
@include "base.fgd"
@include "hl2mp.fgd"


//@PointClass base(Targetname, PlayerClass, Angles) studio("models/humans/group03/male_09.mdl") = info_player_tauri :
//	"Tauri Spawn"
//[
//]

//@PointClass base(Targetname, PlayerClass, Angles) studio("models/humans/group03/male_09.mdl") = info_player_goa :
//	"Goa Spawn"
//[
//]


//@PointClass base(prop_detail_base) studio("models/tauribox.mdl")= info_tauribox :	"info_tauribox"
//[
//
//]

//@PointClass base(prop_detail_base) studio("models/goabox.mdl") = info_goAbox :	"info_goabox"
//[
//
//]

@PointClass base(Targetname, PlayerClass, Angles) studio("models/Zup/Stargate/test_gate.mdl")= sgl_sg1_gate : "sgl_sg1_gate"
[


Dest(target_source) : "Destination Gate" : ""

wormholetime(float) : "Time in seconds that will be open" : "20"

sgcstyle(choices) : "SGC Style Gate?" : 0 =
[
	0 : "No"
	1 : "Yes"
]	

input AddChevron(void) : "Add a chevron (this inc the dial out thing)"
input doSGCdial(void) : "Start a 'SGC' Style Dial"
input SetIris(bool) : "1 = iris on | 0 = iris off"

output Outgoing(void) : "Outgoing wormhole inited"
output Incoming(void) : "WE GOT INCOMING"

output Shutdown(void) : "Gate Has Shut down"
output GotGDO(void) : "Someone used their GDO to open the iris"

input ChangeDestination(string) : "Change Destination Gate"
input ChangeOpenTime(float) : "Change Open Time"
]


@PointClass base(Targetname, PlayerClass, Angles) studio("models/stargate/sgl_dhd2.mdl")= sgl_sg1_dhd : "sgl_sg1_dhd"
[

whichgate(target_source) : "The gate I'm Plugged into..." : ""
input DisableDHD(bool) : "1 = DISABLE DHD | 0 = ENABLE DHD"

	teamfilter(choices) : "Who can use this" : 0 =
	[
	0 : "Any team"
	2 : "Goauld"
	3 : "Tauri"
	4 : "Custom Team 1"
	5 : "Custom Team 2"
	6 : "Custom Team 3"
	7 : "Custom Team 4"
	]

]


@PointClass base(Targetname, PlayerClass, Angles) studio("models/capturepoint.mdl")= sgl_prop_capturepoint : "sgl_prop_capturepoint"
[

capture_trigger_name(target_source) : "the capture TRIGGER which i belong to." : ""

]






//@PointClass base(Targetname, PlayerClass, Angles) studio("models/Zup/Stargate/sga_test_gate.mdl")= sgl_pegasus_gate : "sgl_pegasus_gate"
//[
//
//
//Dest(target_source) : "Destination Gate" : ""
//
//wormholetime(float) : "Time in seconds that will be open" : "20"
//
//
//input AddChevron(void) : "Add a chevron (this inc the dial out thing)"
//
//input SetIris(bool) : "1 = iris on | 0 = iris off"
//
//output Outgoing(void) : "Outgoing wormhole inited"
//output Incoming(void) : "WE GOT INCOMING"
//
//output Shutdown(void) : "Gate Has Shut down"
//output GotGDO(void) : "Someone used their GDO to open the iris"
//
//input ChangeDestination(string) : "Change Destination Gate"
//input ChangeOpenTime(float) : "Change Open Time"
//]


//@PointClass base(Targetname, PlayerClass, Angles) studio("models/stargate/sgl_dhd.mdl")= sgl_pegasus_dhd : "sgl_pegasus_dhd"
//[
//
//whichgate(target_source) : "The gate I'm Plugged into..." : ""
//input DisableDHD(bool) : "1 = DISABLE DHD | 0 = ENABLE DHD"
//
//]



