : "0"
]

@SolidClass base(Targetname, Global, Angles, RenderFields, ZHLT, TexLightType) = func_tracktrain : "Track Train"
[
       spawnflags(flags) =
       [
              1 : "No Pitch (X-rot)" : 0
              2 : "No User Control" : 0
              8 : "Passable" : 0
       ]
       target(target_destination) : "First stop target"
//*
//*if startspeed is not 0, then maybe no train sounds
//*
       //* The number against each sound corresponds to the wav file
       //* played. e.g. Rail 1 plays "plats/ttrain1.wav".
       sounds(choices) : "Sound" : 0 =
       [
              0: "None"
              1: "Rail 1"
              2: "Rail 2"
              3: "Rail 3"
              4: "Rail 4"
              5: "Rail 6"
              6: "Rail 7"
       ]
//*
//*distance between wheels relates to stability in turns
//*
       wheels(integer) : "Distance between the wheels" : 50
//*
//*relates to how high above track ORIGIN brush for train runs.
//*
       height(integer) : "Height above track" : 4
//*
//*note: max speed is >2000 or things go wrong
//*and if startspeed is not 0, then maybe no train sounds
//*
       startspeed(integer) : "Initial speed" : 0
       speed(integer) : "Speed (units per second)" : 64
       dmg(integer) : "Damage on crush" : 0      
       volume(integer) : "Volume (10 = loudest)" : 10
//*stabilty of turn Banking depends on distance between wheels
       bank(string) : "Bank angle on turns" : "0"
       _minlight(string) : "Minimum light level" : "0"
]


//* A func_train will not be rendered correctly once it has gone about
//* 4096 units from its spawn position (ie where it sits in worldcraft
//* space). An invisible func_train will still be correctly moving
//* around your train path, it is only the visible piece of the train
//* that gets 'stuck'.
//* So try having your train sitting in the middle of worldcraft's
//* space when you compile the level.
//*(note- a func_train gets its lighting info from where it sits when
//* compiled)
@SolidClass base(Targetname, Global, RenderFields, ZHLT, TexLightType) = func_train : "Moving platform"
[
       target(target_source) : "First stop target"
       movesnd(choices) : "Move Sound" : 0 =
       [
              0: "No Sound"
              //* plats/bigmove1.wav
              1: "big elev 1"
              //* plats/bigmove2.wav
              2: "big elev 2"
              //* plats/elevmove1.wav
              3: "tech elev 1"
              //* plats/elevmove2.wav
              4: "tech elev 2"
              //* plats/elevmove3.wav
              5: "tech elev 3"
              //* plats/freightmove1.wav
              6: "freight elev 1"
              //* plats/freightmove2.wav
              7: "freight elev 2"
              //* plats/heavymove1.wav
              8: "heavy elev"
              //* plats/rackmove1.wav
              9: "rack elev"
              //* plats/railmove1.wav
              10: "rail elev"
              //* plats/squeekmove1.wav
              11: "squeek elev"
              //* plats/talkmove1.wav
              12: "odd elev 1"
              //* plats/talkmove2.wav
              13: "odd elev 2"
       ]
       stopsnd(choices) : "Stop Sound" : 0 =
       [
              0: "No Sound"
              //* plats/bigstop1.wav
              1: "big elev stop1"
              //* plats/bigstop2.wav
              2: "big elev stop2"
              //* plats/freightstop1.wav
              3: "freight elev stop"
              //* plats/heavystop2.wav
              4: "heavy elev stop"
              //* plats/rackstop1.wav
              5: "rack stop"
              //* plats/railstop1.wav
              6: "rail stop"
              //* plats/squeekstop1.wav
              7: "squeek stop"
              //* plats/talkstop1.wav
              8: "quick stop"
       ]
//*
//*note: max speed is 2000 or things go wrong
//*
       speed(integer) : "Speed (units per second)" : 64
//*
//* avelocity is fixed speed of tumbling, cannot be changed in play
//*
       avelocity(string) : "Angular velocity (Y Z X)" : "0 0 0"
       dmg(integer) : "Damage on crush" : 0
       skin(choices) : "Contents (if not solid)" : 0 =
       [
              0: "default"
              -1: "if non solid Empty"
              -3: "if non solid swimable water"
//*
//*odd slime, lava and ladder can be used, but do not behave as other slime,lava,ladders.
//*
              -4: "if non solid odd slime"
              -5: "if non solid odd lava"
              -7: "if non solid Volumetric Light"
              -16: "if non solid odd ladder"
       ]
       volume(string) : "Sound Volume 0.0 - 1.0" : "0.85"
       spawnflags(flags) =
       [
              8 : "Not solid" : 0
       ]
       _minlight(string) : "Minimum light level" : "0"
]

@SolidClass = func_traincontrols : "Train Controls"
[
       target(target_destination) : "Train Name"
]

@SolidClass base(Targetname, Angles, RenderFields, ZHLT, TexLightType) = func_vehicle : "Drivable Vehicles"
[
       spawnflags(flags) =
       [
              1 : "No Pitch (X-rot)" : 0
              2 : "No User Control" : 0
              8 : "Passable" : 0
       ]
       target(target_destination) : "First stop target"
       sounds(choices) : "Sound" : 0 =
       [
              0: "None"
              1: "Vehicle 1"
              2: "Vehicle 2"
              3: "Vehicle 3"
              4: "Vehicle 4"
              5: "Vehicle 6"
              6: "Vehicle 7"
       ]
       length(integer) : "Length of the vehicle" : 256
       width(integer) : "Width of the vehicle" : 128
       height(integer) : "Height above track" : 4
//*
//*note: max speed is 2000 or things go wrong
//*
       startspeed(integer) : "Initial speed" : 0
       speed(integer) : "Speed (units per second)" : 64
       dmg(integer) : "Damage on crush" : 0      
       volume(integer) : "Volume (10 = loudest)" : 10
       bank(string) : "Bank angle on turns" : "0"
       _minlight(string) : "Minimum light level" : "0"
]

