# Scientist Slaughterhouse Entity Reference
v1.0

indicates new entity or keyvalue in SSH.
indicates entity or keyvalue changed in SSH.
indicates entity or keyvalue added in the latest version of SSH.
Anything unmarked works like in normal Half-Life.

## General Information:

Most entities capable of inflicting damage have a "Kill Description" keyvalue. This determines what the entity is called if it kills a scientist. The usual string for this is like "Walter was killed by xxxx" where xxxx would be the kill description. Each entity has a default if it is left blank. The string may look different depending on what kind of damage the entity does. For example func_doors will say crushed and info_shootpoints will say shot.
Special case is the trigger_hurt. Since it isn't really an object of substance, it cannot simply define what it is. From the players perspective it doesn't even exist, it is simply an effect of some event that causes damage. You can type any message as to what happened to the scientist. By default the scientist name is placed in front of the killdesc string, with a space in between (ie. Walter xxxx), however if you put a "%s" into the string, then that will be replaced with the scientist name instead (for example if the string is "The devil ate %s", the death message would be "The devil ate Walter").

For any entity with a "Master" value, if you put a ! infront of the master targetname, then the master relationship will be inverted. The entity will work when the master is off and gets disabled when the master is turned on.

Using the command fire "targetname", where targetname is the name of the entity to trigger (no quotes), allows you to trigger entities from the console. Very useful for testing effects. Examle: to fire a func_train named crusher type:
fire crusher

### Entity index:

worldspawn
ammo_ entities
beam_ entities
env_ entities
func_ entities
game_ entities
info_ entities
item_ entities
light_ entities
monster_ entities
trigger_ entities
weapon_ entities
xen_ entities
Miscellaneous entities

worldspawn: World entity
NOTE: worldspawn can be changed from map menu -> Map Properties...

- message: Map Description / Title
  This title will show on the scoreboard in place of the BSP name if specified.
- skyname: environment map (cl_skyname)
- sounds: CD track to play
- light: Default light level
- WaveHeight: Default Wave Height
- MaxRange: Max viewable distance
- chaptertitle: Chapter Title Message
- startdark: Level Fade In
  - No
  - Yes

- gametitle: Display game title
  - No
  - Yes
- newunit: New Level Unit
  - No, keep current
  - Yes, clear previous levels
- gravity: Global gravity (0-1)
  Global gravity level (sv_gravity), for the level. 800 units/second is normal gravity. Unlike trigger_gravity, this affects everything. Note that this is a multiplier so the values are the same as the trigger_gravity, 0 is no gravity, 1 is 800 u/s.

  ammo_ entities
  All ammo entities share the same parameters, so I won't repeat them here.
  - targetname: Name
  - angles: Pitch Yaw Roll (Y Z X)
  - target: Target
  - delay: Delay before trigger
  - killtarget: KillTarget
  - spawnflags:
    - Not in Deathmatch
  Ammo entities are:
  - ammo_357: 357 Ammo
  - ammo_9mmAR: 9mm Assault Rifle Ammo
  - ammo_9mmbox: Box of 200 9mm shells
  - ammo_9mmclip: 9mm Pistol Ammo
  - ammo_acidtank: Acid Ammo
  - ammo_ARgrenades: Assault Grenades
  - ammo_buckshot: Shotgun Ammo
  - ammo_crossbow: Crossbow Ammo
  - ammo_egonclip: Large Gluon Gun Ammo
  - ammo_fireballclip: Napalm Ammo
  - ammo_gaussclip: Gauss Gun Ammo
  - ammo_laserclip: Laser Pistol Clip
  - ammo_rpgclip: RPG Ammo
  - ammo_sniperclip: Sniper Rifle Ammo
  - ammo_vortexclip: Vortex Launcher Ammo

  beam_cannon: Beam Effect
  - targetname: Name
  - Render FX
  - killdesc: Kill Description
  - LaserTarget: Target of Laser
    Leave this blank if the beam is to be used by a beam_turret or an info_shootpoint_beam
  - rendermode: Fade Ends
    - None
    - Start
    - End
    - Both
  - renderamt: Brightness (1 - 255)
  - rendercolor: Beam Color (RGB)
  - width: Width of beam (pixels*0.1)
    A very wide beams will get larger scorch decals if enabled
  - flicker: Scale flicker (0-1)
    Randomly change the width by this much. This is a multiplier. 0 is a stable beam, 1 randomizes from 0-200%.
  - NoiseAmplitude: Amount of noise (0-255)
    In spiral mode, this is the width of the spiral effect
  - texture: Beam Sprite
  - StartSprite: Start Sprite
  - StartSpriteScale: Start Scale
  - slight: Start DLight
    0 0 0 or blank is no light
  - EndSprite: End Sprite
  - EndSpriteScale: End Scale
  - elight: End DLight
    0 0 0 or blank is no light
  - TextureScroll: Texture Scroll Rate (0-100)
  - framestart: Starting Frame
  - damage: Damage / second
  - damagetype: Damage Type
  - radius: Damage Radius
    If this is above 0, the beam will do area-effect damage.
  - EndSprite: End Sprite
    - None
    - Explosion
      One explosion when the beam is turned on.
    - Explosions
      Continual explosions at End FX Value intervals,
    - Sprites
      Leaves a trail of EndSprites instead of one that moves with the beam.
    - Beam Torus/Disk/Cylinder
      These are not expected to work
    - Particles
      Should create a particle spray. Not tested.
    - Blood
      Splatters human blood. For whatever effect that would be useful.
    - Alien Blood
      Splatters alien blood. For whatever effect that would be useful.
  - spawnflags:
    - Start On
    - Point2Point
      Beam is rendered all the way to target entity even if it hits something before it.
    - Directional
      Beam will continue until it hits something, even past the target entity if its nonsolid.
    - Spiral
      Spiral beam like the gluon gun. Must use NoiseAmplitude to set the width of the spiral.
    - StartSparks
    - EndSparks
    - Decal End
    - Glow Sprites
    - Add Sprites
      Normally, the start sprite is glow type and end sprite is additive, these allow setting both to same rendermode.
    - Solid
      Beam is rendered opague. Start & end sprites will be rendered in texture rendermode, unless the above spawnflags are used.
    - Ignore Glass
      Beam traceline will go through non-static texture-mode brushes. (Breakables, doors, etc. but not func_walls or unbreakable func_breakables)
    - Mimic target
      Duplicates the movement and on/off status of another beam_cannon. Specify the other beam in LaserTarget. Both ends will be matched.
  beam_charge: Beam Charge Effect
  - targetname: Name
  - target: Target
    This will be triggered on when the charge effect completes, and off when the cooldown effect starts.
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - alpha: Alpha
    Final renderamt when the charge effect is complete.
  - framerate: Framerate
  - model: Sprite Name
  - beam_texture: Beam Sprite
    Randomly shoots beams with this texture when charging. Never tried it. Leave blank for none.
  - spritescale: Scale
  - FXScale: SFX Radius
    Sets the radius of the beam & particles fx used. Max 255.
  - light: DLight
    Light emitted during charge/cooldown sequence. Just like the DLights on beam_cannon.
  - Cooldown: Cooldown time
  - Warmup: Warmup time
    Cooldown/warmup time in seconds.
  - noise1: Warmup sound
    Sound effect for charge sequence.
  - noise2: Run sound
    Sound effect while the beam is online. This should be a looping sound.
  - noise3: Cooldown sound
    Sound effect for cooldown sequence.
  - volume: Sound Volume
  - spawnflags:
    - Start on
      Informs the charge entity that the beam is online at map start. Meaning that the first time this is triggered it will run cooldown sequence instead of charge.
    - Expand Fade
      Cooldown sequence will fade the sprite by expanding it instead of shrinking.
    - Particles
      Shoots a cloud particles at charge. Colors may look bad. This may not work at all.
    - Inv Particles
      Cloud of particles are absorbed when charging. Looks great, used a lot in SSH.
  beam_multi: Multi Beam Effect
  This entity creates an array of identical beams (up to 16). Each beam has the properties of a beam_cannon.
  - targetname: Name
  - A HREF="#renderfields">Render FX
- killdesc: Kill description
- start: Start entity(s)
  One or more entities with this targetname will be used as start points for the beams.
- end: End entity(s)
  One or more entities with this targetname will be used as end points for the beams in some multi types.
- type: Multi type
  - Point->Multiple
    One start entity is used with multiple end entities.
  - Multiple->Point
    As above but inverse.
  - Point Grid
    Multiple start points and multiple end points. Also known as web mode. Creates a random pattern.
  - Target Pairs
    Uses multiple start entities, and each beam goes from it's start entity to the entity defined as the start entity's "target".
  - Target String
    Uses one start entity, beam goes from the start entity to the entity defined as the start entity's target, and the next beam starts from that
  - Random Point
    Uses multiple start points, and places the end points of the beams out in random directions from those points.
  - Random Area
    Uses multiple start points, and places both the start and end points of the beams out in random directions from those points.
- beamcount: Number of beams (max 16)
  Number of beams 2-16. For point->multiple mode, this can't be more than the number of end entities. For multiple->point and target pairs, this can't be more than the number of start entities. No restrictions in other modes.
- rendermode: Fade Ends
  - None
  - Start
  - End
  - Both
- renderamt: Brightness (1 - 255)
- rendercolor: Beam Color (R G B)
- width: Width of beam (pixels*0.1)
- NoiseAmplitude: Amount of noise (0-255)
- texture: Beam Sprite
- StartSprite: Start Sprite
- StartSpriteScale: Start Scale
- sligth: Start DLight
- EndSprite: End Sprite
- EndSpriteScale: End Scale
- elight: End DLight
- TextureScroll: Texture Scroll Rate (0-100)
- framestart: Starting Frame
- damage: Damage / second
- damagetype: Damage Type
- radius: Damage Radius
- endtype: End FX
  - None
  - Explosion
  - Explosions
  - Sprites
  - Beam Torus
  - Beam Disk
  - Beam Cylinder
  - Particles
  - Blood
  - Alien Blood
- m_endValue: End FX Value
- spawnflags:
  - Start On
  - Point2Point
  - Directional
  - Spiral
  - StartSparks
  - EndSparks
  - Decal End
  - Glow Sprites
  - Add Sprites
  - Solid
  - Ignore Glass
  beam_turret: Beam Turret System
  This entity isn't actually a turret. It's an intangible entity that can control and aim a beam_cannon. The beam is aimed as if it was at the location of the beam_turret, but fired from the beam_cannon location, so if they are not the same, the beam is likely to miss.
  - targetname: Name
  - angles: Pitch Yaw Roll (Y Z X)
  - Allies: Allies
    Defines who this turret does NOT shoot.
    - None
    - Player
    - GoodGuys
    - Human Military
    - Aliens
    - All but player
    - All but scientists
  - type: Movetype
    - Normal
      Beam fires at one spot until duration runs out.
    - Slash
      Beam is fired a slighly away from the target and makes a slashing move across the target.
    - Shots
      Beam is fired multiple times at the same target.
    - Sweep
      Beam tracks its target. If target is killed it will switch to another one.
  - target: Beam Entity
    Must be a valid beam_cannon.
  - netname: Charge Entity
    If you want to use a charge effect, this must be a valid beam_charge.
  - shots: Number of shots
    How many times the beam is refired in "Shots" mode.
  - Duration: Beam Duration
    Duration of firing sequence once the beam is online.
  - wait: Recharge time
    How long it takes until it fires again. Randomized to 100-130%.
  - accuracy: (In)accuracy
    - Point Accurate
    - 1 Degree
    - 2 Degrees
    - LEGACY Small Cone
    - 3 Degrees
    - 4 Degrees
    - LEGACY Medium Cone
    - 5 Degrees
    - 6 Degrees
    - 7 Degrees
    - 8 Degrees
    - 9 Degrees
    - 10 Degrees
    - LEGACY Large Cone
    - 15 Degrees
    - 20 Degrees
    - LEGACY Extra Large Cone
  - speed: Slash Range
    How large the slash move is in "Slash" mode
  - fov: FieldOfView (+-1.0)
    Firing arc. This is a dotproduct result. 1.0 is 0 degrees, -1.0 is 360, 0 is 180.
  - spawnflags:
    - Start Active