@SolidClass base( Targetname, Origin ) = SGL_Obj_Capture :
	" See objective documentation "
[

]

//@SolidClass base( Targetname, Origin ) = sgl_forcefield :
//	"You know ;)"
//[
//	teamallowed(choices) : "What team may pass?" : 0 =
//	[
//		2 : "Goauld"
//	3 : "Tauri"
//	]
//]

@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) =  SGL_Obj_Custom :
	" See objective documentation "
[
	input Complete(void) : "Completes this objective"

	output OnEnable(void) : "Fired when this objective is enabled"
	output OnDisable(void) : "Fired when this objective is disabled"
]

@PointClass base(prop_detail_base) studioprop() = SGL_Obj_Destroy : 
	" See objective documentation "
[
	targetname(target_source) : "name" : "" : ""
	model(studio) 	  : "PUT THE MODEL NAME IN THIS AND THE OTHER ONE TOO"
	modelname(studio) : "PUT THE MODEL NAME IN THIS AND THE OTHER ONE TOO"
]

@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) =  SGL_Obj_Texts :
	" [OBJECTIVE MANAGER ENTITY] See objective documentation "
[

	input failed(void) : "Completes this objective"

	output Complete1(void) : "Fired when this objective is Complete"
	output Complete2(void) : "Fired when this objective is Complete"
	output Complete3(void) : "Fired when this objective is Complete"
	output Complete4(void) : "Fired when this objective is Complete"
	output Complete5(void) : "Fired when this objective is Complete"

	TeamPlaying(choices) : "Attacking Team?" : 0 =
	[
		2 : "Goauld"
		3 : "Tauri"
	]	

	howmanyobjectives(choices) : "Whats the total number of objectives you have?" : 0 =
	[
		1 : "1"
		2 : "2"
		3 : "3"
		4 : "4"
		5 : "5"
	]	

	Desc1(string) : "Description of Objective 1 For attackers (If none leave blank)" : "" : "Description of Objective 1 For attackers (If none leave blank)" 
	Desc2(string) : "Description of Objective 2 For attackers (If none leave blank)" : "" : "Description of Objective 2 For attackers (If none leave blank)" 
	Desc3(string) : "Description of Objective 3 For attackers (If none leave blank)" : "" : "Description of Objective 3 For attackers (If none leave blank)" 
	Desc4(string) : "Description of Objective 4 For attackers (If none leave blank)" : "" : "Description of Objective 4 For attackers (If none leave blank)" 
	Desc5(string) : "Description of Objective 5 For attackers (If none leave blank)" : "" : "Description of Objective 5 For attackers (If none leave blank)" 

	againstDesc1(string) : "Description of Objective 1 For defenders (If none leave blank)" : "" : "Description of Objective 1 For defenders (If none leave blank)"
	againstDesc2(string) : "Description of Objective 2 For defenders (If none leave blank)" : "" : "Description of Objective 2 For defenders (If none leave blank)"
	againstDesc3(string) : "Description of Objective 3 For defenders (If none leave blank)" : "" : "Description of Objective 3 For defenders (If none leave blank)"
	againstDesc4(string) : "Description of Objective 4 For defenders (If none leave blank)" : "" : "Description of Objective 4 For defenders (If none leave blank)"
	againstDesc5(string) : "Description of Objective 5 For defenders (If none leave blank)" : "" : "Description of Objective 5 For defenders (If none leave blank)"
	
	entname1(target_source) : "Name of the entity which is objective 1 (see documentation if unsure)" : "" : "Name of the entity which is objective 1 (see documentation if unsure)"
	entname2(target_source) : "Name of the entity which is objective 2 (see documentation if unsure)" : "" : "Name of the entity which is objective 2 (see documentation if unsure)"
	entname3(target_source) : "Name of the entity which is objective 3 (see documentation if unsure)" : "" : "Name of the entity which is objective 3 (see documentation if unsure)"
	entname4(target_source) : "Name of the entity which is objective 4 (see documentation if unsure)" : "" : "Name of the entity which is objective 4 (see documentation if unsure)"
	entname5(target_source) : "Name of the entity which is objective 5 (see documentation if unsure)" : "" : "Name of the entity which is objective 5 (see documentation if unsure)"
]