@SolidClass = func_vehiclecontrols : "Vehicle Controls"
[
       target(target_destination) : "Vehicle Name"
]

@SolidClass = func_vip_safetyzone : "VIP safety zone" []

@SolidClass base(Targetname, Global, RenderFields, ZHLT, TexLightType, Appearflags) = func_wall : "Wall"
[
       _minlight(string) : "Minimum light level" : "0"
]

@SolidClass base(func_wall) = func_wall_toggle : "Toggleable geometry"
[
       spawnflags(flags) =
       [
              1 : "Starts Invisible" : 0
       ]
]

@SolidClass base(Door) = func_water : "Liquid"
[
       spawnflags(flags) =
       [
              1 : "Starts Open" : 0
              256:"Use Only" : 0
       ]
       skin(choices) : "Contents" : -3 =
       [
              -1: "Empty"
              -3: "Water"
              -4: "Slime"
              -5: "Lava"
              -16: "ladder (only with non ! texture)"
       ]
       WaveHeight(string) : "Wave Height" : "0"
]


//
// Miscellaneous entities
//

@SolidClass base(Master, Target, Angles, RenderFields, ZHLT) = button_target : "Target Button"
[
       spawnflags(flags) =
       [
              1: "Use Activates" : 1
              2: "Start On" : 0
       ]
]

@SolidClass base(Door, ZHLT) = momentary_door : "Momentary/Continuous door"
[
       spawnflags(flags) =
       [
              1 : "Starts Open" : 0
       ]
]

@SolidClass base(Targetname, Master, Angles, RenderFields, ZHLT) = momentary_rot_button : "Direct wheel control"
[
       target(target_destination) : "Targetted object"
       speed(integer) : "Speed" : 50
       sounds(choices) : "Sounds" : 0 =
       [
              0: "None"
              1: "Big zap & Warmup"
              2: "Access Denied"
              3: "Access Granted"
              4: "Quick Combolock"
              5: "Power Deadbolt 1"
              6: "Power Deadbolt 2"
              7: "Plunger"
              8: "Small zap"
              9: "Keycard Sound"
              21: "Squeaky"
              22: "Squeaky Pneumatic"
              23: "Ratchet Groan"
              24: "Clean Ratchet"
              25: "Gas Clunk"
       ]
       distance(integer) : "Distance (deg)" : 90
       returnspeed(integer) : "Auto-return speed" : 0
       spawnflags(flags) =
       [
              1: "Door Hack" : 0
              2: "Not useable" : 0
              16: "Auto Return" : 0
              64: "X Axis" : 0
              128: "Y Axis" : 0
       ]
       _minlight(string) : "Minimum light level" : "0"
//*       _minlight(integer) : "_minlight" : "0"
]


//
// Weapon
//

// WEAPON_C4 is a planted bomb that requires defusing.
// If the entity is left un-named, it will be be planted automaticly at the start of each round.
// If the entity is named, then only when it is targetted will the bomb will be planted.
// A brief "click" is heard when the bomb is planted, but the voice "The bomb has been planted" does not play.
// The bomb falls to the ground directly beneath the point at which the entity is placed in the map.
// no func_bombtargets or info_bombtargets are needed. Defuse is normal. The bomb cannot be picked up.
// The best way for mappers to control timing is through the use of an outside timer/trigger,
// rather than changing the detonatedelay, which might be overridden by servers.
// "Trigger When Detonated" and "Trigger When Defused" are ONLY for planted bombs.
// If these fields are given targetnames for something that cannot be
// triggered(has no entity), it WILL have unwanted effects.
//
@PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Appearflags, Angles, Targetx, RenderFields) = weapon_c4 : "C4 Plastique Bomb"
[
detonatedelay(string) : "C4 Detonate Delay" : "20"
detonatetarget(string) : "Trigger When Detonated"
defusetarget(string) : "Trigger When Defused"
]


//
// Xen
//

// works nicely for area detection sensor
@PointClass base(Targetname, Target, Angles, RenderFields) size(-48 -48 0, 48 48 32 ) = xen_plantlight : "Xen Plant Light" []

//the rest of these are just xen models, AFAIK
@PointClass base(Targetname, Angles, RenderFields) size(-8 -8 0, 8 8 32 ) = xen_hair : "Xen Hair"
[
       spawnflags(flags) =
       [
              1 : "Sync Movement" : 0
       ]
]

//might stab you
@PointClass base(Targetname, Angles, RenderFields) size(-24 -24 0, 24 24 188 ) = xen_tree : "Xen Tree" []

@PointClass base(Targetname, Angles, RenderFields) size(-16 -16 0, 16 16 64 ) = xen_spore_small : "Xen Spore (small)" []

@PointClass base(Targetname, Angles, RenderFields) size(-40 -40 0, 40 40 120 ) = xen_spore_medium : "Xen Spore (medium)" []

@PointClass base(Targetname, Angles, RenderFields) size(-90 -90 0, 90 90 220 ) = xen_spore_large : "Xen Spore (large)" []


webpage copyright (c) October 2003 Tommy of Escondido
webpage only, not the FGD itself - that is in public domain.