  env_beam: Energy Beam Effect
  - targetname: Name
  - LightningStart: Start Entity
  - LightningEnd: Ending Entity
  - renderfx: Render FX
  - renderamt: Brightness (1 - 255)
  - rendercolor: Beam Color (R G B)
  - Radius: Radius
  - life: Life (seconds 0 = infinite)
  - BoltWidth: Width of beam (pixels*0.1 0-255)
  - NoiseAmplitude: Amount of noise (0-255)
  - texture: Sprite Name
  - TextureScroll: Texture Scroll Rate (0-100)
  - framerate: Frames per 10 seconds
  - framestart: Starting Frame
  - StrikeTime: Strike again time (secs)
  - damage: Damage / second
  - spawnflags:
    - Start On
    - Toggle
    - Random Strike
    - Ring
    - StartSparks
    - EndSparks
    - Decal End
    - Shade Start
    - Shade End
  env_beamring: Energy Wave Effect
  The beam appearence parameters are just like any beam entity (beam_cannon, env_beam, env_laser)
  - targetname: Name
  - renderfx: Render FX
  - renderamt: Brightness (1 - 255)
  - rendercolor: Beam Color (R G B)
  - radius: Max Radius
    Final radius of the ring
  - speed: Life
    How long does it take to reach the max radius and disappear.
  - scale: Width of beam (pixels*0.1 0-255)
  - NoiseAmplitude: Amount of noise (0-255)
  - texture: Sprite Name
  - TextureScroll: Texture Scroll Rate (0-100)
  - framerate: Frames per 10 seconds
  - frame: Starting Frame
  - spawnflags:
    - Repeatable
  env_beverage: Beverage Dispenser
  - targetname: Name
  - angles: Pitch Yaw Roll (Y Z X)
  - health: Capacity
  - skin: Beverage Type
    - Coca-Cola
    - Sprite
    - Diet Coke
    - Orange
    - Surge
    - Moxie
    - Random
  env_blood: Blood Effects
  - targetname: Name
  - angles: Pitch Yaw Roll (Y Z X)
  - color: Blood Color
    - Red (Human)
    - Yellow (Alien)
  - amount: Amount of blood (damage to simulate)
  - spawnflags:
    - Random Direction
    - Blood Stream
    - On Player
    - Spray decals
  env_bubbles: Bubble Volume
  - targetname: Name
  - density: Bubble density
  - frequency: Bubble frequency
  - current: Speed of Current
  - spawnflags:
    - Start Off
  env_explosion: Explosion
  - targetname: Name
  - iMagnitude: Magnitude
  - spawnflags:
    - No Damage
    - Repeatable
    - No Fireball
    - No Smoke
    - No Decal
    - No Sparks
  env_fog: Global Fog
  Toggles fog effect. Notice that the sky won't be drawn if fog is on, it is replaced with the fog color.
  TESTING TIP: You can change the fog from the console with the command "fog (start distance) (end distance) (r g b)". This way you can try different fog parameters without compiling the level all the time.
  - targetname: Name
  - rendercolor: Fog Color
  - start: Fog Start
    How far does the fog start. Anything closer than this won't be fogged.
  - end: Fog End
    How far does the fog end. Anything farther than this won't be visible.
  env_global: Global State
  - targetname: Name
  - globalstate: Global State to Set
  - triggermode: Trigger to send
    - Off
    - On
    - Dead
    - Toggle
  - initialstate: Initial State
    - Off
    - On
    - Dead
  - spawnflags:
    - Set Initial State
  env_glow: Light Glow/Haze
  - targetname: Name
  - Render Properties
  - model: Sprite name
  - scale: Scale
  env_fade: Screen Fade
  - targetname: Name
  - duration: Duration (seconds)
  - holdtime: Hold Fade (seconds)
  - renderamt: Fade Alpha
  - rendercolor: Fade Color (R G B)
  - spawnflags:
    - Fade From
    - Modulate
    - Activator Only
  env_funnel: Large Portal Funnel
  - targetname: Name
  - model: Sprite Name
  - spawnflags:
    - Reverse
    - Repeatable
  env_laser: Laser Beam Effect
  Obsolete. Use beam_cannon instead.
  - targetname: Name
  - renderfx: Render FX
  - angles: Pitch Yaw Roll (Y Z X)
  - LaserTarget: Target of Laser
  - renderamt: Brightness (1 - 255)
  - rendercolor: Beam Color (R G B)
  - width: Width of beam (pixels*0.1 0-255)
  - NoiseAmplitude: Amount of noise (0-255)
  - texture: Sprite Name
  - EndSprite: End Sprite
  - TextureScroll: Texture Scroll Rate (0-100)
  - framestart: Starting Frame
  - damage: Damage / second
  - spawnflags:
    - Start On
    - StartSparks
    - EndSparks
    - Decal End
  env_message: HUD Text Message
  - targetname: Name
  - target: Target
  - message: Message Name
  - messagesound: Sound Effect
  - messagevolume: Volume 0-10
  - messageattenuation: Sound Radius
    - Small Radius
    - Medium Radius
    - Large Radius
    - Play Everywhere
  - spawnflags:
    - Play Once
    - All Clients
  env_rain: Rain Effect
  A general-purpose particle volume. Most useful as rain effect.
  - targetname: Name
  - angles: Pitch Yaw Roll (Y Z X)
  - density: Drop density
    Number of drops created every interval.
  - frequency: Time between drops
    Time delay between drops.
  - speed: Drop Speed
    Speed at which the drops move. Slower drops are also shorter.
  - distance: Travel distance
    All drops travel this far and then disappear.
  - color: Color Scheme
    - Water
    - Acid
    - Fire
      Acid & fire would be best used with a trigger_hurt to do some damage.
    - White
      To make snow, use white and a slow speed.
    - Red
    - Green
    - Blue
    - Tracers
      Gun tracers, could be used for some effect, I guess.
    - Rainbow
      All colors.
    - Pink
    - Pink/White
  - spawnflags:
    - Start Off
  env_render: Render Controls
  - targetname: Name
  - target: Target
  - Render Properties
  - speed: Fade Speed (0 for instant)
  - spawnflags:
    - No Renderfx
    - No Renderamt
    - No Rendermode
    - No Rendercolor
    - No renderamt fade
    - No color fade
      Renderamt & rendercolor is set instantly, even if fade speed is set. Obviously using both is useless.
    - Fx after fade
    - Mode after fade
      Normally, renderfx & rendermode are set before the fade starts, with these it will set them after.
  env_shake: Screen Shake
  - targetname: Name
  - amplitude: Amplitude 0-16
  - radius: Effect radius
  - duration: Duration (seconds)
  - frequency: 0.1 = jerk, 255.0 = rumble
  - spawnflags:
    - GlobalShake
  env_shooter: Model Shooter
  - targetname: Name
  - angles: Pitch Yaw Roll (Y Z X)
  - m_iGibs: Number of Gibs (0 = unlimited)
    Place 0 here to make the gibshooter toggleable. Once turned on it will spew stuff until turned off again.
  - delay: Delay between shots
  - m_flVelocity: Gib Velocity
  - m_flVariance: Course Variance
  - m_flGibLife: Gib Life
  - Render Properties
  - shootmodel: Model or Sprite name
  - shootsounds: Material Sound
    - None
    - Glass
    - Wood
    - Metal
    - Flesh
    - Concrete
  - scale: Gib Sprite Scale
  - skin: Gib Skin
  - spawnflags:
    - Repeatable
  env_sound: DSP Sound
  - radius: Radius
  - roomtype: Room Type
    - Normal (off)
    - Generic
    - Metal Small
    - Metal Medium
    - Metal Large
    - Tunnel Small
    - Tunnel Medium
    - Tunnel Large
    - Chamber Small
    - Chamber Medium
    - Chamber Large
    - Bright Small
    - Bright Medium
    - Bright Large
    - Water 1
    - Water 2
    - Water 3
    - Concrete Small
    - Concrete Medium
    - Concrete Large
    - Big 1
    - Big 2
    - Big 3
    - Cavern Small
    - Cavern Medium
    - Cavern Large
    - Weirdo 1
    - Weirdo 2
    - Weirdo 3
  env_spark: Spark
  - targetname: Name
  - angles: Pitch Yaw Roll (Y Z X)
  - MaxDelay: Max Delay
  - spawnflags:
    - Toggle
    - Start ON
  env_sprite: Sprite Effect
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - framerate: Framerate
  - model: Sprite Name
  - scale: Scale
  - spawnflags:
    - Start on
    - Play Once
    - Reverse Anim
      This new spawnflag will make the sprite animation run backwards.
  env_teleport: Teleport Effect
  This entity creates a teleport effect. It includes a sprite animation, dynamic light and bolts of energy in random directions with an optional particle effect. Note that if you need to have the effect without a sprite, just use an additive sprite and set the renderamt to 0. The length of the sprite animation determines the length of the effect.
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - style: Style
    The style determines the color of the effect and some extra particle fx.
    - Half-Life
      Halflife mode has green light and beams.
    - HL + funnel
      Halflife mode with an env_funnel.
    - HL + inv funnel
      Halflife mode with a reverse env_funnel.
    - Nephilim
      Nephilim mode has fuchsia light and beams.
    - NA + inv particles
      Nephilim mode with a particle implosion.
  - framerate: Framerate
  - model: Sprite Name
  - scale: Scale
  - spawnflags:
    - Reverse Sprite Anim
  env_volcano: Lava rock shooter
  The volcano entity was a little trinket I coded for level 4. It's essentially a gibshooter that shoots exploding volcano boulders and fireballs.
  - targetname: Name
  - angles: Pitch Yaw Roll (Y Z X)
  - m_iRocks: Number of Boulders (0 = unlimited)
  - delay: Delay between shots
  - m_flVelocity: Rock Velocity
  - m_flVariance: Course Variance
  - weapons: Projectile type>
    - Mixed
    - Fireballs only
    - Rocks only
  - spawnflags:
    - Repeatable