@PointClass base(prop_detail_base) studio("models/weapons/w_p90.mdl") = weapon_p90 : "FN-P90"
[

]

@PointClass base(prop_detail_base) studio("models/weapons/w_beretta.mdl") = weapon_beretta : "Beretta"
[

]

@PointClass base(prop_detail_base) studio("models/weapons/w_c4.mdl") = weapon_c4 : "C4"
[

]

@PointClass base(prop_detail_base) studio("models/weapons/w_gdo.mdl") = weapon_gdo : "G.D.O. - Garage Door Opener"
[

]

@PointClass base(prop_detail_base) studio("models/weapons/w_goamedic.mdl") = weapon_goaheal : "Goa'uld Healdevice"
[

]

@PointClass base(prop_detail_base) studio("models/weapons/w_flashbang.mdl") = weapon_grenade_flash  : "Human Flash Grenade"
[

]

@PointClass base(prop_detail_base) studio("models/weapons/w_grenade.mdl") = weapon_grenade_he   : "Human HE Grenade"
[

]

@PointClass base(prop_detail_base) studio("models/weapons/w_gacgoa.mdl") = weapon_grenade_shock   : "Gac Goa (Goa'uld Shock Grenade)"
[

]

@PointClass base(prop_detail_base) studio("models/weapons/w_invis.mdl") = weapon_goa_invis    : "Goa'uld Cloakdevice"
[

] 

@PointClass base(prop_detail_base) studio("models/weapons/w_main.mdl") = weapon_handdevice     : "Goa'uld Handdevice"
[

]

@PointClass base(prop_detail_base) studio("models/weapons/w_knife_tauri.mdl") = weapon_knifetau      : "Human Knife"
[

]  

@PointClass base(prop_detail_base) studio("models/weapons/w_coujaf.mdl") = weapon_knifegoa      : "Goa'uld Knife"
[

] 

@PointClass base(prop_detail_base) studio("models/weapons/w_mp5.mdl") = weapon_mp5      : "HK-MP5"
[

] 

@PointClass base(prop_detail_base) studio("models/weapons/w_invis.mdl") = weapon_goa_sh      : "Goa'uld Shielddevice"
[

]  
 
@PointClass base(prop_detail_base) studio("models/weapons/w_svd.mdl") = weapon_sniper      : "PSG-1"
[

] 

@PointClass base(prop_detail_base) studio("models/weapons/w_shotgun.mdl") = weapon_spas12       : "SPAS-12"
[

]  


@PointClass base(prop_detail_base) studio("models/w_staff.mdl") = weapon_staff        : "Staff Weapon"
[

] 

@PointClass base(prop_detail_base) studio("models/weapons/w_tac.mdl") = weapon_tac         : "Tac"
[

] 

@PointClass base(prop_detail_base) studio("models/weapons/w_medic.mdl") = weapon_tauriheal         : "Human Medic"
[

] 

@PointClass base(prop_detail_base) studio("models/weapons/w_ter.mdl") = weapon_ter         : "T.E.R."
[

]  

@PointClass base(prop_detail_base) studio("models/weapons/w_batsup.mdl") = weapon_torture         : "Goa'uld Torture Stick"
[

]  

@PointClass base(prop_detail_base) studio("models/w_zat.mdl") = weapon_zat          : "Zat"
[

]  

@PointClass base(prop_detail_base) studio("models/weapons/w_zar.mdl") = weapon_zatarc          : "Zatarc"
[

]
 
//@PointClass base(prop_detail_base) studio("models/b_flag01.mdl") = weapon_flag          : "Flag"
//[
//
//]
//@SolidClass base( Targetname, Origin ) = SGL_CTF_Capture :
//	" SGL_CTF_Capture "
//[
//	targetname(target_source) : "Name"
//	
//	what_team(choices) : "Whos base is it in?" : 2 =
//	[
//		2 : "Goa'uld"
//		3 : "Tauri"
//	]
//]