  func_breakable: Breakable Object
  func_brekable_respawn does all this does and more.
  - targetname: Name
  - globalname: Global Entity Name
  - killdesc: Kill description
  - target: Target on break
  - health: Strength
  - material: Material type
    - Glass
    - Wood
    - Metal
    - Flesh
    - Cinder Block
    - Ceiling Tile
    - Computer
    - Unbreakable Glass
    - Rocks
  - explosion: Gibs Direction
    - Random
    - Relative to Attack
  - delay: Delay before fire
  - gibmodel: Gib Model
  - explodemagnitude: Explode Magnitude (0=none)
  - Render Properties
  - spawnobject: Spawn On Break
    - Nothing
    - Battery
    - Healthkit
    - 9mm Handgun
    - 9mm Clip
    - Machine Gun
    - Machine Gun Clip
    - Machine Gun Grenades
    - Shotgun
    - Shotgun Shells
    - Crossbow
    - Crossbow Bolts
    - 357
    - 357 clip
    - RPG
    - RPG Clip
    - Gauss clip
    - Hand grenade
    - Tripmine
    - Satchel Charge
    - Snark
    - Hornet Gun
  - _minlight: Minimum light level
  - spawnflags:
    - Only Trigger
    - Touch
    - Pressure
    - Instant Crowbar
  func_breakable_respawn: Adv. Breakable Object
  Upgraded version of func_breakable. Most settings are the same.
  - targetname: Name
  - globalname: Global Entity Name
  - killdesc: Kill description
  - target: Target on break
  - health: Strength
  - material: Material type
    - Glass
    - Wood
    - Metal
    - Flesh
    - Cinder Block
    - Ceiling Tile
    - Computer
    - Unbreakable Glass
    - Rocks
  - explosion: Gibs Direction
    - Random
    - Relative to Attack
  - delay: Delay before fire
  - gibmodel: Gib Model
  - explodemagnitude: Explode Magnitude (0=none)
  - Render Properties
  - spawnobject: Spawn On Break
    This version does not have a list of choices here. You can type the classname of any point entity here, from ammo_357 to monster_gargantua. Do try to make a crate big enough to fit a garg.
  - respawn: Respawn delay (0=never)
    After breaking, how long it takes to respawn. 0 will not respawn at all (like the original).
  - _minlight: Minimum light level
  - spawnflags:
    - Only Trigger
    - Touch
    - Pressure
    - Instant Crowbar
  func_button: Button
  - globalname: Global Entity Name
  - targetname: Name
  - target: Target
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - zhlt_lightflags: Lighting Flags
  - speed: Speed
  - health: Health (shootable if > 0)
  - lip: Lip
  - master: Master
  - sounds: Sounds
    - None
    - Big zap & Warmup
    - Access Denied
    - Access Granted
    - Quick Combolock
    - Power Deadbolt 1
    - Power Deadbolt 2
    - Plunger
    - Small zap
    - Keycard Sound
    - Buzz
    - Buzz Off
    - Lightswitch
  - wait: delay before reset (-1 stay)
  - delay: Delay before trigger
  - locked_sound: Locked Sound
    - None
    - Access Denied
    - Small zap
    - Buzz
    - Buzz Off
    - Latch Locked
  - unlocked_sound: Unlocked Sound
    - None
    - Big zap & Warmup
    - Access Granted
    - Quick Combolock
    - Power Deadbolt 1
    - Power Deadbolt 2
    - Plunger
    - Small zap
    - Keycard Sound
    - Buzz
    - Latch Unlocked
    - Lightswitch
  - locked_sentence: Locked Sentence
    - None
    - Gen. Access Denied
    - Security Lockout
    - Blast Door
    - Fire Door
    - Chemical Door
    - Radiation Door
    - Gen. Containment
    - Maintenance Door
    - Broken Shut Door
  - unlocked_sentence: Unlocked Sentence
    - None
    - Gen. Access Granted
    - Security Disengaged
    - Blast Door
    - Fire Door
    - Chemical Door
    - Radiation Door
    - Gen. Containment
    - Maintenance area
  - _minlight: Minimum light level
  - spawnflags:
    - Don't move
    - Toggle
    - Sparks
    - Touch Activates
  func_conveyor: Conveyor Belt
  - globalname: Global Entity Name
  - Render Properties
  - targetname: Name
  - angles: Pitch Yaw Roll (Y Z X)
  - speed: Conveyor Speed
  - _minlight: Minimum light level
  - zhlt_lightflags: Lighting Flags
  - spawnflags:
    - No Push
    - Not Solid
  func_door: Basic door
  - targetname: Name
  - Render Properties
  - globalname: Global Entity Name
  - angles: Pitch Yaw Roll (Y Z X)
  - killdesc: Kill description
  - killtarget: KillTarget
  - speed: Speed
  - master: Master
  - movesnd: Move Sound
    - No Sound
    - Servo (Sliding)
    - Pneumatic (Sliding)
    - Pneumatic (Rolling)
    - Vacuum
    - Power Hydraulic
    - Large Rollers
    - Track Door
    - Snappy Metal Door
    - Squeaky 1
    - Squeaky 2
  - stopsnd: Stop Sound
    - No Sound
    - Clang with brake
    - Clang reverb
    - Ratchet Stop
    - Chunk
    - Light airbrake
    - Metal Slide Stop
    - Metal Lock Stop
    - Snappy Metal Stop
  - wait: delay before close, -1 stay open
  - lip: Lip
  - dmg: Damage inflicted when blocked
  - message: Message if triggered
  - target: Target
  - delay: Delay before fire
  - netname: Fire on Close
  - health: Health (shoot open)
  - locked_sound: Locked Sound
    - None
    - Access Denied
    - Small zap
    - Buzz
    - Buzz Off
    - Latch Locked
  - unlocked_sound: Unlocked Sound
    - None
    - Big zap & Warmup
    - Access Granted
    - Quick Combolock
    - Power Deadbolt 1
    - Power Deadbolt 2
    - Plunger
    - Small zap
    - Keycard Sound
    - Buzz
    - Latch Unlocked
  - locked_sentence: Locked Sentence
    - None
    - Gen. Access Denied
    - Security Lockout
    - Blast Door
    - Fire Door
    - Chemical Door
    - Radiation Door
    - Gen. Containment
    - Maintenance Door
    - Broken Shut Door
  - unlocked_sentence: Unlocked Sentence
    - None
    - Gen. Access Granted
    - Security Disengaged
    - Blast Door
    - Fire Door
    - Chemical Door
    - Radiation Door
    - Gen. Containment
    - Maintenance area
  - _minlight: Minimum light level
  - zhlt_lightflags: Lighting Flags
  - spawnflags:
    - Starts Open
    - Don't link
    - Passable
    - Toggle
    - Use Only
    - Monsters Can't
    - Non-blockable
      With this checked, the door will not reverse if it is blocked by someone.
    - Not in Deathmatch
  func_door_rotating: Rotating door
  - targetname: Name
  - Render Properties
  - globalname: Global Entity Name
  - angles: Pitch Yaw Roll (Y Z X)
  - killdesc: Kill description
  - killtarget: KillTarget
  - speed: Speed
  - master: Master
  - movesnd: Move Sound
    - No Sound
    - Servo (Sliding)
    - Pneumatic (Sliding)
    - Pneumatic (Rolling)
    - Vacuum
    - Power Hydraulic
    - Large Rollers
    - Track Door
    - Snappy Metal Door
    - Squeaky 1
    - Squeaky 2
  - stopsnd: Stop Sound
    - No Sound
    - Clang with brake
    - Clang reverb
    - Ratchet Stop
    - Chunk
    - Light airbrake
    - Metal Slide Stop
    - Metal Lock Stop
    - Snappy Metal Stop
  - wait: delay before close, -1 stay open
  - lip: Lip
  - dmg: Damage inflicted when blocked
  - message: Message if triggered
  - target: Target
  - delay: Delay before fire
  - netname: Fire on Close
  - health: Health (shoot open)
  - locked_sound: Locked Sound
    - None
    - Access Denied
    - Small zap
    - Buzz
    - Buzz Off
    - Latch Locked
  - unlocked_sound: Unlocked Sound
    - None
    - Big zap & Warmup
    - Access Granted
    - Quick Combolock
    - Power Deadbolt 1
    - Power Deadbolt 2
    - Plunger
    - Small zap
    - Keycard Sound
    - Buzz
    - Latch Unlocked
  - locked_sentence: Locked Sentence
    - None
    - Gen. Access Denied
    - Security Lockout
    - Blast Door
    - Fire Door
    - Chemical Door
    - Radiation Door
    - Gen. Containment
    - Maintenance Door
    - Broken Shut Door
  - unlocked_sentence: Unlocked Sentence
    - None
    - Gen. Access Granted
    - Security Disengaged
    - Blast Door
    - Fire Door
    - Chemical Door
    - Radiation Door
    - Gen. Containment
    - Maintenance area
  - _minlight: Minimum light level
  - zhlt_lightflags: Lighting Flags
  - distance: Distance (deg)
  - spawnflags:
    - Starts Open
    - Reverse Dir
    - Don't link
    - Passable
    - One-way
    - Toggle
    - X Axis
    - Y Axis
    - Use Only
    - Monsters Can't
    - Non-blockable
      With this checked, the door will not reverse if it is blocked by someone.
    - Not in Deathmatch
  func_friction: Surface with a change in friction
  - Render Properties
  - modifier: Percentage of standard (0 - 100)
  - spawnflags:
    - Not in Deathmatch
  func_guntarget: Moving platform
  - targetname: Name
  - Render Properties
  - globalname: Global Entity Name
  - speed: Speed (units per second)
  - target: First stop target
  - message: Fire on damage
  - health: Damage to Take
  - _minlight: Minimum light level
  func_healthcharger:
  - globalname: Global Entity Name
  - Render Properties
  - _minlight: Minimum light level
  - zhlt_lightflags: Lighting Flags
  func_illusionary: Fake Wall/Light
  - targetname: Name
  - Render Properties
  - skin: Contents
    - Empty
    - Volumetric Light
  - _minlight: Minimum light level
  - zhlt_lightflags: Lighting Flags
  func_ladder: Ladder
  - targetname: Name
  func_monsterclip: Monster clip brush
  - targetname: Name
  func_mortar_field: Mortar Field
  - targetname: Name
  - m_flSpread: Spread Radius
  - m_iCount: Repeat Count
  - m_fControl: Targeting
    - Random
    - Activator
    - Table
  - m_iszXController: X Controller
  - m_iszYController: Y Controller
  func_pendulum: Swings back and forth
  - globalname: Global Entity Name
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - killdesc: Kill description
  - speed: Speed
  - distance: Distance (deg)
  - damp: Damping (0-1000)
  - dmg: Damage inflicted when blocked
  - _minlight: _minlight
  - spawnflags:
    - Start ON
    - Passable
    - Auto-return
    - X Axis
    - Y Axis
    - Not in Deathmatch
  func_plat: Elevator
  - targetname: Name
  - globalname: Global Entity Name
  - Render Properties
  - movesnd: Move Sound
    - No Sound
    - big elev 1
    - big elev 2
    - tech elev 1
    - tech elev 2
    - tech elev 3
    - freight elev 1
    - freight elev 2
    - heavy elev
    - rack elev
    - rail elev
    - squeek elev
    - odd elev 1
    - odd elev 2
  - stopsnd: Stop Sound
    - No Sound
    - big elev stop1
    - big elev stop2
    - freight elev stop
    - heavy elev stop
    - rack stop
    - rail stop
    - squeek stop
    - quick stop
  - volume: Sound Volume 0.0 - 1.0
  - killdesc: Kill description
  - height: Travel altitude (can be negative)
  - speed: Speed
  - _minlight: Minimum light level
  - spawnflags:
    - Toggle
  func_platrot: Moving Rotating platform
  - targetname: Name
  - globalname: Global Entity Name
  - Render Properties
  - movesnd: Move Sound
    - No Sound
    - big elev 1
    - big elev 2
    - tech elev 1
    - tech elev 2
    - tech elev 3
    - freight elev 1
    - freight elev 2
    - heavy elev
    - rack elev
    - rail elev
    - squeek elev
    - odd elev 1
    - odd elev 2
  - stopsnd: Stop Sound
    - No Sound
    - big elev stop1
    - big elev stop2
    - freight elev stop
    - heavy elev stop
    - rack stop
    - rail stop
    - squeek stop
    - quick stop
  - volume: Sound Volume 0.0 - 1.0
  - angles: Pitch Yaw Roll (Y Z X)
  - killdesc: Kill description
  - speed: Speed of rotation
  - height: Travel altitude (can be negative)
  - rotation: Spin amount
  - _minlight: Minimum light level
  - spawnflags:
    - Toggle
    - X Axis
    - Y Axis
  func_pushable: Pushable object
  func_pushable_respawn does all this does and more.
  - targetname: Name
  - globalname: Global Entity Name
  - killdesc: Kill description
  - target: Target on break
  - health: Strength
    - Glass
    - Wood
    - Metal
    - Flesh
    - Cinder Block
    - Ceiling Tile
    - Computer
    - Unbreakable Glass
    - Rocks
  - explosion: Gibs Direction
    - Random
    - Relative to Attack
  - delay: Delay before fire
  - gibmodel: Gib Model
  - explodemagnitude: Explode Magnitude (0=none)
  - Render Properties
  - size: Hull Size
    - Point size
    - Player size
    - Big Size
    - Player duck
  - spawnobject: Spawn On Break
    - Nothing
    - Battery
    - Healthkit
    - 9mm Handgun
    - 9mm Clip
    - Machine Gun
    - Machine Gun Clip
    - Machine Gun Grenades
    - Shotgun
    - Shotgun Shells
    - Crossbow
    - Crossbow Bolts
    - 357
    - 357 clip
    - RPG
    - RPG Clip
    - Gauss clip
    - Hand grenade
    - Tripmine
    - Satchel Charge
    - Snark
    - Hornet Gun
  - friction: Friction (0-400)
  - buoyancy: Buoyancy
  - _minlight: Minimum light level
  - spawnflags:
    - Breakable
  func_pushable_respawn: Adv. Pushable object
  Upgraded version of func_pushable. Most settings are the same.
  - targetname: Name
  - globalname: Global Entity Name
  - killdesc: Kill description
  - target: Target on break
  - health: Strength
    - Glass
    - Wood
    - Metal
    - Flesh
    - Cinder Block
    - Ceiling Tile
    - Computer
    - Unbreakable Glass
    - Rocks
  - explosion: Gibs Direction
    - Random
    - Relative to Attack
  - delay: Delay before fire
  - gibmodel: Gib Model
  - explodemagnitude: Explode Magnitude (0=none)
  - Render Properties
  - spawnobject: Spawn On Break
    This version does not have a list of choices here. You can type the classname of any point entity here, from ammo_357 to monster_gargantua. Do try to make a crate big enough to fit a garg.
  - respawn: Respawn delay (0=never)
    How long it takes to respawn after breaking. 0 will never respawn, like the original.
  - size: Hull Size
    - Point size
    - Player size
    - Big Size
    - Player duck
  - friction: Friction (0-400)
  - buoyancy: Buoyancy
  - _minlight: Minimum light level
  - spawnflags:
    - Respawn On spot
      Crate respawns where it was destroyed. By default it respawns where it was at map start.
    - Breakable
  func_recharge: HEV suit recharger
  - globalname: Global Entity Name
  - Render Properties
  - _minlight: Minimum light level
  - zhlt_lightflags: Lighting Flags
  func_rot_button: RotatingButton
  - targetname: Name
  - globalname: Global Entity Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - target: Targetted object
  - changetarget: ChangeTarget Name
  - master: Master
  - speed: Speed
  - health: Health (shootable if > 0)
  - sounds: Sounds
    - Squeaky
    - Squeaky Pneumatic
    - Ratchet Groan
    - Clean Ratchet
    - Gas Clunk
  - wait: Delay before reset
    - -1 = Stays pressed
  - delay: Delay before trigger
  - distance: Distance (deg)
  - _minlight: _minlight
  - zhlt_lightflags: Lighting Flags
  - spawnflags:
    - Not solid
    - Reverse Dir
    - Toggle
    - X Axis
    - Y Axis
    - Touch Activates
  func_rotating: Rotating Object
  - targetname: Name
  - globalname: Global Entity Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - killdesc: Kill description
  - speed: Rotation Speed
  - volume: Volume (10 = loudest)
  - fanfriction: Friction (0 - 100%)
  - sounds: Fan Sounds
    - No Sound
    - Fast Whine
    - Slow Rush
    - Medium Rickety
    - Fast Beating
    - Slow Smooth
  - message: WAV Name
  - _minlight: _minlight
  - spawnorigin: X Y Z - Move here after lighting
  - dmg: Damage inflicted when blocked
  - zhlt_lightflags: Lighting Flags
  - spawnflags:
    - Start ON
    - Reverse Direction
    - X Axis
    - Y Axis
    - Acc/Dcc
    - Fan Pain
    - Not Solid
    - Small Radius
    - Medium Radius
    - Large Radius
  func_shield: BSP energy shield
  The shield entity can be used for several forcefield effects. It can also be used as a damage inflicting solid by using normal rendermode.
  - targetname: Name
  - Render Properties
  - globalname: Global Entity Name
  - killdesc: Kill description
  - type: FX type
    - Incremental flash
      Shield is normally invisible. When hit it will flash depending on the amount of damage inflicted.
    - Uniform flash
      Like above but the shield always flashes at full strength, regardless of damage amount
    - Fade out
      Shield is normally fully visible (renderamt 255) and becomes increasingly transparent as it takes damage
    - Fade in
      Shield is normally invisible and becomes increasingly visible as it takes damage. When the shield fails it disappears.
  - max_health: Strength (0=invulnerable)
    Shield strength. 0 is infinite. Fade FX types don't support a 0 maxhealth.
  - charge_rate: Recharge rate
    How many points of damage does the shield regenerate each second.
  - speed: Time to recover
    If the shield fails (health drops to 0), this is how long it takes to start recharging again. If this is 0, then the shield is turned off, and must be triggered to reactivate it.
  - dmg: Damage inflicted
    Damage inflicted if something damageable hits the shield.
  - _minlight: Minimum light level
  - spawnflags:
    - Not in Deathmatch
    - Starts Offline
  func_tank: Brush Gun Turret
  Obsolete. Use func_turret instead
  - targetname: Name
  - target: Target
  - Render Properties
  - globalname: Global Entity Name
  - angles: Pitch Yaw Roll (Y Z X)
  - master: (Team) Master
  - yawrate: Yaw rate
  - yawrange: Yaw range
  - yawtolerance: Yaw tolerance
  - pitchrate: Pitch rate
  - pitchrange: Pitch range
  - pitchtolerance: Pitch tolerance
  - barrel: Barrel Length
  - barrely: Barrel Horizontal
  - barrelz: Barrel Vertical
  - spritesmoke: Smoke Sprite
  - spriteflash: Flash Sprite
  - spritescale: Sprite scale
  - rotatesound: Rotate Sound
  - firerate: Rate of Fire
  - bullet_damage: Damage Per Bullet
  - persistence: Firing persistence
  - firespread: Bullet accuracy
    - Perfect Shot
    - Small cone
    - Medium cone
    - Large cone
    - Extra-large cone
  - minRange: Minmum target range
  - maxRange: Maximum target range
  - _minlight: Minimum light level
  - bullet: Bullets
    - None
    - 9mm
    - MP5
    - 12mm
  - spawnflags:
    - Active
    - Only Direct
    - Controllable
  func_tankcontrols: Tank controls
  - target: Tank entity name
  func_tanklaser: Brush Laser Turret
  Obsolete. Use func_turret instead
  - targetname: Name
  - target: Target
  - Render Properties
  - globalname: Global Entity Name
  - angles: Pitch Yaw Roll (Y Z X)
  - master: (Team) Master
  - yawrate: Yaw rate
  - yawrange: Yaw range
  - yawtolerance: Yaw tolerance
  - pitchrate: Pitch rate
  - pitchrange: Pitch range
  - pitchtolerance: Pitch tolerance
  - barrel: Barrel Length
  - barrely: Barrel Horizontal
  - barrelz: Barrel Vertical
  - spritesmoke: Smoke Sprite
  - spriteflash: Flash Sprite
  - spritescale: Sprite scale
  - rotatesound: Rotate Sound
  - firerate: Rate of Fire
  - bullet_damage: Damage Per Bullet
  - persistence: Firing persistence
  - firespread: Bullet accuracy
    - Perfect Shot
    - Small cone
    - Medium cone
    - Large cone
    - Extra-large cone
  - minRange: Minmum target range
  - maxRange: Maximum target range
  - _minlight: Minimum light level
  - laserentity: env_laser Entity
  - spawnflags:
    - Active
    - Only Direct
    - Controllable
  func_tankrocket: Brush Rocket Turret
  Obsolete. Use func_turret instead
  - targetname: Name
  - target: Target
  - Render Properties
  - globalname: Global Entity Name
  - angles: Pitch Yaw Roll (Y Z X
  - master: (Team) Master
  - yawrate: Yaw rate
  - yawrange: Yaw range
  - yawtolerance: Yaw tolerance
  - pitchrate: Pitch rate
  - pitchrange: Pitch range
  - pitchtolerance: Pitch tolerance
  - barrel: Barrel Length
  - barrely: Barrel Horizontal
  - barrelz: Barrel Vertical
  - spritesmoke: Smoke Sprite
  - spriteflash: Flash Sprite
  - spritescale: Sprite scale
  - rotatesound: Rotate Sound
  - firerate: Rate of Fire
  - bullet_damage: Damage Per Bullet
  - persistence: Firing persistence
  - firespread: Bullet accuracy
    - Perfect Shot
    - Small cone
    - Medium cone
    - Large cone
    - Extra-large cone
  - minRange: Minmum target range
  - maxRange: Maximum target range
  - _minlight: Minimum light level
  - spawnflags:
    - Active
    - Only Direct
    - Controllable
  func_tankmortar: Brush Mortar Turret
  Obsolete. Use func_turret instead
  - targetname: Name
  - target: Target
  - Render Properties
  - globalname: Global Entity Name
  - angles: Pitch Yaw Roll (Y Z X)
  - master: (Team) Master
  - yawrate: Yaw rate
  - yawrange: Yaw range
  - yawtolerance: Yaw tolerance
  - pitchrate: Pitch rate
  - pitchrange: Pitch range
  - pitchtolerance: Pitch tolerance
  - barrel: Barrel Length
  - barrely: Barrel Horizontal
  - barrelz: Barrel Vertical
  - spritesmoke: Smoke Sprite
  - spriteflash: Flash Sprite
  - spritescale: Sprite scale
  - rotatesound: Rotate Sound
  - firerate: Rate of Fire
  - bullet_damage: Damage Per Bullet
  - persistence: Firing persistence
    - Perfect Shot
    - Small cone
    - Medium cone
    - Large cone
    - Extra-large cone
  - minRange: Minmum target range
  - maxRange: Maximum target range
  - _minlight: Minimum light level
  - iMagnitude: Explosion Magnitude
  - spawnflags:
    - Active
    - Only Direct
    - Controllable
  func_trackautochange: Automatic track changing platform
  - targetname: Name
  - Render Properties
  - globalname: Global Entity Name
  - movesnd: Move Sound
    - No Sound
    - big elev 1
    - big elev 2
    - tech elev 1
    - tech elev 2
    - tech elev 3
    - freight elev 1
    - freight elev 2
    - heavy elev
    - rack elev
    - rail elev
    - squeek elev
    - odd elev 1
    - odd elev 2
  - stopsnd: Stop Sound
    - No Sound
    - big elev stop1
    - big elev stop2
    - freight elev stop
    - heavy elev stop
    - rack stop
    - rail stop
    - squeek stop
    - quick stop
  - volume: Sound Volume 0.0 - 1.0
  - height: Travel altitude
  - rotation: Spin amount
  - train: Train to switch
  - toptrack: Top track
  - bottomtrack: Bottom track
  - speed: Move/Rotate speed
  - _minlight: Minimum light level
  - spawnflags:
    - Auto Activate train
    - Relink track
    - Start at Bottom
    - Rotate Only
    - X Axis
    - Y Axis
  func_trackchange: Train track changing platform
  - targetname: Name
  - Render Properties
  - globalname: Global Entity Name
  - movesnd: Move Sound
    - No Sound
    - big elev 1
    - big elev 2
    - tech elev 1
    - tech elev 2
    - tech elev 3
    - freight elev 1
    - freight elev 2
    - heavy elev
    - rack elev
    - rail elev
    - squeek elev
    - odd elev 1
    - odd elev 2
  - stopsnd: Stop Sound
    - No Sound
    - big elev stop1
    - big elev stop2
    - freight elev stop
    - heavy elev stop
    - rack stop
    - rail stop
    - squeek stop
    - quick stop
  - volume: Sound Volume 0.0 - 1.0
  - height: Travel altitude
  - rotation: Spin amount
  - train: Train to switch
  - toptrack: Top track
  - bottomtrack: Bottom track
  - speed: Move/Rotate speed
  - _minlight: Minimum light level
  - spawnflags:
    - Auto Activate train
    - Relink track
    - Start at Bottom
    - Rotate Only
    - X Axis
    - Y Axis
  func_tracktrain: Track Train
  - targetname: Name
  - globalname: Global Entity Name
  - Render Properties
  - killdesc: Kill description
  - target: First stop target
  - sounds: Sound
    - None
    - Rail 1
    - Rail 2
    - Rail 3
    - Rail 4
    - Rail 6
    - Rail 7
  - wheels: Distance between the wheels
  - height: Height above track
  - startspeed: Initial speed
  - speed: Speed (units per second)
  - dmg: Damage on crush
  - volume: Volume (10 = loudest)
  - bank: Bank angle on turns
  - _minlight: Minimum light level
  - spawnflags:
    - No Pitch (X-rot)
    - No User Control
    - Passable
  func_traincontrols: Train Controls
  - target: Train Name
  func_train: Moving platform
  - targetname: Name
  - globalname: Global Entity Name
  - Render Properties
  - killdesc: Kill description
  - target: First stop target
  - movesnd: Move Sound
    - No Sound
    - big elev 1
    - big elev 2
    - tech elev 1
    - tech elev 2
    - tech elev 3
    - freight elev 1
    - freight elev 2
    - heavy elev
    - rack elev
    - rail elev
    - squeek elev
    - odd elev 1
    - odd elev 2
  - stopsnd: Stop Sound
    - No Sound
    - big elev stop1
    - big elev stop2
    - freight elev stop
    - heavy elev stop
    - rack stop
    - rail stop
    - squeek stop
    - quick stop
  - speed: Speed (units per second)
  - dmg: Damage on crush
  - skin: Contents
  - volume: Sound Volume 0.0 - 1.0
  - _minlight: Minimum light level
  - spawnflags:
    - Not solid
  func_turret: Advanced Brush Gun Turret
  A func_turret is most typically used as a gun turret. It is like a func_tank with no firing code. You can't make it shoot by itself. To make it fire, you use an info_shootpoint. These intangible, linked point entities define where the turret shoots from. One turret can control any number of shootpoints of any type.
  NOTE: You don't have to use shootpoints with these. You could use them as security cameras, or you could do something else with it. In all its simplicity, a func_turret is a brush entity that tracks targets and triggers entities when its "on target".
  - targetname: Name
  - Render Properties
  - globalname: Global Entity Name
  - angles: Pitch Yaw Roll (Y Z X)
  - killdesc: Kill description
  - target: Primary Fire
  - message: Secondary Fire
    Primary & secondary are triggered on when the turret is pointing at its target (usually to start firing), and off when it is not (to stop firing). You can trigger any entities from these. On a player controlled turret, these match the players primary & secondary fire button.
  - netname: Random target
    For random mode. Entities with this targetname are targeted.
  - Allies: Allies
    Defines who this turret does NOT shoot.
    - None
    - Player
    - GoodGuys
    - Human Military
    - Aliens
    - All but player
    - All but scientists
  - master: (Team) Master
  - yawrate: Yaw rate
  - yawrange: Yaw range
  - yawtolerance: Yaw tolerance
  - pitchrate: Pitch rate
  - pitchrange: Pitch range
  - pitchtolerance: Pitch tolerance
  - BarrelPos: Barrel Offset
    Barrel position for targeting purposes. If your computer-controlled turret doesn't hit anything, set this to the XYZ difference of the origin brush and the barrel. In a multi-barrel turret use an average of the barrels. You don't usually have to concern yourself with this, unless the barrel is significantly to the side or up/down from the origin.
  - rotatesound: Rotate Sound
  - persistence: Firing persistence
  - minRange: Minmum target range
  - maxRange: Maximum target range
  - _minlight: Minimum light level
  - view_ent: Control camera entity
    If/while this turret is controlled by the player, his point of view will be from this entity.
  - zhlt_lightflags: Lighting Flags
  - dmg: Targeting Interval
    For random mode. Time between switching target points. 0 for no timed switch.
  - spawnflags:
    - Wait till seen
      Like on monsters, this makes the turret do nothing until the player has seen it once.
    - Active
    - Track Random Target
      Normally, random mode selects a random entity, saves its position then shoots at that location. This makes it update the target entity location, ie. track it like in normal mode.
    - Random Target Mode
      Random mode. In this mode the turret will select random entities with the specified targetname, anywhere in the level, and fire in their direction. To give the impression of suppressing fire or to target inanimate objects such as buildgins. Works very well together with the info_target_area.
    - Rotate on Fire
      Random mode turret switches target when a linked info_shootpoint fires.
    - Controllable
    - Line of Sight
      Turret considers LOS in random mode. (it can't turn to face an entity it can't see. It will shoot at its last know position.)
  func_turret_ballistic: Brush Artillery Turret
  This is a func_turret variation for auto-targeting ballistic weapons. Doesn't seem to work yet.
  - targetname: Name
  - Render Properties
  - globalname: Global Entity Name
  - angles: Pitch Yaw Roll (Y Z X)
  - killdesc: Kill description
  - target: Primary Fire
  - message: Secondary Fire
    Primary & secondary are triggered on when the turret is pointing at its target (usually to start firing), and off when it is not (to stop firing). You can trigger any entities from these. On a player controlled turret, these match the players primary & secondary fire button.
  - netname: Random target
    For random mode. Entities with this targetname are targeted.
  - Allies: Allies
    Defines who this turret does NOT shoot.
    - None
    - Player
    - GoodGuys
    - Human Military
    - Aliens
    - All but player
    - All but scientists
  - master: (Team) Master
  - yawrate: Yaw rate
  - yawrange: Yaw range
  - yawtolerance: Yaw tolerance
  - pitchrate: Pitch rate
  - pitchrange: Pitch range
  - pitchtolerance: Pitch tolerance
  - BarrelPos: Barrel Offset
    Barrel position for targeting purposes. If your computer-controlled turret doesn't hit anything, set this to the XYZ difference of the origin brush and the barrel. In a multi-barrel turret use an average of the barrels. You don't usually have to concern yourself with this, unless the barrel is significantly to the side or up/down from the origin.
  - rotatesound: Rotate Sound
  - persistence: Firing persistence
  - minRange: Minmum target range
  - maxRange: Maximum target range
  - _minlight: Minimum light level
  - view_ent: Control camera entity
  - zhlt_lightflags: Lighting Flags
  - dmg: Targeting Interval
  - speed: Assumed muzzle velocity
  - spawnflags:
    - Wait till seen
      Like on monsters, this makes the turret do nothing until the player has seen it once.
    - Active
    - Track Random Target
      Normally, random mode selects a random entity, saves its position then shoots at that location. This makes it update the target entity location, ie. track it like in normal mode.
    - Random Target Mode
      Random mode. In this mode the turret will select random entities with the specified targetname, anywhere in the level, and fire in their direction. To give the impression of suppressing fire or to target inanimate objects such as buildgins. Works very well together with the info_target_area.
    - Rotate on Fire
      Random mode turret switches target when a linked info_shootpoint fires.
    - Controllable
    - Line of Sight
      Turret considers LOS in random mode. (it can't turn to face an entity it can't see. It will shoot at its last know position.)
  func_turret_manual: Manual Brush Gun Turret
  Original design for a switch-operated turret as seen in level 2. Never used since. The system is somewhat clumsy and unintuitive. It could probably be emulated much better using entity_links.
  - targetname: Name
  - Render Properties
  - globalname: Global Entity Name
  - angles: Pitch Yaw Roll (Y Z X)
  - killdesc: Kill description
  - target: Primary Fire
  - message: Secondary Fire
  - Allies: Allies
    - None
    - Player
    - GoodGuys
    - Human Military
    - Aliens
    - All but player
    - All but scientists
  - master: (Team) Master
  - yawrate: Yaw rate
  - yawrange: Yaw range
  - yawtolerance: Yaw tolerance
  - pitchrate: Pitch rate
  - pitchrange: Pitch range
  - pitchtolerance: Pitch tolerance
  - BarrelPos: Barrel Offset
  - rotatesound: Rotate Sound
  - persistence: Firing persistence
  - minRange: Minmum target range
  - maxRange: Maximum target range
  - _minlight: Minimum light level
  - view_ent: Control camera entity
  - zhlt_lightflags: Lighting Flags
  - dmg: Targeting Interval
  - m_iszXController: X Controller
  - m_iszYController: Y Controller
  - spawnflags:
    - Wait till seen
    - Active
    - Track Random Target
    - Random Target Mode
    - Rotate on Fire
    - Controllable
    - Line of Sight
  func_turretcontrols: Turret controls
  - target: Turret entity name
  func_wall: Wall
  - targetname: Name
  - Render Properties
  - globalname: Global Entity Name
  - _minlight: Minimum light level
  - zhlt_lightflags: Lighting Flags
  - spawnflags:
    - Not in Deathmatch
  func_wall_toggle: Toggleable geometry
  - targetname: Name
  - Render Properties
  - globalname: Global Entity Name
  - _minlight: Minimum light level
  - zhlt_lightflags: Lighting Flags
  - spawnflags:
    - Starts Invisible
    - Not in Deathmatch
  func_water: Liquid
  - targetname: Name
  - Render Properties
  - renderamt: FX Amount (1 - 255)
  - rendercolor: FX Color (R G B)
  - globalname: Global Entity Name
  - angles: Pitch Yaw Roll (Y Z X)
  - killdesc: Kill description
  - killtarget: KillTarget
  - speed: Speed
  - master: Master
  - movesnd: Move Sound
    - No Sound
    - Servo (Sliding)
    - Pneumatic (Sliding)
    - Pneumatic (Rolling)
    - Vacuum
    - Power Hydraulic
    - Large Rollers
    - Track Door
    - Snappy Metal Door
    - Squeaky 1
    - Squeaky 2
  - stopsnd: Stop Sound
    - No Sound
    - Clang with brake
    - Clang reverb
    - Ratchet Stop
    - Chunk
    - Light airbrake
    - Metal Slide Stop
    - Metal Lock Stop
    - Snappy Metal Stop
  - wait: delay before close, -1 stay open
  - lip: Lip
  - dmg: Damage inflicted when blocked
  - message: Message if triggered
  - target: Target
  - delay: Delay before fire
  - netname: Fire on Close
  - health: Health (shoot open)
  - locked_sound: Locked Sound
    - None
    - Access Denied
    - Small zap
    - Buzz
    - Buzz Off
    - Latch Locked
  - unlocked_sound: Unlocked Sound
    - None
    - Big zap & Warmup
    - Access Granted
    - Quick Combolock
    - Power Deadbolt 1
    - Power Deadbolt 2
    - Plunger
    - Small zap
    - Keycard Sound
    - Buzz
    - Latch Unlocked
  - locked_sentence: Locked Sentence
    - None
    - Gen. Access Denied
    - Security Lockout
    - Blast Door
    - Fire Door
    - Chemical Door
    - Radiation Door
    - Gen. Containment
    - Maintenance Door
    - Broken Shut Door
  - unlocked_sentence: Unlocked Sentence
    - None
    - Gen. Access Granted
    - Security Disengaged
    - Blast Door
    - Fire Door
    - Chemical Door
    - Radiation Door
    - Gen. Containment
    - Maintenance area
  - _minlight: Minimum light level
  - zhlt_lightflags: Lighting Flags
  - skin: Contents
    - Water
    - Slime
    - Lava
  - WaveHeight: Wave Height
  - spawnflags:
    - Starts Open
    - Don't link
    - Passable
    - Toggle
    - Use Only
    - Monsters Can't
    - Non-blockable
    - Not in Deathmatch

  game_counter: Fires when it hits limit
  - targetname: Name
  - target: Target
  - delay: Delay before trigger
  - killtarget: KillTarget
  - master: Master
  - frags: Initial Value
  - health: Limit Value
  - spawnflags:
    - Remove On fire
    - Reset On fire
  game_counter_set: Sets a game_counter
  - targetname: Name
  - target: Target
  - master: Master
  - frags: New Value
  - spawnflags:
    - Remove On fire
  game_end: End this multiplayer game
  - targetname: Name
  - master: Master
  game_player_equip: Initial player equipment
  This will now always work in single-player. In HL it had to be triggered, but in SSH it will give the player the stuff all by itself. Unless you tick "Use only" of course.
  - targetname: Name
  - master: Team Master
  - spawnflags:
    - Use Only
      This entity will not equip player at map start, it must be triggered.
  game_player_hurt: Hurts player who fires
  - targetname: Name
  - dmg: Damage To Apply
  - master: Master
  - spawnflags:
    - Remove On fire
  game_player_team: Allows player to change teams
  - targetname: Name
  - target: game_team_master to use
  - master: Master
  - spawnflags:
    - Remove On fire
    - Kill Player
    - Gib Player
  game_score: Award/Deduct Points
  This will now work in SSH. It adds points to the "Total" section on the killboard and will also send a death message if desired.
  - targetname: Name
  - points: Points to add (+/-)
  - points_max: Max points (random)
    If set, randomizes kill count between "points" and "points_max". Else just uses "points"
  - master: Master
  - message: Death notice message
    Sends a death message just as if scientists had really been killed. Include a %d in the message to get the number of points displayed there.
  - spawnflags:
    - Allow Negative
  game_team_master: Team based master/relay
  - targetname: Name
  - target: Target
  - delay: Delay before trigger
  - killtarget: KillTarget
  - triggerstate: Trigger State
    - Off
    - On
    - Toggle
  - teamindex: Team Index (-1 = no team)
  - master: Master
  - spawnflags:
    - Remove On fire
  game_team_set: Sets team of team_master
  - targetname: Name
  - target: Target
  - delay: Delay before trigger
  - killtarget: KillTarget
  - master: Master
  - spawnflags:
    - Remove On fire
  game_text: HUD Text Message
  - targetname: Name
  - target: Target
  - message: Message Text
  - x: X (0 - 1.0 = left to right) (-1 centers)
  - y: Y (0 - 1.0 = top to bottom) (-1 centers)
  - effect: Text Effect
    - Fade In/Out
    - Credits
    - Scan Out
  - color: Color1
  - color2: Color2
  - fadein: Fade in Time (or character scan time)
  - fadeout: Fade Out Time
  - holdtime: Hold Time
  - fxtime: Scan time (scan effect only)
  - channel: Text Channel
    - Channel 1
    - Channel 2
    - Channel 3
    - Channel 4
  - master: Master
  - spawnflags:
    - All Players
  game_zone_player: Player Zone brush
  - targetname: Name
  - intarget: Target for IN players
  - outtarget: Target for OUT players
  - incount: Counter for IN players
  - outcount: Counter for OUT players