//@SolidClass base( Targetname, Origin ) = SGL_ctf_base :
//	" SGL_ctf_base "
//[
//
///]


//@PointClass base(Targetname, PlayerClass, Angles) studio("models/humans/group03/male_09.mdl") = sgl_spawnpoint : "Toggable spawns for SGL" 
//[
//	input DisableSpawn(void) : "Disable the spawn point"
//	input EnableSpawn(void) : "Enable the spawn point"
//		
//	what_team(choices) : "Team" : 2 =
//	[
//		2 : "Goa'uld"
//		3 : "Tauri"
//	]
//
//	start_state(choices) : "Start State" : 1 =
//	[
//		0 : "Off"
//		1 : "On"
//	]
//	
//]


@PointClass base(Targetname,EnableDisable, Angles) studio("models/editor/playerstart.mdl") = info_player_teamspawn :
	"This entity marks the spawn point for SGL players."
[
	TeamNum(choices) : "Team" : 2 =	
	[
		2 : "Goa'uld"
		3 : "Tauri"
		
		4 : "Custom Team 4"
		5 : "Custom Team 5"		
		6 : "Custom Team 6"	
		7 : "Custom Team 7"	
		8 : "Custom Team 8"		
	]
	//AccObjectiveNumber(choices) : "AccObjectiveNumber" : 2 =	
	//[
	////	0 : "0"
	//	1 : "1"
	//	2 : "2"
	//	3 : "3"		
	//	4 : "4"	
	//
	//]
]


@PointClass base(BaseDriveableVehicle, Parentname) studioprop() = sgl_base_ship :
	"Combine prisoner pod that the player can ride in."
[
	model(studio) : "World model" : "models/vehicles/prisoner_pod.mdl"
	vehiclescript(string) : "Vehicle Script File" : "scripts/vehicles/prisoner_pod.txt"
	
	input Open(void) : "Plays the pod's open animation and unlocks the pod for entry or exit."
	input Close(void) : "Plays the pod's close animation and locks the pod for entry or exit."
	input EnterVehicle(void) : "Forces the activator (or player) into the pod."
	input EnterVehicleImmediate(void) : "Forces the activator (or player) into the pod without enter/exit animations."
	input ExitVehicle(void) : "Boots the prisoner out of the pod."
	
	output OnOpen(void) : "Fired when the pod is open enough to enter."
	output OnClose(void) : "Fired when the pod too closed to enter."
]


@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) =  sgl_timer :
	"Timer used in objectives - Does HUD for all players..."
[
	

	timer_caption(string) : "Timer Description for HUD (Keep it short)" : "Untitled Timer"

	timer_text_colour(choices) : "Text Colour" : 2 =	
	[
		0 : "Blue"
		1 : "Green"
		2 : "Red"
		3 : "White"		
	
	]

	timer_time_seconds(float) : "Timer Time Seconds ( Floating Point )" : "120"
	
	input StartTimer(void) : "Stop Timer"
	input StopTimer(void) : "Start Timer"
	

	output ReachZero(void) : "Fired when is 0 - ;) name the main objective ent and make this input `fail` to it."
	
]


//@PointClass base(Targetname, PlayerClass, Angles) studio("models/sgc/sgc_minimalp.mdl")= sgl_malp : "sgl_malp"
//[
//
//input Move(integer) : "1, 2, 3, 4"
//
//]


//@PointClass base(Targetname, PlayerClass, Angles) studio("models/sgc/sgc_minimalp.mdl")= sgl_rings : "sgl_rings"
//[
//dest_rings_name(target_source) : "Dest Set"
//
//input DoRings(void) : "Ring.."
//
//]


@SolidClass base( Targetname, Origin ) = sgl_ladder :
	" ladder - use like in hl1 "
[

]