  infodecal: Decal
  - targetname: Name
  - texture:
  - spawnflags:
    - Not in Deathmatch
  info_bigmomma: Big Mamma Node
  - targetname: Name
  - target: Next node
  - radius: Radius
  - reachdelay: Wait after approach
  - killtarget: KillTarget
  - reachtarget: Fire on approach
  - reachsequence: Sequence on approach
  - health: Health on approach
  - presequence: Sequence before approach
  - spawnflags:
    - Run To Node
    - Wait Indefinitely
  info_camera: Camera entity
  A trigger_camera lookalike. This camera entity tracks a target. Alternatively you can link it to something. It does not end the camera run on a timer, but instead will discontinue when the player moves. Useful as a security camera or something.
  - targetname: Name
  - target: Target
    Entity/entities that will be observed.
  - link_to_this: Link parent
    Link to the movement/rotation of this entity. Must use "Static" movetype.
  - type: Move type
    - Static
      Immobile.
    - Tracking
      Stays still and turns to track its target.
    - Overhead view
      Moves on the XY plane to stay above the target (or below, if you place the camera lower than the target).
    - Target's eye
      Views from the EyePosition() of the target entity. Useful for monsters.
    - Behind target
      Moves to a position behind the target's back.
    - Near target
      Moves to a general proximity of the target.
  - speed: Move rate
  - yaw_speed: Yaw rate
  - pitch_speed: Pitch rate
  - spawnflags:
    - Switch Target
      Allows the camera to switch target entity while viewing if the first one is lost.
    - Target classname
      Targets a specific class of entities (like monster_na_agent) instead of a targetname.
    - Persistant
      Normally the camera will deactivate if the target is lost (unless it can switch). This will make it stay until the player decides to stop viewing.
    - No player control
      Player can't move while in camera. Also means he can't stop the sequence. Use this only if you know the target will be deleted soon, disconnecting the view.
  info_intermission: Intermission Spot
  - target: Target
  - angles: Pitch Yaw Roll (Y Z X)
  info_landmark: Transition Landmark
  - targetname: Name
  info_node: ai node
  info_node_air: ai air node
  info_null: info_null (spotlight target)
  - targetname: Name
  info_laserspot: Laser Spot Projector
  Makes laser spots. Very useful when used with info_shootpoint_rocket and laser guided rockets
  - targetname: Name
  - link_to_this: Link parent
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - scale: Spot Scale
    If not 0, the spot will be this size. To make giant or tiny spots.
    - Start On
    - Beam
      Projects a beam, same color as the spot, from the this entity to the spot.
  info_node: ai node
  info_node_air: ai air node
  info_null: info_null (spotlight target)
  - targetname: Name
  info_player_coop: Player cooperative start
  - angles: Pitch Yaw Roll (Y Z X)
  - spawnflags:
    - Not in Deathmatch
  info_player_deathmatch: Player deathmatch start
  - angles: Pitch Yaw Roll (Y Z X)
  - target: Target
  - master: Master
  - spawnflags:
    - Not in Deathmatch
  info_player_start: Player 1 start
  - angles: Pitch Yaw Roll (Y Z X)
  - spawnflags:
    - Not in Deathmatch
  info_shootpoint: Linked Shoot Point
  An intangible, linked point entity that shoots bullets. These are typically linked to a func_turret, and used to make it shoot. However, there is no specific need to link this to a turret. You can link one to a door knob for all I care, or leave it unlinked. Anywhere you want bullets to come from, place one of these.
  - link_to_this: Link parent
  - targetname: Name
  - target: Target
    This target is triggered each time the point fires.
  - Render Properties
  - globalname: Global Entity Name
  - angles: Pitch Yaw Roll (Y Z X)
  - killdesc: Kill description
  - spritesmoke: Smoke Sprite
  - spriteflash: Flash Sprite
  - spritescale: Sprite scale
  - firerate: Rate of Fire
  - delay: Delay before fire
    After being activated, the point waits this many seconds to start firing. Use this for firing sequences.
  - firenum: Number of shots
    Use this for a shotgun spread. Specify number of pellets here. Recommend not using "Point Accurate" with this.
  - bullet_damage: Damage Per Shot
    Damage per bullet. Leave 0 for default. BTW, anything over 16 always gibs target.
  - firespread: Bullet (in)accuracy
    - Point Accurate
    - 1 Degree
    - 2 Degrees
    - LEGACY Small Cone
    - 3 Degrees
    - 4 Degrees
    - LEGACY Medium Cone
    - 5 Degrees
    - 6 Degrees
    - 7 Degrees
    - 8 Degrees
    - 9 Degrees
    - 10 Degrees
    - LEGACY Large Cone
    - 15 Degrees
    - 20 Degrees
    - LEGACY Extra Large Cone
  - noise: Firing Sound 1
  - noise1: Firing Sound 2
  - noise2: Firing Sound 3
  - noise3: Firing Sound 4
    If defined, a random one of these firing sounds is played each time the point fires.
  - tracerate: Tracer Freq
  - bullet: Bullets
    - 9mm
    - Shotgun
    - MP5
    - 12mm
  - spawnflags:
    - No Fire Report
      If linked to a func_turret, the shoot point will inform the turret each time it fires, so that the random mode "Rotate on Fire" flag works. This flag prevents this. To be used when the turret has multiple guns and you don't want this one to trigger rotation.
  info_shootpoint_bolt: Linked Bolt Shoot Point
  An intangible, linked point entity that shoots crossbow bolts. NOTE: Not tested.
  - link_to_this: Link parent
  - targetname: Name
  - target: Target
  - Render Properties
  - globalname: Global Entity Name
  - angles: Pitch Yaw Roll (Y Z X)
  - killdesc: Kill description
  - spritesmoke: Smoke Sprite
  - spriteflash: Flash Sprite
  - spritescale: Sprite scale
  - firerate: Rate of Fire
  - delay: Delay before fire
  - firenum: Number of shots
  - bullet_damage: Damage Per Shot
  - firespread: Bullet (in)accuracy
    - Point Accurate
    - 1 Degree
    - 2 Degrees
    - LEGACY Small Cone
    - 3 Degrees
    - 4 Degrees
    - LEGACY Medium Cone
    - 5 Degrees
    - 6 Degrees
    - 7 Degrees
    - 8 Degrees
    - 9 Degrees
    - 10 Degrees
    - LEGACY Large Cone
    - 15 Degrees
    - 20 Degrees
    - LEGACY Extra Large Cone
  - noise: Firing Sound 1
  - noise1: Firing Sound 2
  - noise2: Firing Sound 3
  - noise3: Firing Sound 4
  - spawnflags:
    - No Fire Report
  info_shootpoint_beam: Beam Multilinker
  An intangible, linked point entity that aligns and controls a beam_cannon. This performs the task of a beam shootpoint, even though it doesn't actually create the beam. Most values here are ignored since the appearance and damage infliction is defined in the beam_cannon.
  - link_to_this: Link parent
  - targetname: Name
  - target: Target
  - Render Properties
  - globalname: Global Entity Name
  - angles: Pitch Yaw Roll (Y Z X)
  - killdesc: Kill description
  - spritesmoke: Smoke Sprite
  - spriteflash: Flash Sprite
  - spritescale: Sprite scale
  - firerate: Rate of Fire
    How long it takes until it fires again. Randomized to 100-130%. Has no effect if you set duration to 0.
  - delay: Delay before fire
  - firenum: Number of shots
    Number of times the beam is refired in "Shots" mode.
  - bullet_damage: Damage Per Shot
  - firespread: Bullet (in)accuracy
    - Point Accurate
    - 1 Degree
    - 2 Degrees
    - LEGACY Small Cone
    - 3 Degrees
    - 4 Degrees
    - LEGACY Medium Cone
    - 5 Degrees
    - 6 Degrees
    - 7 Degrees
    - 8 Degrees
    - 9 Degrees
    - 10 Degrees
    - LEGACY Large Cone
    - 15 Degrees
    - 20 Degrees
    - LEGACY Extra Large Cone
  - noise: Firing Sound 1
    This is the sound the beam makes if you do not specify a charge entity. If there is a charge entity, then it will be responsible for the sounds.
  - noise1: Firing Sound 2
  - noise2: Firing Sound 3
  - noise3: Firing Sound 4
  - type: Movetype
    - Normal
      Beam fires at one spot until duration runs out.
    - Shots
      Beam is fired multiple times at the same target.
  - message: Beam Entity
    Must be a valid beam_cannon.
  - netname: Charge Entity
    If you want to use a charge effect, this must be a valid beam_charge.
  - Duration: Beam Duration
    Duration of the beam sequence. 0 is infinite, meaning it will turn off when the shootpoint does. If not 0, then the beam sequence can not be interrupted by turning off the shootpoint, instead the beam will continue until the duration is reached after which the shootpoint will be deactivated.
  - spawnflags:
    - No Fire Report
  info_shootpoint_cannon: Linked Cannon Shoot Point
  An intangible, linked point entity that shoots artillery shells.
  - link_to_this: Link parent
  - targetname: Name
  - target: Target
  - Render Properties
  - globalname: Global Entity Name
  - angles: Pitch Yaw Roll (Y Z X)
  - killdesc: Kill description
  - spritesmoke: Smoke Sprite
  - spriteflash: Flash Sprite
  - spritescale: Sprite scale
  - firerate: Rate of Fire
  - delay: Delay before fire
  - firenum: Number of shots
  - bullet_damage: Damage Per Shot
  - firespread: Bullet (in)accuracy
    - Point Accurate
    - 1 Degree
    - 2 Degrees
    - LEGACY Small Cone
    - 3 Degrees
    - 4 Degrees
    - LEGACY Medium Cone
    - 5 Degrees
    - 6 Degrees
    - 7 Degrees
    - 8 Degrees
    - 9 Degrees
    - 10 Degrees
    - LEGACY Large Cone
    - 15 Degrees
    - 20 Degrees
    - LEGACY Extra Large Cone
  - noise: Firing Sound 1
  - noise1: Firing Sound 2
  - noise2: Firing Sound 3
  - noise3: Firing Sound 4
  - speed: Launch Velocity
    Speed of projectile when fired. No effect on hitscan blasts.
  - bullet: Shells
    - HitScan
      Instant hit at whatever the point is aimed at. Just like func_tankmortar.
    - Projectile
      Flat-trajectory projectile.
    - Ballistic
      Ballistic projectile.
  - scale: Projectile Scale
    Not used.
  - spawnflags:
    - No Fire Report
    - Smoke Trail
      Gives a smoke trail to the shell. Works on all shell types.
    - IN Warhead
      Incendiary warhead instead of high explosive.
  info_shootpoint_flame: Linked Flamethrower Shoot Point
  An intangible, linked point entity that shoots a flamethrower. Note that most of these parameters are ignored due to the way the flamethrowers are implemented.
  - link_to_this: Link parent
  - targetname: Name
  - target: Target
  - Render Properties
  - globalname: Global Entity Name
  - angles: Pitch Yaw Roll (Y Z X)
  - killdesc: Kill description
  - spritesmoke: Smoke Sprite
  - spriteflash: Flash Sprite
  - spritescale: Sprite scale
  - firerate: Rate of Fire
  - delay: Delay before fire
  - firenum: Number of shots
  - bullet_damage: Damage Per Shot
  - firespread: Bullet (in)accuracy
  - noise: Firing Sound 1
  - noise1: Firing Sound 2
  - noise2: Firing Sound 3
  - noise3: Firing Sound 4
  - bullet: Type
    - Fire
    - Acid
  - spawnflags:
    - No Fire Report
    - Silent
      A flamer shootpoint automatically uses the flamethrower sounds. If you have more than one, you probably don't need them all to make the sound. This makes it silent.
  info_shootpoint_grenade: Linked Grenade Shoot Point
  An intangible, linked point entity that shoots grenades. This has not been tested
  - link_to_this: Link parent
  - targetname: Name
  - target: Target
  - Render Properties
  - globalname: Global Entity Name
  - angles: Pitch Yaw Roll (Y Z X)
  - killdesc: Kill description
  - spritesmoke: Smoke Sprite
  - spriteflash: Flash Sprite
  - spritescale: Sprite scale
  - firerate: Rate of Fire
  - delay: Delay before fire
  - firenum: Number of shots
  - bullet_damage: Damage Per Shot
  - firespread: Bullet (in)accuracy
    - Point Accurate
    - 1 Degree
    - 2 Degrees
    - LEGACY Small Cone
    - 3 Degrees
    - 4 Degrees
    - LEGACY Medium Cone
    - 5 Degrees
    - 6 Degrees
    - 7 Degrees
    - 8 Degrees
    - 9 Degrees
    - 10 Degrees
    - LEGACY Large Cone
    - 15 Degrees
    - 20 Degrees
    - LEGACY Extra Large Cone
  - noise: Firing Sound 1
  - noise1: Firing Sound 2
  - noise2: Firing Sound 3
  - noise3: Firing Sound 4
  - speed: Launch Velocity
    Speed of projectile when fired.
  - bullet: Grenades
    - Contact
      MP5 grenades.
    - Timed
      Hand grenades.
    - Hybrid
      This is like the quake grenade launcher, bounce from walls, explode on enemies.
    - Proximity Mine
      Proximity detonated explosive. Never tried it.
  - spawnflags:
    - No Fire Report
    - Smoke Trail
      Gives a smoke trail to the grenade.
    - IN Warhead
      Incendiary warhead instead of high explosive.
  info_shootpoint_hornet: Linked Hornet Shoot Point
  An intangible, linked point entity that shoots hornets. This has not been tested
  - link_to_this: Link parent
  - targetname: Name
  - target: Target
  - Render Properties
  - globalname: Global Entity Name
  - angles: Pitch Yaw Roll (Y Z X)
  - killdesc: Kill description
  - spritesmoke: Smoke Sprite
  - spriteflash: Flash Sprite
  - spritescale: Sprite scale
  - firerate: Rate of Fire
  - delay: Delay before fire
  - firenum: Number of shots
  - bullet_damage: Damage Per Shot
  - firespread: Bullet (in)accuracy
    - Point Accurate
    - 1 Degree
    - 2 Degrees
    - LEGACY Small Cone
    - 3 Degrees
    - 4 Degrees
    - LEGACY Medium Cone
    - 5 Degrees
    - 6 Degrees
    - 7 Degrees
    - 8 Degrees
    - 9 Degrees
    - 10 Degrees
    - LEGACY Large Cone
    - 15 Degrees
    - 20 Degrees
    - LEGACY Extra Large Cone
  - noise: Firing Sound 1
  - noise1: Firing Sound 2
  - noise2: Firing Sound 3
  - noise3: Firing Sound 4
  - spawnflags:
    - No Fire Report
  info_shootpoint_laser: Linked Laser Shoot Point
  An intangible, linked point entity that shoots pulse lasers.
  - link_to_this: Link parent
  - targetname: Name
  - target: Target
  - Render Properties
  - globalname: Global Entity Name
  - angles: Pitch Yaw Roll (Y Z X)
  - killdesc: Kill description
  - spritesmoke: Smoke Sprite
  - spriteflash: Flash Sprite
  - spritescale: Sprite scale
  - firerate: Rate of Fire
  - delay: Delay before fire
  - firenum: Number of shots
  - bullet_damage: Damage Per Shot
  - firespread: Bullet (in)accuracy
    - Point Accurate
    - 1 Degree
    - 2 Degrees
    - LEGACY Small Cone
    - 3 Degrees
    - 4 Degrees
    - LEGACY Medium Cone
    - 5 Degrees
    - 6 Degrees
    - 7 Degrees
    - 8 Degrees
    - 9 Degrees
    - 10 Degrees
    - LEGACY Large Cone
    - 15 Degrees
    - 20 Degrees
    - LEGACY Extra Large Cone
  - noise: Firing Sound 1
  - noise1: Firing Sound 2
  - noise2: Firing Sound 3
  - noise3: Firing Sound 4
  - scale: Pulse Scale
    Size of the pulse. Min 0.25. BTW, 1.0 is very big.
  - tracerate: Trail lenght (seconds * 0.1)
    Length of the pulse trail. 1 or 2 makes a nice laser. Max 255.
  - speed: Pulse Speed
    Speed of the pulse when fired.
  - bullet: Ballistic?
    Is this pulse affected by gravity.
    - No
    - Yes
  - weapons: Damage Type
  - spawnflags:
    - No Fire Report
    - Explosive
      Makes the pulse explode like a grenade.
  info_shootpoint_rocket: Linked Rocket Shoot Point
  An intangible, linked point entity that shoots rockets or missiles.
  NOTE: This no longer makes a laserspot. Use an info_laserspot for that.
  - link_to_this: Link parent
  - targetname: Name
  - target: Target
  - Render Properties
  - globalname: Global Entity Name
  - angles: Pitch Yaw Roll (Y Z X)
  - killdesc: Kill description
  - spritesmoke: Smoke Sprite
  - spriteflash: Flash Sprite
  - spritescale: Sprite scale
  - firerate: Rate of Fire
  - delay: Delay before fire
  - firenum: Number of shots
  - bullet_damage: Damage Per Shot
  - firespread: Bullet (in)accuracy
    - Point Accurate
    - 1 Degree
    - 2 Degrees
    - LEGACY Small Cone
    - 3 Degrees
    - 4 Degrees
    - LEGACY Medium Cone
    - 5 Degrees
    - 6 Degrees
    - 7 Degrees
    - 8 Degrees
    - 9 Degrees
    - 10 Degrees
    - LEGACY Large Cone
    - 15 Degrees
    - 20 Degrees
    - LEGACY Extra Large Cone
  - noise: Firing Sound 1
  - noise1: Firing Sound 2
  - noise2: Firing Sound 3
  - noise3: Firing Sound 4
  - model: Custom Model/Sprite
    Sets an .mdl or .spr file for the Custom Model spawnflag.
  - seektime: Guidance Timer
    When fired, the missile will go straight ahead for this many seconds before starting to guide itself. Has no effect on vortex missiles.
  - fov: Missile FieldOfView
    Field of View for the laser/heat seeking missiles. 0 is default.
  - bullet: Rockets
    - Normal
      Unguided rocket.
    - Laser Guided
      Laser-guided rocket.
    - Heat Seeker
      Heat-seeking missile.
    - Ballistic
      Unguided ballistic missile.
    - Vortex Missile
      Vortex missile.
  - spawnflags:
    - No Fire Report
    - Custom Model
      Uses a custom model for the rocket. NOTE: For backward compatibility, if a custom model is not specified it will use the apache heavy rocket (this flag always used that in earlier versions).
    - Sprite model
      Specifies that the custom model is a sprite and the engine flare sprite should not be used.
    - Incendiary
      Incendiary warhead instead of high explosive.
  info_target: Beam Target
  - targetname: Name
  - target: Target This doesn't actually do anything, it was added to the FGD because the beam_multi can use it to determine the beam end point.
  info_target_area: Artillery Target
  Brush version of info-target that reports a random point in its volume as the target point when requested. This is meant to be used by the func_turret as a target in "Random mode".
  - targetname: Name
  info_target_linked: Linked Beam Target
  info_target with built-in entity linkage.
  - targetname: Name
  - target: Target
  - link_to_this: Link parent
  - spawnflags:
    - Fake Model
      Sets a sprite model to the entity. It won't actually be visible. This has two uses:
      1. If you need a view point for a func_turrets control camera, the entity needs to have a model set or the player's view will be from some insane location.
      2. If you want to use an env_beam with a 0 life, you need models on the start/end entities or it won't update their position correctly. Also the "Ring" spawnflag only works if both entities have models.
  info_teleport_destination: Teleport destination
  - angles: Pitch Yaw Roll (Y Z X)
  - targetname: Name
  - spawnflags:
    - Not in Deathmatch

  item_airtank: Oxygen tank
  - targetname: Name
  - angles: Pitch Yaw Roll (Y Z X)
  - target: Target
  - delay: Delay before trigger
  - killtarget: KillTarget
  - spawnflags:
    - Not in Deathmatch
  item_antidote: Poison antidote
  - targetname: Name
  - angles: Pitch Yaw Roll (Y Z X)
  - target: Target
  - delay: Delay before trigger
  - killtarget: KillTarget
  - spawnflags:
    - Not in Deathmatch
  item_battery: HEV battery
  - targetname: Name
  - angles: Pitch Yaw Roll (Y Z X)
  - target: Target
  - delay: Delay before trigger
  - killtarget: KillTarget
  - spawnflags:
    - Not in Deathmatch
  item_healthkit: Small Health Kit
  - targetname: Name
  - angles: Pitch Yaw Roll (Y Z X)
  - target: Target
  - delay: Delay before trigger
  - killtarget: KillTarget
  - spawnflags:
    - Not in Deathmatch
  item_longjump: Longjump Module
  - targetname: Name
  - angles: Pitch Yaw Roll (Y Z X)
  - target: Target
  - delay: Delay before trigger
  - killtarget: KillTarget
  - spawnflags:
    - Not in Deathmatch
  item_security: Security card
  - targetname: Name
  - angles: Pitch Yaw Roll (Y Z X)
  - target: Target
  - delay: Delay before trigger
  - killtarget: KillTarget
  - spawnflags:
    - Not in Deathmatch
  item_suit: HEV Suit
  Since the player now always has a HEV suit, the suit entity gives +100 health and armor instead.
  - targetname: Name
  - angles: Pitch Yaw Roll (Y Z X)
  - target: Target
  - delay: Delay before trigger
  - killtarget: KillTarget
  - spawnflags:
    - Not in Deathmatch
    - Short Logon
  world_items: World Items
  - targetname: Name
  - angles: Pitch Yaw Roll (Y Z X)
  - target: Target
  - delay: Delay before trigger
  - killtarget: KillTarget
  - type: types
    - Antidote
    - Security Card
    - Battery
    - Suit
  - spawnflags:
    - Not in Deathmatch

  light: Invisible lightsource
  - target: Target
  - targetname: Name
  - _light: Brightness
  - style: Appearance
    - Normal
    - Fluorescent flicker
    - Slow, strong pulse
    - Slow pulse, noblack
    - Gentle pulse
    - Flicker A
    - Flicker B
    - Candle A
    - Candle B
    - Candle C
    - Fast strobe
    - Slow strobe
  - pattern: Custom Appearance
    - Initially dark
  light_spot: Spotlight
  - targetname: Name
  - target: Target
  - angles: Pitch Yaw Roll (Y Z X)
  - _cone: Inner (bright) angle
  - _cone2: Outer (fading) angle
  - pitch: Pitch
  - _light: Brightness
  - _sky: Is Sky
    - No
    - Yes
    - Initially dark
  light_environment: Environment
  - angles: Pitch Yaw Roll (Y Z X)
  - pitch: Pitch
  - _light: Brightness

  monster_alien_controller: Controller
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - spawnflags:
    - Monster Flags
  monster_alien_grunt: Alien Grunt
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - weapons: Hornet type Sets the color of hornets fired by the grunt's hivehand.
    - Red
    - Green
    - Blue
    - Yellow
    - Orange
    - Lightblue
    - Random
  - netname: Squad Name
  - spawnflags:
    - Monster Flags
    - SquadLeader
  monster_na_grunt: Nephilim Grunt
  Nephilim Alliance modified Alien Grunt
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - weapons: Hand weapon
    - Bio flak
    - Energy flak
    - Pulse cannon
    - Random
  - netname: Squad Name
  - spawnflags:
    - Monster Flags
    - SquadLeader
  monster_alien_slave: Vortigaunt
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - netname: Squad Name
  - spawnflags:
    - Monster Flags
    - SquadLeader
    - Wait till provoked
  monster_na_slave: Nephilim Vortigaunt
  Nephilim Alliance modified Alien Slave
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - netname: Squad Name
  - spawnflags:
    - Monster Flags
    - SquadLeader
  monster_apache: Apache
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - weapons: Turret Weapon Sets the weapon in the apache's turret.
    - 12mm MG
    - Standard Flak
    - Lightning Gun
    - Pulse Laser
    - Random
  - weapons2: Missile Weapon Sets the type of missiles the apache carries.
    - Heavy Rocket
    - Napalm Rocket
    - Heat-Seeking Missile
    - --Reserved--
    - Random
  - spawnflags:
    - Monster Flags
    - Start Inactive
  monster_na_apache: Nephilim Apache
  Nephilim Alliance duplication of the apache helicopter
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - weapons: Turret Weapon
    - 12mm MG
    - Beam Cannon
    - Pulse Cannon
    - Bionanite Flak
    - Energy Flak
    - Random
  - weapons2: Missile Weapon
    - Heavy Rocket
    - Napalm Rocket
    - Heat-Seeking Missile
    - Vortex Missile
    - Flux Torpedo
    - Random
  - spawnflags:
    - Monster Flags
    - NoWreckage
    - Start Inactive
  monster_babycrab: Baby Headcrab
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - spawnflags:
    - Monster Flags
  monster_barnacle: Barnacle Monster
  - targetname: Name
  - Render Properties
  monster_barney: Barney
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - UseSentence: Use Sentence
  - UnUseSentence: Un-Use Sentence
  - weapons: Weapon Sets barneys weapon.
    - Pistol
    - Laser
    - Random
  - spawflags:
    - Monster Flags
    - Hate Player Barney shoots player without provocation.
    - Hate Scientists Barney shoots scientists.
    - Dont drop weapon Doesn't drop the gun when he dies.
  monster_barney_dead: Dead Barney
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - pose: Pose
    - On back
    - On side
    - On stomach
  - spawnflags:
    - Not in Deathmatch
  monster_bigmomma: Big Mamma
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - netname: First node
    You can now safely leave this blank. In HL it would not properly set the health if it had no nodes but now it does. Default is 500-1000 health depending on difficulty setting.
  - spawnflags:
    - Monster Flags
  monster_bloater: Bloater
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - spawnflags:
    - Monster Flags
  monster_bullchicken: BullChicken
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - spawnflags:
    - Monster Flags
  monster_cockroach: Cockroach
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - spawnflags:
    - Monster Flags
  monster_crane: Crane
  This crane entity picks up and transports entities along a path_corner path. You need at least one "wait for retrigger" and one "teleport" path_corner in the path. The crane moves along the path until it encounters a "wait for retrigger". It will then wait at that position, checking the ground underneath the position of the next "teleport" node. When an entity is on the ground under the "teleport" path_corner, the crane will start to move again. It will try to pick up the entity at the "teleport" node. It will then move along the path until "wait for retrigger" is encountered, at which point it will drop the entity and wait until it detects another.
  - targetname: Name
  - Render Properties
  - target: First stop target
    A path_corner to start the crane at, just like on trains.
  - dmg: Dmg on pickup/drop (monsters only)
    Damage to inflict when picking up/dropping a monster. Doesn't damage the player.
  - speed: Movement Speed
  monster_ddicube: Biocide Cube
  This is one of DDIs new Biocide droids.
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - spawnflags:
    - Monster Flags
  monster_ddisphere: Biocide Sphere
  This is one of DDIs new Biocide droids.
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - spawnflags:
    - Monster Flags
  monster_flakturret: Auto Flak Turret
  Pop-up flak cannon.
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - range: Sensor range
    How far the turret can target. Default 1200.
  - orientation: Orientation
    - Floor Mount
    - Ceiling Mount
  - spawnflags:
    - Monster Flags
    - Autostart
    - Start Inactive
    - Invulnerable
  monster_flyer_flock: Flock of Flyers
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - iFlockSize: Flock Size
  - flFlockRadius: Flock Radius
  - spawnflags:
    - Monster Flags
  monster_furniture: Monster Furniture
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - model: model
  - spawnflags:
    - Monster Flags
  monster_gargantua: Gargantua
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - spawnflags:
    - Monster Flags
  monster_generic: Generic Script Monster
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - model: model
  - body: Body
  - spawnflags:
    - Monster Flags
    - Not solid
  monster_gman: G-Man
  The Briefcase has an NA logo.
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - spawnflags:
    - Monster Flags
  monster_grunt_repel: Human Grunt (Repel)
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - weapons: Weapons NOTE: This list doesn't contain the grenade warhead types anymore since there are way too many combinations. See the monstermaker weapon list to see what numbers to put here to get them (or use random).
    - 9mmAR
    - 9mmAR + HG
    - 9mmAR + GL
    - Shotgun
    - Shotgun + HG
    - Blast Gun
    - Blastgun + HG
    - Multi Blast
    - Multiblast + HG
    - Random
  - spawnflags:
    - Monster Flags
    - Dont drop weapon Doesn't drop the gun when he dies.
  monster_head: Floating Scientist Head
  A sci's head that shoots lasers from its eyes.
  NOTE: If used with monstermaker, the weapon type selector picks the head./FONT>
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - body: Body
    - Random
    - Walter
    - Einstein
    - Luther
    - Slick
- spawnflags:
  - Monster Flags
  monster_headcrab: Head Crab
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - spawnflags:
    - Monster Flags
  monster_hevsuit_dead: Dead HEV Suit
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - pose: Pose
    - On back
    - Seated
    - On stomach
    - On Table
  - spawnflags:
    - Not in Deathmatch
  monster_hgrunt_dead: Dead Human Grunt
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - pose: Pose
    - On stomach
    - On side
    - Seated
  - body: Body
    - Grunt with Gun
    - Commander with Gun
    - Grunt no Gun
    - Commander no Gun
  - spawnflags:
    - Not in Deathmatch
  monster_houndeye: Houndeye
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - netname: Squad Name
  - spawnflags:
    - Monster Flags
    - SquadLeader
  monster_human_assassin: Human Assassin
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - spawnflags:
    - Monster Flags
  monster_na_agent: Agent of Nephilim Alliance
  The peak of artificial human evolution.
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - spawnflags:
    - Monster Flags
  monster_human_grunt: Human Grunt (camo)
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - weapons: Weapons NOTE: This list doesn't contain the grenade warhead types anymore since there are way too many combinations. See the monstermaker weapon list to see what numbers to put here to get them (or use random).
    - 9mmAR
    - 9mmAR + HG
    - 9mmAR + GL
    - Shotgun
    - Shotgun + HG
    - Blast Gun
    - Blastgun + HG
    - Multi Blast
    - Multiblast + HG
    - Random
  - spawnflags:
    - Monster Flags
    - SquadLeader
    - Dont drop weapon Doesn't drop the gun when he dies.
  monster_ichthyosaur: Ichthyosaur
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - spawnflags:
    - Monster Flags
  monster_leech: Leech
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - spawnflags:
    - Monster Flags
  monster_miniturret: Mini Auto Turret
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - range: Sensor range How far the turret can target. Default 1200.
  - orientation: Orientation
    - Floor Mount
    - Ceiling Mount
  - spawnflags:
    - Monster Flags
    - Autostart
    - Start Inactive
    - Invulnerable Nothing will kill it.
  monster_nihilanth: Nihilanth
  - target: Target
  - targetname: Name
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - spawnflags:
    - Monster Flags
    - Start Inactive
  monster_osprey_ai: Adv. Osprey
  Osprey that works like a plane and not a func_train.
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - weapons: Weapons
    The grunts dropped by this osprey will be armed with these. NOTE: This list doesn't contain the grenade warhead types anymore since there are way too many combinations. See the monstermaker weapon list to see what numbers to put here to get them (or use random).
    - 9mmAR
    - 9mmAR + HG
    - 9mmAR + GL
    - Shotgun
    - Shotgun + HG
    - Blast Gun
    - Blastgun + HG
    - Multi Blast
    - Multiblast + HG
    - Random
  - spawnflags:
    - Monster Flags
    - Start Inactive
    - Dont drop weapon
  monster_osprey_bomber: VTOL bomber
  Osprey that drops bombs.
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - weapons: Weapons
    - HE Bombs
    - IN Bombs
    - Random
  - spawnflags:
    - Monster Flags
    - Start Inactive
  monster_otis: Otis
  Barneys fat coworker.
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - UseSentence: Use Sentence
  - UnUseSentence: Un-Use Sentence
  - body: Head
    - Head 1
    - Head 2
    - Random
  - weapons: Weapon
    - Desert eagle
    - Softmetal accelerator
    - Random
  - spawflags:
    - Monster Flags
    - Hate Player Otis shoots player without provocation.
    - Hate Scientists Otis shoots scientists.
    - Dont drop weapon Doesn't drop the gun when he dies.
  monster_rat: Rat (no ai?)
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - spawnflags:
    - Monster Flags
  monster_repturret: Auto Repulsor Turret
  Pop-up repulsor turret.
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - range: Sensor range
    How far the turret can target. Default 1200.
  - orientation: Orientation
    - Floor Mount
    - Ceiling Mount
  - spawnflags:
    - Monster Flags
    - Autostart
    - Start Inactive
    - Invulnerable
  monster_scientist: Scared Scientist
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - UseSentence: Use Sentence
  - UnUseSentence: Un-Use Sentence
  - body: Body
    - Random
    - Walter
    - Einstein
    - Luther
    - Slick
  - spawnflags:
    - Monster Flags
    - Fear Player Sci is always afraid of player. Doesn't seem to work properly yet.
  monster_scientist_dead: Dead Scientist
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - body: Body
    - Random headless
    - Random
    - Walter
    - Einstein
    - Luther
    - Slick
    - Headless Walter
    - Headless Einstein
    - Headless Luther
    - Headless Slick
  - pose: Pose
    - On back
    - On Stomach
    - Sitting
    - Hanging
    - Table1
    - Table2
    - Table3
  - animation: Custom sequence Custom animation sequence. The first frame will be used as the pose for the sci.
  - spawnflags:
    - Not in Deathmatch
  monster_sitting_scientist: Sitting Scientist
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - body: Body
    - Random
    - Walter
    - Einstein
    - Luther
    - Slick
  - spawnflags:
    - Monster Flags
  monster_sentry: Sentry Turret Gun
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - range: Sensor range How far the turret can target. Default 1200.
  - spawnflags:
    - Monster Flags
    - Autostart
    - Start Inactive
    - Invulnerable
  monster_snark: Armed Snark
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - spawnflags:
    - Monster Flags
  monster_sniper_box: Sniper defense pod
  The same sniper box that's buildable with the sniper rifle. Obviously if map-placed then they will also shoot down the player's weapons.
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - spawnflags:
  - weapons: Type
    - Green
    - Blue
    - Red
    - Random
    - Monster Flags
    - Invulnerable
  monster_spheregun: Green Sphere Turret
  A pop-up pulse cannon turret
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - range: Sensor range How far the turret can target. Default 1200.
  - orientation: Orientation
    - Floor Mount
    - Ceiling Mount
  - spawnflags:
    - Monster Flags
    - Autostart
    - Start Inactive
    - Invulnerable
  monster_tentacle: Tentacle Arm
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - sweeparc: Sweep Arc
  - sound: Tap Sound
    - None
    - Silo
    - Dirt
    - Water
  - spawnflags:
    - Monster Flags
  monster_teslacoil: Tesla Coil
  This is a tesla coil like in C&C Red Alert
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - height: Height Modifier (-32 to 256) Changes the height of the tesla tower. -32 will place the rings right over the base, 256 will make it really high. Default 0 is a normal tower.
  - spawnflags:
    - Monster Flags
    - Autostart
    - Start Inactive
    - Invulnerable
  monster_tfc_sentry1: TFC Sentrygun 1
  Level 1 sentrygun from TFC.
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - range: Sensor range How far the turret can target. Default 1200.
  - spawnflags:
    - Monster Flags
    - Autostart
    - Start Inactive
    - Invulnerable
  monster_tfc_sentry2: TFC Sentrygun 2
  Level 2 sentrygun from TFC.
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - range: Sensor range How far the turret can target. Default 1200.
  - spawnflags:
    - Monster Flags
    - Autostart
    - Start Inactive
    - Invulnerable
  monster_tfc_sentry3: TFC Sentrygun 3
  Level 3 sentrygun from TFC.
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - range: Sensor range How far the turret can target. Default 1200.
  - weapons: Rocket type>
    - Normal
    - Heatseeker
    - Random
  - spawnflags:
    - Monster Flags
    - Autostart
    - Start Inactive
    - Invulnerable
  monster_tripmine: Active Tripmine
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - spawnflags:
    - Monster Flags
    - Instant On
  monster_turret: Auto Turret
  - target: Target
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - range: Sensor range How far the turret can target. Default 1200.
  - orientation: Orientation
    - Floor Mount
    - Ceiling Mount
  - spawnflags:
    - Monster Flags
    - Autostart
    - Start Inactive
    - Invulnerable
  monster_zombie: Scientist Zombie
  This one entity now has all the zombies in it. The old zombie entities do still exist as aliases so maps that used them will work with the new version, but they don't appear here or in the fgd anymore.
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - weapons: Body
    Set the human part of the zombie. Note that this uses the weapon value, so you can choose them in the monstermaker weapon selector
  - Scientist
  - Barney
  - HGrunt
  - Assassin
  - Cleansuit sci
  - HEV suit
  - Construction worker
  - Black ops
  - Civilian
  - Drill sergeant
  - Recruit
  - Random
- spawnflags:
  - Monster Flags

  monstermaker: Monster Maker
  - targetname: Name
  - angles: Pitch Yaw Roll (Y Z X)
  - Render Properties
  - target: Target On Release
  - monstertype: Monster Type
  - netname: Childrens' Name
  - message: Childrens' Target This will be set as the "target" keyvalue of the monsters. Useful if you want them to follow a path.
  - weapons: Weapons Weapons for the monsters that have a choice.
    - Default weapon
    - Random
  - monstercount: Number of Monsters
  - delay: Frequency
  - m_imaxlivechildren: Max live children
  - health: Custom health Put a number above zero here to change the monsters health.
  - spawnflags:
    - Start ON
    - PVS On/Off
      This now works. It prevents monsters from spawning while the player is out of the monstermaker's Potentially Visible Set. It does not actually turn it on or off.
  - Cyclic
  - MonsterClip
  - Insane Barney Barney will shoot scis.
  - Fear/Hate Player Scis/barneys will fear/shoot player.
  - Ignore Player Monster never attacks player.
  - Pre-Disaster
  - Don't fade corpse
    Normally if "number of monsters" is not 1, the corpses of the monsters will fade. This prevents it. Notice that if the number of monsters is unlimited or very high, you should make sure the corpses are gibbed or you will eventually get an entity overflow.
- No Weapon Drops Monsters that would normally drop their gun, won't if this is ticked.