@SolidClass base( Targetname, Origin ) = SGL_Capture_trigger:
	"CTP Capture point."
[
	input Lock(void) : "Lock capture point"
	input UnLock(void) : "unLock capture point"
	
	start_status(choices) : "Startstatus" : 0 =
	[
		0 : "No Owner"
		3 : "Tauri"
		2 : "Goauld"
	]	
	
	start_locked(choices) : "StartLocked?" : 0 =
	[
		0 : "start unlocked"
		1 : "start locked"
	]	
	
]
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) =  SGL_rules_capture:
	" Capture point rules entity "
[

	input failed(void) : "Restart Round"

	output Complete1T(void) : "Fired when this point is captured by Tauri"
	output Complete2T(void) : "Fired when this point is captured by Tauri"
	output Complete3T(void) : "Fired when this point is captured by Tauri"
	output Complete4T(void) : "Fired when this point is captured by Tauri"
	output Complete5T(void) : "Fired when this point is captured by Tauri"

	output Complete1G(void) : "Fired when this point is captured by Goa"
	output Complete2G(void) : "Fired when this point is captured by Goa"
	output Complete3G(void) : "Fired when this point is captured by Goa"
	output Complete4G(void) : "Fired when this point is captured by Goa"
	output Complete5G(void) : "Fired when this point is captured by Goa"
	
	output Complete1N(void) : "Neutral on point 1"
	output Complete2N(void) : "Neutral on point 2"
	output Complete3N(void) : "Neutral on point 3"
	output Complete4N(void) : "Neutral on point 4"
	output Complete5N(void) : "Neutral on point 5"
	
	//TeamPlaying(choices) : "Attacking Team?" : 0 =
	//[
	//	2 : "Goauld"
	//	3 : "Tauri"
	//]	

	howmanyflags(choices) : "Whats the total number of point you have?" : 0 =
	[
		1 : "1"
		2 : "2"
		3 : "3"
		4 : "4"
		5 : "5"
	]	

	Desc1(string) : "SHORT Description of point 1 For attackers" : "" : "" 
	Desc2(string) : "SHORT Description of point 2 For attackers" : "" : "" 
	Desc3(string) : "SHORT Description of point 3 For attackers" : "" : "" 
	Desc4(string) : "SHORT Description of point 4 For attackers" : "" : "" 
	Desc5(string) : "SHORT Description of point 5 For attackers" : "" : "" 

	//againstDesc1(string) : "Description of Objective 1 For defenders (If none leave blank)" : "" : "Description of Objective 1 For defenders (If none leave blank)"
	//againstDesc2(string) : "Description of Objective 2 For defenders (If none leave blank)" : "" : "Description of Objective 2 For defenders (If none leave blank)"
	//againstDesc3(string) : "Description of Objective 3 For defenders (If none leave blank)" : "" : "Description of Objective 3 For defenders (If none leave blank)"
	//againstDesc4(string) : "Description of Objective 4 For defenders (If none leave blank)" : "" : "Description of Objective 4 For defenders (If none leave blank)"
	//againstDesc5(string) : "Description of Objective 5 For defenders (If none leave blank)" : "" : "Description of Objective 5 For defenders (If none leave blank)"
	
	entname1(target_source) : "Name of the entity which is point1 [SGL_Capture_trigger ONLY!]" : "" : ""
	entname2(target_source) : "Name of the entity which is point2 [SGL_Capture_trigger ONLY!]" : "" : ""
	entname3(target_source) : "Name of the entity which is point3 [SGL_Capture_trigger ONLY!]" : "" : ""
	entname4(target_source) : "Name of the entity which is point4 [SGL_Capture_trigger ONLY!]" : "" : ""
	entname5(target_source) : "Name of the entity which is point5 [SGL_Capture_trigger ONLY!]" : "" : ""
]

@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) =  info_player_logo :
	""
[

]

@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) =  sgl_push_spawn :
	""
[
	
	input pushspawn(void) : "pushspawn"

]