  monstermaker_g: Monster_Generic Maker
  Like monstermaker, but makes monster_generics with the specified model.
  - targetname: Name
  - angles: Pitch Yaw Roll (Y Z X)
  - Render Properties
  - target: Target On Release
  - monstertype: Monster .mdl name
  - netname: Childrens' Name
  - message: Childrens' Target This will be set as the "target" keyvalue of the monsters. Useful if you want them to follow a path.
  - monstercount: Number of Monsters
  - delay: Frequency
  - m_imaxlivechildren: Max live children
  - health: Health
  - spawnflags:
    - Start ON
    - PVS On/Off
      This now works. It prevents monsters from spawning while the player is out of the monstermaker's Potentially Visible Set. It does not actually turn it on or off.
  - Cyclic
  - MonsterClip
  - Don't fade corpse
    Normally if "number of monsters" is not 1, the corpses of the monsters will fade. This prevents it. Notice that if the number of monsters is unlimited or very high, you should make sure the corpses are gibbed or you will eventually get an entity overflow.

  trigger_auto: AutoTrigger
  - target: Target
  - delay: Delay before trigger
  - killtarget: KillTarget
  - globalstate: Global State to Read
  - triggerstate: Trigger State
    - Off
    - On
    - Toggle
  - spawnflags:
    - Remove On fire
  trigger_autosave: AutoSave Trigger
  - targetname: Name
  - master: Master
  trigger_camera: Trigger Camera
  - target: Target
  - delay: Delay before trigger
  - killtarget: KillTarget
  - targetname: Name
  - wait: Hold time
  - moveto: Path Corner
  - speed: Initial Speed
  - acceleration: Acceleration units/sec^2
  - deceleration: Stop Deceleration units/sec^2
  - spawnflags:
    - Start At Player
    - Follow Player
    - Freeze Player
    - Target's Eye View
      Sets view to the "Target" entity instead of the trigger_camera itself. Designed to allow player to view the world through the eyes of another entity. Never tested, recommend using info_camera instead.
  trigger_cdaudio: Trigger CD Audio
  - targetname: Name
  - health: Track #
    - Stop
    - Track 1
    - Track 2
    - Track 3
    - Track 4
    - Track 5
    - Track 6
    - Track 7
    - Track 8
    - Track 9
    - Track 10
    - Track 11
    - Track 12
    - Track 13
    - Track 14
    - Track 15
    - Track 16
    - Track 17
    - Track 18
    - Track 19
    - Track 20
    - Track 21
    - Track 22
    - Track 23
    - Track 24
    - Track 25
    - Track 26
    - Track 27
    - Track 28
    - Track 29
    - Track 30
  trigger_changelevel: Trigger: Change level
  - targetname: Name
  - map: New map name
  - landmark: Landmark name
  - changetarget: Change Target
  - changedelay: Delay before change target
  - spawnflags:
    - No Intermission
    - USE Only
  trigger_changetarget: Trigger Change Target
  - target: Target
  - delay: Delay before trigger
  - killtarget: KillTarget
  - targetname: Name
  - m_iszNewTarget: New Target
  trigger_counter: Trigger counter
  - target: Target
  - targetname: Name
  - killtarget: Kill target
  - netname: Target Path
  - master: Master
  - sounds: Sound style
    - No Sound
  - delay: Delay before trigger
  - message: Message (set sound too!)
  - targetname: Name
  - master: Master
  - count: Count before activation
  - spawnflags:
    - Monsters
    - No Clients
    - Pushables
    - No Message
  trigger_endsection: EndSection Trigger
  - targetname: Name
  - section: Section
  - spawnflags:
    - USE Only
  trigger_gibfade: Gib Deleter
  Gib fade trigger. Any gib that touches this while active will instantly begin to fade.
  - targetname: Name
  - spawnflags:
    - Start Off
  trigger_gravity: Trigger Gravity
  - target: Target
  - targetname: Name
  - killtarget: Kill target
  - netname: Target Path
  - master: Master
  - sounds: Sound style
    - No Sound
  - delay: Delay before trigger
  - message: Message (set sound too!)
  - gravity: Gravity (0-1)
  - spawnflags:
    - Monsters
    - No Clients
    - Pushables
  trigger_hurt: Trigger player hurt
  This will no longer "skip" immobile monsters (yes, it was accomplished with a gross hack that appears to be causing some side effects).
  - targetname: Name
  - target: Target
  - killdesc: Kill description
  - master: Master
  - dmg: Damage
  - delay: Delay before trigger
  - damagetype: Damage Type
  - spawnflags:
    - Target Once
    - Start Off
    - No clients
    - FireClientOnly
    - TouchClientOnly
    - NeverGib The trigger_hurt will never gib monsters.
    - AlwaysGib The trigger_hurt will always gib monsters.
  trigger_relay: Trigger Loop
  A loop-trigger to replace those uncomfortable self-triggering multimanagers. This will trigger its targets at set intervals (including random), and can be triggered on and off itself.
  - targetname: Name
  - target: Target
  - delay: Delay before trigger
  - delay_max: Max Delay (Random)
    If set, the interval will be random between "delay" and "delay_max". Otherwise it uses "delay" at all times.
  - killtarget: KillTarget
  - triggerstate: Trigger State
    - Off
    - On
    - Toggle
  - spawnflags:
    - Start off
  trigger_monsterjump: Trigger monster jump
  - angles: Pitch Yaw Roll (Y Z X)
  - master: Master
  - speed: Jump Speed
  - height: Jump Height
  trigger_multiple: Trigger: Activate multiple
  - target: Target
  - targetname: Name
  - killtarget: Kill target
  - netname: Target Path
  - master: Master
  - sounds: Sound style
    - No Sound
  - delay: Delay before trigger
  - message: Message (set sound too!)
  - wait: Delay before reset
  - spawnflags:
    - Monsters
    - No Clients
    - Pushables
  trigger_newlevel: New Level Trigger
  This is like the trigger_auto, but only triggers after a level transition. The target also depends on the level the player came from.
  - target: Target
    The name of the previous level will be appended after this. (eg. if the target string is "start_" and the player came from a map name "oldlevel", it would trigger "start_oldlevel)
  - delay: Delay before trigger
  - killtarget: KillTarget
  - globalstate: Global State to Read
  - triggerstate: Trigger State
    - Off
    - On
    - Toggle
  trigger_once: Trigger: Activate once
  - target: Target
  - targetname: Name
  - killtarget: Kill target
  - netname: Target Path
  - master: Master
  - sounds: Sound style
    - No Sound
  - delay: Delay before trigger
  - message: Message (set sound too!)
  - spawnflags:
    - Monsters
    - No Clients
    - Pushables
  trigger_push: Trigger player push
  - target: Target
  - targetname: Name
  - killtarget: Kill target
  - netname: Target Path
  - master: Master
  - sounds: Sound style
    - No Sound
  - delay: Delay before trigger
  - message: Message (set sound too!)
  - angles: Pitch Yaw Roll (Y Z X)
  - speed: Speed of push
  - spawnflags:
    - Once Only
    - Start Off
    - Pushables
    - Clients only
      I made this for level 15 to serve as a kind of clip brush that only blocks player. I guess it could be used for something else. Maybe.
  trigger_random: Random Trigger Relay
  This is a random event generator. When triggered, it will randomly select 1-16 entities with the right targetname and trigger them.
  - targetname: Name
  - target: Target
  - delay: Delay before trigger
  - killtarget: KillTarget
  - triggerstate: Trigger State
    - Off
    - On
    - Toggle
  - num_triggers: Number of triggers (1-16)
    This many entities are triggered when this entity is triggered. This should naturally be less than the number of target entities, so that a randomly selected set of them will be triggered.
  - spawnflags:
    - Remove On fire
  trigger_relay: Trigger Relay
  - targetname: Name
  - target: Target
  - delay: Delay before trigger
  - killtarget: KillTarget
  - triggerstate: Trigger State
    - Off
    - On
    - Toggle
  - spawnflags:
    - Remove On fire
  trigger_teleport: Trigger teleport
  Since 0.8, if you have more than 1 "target" entity, it will randomly pick one each time someone teleports instead of using the first one always.
  - target: Target
  - targetname: Name
  - killtarget: Kill target
  - netname: Target Path This target will get triggered when someone teleports. A good place to put an effect.
  - master: Master
  - sounds: Sound style
    - No Sound
  - delay: Delay before trigger
  - message: Message (set sound too!)
  - landmark: Landmark entity
    Enables a landmark-based seamless transition. The teleportee's location and orientation will be set relative to the target & landmark entities. Sort of like level transitions but inside the level.
    WARNING: Be careful when using this, especially with the "Teleport on use" spawnflag. It is possible to teleport someone into a solid object, or even outside the level.
- spawnflags:
  - Once Only
  - Start Off
  - Pushables
  - Teleport on use
    Instead of teleporting anything that touches it, it must be triggered with a button or a trigger_multiple or similar. The activator will be teleported.
  trigger_transition: Trigger: Select Transition Area
  - targetname: Name

  weapon_ entities
  All weapon entities share the same parameters, so I won't repeat them here.
  - targetname: Name
  - angles: Pitch Yaw Roll (Y Z X)
  - target: Target
  - delay: Delay before trigger
  - killtarget: KillTarget
  - spawnflags:
    - Not in Deathmatch
  Weapon entities are:
  - weapon_357: 357 Handgun
  - weapon_9mmAR: 9mm Assault Rifle
  - weapon_9mmhandgun: 9mm Handgun
  - weapon_crossbow: Crossbow
  - weapon_crowbar: Crowbar
  - weapon_displacer: Displacer Gun
  - weapon_flamethrower: Flame Thrower
  - weapon_fireball: Fireball Launcher
  - weapon_freezethrower: Freezethrower
  - weapon_egon: Egon Gun
  - weapon_gauss: Gauss Gun
  - weapon_handgrenade: Handgrenade Ammo
  - weapon_hornetgun: Hornet Gun
  - weapon_laserhandgun: Laser pistol
  - weapon_reflector: Reflection Laser
  - weapon_repulsor: Repulsor Gun
  - weapon_rpg: RPG
  - weapon_satchel: Satchel Charge Ammo
  - weapon_shotgun: Shotgun
  - weapon_snark: Squeak Grenade
  - weapon_sniper: Sniper Rifle
  - weapon_softgun: Soft metal accelerator
  - weapon_teslacoil: Tesla Coil
  - weapon_tripmine: Tripmine Ammo
  - weapon_vortexlauncher: Vortex Launcher

  xen_plantlight: Xen Plant Light
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  xen_hair: Xen Hair
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - spawnflags:
    - Sync Movement
  xen_tree: Xen Tree
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  xen_spore_small: Xen Spore (small)
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  xen_spore_medium: Xen Spore (medium)
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  xen_spore_large: Xen Spore (large)
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)

  entity_link: Entity Multilinker
  Universal Entity Multilinker. Yep, this one will bind any 2 entities together. The only minor exception is beams, which can only be position-linked, not angle-linked but thats what the info_shootpoint_beam is for. Of course, there are a lot of entities which just aren't worth linking.
  It is important to note that the positional link will happen at the location of this entity. ie. all child entities will be moved to the location of the entity_link and then they follow the parent entity at the same relative location as the entity_link had in the map file.
  - target: Target
    This defines the child entities for the link. You can have more than one, but they will all be linked to the same point.
  - angles: Pitch Yaw Roll (Y Z X)
  - message: Link Parent
    This defines the parent entity for the link.
  - spawnflags:
    - Link X Rot
    - Link Y Rot
    - Link Z Rot
      These allow you to link rotation around the 3 world axes.
    - Full Pos Link
      This one determines complete positional linkage. It considers the parent entity's rotation and movement, and links the child entities XYZ location.
    - Link X Pos
    - Link Y Pos
    - Link Z Pos
      These allow linking the XYZ axis movements independently. Note that an entity cannot move on its own on an axis that is linked, so that is why these are provided. They do NOT consider parent rotation, only movement.

  aiscripted_sequence: AI Scripted Sequence
  - targetname: Name
  - target: Target
  - delay: Delay before trigger
  - killtarget: KillTarget
  - angles: Pitch Yaw Roll (Y Z X)
  - m_iszEntity: Target Monster
  - m_iszPlay: Action Animation
  - m_flRadius: Search Radius
  - m_flRepeat: Repeat Rate ms
  - m_fMoveTo: Move to Position
    - No
    - Walk
    - Run
    - Instantaneous
    - No - Turn to Face
  - m_iFinishSchedule: AI Schedule when done
    - Default AI
    - Ambush
  - spawnflags:
    - Repeatable
    - Leave Corpse
  scripted_sentence: Scripted Sentence
  - targetname: Name
  - target: Target
  - delay: Delay before trigger
  - killtarget: KillTarget
  - sentence: Sentence Name
  - entity: Speaker Type
  - duration: Sentence Time
  - radius: Search Radius
  - refire: Delay Before Refire
  - listener: Listener Type
  - volume: Volume 0-10
  - attenuation: Sound Radius
    - Small Radius
    - Medium Radius
    - Large Radius
    - Play Everywhere
  - spawnflags:
    - Fire Once
    - Followers Only
    - Interrupt Speech
    - Concurrent
  scripted_sequence: Scripted Sequence
  - targetname: Name
  - target: Target
  - delay: Delay before trigger
  - killtarget: KillTarget
  - angles: Pitch Yaw Roll (Y Z X)
  - m_iszEntity: Target Monster
  - m_iszPlay: Action Animation
  - m_iszIdle: Idle Animation
  - m_flRadius: Search Radius
  - m_flRepeat: Repeat Rate ms
  - m_fMoveTo: Move to Position
    - No
    - Walk
    - Run
    - Instantaneous
    - No - Turn to Face
  - spawnflags:
    - Repeatable
    - Leave Corpse
    - No Interruptions
    - Override AI
    - No Script Movement

  ambient_generic: Universal Ambient
  - targetname: Name
  - message: WAV Name
  - health: Volume (10 = loudest)
  - preset: Dynamic Presets
    - None
    - Huge Machine
    - Big Machine
    - Machine
    - Slow Fade in
    - Fade in
    - Quick Fade in
    - Slow Pulse
    - Pulse
    - Quick pulse
    - Slow Oscillator
    - Oscillator
    - Quick Oscillator
    - Grunge pitch
    - Very low pitch
    - Low pitch
    - High pitch
    - Very high pitch
    - Screaming pitch
    - Oscillate spinup/down
    - Pulse spinup/down
    - Random pitch
    - Random pitch fast
    - Incremental Spinup
    - Alien
    - Bizzare
    - Planet X
    - Haunted
  - volstart: Start Volume
  - fadein: Fade in time (0-100)
  - fadeout: Fade out time (0-100)
  - pitch: Pitch (> 100 = higher)
  - pitchstart: Start Pitch
  - spinup: Spin up time (0-100)
  - spindown: Spin down time (0-100)
  - lfotype: LFO type 0)off 1)sqr 2)tri 3)rnd
  - lforate: LFO rate (0-1000)
  - lfomodpitch: LFO mod pitch (0-100)
  - lfomodvol: LFO mod vol (0-100)
  - cspinup: Incremental spinup count
  - spawnflags:
    - Play Everywhere
    - Small Radius
    - Medium Radius
    - Large Radius
    - Start Silent
    - Is NOT Looped
  speaker: Announcement Speaker
  - targetname: Name
  - preset: Announcement Presets
    - None
    - C1A0 Announcer
    - C1A1 Announcer
    - C1A2 Announcer
    - C1A3 Announcer
    - C1A4 Announcer
    - C2A1 Announcer
    - C2A2 Announcer
    - C2A4 Announcer
    - C3A1 Announcer
    - C3A2 Announcer
  - message: Sentence Group Name
  - health: Volume (10 = loudest)
  - min_time: Min time delay Minimum time between announcements.
  - max_time: Max time delay Maximum time between announcements.
  - spawnflags:
    - Start Silent
    - Play Everywhere Plays the announcements all around the level.

  cycler: Monster Cycler
  - targetname: Name
  - angles: Pitch Yaw Roll (Y Z X)
  - model: Model
  - Render Properties
  cycler_sprite: Sprite Cycler
  - targetname: Name
  - angles: Pitch Yaw Roll (Y Z X)
  - model: Sprite
  - framerate: Frames per second
  - Render Properties
  cycler_weapon: Weapon Cycler
  - target: Target
  - targetname: Name
  - Render Properties
  - angles: Pitch Yaw Roll (Y Z X)
  - TriggerTarget: TriggerTarget
  - TriggerCondition: Trigger Condition
  - model: model
  - spawnflags:
    - Monster Flags

  button_target: Target Button
  - target: Target
  - master: Master
  - Render Properties
  - spawnflags:
    - Use Activates
    - Start On
  momentary_door: Momentary/Continuous door
  - targetname: Name
  - Render Properties
  - globalname: Global Entity Name
  - angles: Pitch Yaw Roll (Y Z X)
  - killdesc: Kill description
  - killtarget: KillTarget
  - speed: Speed
  - master: Master
  - movesnd: Move Sound
    - No Sound
    - Servo (Sliding)
    - Pneumatic (Sliding)
    - Pneumatic (Rolling)
    - Vacuum
    - Power Hydraulic
    - Large Rollers
    - Track Door
    - Snappy Metal Door
    - Squeaky 1
    - Squeaky 2
  - stopsnd: Stop Sound
    - No Sound
    - Clang with brake
    - Clang reverb
    - Ratchet Stop
    - Chunk
    - Light airbrake
    - Metal Slide Stop
    - Metal Lock Stop
    - Snappy Metal Stop
  - wait: delay before close, -1 stay open
  - lip: Lip
  - dmg: Damage inflicted when blocked
  - message: Message if triggered
  - target: Target
  - delay: Delay before fire
  - netname: Fire on Close
  - health: Health (shoot open)
  - locked_sound: Locked Sound
    - None
    - Access Denied
    - Small zap
    - Buzz
    - Buzz Off
    - Latch Locked
  - unlocked_sound: Unlocked Sound
    - None
    - Big zap & Warmup
    - Access Granted
    - Quick Combolock
    - Power Deadbolt 1
    - Power Deadbolt 2
    - Plunger
    - Small zap
    - Keycard Sound
    - Buzz
    - Latch Unlocked
  - locked_sentence: Locked Sentence
    - None
    - Gen. Access Denied
    - Security Lockout
    - Blast Door
    - Fire Door
    - Chemical Door
    - Radiation Door
    - Gen. Containment
    - Maintenance Door
    - Broken Shut Door
  - unlocked_sentence: Unlocked Sentence
    - None
    - Gen. Access Granted
    - Security Disengaged
    - Blast Door
    - Fire Door
    - Chemical Door
    - Radiation Door
    - Gen. Containment
    - Maintenance area
  - _minlight: Minimum light level
  - zhlt_lightflags: Lighting Flags
  - spawnflags:
    - Starts Open
    - Don't link
    - Passable
    - Toggle
    - Use Only
    - Monsters Can't
    - Non-blockable
    - Not in Deathmatch
  momentary_rot_button: Direct wheel control
  - targetname: Name
  - target: Target
  - angles: Pitch Yaw Roll (Y Z X)
  - Render Properties
  - speed: Speed
  - master: Master
  - sounds: Sounds
    - None
    - Big zap & Warmup
    - Access Denied
    - Access Granted
    - Quick Combolock
    - Power Deadbolt 1
    - Power Deadbolt 2
    - Plunger
    - Small zap
    - Keycard Sound
    - Squeaky
    - Squeaky Pneumatic
    - Ratchet Groan
    - Clean Ratchet
    - Gas Clunk
  - distance: Distance (deg)
  - returnspeed: Auto-return speed
  - _minlight: _minlight
  - spawnflags:
    - Door Hack
    - Not useable
    - Auto Return
    - X Axis
    - Y Axis

  gibshooter: Gib Shooter
  - targetname: Name
  - angles: Pitch Yaw Roll (Y Z X)
  - m_iGibs: Number of Gibs (0 = unlimited)
    Place 0 here to make the gibshooter toggleable. Once turned on it will spew stuff until turned off again.
  - delay: Delay between shots
  - m_flVelocity: Gib Velocity
  - m_flVariance: Course Variance
  - m_flGibLife: Gib Life
  - spawnflags:
    - Repeatable
    - Alien Gibshooter shoots alien gibs.

  master_ident: Entity Identifier
  This is a master entity (goes into the "Master" keyvalue of other entites). It returns on or off depending on the parameters of the entity that activated it. For example, if a player presses a button with this as a master, it will compare the players entity information to the values defined here. If they match, the master returns on (this is used in level 21 to get that trigger_push that only affects water elementals). You can also use it as a kind of trigger relay. If you trigger it, it will trigger its target if the activator matches the parameters. This will save you from having to use it as a master for a separate relay entity.
  - targetname: Name
  - target: Target
  - Render Properties
    The entity itself does not use these (its invisible), but rendermode & renderfx are compared with the activator if not normal.
  - globalstate: Global State Master
  - m_classname: Classname string
  - m_targetname: Targetname string
  - m_target: Target string
  - netname: Netname string
  - message: Message string
    These 5 are simple string compares against the activators same values. Classname & targetname tests are probably the most useful.
  - model: Model filename
    The filename of the entity's model. This is either models/filename.mdl or sprites/filename.spr. Doesn't obviously work on BSP entities. For example, an mp5 grenade has models/grenade.mdl here. Usually though, its better to use classname than this.
  - body: Bodygroup number
    - Not used
  - skin: Skingroup number
    - Not used
  - health: Max health
  - armorvalue: Max armor/shield
    If above zero, the activator must have health/armor at or below these values to get an "on".
  - m_movetype: Movement type
    Movement type tells a lot about an entity. Walk is always a player, and step is always a ground based monster...
    - Not used
    - Walk (player)
    - Step (monsters)
    - Fly
    - Toss
    - Push (BSP solids)
    - Noclip
    - FlyMissile
    - Bounce
    - BounceMissile
    - Follow (sprites attached to models)
    - PushStep (func_pushables)
  - m_solid Solid type
    Monsters have slidebox, while weapons have bounding box. I don't know if there's any functional difference but it makes them identifiable here.
    - Not used
    - Trigger
    - Bounding box
    - SlideBox
    - BSP
  - weapons: weapons number
    Determines the weapons on a monster. Same values go here as on the monster entity.
    - Not used
  master_watcher: Entity Watcher
  This is a master entity (goes into the "Master" keyvalue of other entites). It enabled when the entities it is set to watch are on and off otherwise.
  You can set the entities by turning off smartedit and adding keyvalues, just like multimanagers. The key name is the targetname of the entity to watch (the value is currently unused). Put a ! infront of the key name to invert it (ie that entity must be off instead of on).
  - targetname: Name
  - globalstate: Global State Master
  - spawnflags:
    - Default On
      If the specified entity does not exist, assume its on (normally defaults to off)
    - Logical OR
      Only requires one of the specified entities to be active, instead of all.
  multi_manager: MultiTarget Manager
  - targetname: Name
  - spawnflags:
    - multithreaded
  multisource: Multisource
  - targetname: Name
  - target: Target
  - globalstate: Global State Master

  path_corner: Moving platform stop
  - targetname: Name
  - angles: Pitch Yaw Roll (Y Z X)
  - target: Next stop target
  - message: Fire On Pass
  - wait: Wait here (secs)
  - speed: New Train Speed
  - yaw_speed: New Train rot. Speed
  - spawnflags:
    - Wait for retrigger
    - Teleport
    - Fire once
  path_track: Train Track Path
  - targetname: Name
  - angles: Pitch Yaw Roll (Y Z X)
  - target: Next stop target
  - message: Fire On Pass
  - altpath: Branch Path
  - netname: Fire on dead end
  - speed: New Train Speed
  - spawnflags:
    - Disabled
    - Fire once
    - Branch Reverse
    - Disable train

  player_loadsaved: Load Auto-Saved game
  - targetname: Name
  - duration: Fade Duration (seconds)
  - holdtime: Hold Fade (seconds)
  - renderamt: Fade Alpha
  - rendercolor: Fade Color (R G B)
  - messagetime: Show Message delay
  - message: Message To Display
  - loadtime: Reload delay
  player_weaponstrip: Strips player's weapons
  - targetname: Name
  target_cdaudio: CD Audio Target
  - targetname: Name
  - health: Track #
    - Stop
    - Track 1
    - Track 2
    - Track 3
    - Track 4
    - Track 5
    - Track 6
    - Track 7
    - Track 8
    - Track 9
    - Track 10
    - Track 11
    - Track 12
    - Track 13
    - Track 14
    - Track 15
    - Track 16
    - Track 17
    - Track 18
    - Track 19
    - Track 20
    - Track 21
    - Track 22
    - Track 23
    - Track 24
    - Track 25
    - Track 26
    - Track 27
    - Track 28
    - Track 29
    - Track 30
  - radius: Player Radius

  ## Appendix:

  ### Lighting Flags:

  Zoner's Halflife Tools 2.2.0 and newer has support for flags that affect the lighting of brush entities. The most important thing about this is that by setting zhlt_lightflags to 2 will make a brush entity block light. I have included the flag keyvalue in the FGD in some entities that I have used it in myself. There are 2 other flags aswell, read ZHLTReference.html that comes with ZHLT to learn more.

  ### Render Properties:

  Almost all visible entities can have their appearance changed by setting 4 keyvalues (rendermode, renderfx, rendercolor, renderamt). Rendermodes:
  - Normal
    Normal mode is completely opague. All the other values are ignored, except for the last 3 renderfx types)
  - Color
    BSP solids are rendered untextured, with the color defined in rendercolor. Only affects BSP solids, others will render as in texture mode.
  - Texture
    Standard textured transparent mode. Use renderamt to define transparency.
  - Glow
    Sprite is rendered as a lens flare glow. Essentially like additive, but it becomes larger and less bright as the player gets farther. The sprite will be visible through geometry, as long as the player has a clear line of sight to the origin of the sprite. On non-sprite entities this is just additive.
  - Solid
    For BSP solids, makes textures beginning with { show their transparency correctly (blue parts are invisible).
  - Additive
    The color of the object is added to the color of the background. This effectively means that black areas are invisible and white areas are fully opague. Creates the impression that the object is pure energy or light.
  Renderfx:
  - Normal
    No FX
  - Slow Pulse
  - Fast Pulse
  - Slow Wide Pulse
  - Fast Wide Pulse
  - Slow Strobe
  - Fast Strobe
  - Faster Strobe
  - Slow Flicker
  - Fast Flicker
  - Slow Fade Away
  - Fast Fade Away
  - Slow Become Solid
  - Fast Become Solid
    All these pulse/strobe/fade effects require non-normal rendermode.
  - Constant Glow
    Only affects glow rendermode on sprites. Disables distance fade and size increase.
  - Distort
    Distortion seems to work best on models. Sprites and BSP solids just flicker.
  - Hologram (Distort + fade)
    Hologram is a distort combined with distance fade. Only seems to work right with models. Use simple distort if you need a hologram sprite/brush entity.
  - Strecth Sideways
    This is the effect used for the garg death. I've never used it anywhere. Makes things look fat if viewed from the front or back, but from the side they look kinda flat. Only works on .mdl models
  - Glowing Shell
    This is my favorite renderfx. It creates that "shield" effect around a model. To use it, set rendercolor to the color of the shell and renderamt to the distance of the shell from the model. Only works on .mdl models.
  Renderamt is the transparency (or actually opacity) of the entity. It is used in all rendermodes except Normal. 0 is invisible, 255 is fully visible.
  Rendercolor is the color used for the glowshell fx, the color rendermode in brush entities, beam entity color and sprite color. Sprites can be "recolored" with it in any rendermode. The sprite color will be multiplied with the rendercolor so a blue sprite and a red rendercolor will be black not red. Beam entities MUST have color (not 0 0 0) or they will be invisible. If you want a beam with the default color from the .spr file, use 255 255 255 as the color. Sprites will get default color with 0 0 0.

  ### Common Monster properties

  #### Trigger Conditions:

  - No Trigger
  - See Player, Mad at Player
  - Take Damage
  - 50% Health Remaining
  - Death
  - Hear World
  - Hear Player
  - Hear Combat
  - See Player Unconditional
  - See Player, Not In Combat

  #### Monster Spawnflags:

  - WaitTillSeen
  - Gag
  - MonsterClip
  - Ignore Player
  - Prisoner
  - WaitForScript
  - Pre-Disaster
  - Fade Corpse

  ### Weapon values for monster maker

  Monstermaker's weapon selection box doesn't have all the weapons since they are different for each monster (except the random and default, which are always the same). This list contains the numbers you can put in it to define weapons.
  0 is always default weapon and -1 is always random weapon. These appear in the box, the following are entity-specific weapons:

  monster_alien_grunt:

  red hornet | = 0
  green hornet | = 1
  blue hornet | = 2
  yellow hornet | = 3
  orange hornet | = 4
  lightlue hornet | = 5

  monster_na_grunt:

  bionanite flak | = 0
  energy flak | = 1
  pulse cannon | = 2

  monster_apache: Add one primary to one secondary (ex. 2 + 65536 = 65538 = beam and incendiary rocket)

  primary weapons |  | secondary weapons
  machine gun | = 0 | heavy rocket | = 0
  flak cannon | = 1 | incendiary rocket | = 65536
  lightning beam | = 2 | heat-seeking missile | = 131072
  pulse laser | = 3 | photon torpedo | = 196608

  monster_na_apache: Add one primary to one secondary (ex. 4 + 262144 = 262148 = energy flak and flux torpedo)

  primary weapons |  | secondary weapons
  machine gun | = 0 | heavy rocket | = 0
  beam cannon | = 1 | incendiary rocket | = 65536
  pulse cannon | = 2 | heat-seeking missile | = 131072
  bionanite flak | = 3 | vortex missile | = 196608
  energy flak | = 4 | flux torpedo | = 262144

  monster_barney:

  handgun | = 0
  pulse laser | = 3

  monster_human_grunt (also monster_osprey_ai and monster_grunt_repel): Add one primary to one secondary and one modifier (ex. 1 + 2 + 128 = 131 = Mp5 and EMP hand grenades)

  primary weapons |  | secondary weapons |  | sec. weap. modifiers
  Mp5 | = 1 | no secondary | = 0 | explosive | = 0
  Shotgun | = 8 | hand grenade | = 2 | incendiary | = 64
  Explosive shotgun (single fire) | = 16 | Mp5 grenade | = 4 | laser sphere (if mp5) / EMP (if handgrenade) | = 128
  Explosive shotgun (multi fire) | = 32 |  |  | plasma bomb | = 192

  monster_otis:

  handgun | = 0
  soft metal accelerator | = 1

  monster_sniper_box:

  green box | = 0
  blue box | = 1
  red box | = 2

  monster_tfc_sentry3:

  unguided rocket | = 0
  heat-seeking missile | = 1

  monster_zombie:

  scientist | = 0
  Barney | = 1
  human grunt | = 2
  assassin | = 3
  cleansuit sci | = 4
  HEV suit | = 5
  construction worker | = 6
  black ops | = 7
  civilian | = 8
  drill sergeant | = 9
  recruit | = 10

  Scientist Slaughterhouse, Nephilim Alliance and the NA logo are copyright 2001-2002 Niki "Denix Linelli" Ruusunko