├── .gitattributes ├── .github └── workflows │ ├── build.yml │ └── release.yml ├── .gitignore ├── CREDITS.md ├── README.md ├── build.bat ├── build.sh ├── db └── factories │ ├── momentum.txt │ └── p2ce.txt ├── fgd ├── base_entity.fgd ├── bases │ ├── AlyxInteractable.fgd │ ├── Angles.fgd │ ├── BaseActBusy.fgd │ ├── BaseBeam.fgd │ ├── BaseClusteredDynLight.fgd │ ├── BaseClusteredLight.fgd │ ├── BaseDriveableVehicle.fgd │ ├── BaseDustParticleSpawner.fgd │ ├── BaseEffectBrush.fgd │ ├── BaseEntity.fgd │ ├── BaseEntityAnimating.fgd │ ├── BaseEntityBrush.fgd │ ├── BaseEntityIO.fgd │ ├── BaseEntityPhysics.fgd │ ├── BaseEntityPoint.fgd │ ├── BaseEntityVisBrush.fgd │ ├── BaseFadeProp.fgd │ ├── BaseGrenade.fgd │ ├── BaseHeadcrab.fgd │ ├── BaseHelicopter.fgd │ ├── BaseLight.fgd │ ├── BaseLightFalloff.fgd │ ├── BaseLogicalNPC.fgd │ ├── BaseNPC.fgd │ ├── BaseNPCAssault.fgd │ ├── BaseNPCMaker.fgd │ ├── BaseObject.fgd │ ├── BasePaintType.fgd │ ├── BasePedButton.fgd │ ├── BasePointLight.fgd │ ├── BasePortButton.fgd │ ├── BaseProjector.fgd │ ├── BasePropPhysics.fgd │ ├── BaseRedirectFilter.fgd │ ├── BaseSpotLight.fgd │ ├── BaseTank.fgd │ ├── BaseTrain.fgd │ ├── BaseVehicle.fgd │ ├── Breakable.fgd │ ├── BreakableBrush.fgd │ ├── BreakableProp.fgd │ ├── Button.fgd │ ├── CombineBallSpawners.fgd │ ├── CombineScanner.fgd │ ├── DamageFilter.fgd │ ├── DamageType.fgd │ ├── DetailPropBase.fgd │ ├── Door.fgd │ ├── EnableDisable.fgd │ ├── FadeDistance.fgd │ ├── FollowGoal.fgd │ ├── ForceController.fgd │ ├── GameTypes.fgd │ ├── GrenadeUser.fgd │ ├── HintNode.fgd │ ├── Item.fgd │ ├── KeyFrame.fgd │ ├── LeadGoalBase.fgd │ ├── LinkedPortalDoor.fgd │ ├── MasterEnt.fgd │ ├── MomentumPickup.fgd │ ├── MomentumPush.fgd │ ├── Mover.fgd │ ├── NavCost.fgd │ ├── Node.fgd │ ├── Origin.fgd │ ├── PlatSounds.fgd │ ├── PlayerClass.fgd │ ├── PlayerCompanion.fgd │ ├── PortalBase.fgd │ ├── RappelNPC.fgd │ ├── Reflection.fgd │ ├── RenderFields.fgd │ ├── ResponseContext.fgd │ ├── RopeKeyFrame.fgd │ ├── SetModel.fgd │ ├── SetSkin.fgd │ ├── StaticTargetname.fgd │ ├── SystemLevelChoice.fgd │ ├── TalkNPC.fgd │ ├── Target.fgd │ ├── TeamNum.fgd │ ├── Toggle.fgd │ ├── ToggleDraw.fgd │ ├── Trigger.fgd │ ├── TriggerOnce.fgd │ ├── TwoObjectPhysics.fgd │ ├── VehicleDriverNPC.fgd │ ├── Weapon.fgd │ ├── gibshooterbase.fgd │ ├── player_control.fgd │ └── prop_dynamic_base.fgd ├── brush │ ├── color_correction_volume.fgd │ ├── env │ │ ├── env_bubbles.fgd │ │ └── env_embers.fgd │ ├── fog_volume.fgd │ ├── func │ │ ├── func_areaportal.fgd │ │ ├── func_areaportalwindow.fgd │ │ ├── func_bhop.fgd │ │ ├── func_breakable.fgd │ │ ├── func_breakable_surf.fgd │ │ ├── func_brush.fgd │ │ ├── func_bulletshield.fgd │ │ ├── func_button.fgd │ │ ├── func_clip_vphysics.fgd │ │ ├── func_combine_ball_spawner.fgd │ │ ├── func_conveyor.fgd │ │ ├── func_detail.fgd │ │ ├── func_detail_blocker.fgd │ │ ├── func_door.fgd │ │ ├── func_door_rotating.fgd │ │ ├── func_dustcloud.fgd │ │ ├── func_dustmotes.fgd │ │ ├── func_guntarget.fgd │ │ ├── func_healthcharger.fgd │ │ ├── func_illusionary.fgd │ │ ├── func_ladder.fgd │ │ ├── func_lod.fgd │ │ ├── func_lookdoor.fgd │ │ ├── func_monitor.fgd │ │ ├── func_movelinear.fgd │ │ ├── func_nav_avoid.fgd │ │ ├── func_nav_avoidance_obstacle.fgd │ │ ├── func_nav_blocker.fgd │ │ ├── func_nav_prefer.fgd │ │ ├── func_nogrenades.fgd │ │ ├── func_noportal_volume.fgd │ │ ├── func_occluder.fgd │ │ ├── func_overbounce.fgd │ │ ├── func_physbox.fgd │ │ ├── func_physbox_multiplayer.fgd │ │ ├── func_placement_clip.fgd │ │ ├── func_platrot.fgd │ │ ├── func_portal_bumper.fgd │ │ ├── func_portal_detector.fgd │ │ ├── func_portal_orientation.fgd │ │ ├── func_portalled.fgd │ │ ├── func_precipitation.fgd │ │ ├── func_precipitation_blocker.fgd │ │ ├── func_proprrespawnzone.fgd │ │ ├── func_pushable.fgd │ │ ├── func_recharge.fgd │ │ ├── func_reflective_glass.fgd │ │ ├── func_rot_button.fgd │ │ ├── func_rotating.fgd │ │ ├── func_slick.fgd │ │ ├── func_slide.fgd │ │ ├── func_smokevolume.fgd │ │ ├── func_tank.fgd │ │ ├── func_tank_combine_cannon.fgd │ │ ├── func_tankairboatgun.fgd │ │ ├── func_tankapcrocket.fgd │ │ ├── func_tanklaser.fgd │ │ ├── func_tankmortar.fgd │ │ ├── func_tankphyscannister.fgd │ │ ├── func_tankpulselaser.fgd │ │ ├── func_tankrocket.fgd │ │ ├── func_tanktrain.fgd │ │ ├── func_touch.fgd │ │ ├── func_trackautochange.fgd │ │ ├── func_trackchange.fgd │ │ ├── func_tracktrain.fgd │ │ ├── func_train.fgd │ │ ├── func_traincontrols.fgd │ │ ├── func_vehicleclip.fgd │ │ ├── func_viscluster.fgd │ │ ├── func_wall.fgd │ │ ├── func_wall_toggle.fgd │ │ ├── func_water.fgd │ │ ├── func_water_analog.fgd │ │ └── func_weight_button.fgd │ ├── game_zone_player.fgd │ ├── info │ │ └── info_apc_missile_hint.fgd │ ├── momentary_rot_button.fgd │ ├── npc │ │ ├── npc_heli_avoidbox.fgd │ │ └── npc_heli_nobomb.fgd │ ├── parallax_obb.fgd │ ├── simple_physics_brush.fgd │ └── trigger │ │ ├── trigger_autosave.fgd │ │ ├── trigger_bounce_stickybombs.fgd │ │ ├── trigger_brush.fgd │ │ ├── trigger_capture_area.fgd │ │ ├── trigger_catapult.fgd │ │ ├── trigger_changelevel.fgd │ │ ├── trigger_gravity.fgd │ │ ├── trigger_hierarchy.fgd │ │ ├── trigger_hurt.fgd │ │ ├── trigger_impact.fgd │ │ ├── trigger_jumppad.fgd │ │ ├── trigger_look.fgd │ │ ├── trigger_momentum_limitmovement.fgd │ │ ├── trigger_momentum_progress.fgd │ │ ├── trigger_momentum_promptinput.fgd │ │ ├── trigger_momentum_teleport.fgd │ │ ├── trigger_multiple.fgd │ │ ├── trigger_once.fgd │ │ ├── trigger_paint_cleanser.fgd │ │ ├── trigger_physics_trap.fgd │ │ ├── trigger_ping_detector.fgd │ │ ├── trigger_playermovement.fgd │ │ ├── trigger_playerteam.fgd │ │ ├── trigger_portal_cleanser.fgd │ │ ├── trigger_proximity.fgd │ │ ├── trigger_push.fgd │ │ ├── trigger_remove.fgd │ │ ├── trigger_rpgfire.fgd │ │ ├── trigger_serverragdoll.fgd │ │ ├── trigger_setspeed.fgd │ │ ├── trigger_softbarrier.fgd │ │ ├── trigger_soundoperator.fgd │ │ ├── trigger_soundscape.fgd │ │ ├── trigger_stick_explosive.fgd │ │ ├── trigger_stickybomb_limit.fgd │ │ ├── trigger_teleport.fgd │ │ ├── trigger_teleport_relative.fgd │ │ ├── trigger_togglesave.fgd │ │ ├── trigger_tonemap.fgd │ │ ├── trigger_transition.fgd │ │ ├── trigger_userinput.fgd │ │ ├── trigger_vphysics_motion.fgd │ │ ├── trigger_waterydeath.fgd │ │ ├── trigger_weapon_dissolve.fgd │ │ ├── trigger_weapon_strip.fgd │ │ ├── trigger_wind.fgd │ │ ├── zone_allowbhop.fgd │ │ ├── zone_timer_cancel.fgd │ │ ├── zone_timer_checkpoint.fgd │ │ ├── zone_timer_end.fgd │ │ ├── zone_timer_stage.fgd │ │ └── zone_timer_start.fgd ├── engine │ ├── _firesmoke.fgd │ ├── _plasma.fgd │ ├── ai_ally_speech_manager.fgd │ ├── ar2explosion.fgd │ ├── beam.fgd │ ├── bullseye_strider_focus.fgd │ ├── challenge_mode_end_node.fgd │ ├── crane_tip.fgd │ ├── crossbow_bolt.fgd │ ├── dynamic_prop.fgd │ ├── ent_hover_turret_tether.fgd │ ├── ent_watery_leech.fgd │ ├── entity_blocker.fgd │ ├── env_laserdot.fgd │ ├── env_ragdoll_boogie.fgd │ ├── event_queue_saveload_proxy.fgd │ ├── fish.fgd │ ├── fizzler_multiorigin_sound_player.fgd │ ├── floorturret_tipcontroller.fgd │ ├── gib.fgd │ ├── grenade_ar2.fgd │ ├── grenade_beam.fgd │ ├── grenade_beam_chaser.fgd │ ├── helicopter_chunk.fgd │ ├── info_overlay_accessor.fgd │ ├── lookdoorthinker.fgd │ ├── npc_barnacle_tongue_tip.fgd │ ├── npc_grenade_bugbait.fgd │ ├── npc_helicoptersensor.fgd │ ├── phys_bone_follower.fgd │ ├── physics_entity_solver.fgd │ ├── physics_npc_solver.fgd │ ├── physics_prop.fgd │ ├── physicsclonearea.fgd │ ├── physicsshadowclone.fgd │ ├── portalsimulator_collisionentity.fgd │ ├── projected_entity_ambient_sound_proxy.fgd │ ├── projected_tractor_beam_entity.fgd │ ├── prop_combine_ball.fgd │ ├── prop_energy_ball.fgd │ ├── raggib.fgd │ ├── rope_anchor.fgd │ ├── soundent.fgd │ ├── spotlight_end.fgd │ ├── spraycan.fgd │ ├── squadinsignia.fgd │ ├── static_prop.fgd │ ├── test_effect.fgd │ ├── test_proxytoggle.fgd │ ├── trigger_portal_button.fgd │ ├── trigger_tractorbeam.fgd │ ├── viewmodel.fgd │ ├── vort_charge_token.fgd │ ├── vort_effect_dispel.fgd │ ├── waterbullet.fgd │ └── window_pane.fgd ├── mat_exclusions.fgd ├── point │ ├── ai │ │ ├── ai_ally_manager.fgd │ │ ├── ai_battle_line.fgd │ │ ├── ai_changehintgroup.fgd │ │ ├── ai_changetarget.fgd │ │ ├── ai_citizen_response_system.fgd │ │ ├── ai_goal_actbusy.fgd │ │ ├── ai_goal_actbusy_queue.fgd │ │ ├── ai_goal_assault.fgd │ │ ├── ai_goal_fightfromcover.fgd │ │ ├── ai_goal_follow.fgd │ │ ├── ai_goal_injured_follow.fgd │ │ ├── ai_goal_lead.fgd │ │ ├── ai_goal_lead_weapon.fgd │ │ ├── ai_goal_operator.fgd │ │ ├── ai_goal_police.fgd │ │ ├── ai_goal_standoff.fgd │ │ ├── ai_npc_eventresponsesystem.fgd │ │ ├── ai_relationship.fgd │ │ ├── ai_script_conditions.fgd │ │ ├── ai_sound.fgd │ │ └── ai_speechfilter.fgd │ ├── aiscripted_schedule.fgd │ ├── ambient │ │ └── ambient_generic.fgd │ ├── assault │ │ ├── assault_assaultpoint.fgd │ │ └── assault_rallypoint.fgd │ ├── beam │ │ └── beam_spotlight.fgd │ ├── bounce_bomb.fgd │ ├── color │ │ └── color_correction.fgd │ ├── combine_bouncemine.fgd │ ├── combine_mine.fgd │ ├── commentary │ │ └── commentary_auto.fgd │ ├── cycler.fgd │ ├── cycler_actor.fgd │ ├── env │ │ ├── env_alyxemp.fgd │ │ ├── env_ambient_light.fgd │ │ ├── env_ar2explosion.fgd │ │ ├── env_beam.fgd │ │ ├── env_blood.fgd │ │ ├── env_cascade_light.fgd │ │ ├── env_citadel_energy_core.fgd │ │ ├── env_credits.fgd │ │ ├── env_cubemap.fgd │ │ ├── env_detail_controller.fgd │ │ ├── env_dof_controller.fgd │ │ ├── env_dustpuff.fgd │ │ ├── env_effectscript.fgd │ │ ├── env_entity_dissolver.fgd │ │ ├── env_entity_freezing.fgd │ │ ├── env_entity_igniter.fgd │ │ ├── env_entity_maker.fgd │ │ ├── env_explosion.fgd │ │ ├── env_fade.fgd │ │ ├── env_fire.fgd │ │ ├── env_firesensor.fgd │ │ ├── env_firesource.fgd │ │ ├── env_flare.fgd │ │ ├── env_fog_controller.fgd │ │ ├── env_funnel.fgd │ │ ├── env_global.fgd │ │ ├── env_glow.fgd │ │ ├── env_gunfire.fgd │ │ ├── env_headcrabcanister.fgd │ │ ├── env_hudhint.fgd │ │ ├── env_instructor_hint.fgd │ │ ├── env_laser.fgd │ │ ├── env_lightglow.fgd │ │ ├── env_lightrail_endpoint.fgd │ │ ├── env_message.fgd │ │ ├── env_microphone.fgd │ │ ├── env_movieexplosion.fgd │ │ ├── env_muzzleflash.fgd │ │ ├── env_particle_performance_monitor.fgd │ │ ├── env_particlelight.fgd │ │ ├── env_particlescript.fgd │ │ ├── env_physexplosion.fgd │ │ ├── env_physimpact.fgd │ │ ├── env_player_surface_trigger.fgd │ │ ├── env_player_viewfinder.fgd │ │ ├── env_portal_credits.fgd │ │ ├── env_portal_laser.fgd │ │ ├── env_portal_path_track.fgd │ │ ├── env_projectedtexture.fgd │ │ ├── env_rockettrail.fgd │ │ ├── env_rotorshooter.fgd │ │ ├── env_rotorwash_emitter.fgd │ │ ├── env_screeneffect.fgd │ │ ├── env_screenoverlay.fgd │ │ ├── env_shake.fgd │ │ ├── env_shooter.fgd │ │ ├── env_smokestack.fgd │ │ ├── env_smoketrail.fgd │ │ ├── env_soundscape.fgd │ │ ├── env_soundscape_proxy.fgd │ │ ├── env_soundscape_triggerable.fgd │ │ ├── env_spark.fgd │ │ ├── env_speaker.fgd │ │ ├── env_splash.fgd │ │ ├── env_sporeexplosion.fgd │ │ ├── env_sprite.fgd │ │ ├── env_sprite_clientside.fgd │ │ ├── env_sprite_oriented.fgd │ │ ├── env_spritetrail.fgd │ │ ├── env_starfield.fgd │ │ ├── env_steam.fgd │ │ ├── env_sun.fgd │ │ ├── env_texturetoggle.fgd │ │ ├── env_tilt.fgd │ │ ├── env_tonemap_controller.fgd │ │ ├── env_viewpunch.fgd │ │ ├── env_wind.fgd │ │ └── env_zoom.fgd │ ├── filter │ │ ├── filter_activator_class.fgd │ │ ├── filter_activator_context.fgd │ │ ├── filter_activator_involume.fgd │ │ ├── filter_activator_keyfield.fgd │ │ ├── filter_activator_mass_greater.fgd │ │ ├── filter_activator_model.fgd │ │ ├── filter_activator_name.fgd │ │ ├── filter_activator_surfacedata.fgd │ │ ├── filter_activator_team.fgd │ │ ├── filter_base.fgd │ │ ├── filter_combineball_type.fgd │ │ ├── filter_damage_type.fgd │ │ ├── filter_enemy.fgd │ │ ├── filter_momentum_collectibles.fgd │ │ ├── filter_momentum_surface_collision.fgd │ │ ├── filter_momentum_timer_progress.fgd │ │ ├── filter_multi.fgd │ │ ├── filter_paint_power.fgd │ │ ├── filter_player_held.fgd │ │ └── filter_velocity.fgd │ ├── func │ │ ├── func_fish_pool.fgd │ │ ├── func_instance.fgd │ │ ├── func_instance_io_proxy.fgd │ │ ├── func_instance_origin.fgd │ │ ├── func_instance_parms.fgd │ │ ├── func_ladderendpoint.fgd │ │ └── func_useableladder.fgd │ ├── game │ │ ├── game_end.fgd │ │ ├── game_gib_manager.fgd │ │ ├── game_globalvars.fgd │ │ ├── game_player_equip.fgd │ │ ├── game_player_team.fgd │ │ ├── game_ragdoll_manager.fgd │ │ ├── game_score.fgd │ │ ├── game_text.fgd │ │ ├── game_ui.fgd │ │ └── game_weapon_manager.fgd │ ├── generic_actor.fgd │ ├── gibshooter.fgd │ ├── grenade_helicopter.fgd │ ├── hammer │ │ ├── hammer_notes.fgd │ │ └── hammer_updateignorelist.fgd │ ├── hot │ │ ├── hot_potato.fgd │ │ ├── hot_potato_catcher.fgd │ │ ├── hot_potato_socket.fgd │ │ └── hot_potato_spawner.fgd │ ├── hunter_flechette.fgd │ ├── info │ │ ├── info_camera_link.fgd │ │ ├── info_constraint_anchor.fgd │ │ ├── info_coop_spawn.fgd │ │ ├── info_darknessmode_lightsource.fgd │ │ ├── info_defrag_bonus.fgd │ │ ├── info_game_event_proxy.fgd │ │ ├── info_hint.fgd │ │ ├── info_intermission.fgd │ │ ├── info_ladder_dismount.fgd │ │ ├── info_landmark.fgd │ │ ├── info_landmark_entry.fgd │ │ ├── info_landmark_exit.fgd │ │ ├── info_lighting.fgd │ │ ├── info_lighting_relative.fgd │ │ ├── info_mass_center.fgd │ │ ├── info_no_dynamic_shadow.fgd │ │ ├── info_node.fgd │ │ ├── info_node_air.fgd │ │ ├── info_node_air_hint.fgd │ │ ├── info_node_climb.fgd │ │ ├── info_node_hint.fgd │ │ ├── info_node_link.fgd │ │ ├── info_node_link_controller.fgd │ │ ├── info_npc_spawn_destination.fgd │ │ ├── info_null.fgd │ │ ├── info_overlay.fgd │ │ ├── info_overlay_transition.fgd │ │ ├── info_paint_sprayer.fgd │ │ ├── info_particle_system.fgd │ │ ├── info_placement_helper.fgd │ │ ├── info_player_deathmatch.fgd │ │ ├── info_player_ping_detector.fgd │ │ ├── info_player_start.fgd │ │ ├── info_player_teamspawn.fgd │ │ ├── info_playtest_manager.fgd │ │ ├── info_portal_gamerules.fgd │ │ ├── info_projecteddecal.fgd │ │ ├── info_radar_target.fgd │ │ ├── info_radial_link_controller.fgd │ │ ├── info_snipertarget.fgd │ │ ├── info_target.fgd │ │ ├── info_target_gunshipcrash.fgd │ │ ├── info_target_helicopter_crash.fgd │ │ ├── info_target_instructor_hint.fgd │ │ ├── info_target_personality_sphere.fgd │ │ ├── info_target_vehicle_transition.fgd │ │ ├── info_teleport_destination.fgd │ │ └── info_teleporter_countdown.fgd │ ├── infodecal.fgd │ ├── item │ │ ├── item_ammo_357.fgd │ │ ├── item_ammo_357_large.fgd │ │ ├── item_ammo_ar2.fgd │ │ ├── item_ammo_ar2_altfire.fgd │ │ ├── item_ammo_ar2_large.fgd │ │ ├── item_ammo_crate.fgd │ │ ├── item_ammo_crossbow.fgd │ │ ├── item_ammo_pistol.fgd │ │ ├── item_ammo_pistol_large.fgd │ │ ├── item_ammo_smg1.fgd │ │ ├── item_ammo_smg1_grenade.fgd │ │ ├── item_ammo_smg1_large.fgd │ │ ├── item_ar2_grenade.fgd │ │ ├── item_battery.fgd │ │ ├── item_boots.fgd │ │ ├── item_box_buckshot.fgd │ │ ├── item_box_lrounds.fgd │ │ ├── item_box_mrounds.fgd │ │ ├── item_box_srounds.fgd │ │ ├── item_dynamic_resupply.fgd │ │ ├── item_grubnugget.fgd │ │ ├── item_healthcharger.fgd │ │ ├── item_healthkit.fgd │ │ ├── item_healthvial.fgd │ │ ├── item_item_crate.fgd │ │ ├── item_large_box_lrounds.fgd │ │ ├── item_large_box_mrounds.fgd │ │ ├── item_large_box_srounds.fgd │ │ ├── item_longjump.fgd │ │ ├── item_nugget.fgd │ │ ├── item_paint_power_pickup.fgd │ │ ├── item_rpg_round.fgd │ │ ├── item_suit.fgd │ │ └── item_suitcharger.fgd │ ├── keyframe │ │ ├── keyframe_rope.fgd │ │ └── keyframe_track.fgd │ ├── light │ │ ├── light.fgd │ │ ├── light_directional.fgd │ │ ├── light_dynamic.fgd │ │ ├── light_environment.fgd │ │ ├── light_rt.fgd │ │ ├── light_rt_spot.fgd │ │ └── light_spot.fgd │ ├── linked_portal_door.fgd │ ├── logic │ │ ├── logic_achievement.fgd │ │ ├── logic_active_autosave.fgd │ │ ├── logic_auto.fgd │ │ ├── logic_autosave.fgd │ │ ├── logic_branch.fgd │ │ ├── logic_branch_listener.fgd │ │ ├── logic_case.fgd │ │ ├── logic_choreographed_scene.fgd │ │ ├── logic_collision_pair.fgd │ │ ├── logic_compare.fgd │ │ ├── logic_console.fgd │ │ ├── logic_context_accessor.fgd │ │ ├── logic_convar.fgd │ │ ├── logic_coop_manager.fgd │ │ ├── logic_datadesc_accessor.fgd │ │ ├── logic_entity_position.fgd │ │ ├── logic_eventlistener.fgd │ │ ├── logic_eventlistener_itemequip.fgd │ │ ├── logic_format.fgd │ │ ├── logic_gate.fgd │ │ ├── logic_keyfield.fgd │ │ ├── logic_lineto.fgd │ │ ├── logic_measure_direction.fgd │ │ ├── logic_measure_movement.fgd │ │ ├── logic_modelinfo.fgd │ │ ├── logic_multicompare.fgd │ │ ├── logic_navigation.fgd │ │ ├── logic_player_slowtime.fgd │ │ ├── logic_playerproxy.fgd │ │ ├── logic_playmovie.fgd │ │ ├── logic_random_outputs.fgd │ │ ├── logic_register_activator.fgd │ │ ├── logic_relay.fgd │ │ ├── logic_relay_queue.fgd │ │ ├── logic_scene_list_manager.fgd │ │ ├── logic_script.fgd │ │ ├── logic_sequence.fgd │ │ ├── logic_timer.fgd │ │ └── logic_timescale.fgd │ ├── material_modify_control.fgd │ ├── math │ │ ├── math_bits.fgd │ │ ├── math_clamp.fgd │ │ ├── math_colorblend.fgd │ │ ├── math_counter.fgd │ │ ├── math_counter_advanced.fgd │ │ ├── math_generate.fgd │ │ ├── math_lightpattern.fgd │ │ ├── math_mod.fgd │ │ ├── math_remap.fgd │ │ └── math_vector.fgd │ ├── momentum │ │ ├── mom_replay_playback.fgd │ │ ├── momentum_generic_bomb.fgd │ │ ├── momentum_pickup_ammo.fgd │ │ ├── momentum_powerup_damage_boost.fgd │ │ ├── momentum_powerup_haste.fgd │ │ └── momentum_weapon_spawner.fgd │ ├── monster_generic.fgd │ ├── move │ │ ├── move_keyframed.fgd │ │ ├── move_rope.fgd │ │ └── move_track.fgd │ ├── npc │ │ ├── npc_advisor.fgd │ │ ├── npc_alyx.fgd │ │ ├── npc_antlion.fgd │ │ ├── npc_antlion_grub.fgd │ │ ├── npc_antlion_template_maker.fgd │ │ ├── npc_antlionguard.fgd │ │ ├── npc_apcdriver.fgd │ │ ├── npc_barnacle.fgd │ │ ├── npc_barney.fgd │ │ ├── npc_blob.fgd │ │ ├── npc_breen.fgd │ │ ├── npc_bullseye.fgd │ │ ├── npc_bullsquid.fgd │ │ ├── npc_citizen.fgd │ │ ├── npc_clawscanner.fgd │ │ ├── npc_combine_camera.fgd │ │ ├── npc_combine_cannon.fgd │ │ ├── npc_combine_s.fgd │ │ ├── npc_combinedropship.fgd │ │ ├── npc_combinegunship.fgd │ │ ├── npc_cranedriver.fgd │ │ ├── npc_crow.fgd │ │ ├── npc_cscanner.fgd │ │ ├── npc_dog.fgd │ │ ├── npc_eli.fgd │ │ ├── npc_enemyfinder.fgd │ │ ├── npc_enemyfinder_combinecannon.fgd │ │ ├── npc_fastzombie.fgd │ │ ├── npc_fastzombie_torso.fgd │ │ ├── npc_fisherman.fgd │ │ ├── npc_furniture.fgd │ │ ├── npc_gman.fgd │ │ ├── npc_grenade_frag.fgd │ │ ├── npc_headcrab.fgd │ │ ├── npc_headcrab_black.fgd │ │ ├── npc_headcrab_fast.fgd │ │ ├── npc_headcrab_poison.fgd │ │ ├── npc_heardanger.fgd │ │ ├── npc_heli_avoidsphere.fgd │ │ ├── npc_helicopter.fgd │ │ ├── npc_houndeye.fgd │ │ ├── npc_hover_turret.fgd │ │ ├── npc_hunter.fgd │ │ ├── npc_hunter_maker.fgd │ │ ├── npc_ichthyosaur.fgd │ │ ├── npc_kleiner.fgd │ │ ├── npc_launcher.fgd │ │ ├── npc_magnusson.fgd │ │ ├── npc_maker.fgd │ │ ├── npc_manhack.fgd │ │ ├── npc_metropolice.fgd │ │ ├── npc_missiledefense.fgd │ │ ├── npc_monk.fgd │ │ ├── npc_mossman.fgd │ │ ├── npc_personality_core.fgd │ │ ├── npc_pigeon.fgd │ │ ├── npc_poisonzombie.fgd │ │ ├── npc_portal_turret_floor.fgd │ │ ├── npc_puppet.fgd │ │ ├── npc_rocket_turret.fgd │ │ ├── npc_rollermine.fgd │ │ ├── npc_seagull.fgd │ │ ├── npc_security_camera.fgd │ │ ├── npc_sniper.fgd │ │ ├── npc_spotlight.fgd │ │ ├── npc_stalker.fgd │ │ ├── npc_strider.fgd │ │ ├── npc_template_maker.fgd │ │ ├── npc_tripmine.fgd │ │ ├── npc_turret_ceiling.fgd │ │ ├── npc_turret_floor.fgd │ │ ├── npc_turret_ground.fgd │ │ ├── npc_vehicledriver.fgd │ │ ├── npc_vortigaunt.fgd │ │ ├── npc_wheatley_boss.fgd │ │ ├── npc_zombie.fgd │ │ ├── npc_zombie_torso.fgd │ │ └── npc_zombine.fgd │ ├── paint_sphere.fgd │ ├── panorama │ │ └── panorama_screen.fgd │ ├── path │ │ ├── path_corner.fgd │ │ ├── path_corner_crash.fgd │ │ ├── path_track.fgd │ │ └── path_vphysics.fgd │ ├── phys │ │ ├── phys_ballsocket.fgd │ │ ├── phys_constraint.fgd │ │ ├── phys_constraintsystem.fgd │ │ ├── phys_convert.fgd │ │ ├── phys_hinge.fgd │ │ ├── phys_keepupright.fgd │ │ ├── phys_lengthconstraint.fgd │ │ ├── phys_magnet.fgd │ │ ├── phys_motor.fgd │ │ ├── phys_pulleyconstraint.fgd │ │ ├── phys_ragdollconstraint.fgd │ │ ├── phys_ragdollmagnet.fgd │ │ ├── phys_slideconstraint.fgd │ │ ├── phys_spring.fgd │ │ ├── phys_thruster.fgd │ │ └── phys_torque.fgd │ ├── physics_cannister.fgd │ ├── player │ │ ├── player_loadsaved.fgd │ │ ├── player_speedmod.fgd │ │ └── player_weaponstrip.fgd │ ├── point │ │ ├── point_anglesensor.fgd │ │ ├── point_angularvelocitysensor.fgd │ │ ├── point_antlion_repellant.fgd │ │ ├── point_apc_controller.fgd │ │ ├── point_bonusmaps_accessor.fgd │ │ ├── point_broadcastclientcommand.fgd │ │ ├── point_bugbait.fgd │ │ ├── point_camera.fgd │ │ ├── point_changelevel.fgd │ │ ├── point_clientcommand.fgd │ │ ├── point_combine_ball_launcher.fgd │ │ ├── point_commentary_node.fgd │ │ ├── point_devshot_camera.fgd │ │ ├── point_enable_motion_fixup.fgd │ │ ├── point_energy_ball_launcher.fgd │ │ ├── point_entity_finder.fgd │ │ ├── point_flesh_effect_target.fgd │ │ ├── point_futbol_shooter.fgd │ │ ├── point_gamestats_counter.fgd │ │ ├── point_hiding_spot.fgd │ │ ├── point_hurt.fgd │ │ ├── point_laser_target.fgd │ │ ├── point_message.fgd │ │ ├── point_paint_sensor.fgd │ │ ├── point_playermoveconstraint.fgd │ │ ├── point_posecontroller.fgd │ │ ├── point_proximity_sensor.fgd │ │ ├── point_push.fgd │ │ ├── point_servercommand.fgd │ │ ├── point_spotlight.fgd │ │ ├── point_survey.fgd │ │ ├── point_teleport.fgd │ │ ├── point_template.fgd │ │ ├── point_tesla.fgd │ │ ├── point_velocitysensor.fgd │ │ ├── point_viewcontrol.fgd │ │ ├── point_viewcontrol_multiplayer.fgd │ │ ├── point_viewproxy.fgd │ │ └── point_worldtext.fgd │ ├── portal_race_checkpoint.fgd │ ├── portalmp_gamerules.fgd │ ├── postprocess │ │ └── postprocess_controller.fgd │ ├── projected_wall_entity.fgd │ ├── prop │ │ ├── prop_button.fgd │ │ ├── prop_coreball.fgd │ │ ├── prop_detail.fgd │ │ ├── prop_detail_sprite.fgd │ │ ├── prop_door_rotating.fgd │ │ ├── prop_dropship_container.fgd │ │ ├── prop_dynamic.fgd │ │ ├── prop_dynamic_glow.fgd │ │ ├── prop_dynamic_ornament.fgd │ │ ├── prop_dynamic_override.fgd │ │ ├── prop_exploding_futbol.fgd │ │ ├── prop_floor_ball_button.fgd │ │ ├── prop_floor_button.fgd │ │ ├── prop_floor_cube_button.fgd │ │ ├── prop_glados_core.fgd │ │ ├── prop_glass_futbol.fgd │ │ ├── prop_glass_futbol_socket.fgd │ │ ├── prop_glass_futbol_spawner.fgd │ │ ├── prop_hallucination.fgd │ │ ├── prop_indicator_panel.fgd │ │ ├── prop_laser_catcher.fgd │ │ ├── prop_laser_relay.fgd │ │ ├── prop_linked_portal_door.fgd │ │ ├── prop_mirror.fgd │ │ ├── prop_monster_box.fgd │ │ ├── prop_paint_bomb.fgd │ │ ├── prop_physics.fgd │ │ ├── prop_physics_multiplayer.fgd │ │ ├── prop_physics_override.fgd │ │ ├── prop_physics_paintable.fgd │ │ ├── prop_physics_ragdoll.fgd │ │ ├── prop_physics_respawnable.fgd │ │ ├── prop_portal.fgd │ │ ├── prop_portal_stats_display.fgd │ │ ├── prop_ragdoll.fgd │ │ ├── prop_rocket_tripwire.fgd │ │ ├── prop_scalable.fgd │ │ ├── prop_sphere.fgd │ │ ├── prop_static.fgd │ │ ├── prop_stickybomb.fgd │ │ ├── prop_telescopic_arm.fgd │ │ ├── prop_testchamber_door.fgd │ │ ├── prop_testchamber_sign.fgd │ │ ├── prop_thumper.fgd │ │ ├── prop_tic_tac_toe_panel.fgd │ │ ├── prop_tractor_beam.fgd │ │ ├── prop_under_button.fgd │ │ ├── prop_under_floor_button.fgd │ │ ├── prop_vehicle.fgd │ │ ├── prop_vehicle_airboat.fgd │ │ ├── prop_vehicle_apc.fgd │ │ ├── prop_vehicle_cannon.fgd │ │ ├── prop_vehicle_choreo_generic.fgd │ │ ├── prop_vehicle_crane.fgd │ │ ├── prop_vehicle_driveable.fgd │ │ ├── prop_vehicle_jeep.fgd │ │ ├── prop_vehicle_prisoner_pod.fgd │ │ ├── prop_wall_projector.fgd │ │ └── prop_weighted_cube.fgd │ ├── rocket_turret_projectile.fgd │ ├── script_intro.fgd │ ├── scripted │ │ ├── scripted_sentence.fgd │ │ ├── scripted_sequence.fgd │ │ └── scripted_target.fgd │ ├── scripted_scene.fgd │ ├── shadow │ │ └── shadow_control.fgd │ ├── simple_bot.fgd │ ├── simple_physics_prop.fgd │ ├── sky │ │ └── sky_camera.fgd │ ├── skybox_swapper.fgd │ ├── spark_shower.fgd │ ├── sunlight_shadow_control.fgd │ ├── tanktrain │ │ ├── tanktrain_ai.fgd │ │ └── tanktrain_aitarget.fgd │ ├── target_changegravity.fgd │ ├── team │ │ ├── team_control_point.fgd │ │ ├── team_control_point_master.fgd │ │ ├── team_control_point_round.fgd │ │ ├── team_round_timer.fgd │ │ └── team_train_watcher.fgd │ ├── test │ │ ├── test_sidelist.fgd │ │ └── test_traceline.fgd │ ├── vehicle_viewcontroller.fgd │ ├── vgui │ │ ├── vgui_level_placard_display.fgd │ │ ├── vgui_movie_display.fgd │ │ ├── vgui_mp_lobby_display.fgd │ │ ├── vgui_neurotoxin_countdown.fgd │ │ ├── vgui_screen.fgd │ │ ├── vgui_slideshow_display.fgd │ │ └── vgui_world_text_panel.fgd │ ├── water_lod_control.fgd │ └── weapon │ │ ├── weapon_357.fgd │ │ ├── weapon_alyxgun.fgd │ │ ├── weapon_annabelle.fgd │ │ ├── weapon_ar2.fgd │ │ ├── weapon_bugbait.fgd │ │ ├── weapon_citizenpackage.fgd │ │ ├── weapon_citizensuitcase.fgd │ │ ├── weapon_crossbow.fgd │ │ ├── weapon_crowbar.fgd │ │ ├── weapon_cubemap.fgd │ │ ├── weapon_frag.fgd │ │ ├── weapon_momentum_concgrenade.fgd │ │ ├── weapon_momentum_grenade.fgd │ │ ├── weapon_momentum_knife.fgd │ │ ├── weapon_momentum_machinegun.fgd │ │ ├── weapon_momentum_pistol.fgd │ │ ├── weapon_momentum_rocketlauncher.fgd │ │ ├── weapon_momentum_shotgun.fgd │ │ ├── weapon_momentum_sniper.fgd │ │ ├── weapon_momentum_stickylauncher.fgd │ │ ├── weapon_paintgun.fgd │ │ ├── weapon_physcannon.fgd │ │ ├── weapon_pistol.fgd │ │ ├── weapon_portalgun.fgd │ │ ├── weapon_rpg.fgd │ │ ├── weapon_shotgun.fgd │ │ ├── weapon_smg1.fgd │ │ ├── weapon_striderbuster.fgd │ │ └── weapon_stunstick.fgd ├── visgroups.cfg └── worldspawn.fgd ├── hammer ├── cfg │ └── HammerKeyConfig_default.cfg ├── cfg_momentum │ ├── CmdSeqDefault.wc │ └── GameConfig_default.txt ├── cfg_p2ce │ ├── CmdSeqDefault.wc │ └── GameConfig_default.txt ├── cfg_templategame │ ├── CmdSeqDefault.wc │ └── GameConfig_default.txt ├── filters │ ├── add1x1.ico │ ├── add3x3.ico │ ├── add5x5.ico │ ├── add7x7.ico │ ├── add9x9.ico │ ├── dispfilters.txt │ ├── flat1x1.ico │ ├── flat3x3.ico │ ├── flat5x5.ico │ ├── flat7x7.ico │ ├── flat9x9.ico │ ├── raiseto1x1.ico │ ├── raiseto5x5.ico │ └── smooth3x3.ico ├── materials │ ├── editor │ │ ├── ai_changetarget.vmt │ │ ├── ai_changetarget.vtf │ │ ├── ai_script_conditions.vmt │ │ ├── ai_script_conditions.vtf │ │ ├── energy_ball.vmt │ │ ├── energy_ball.vtf │ │ ├── env_beam.vmt │ │ ├── env_beam.vtf │ │ ├── env_blood.vmt │ │ ├── env_blood.vtf │ │ ├── env_cascade_light.vmt │ │ ├── env_cascade_light.vtf │ │ ├── env_citadel_energy_core.vmt │ │ ├── env_citadel_energy_core.vtf │ │ ├── env_entity_maker.vmt │ │ ├── env_entity_maker.vtf │ │ ├── env_global.vmt │ │ ├── env_global.vtf │ │ ├── env_hudhint.vmt │ │ ├── env_hudhint.vtf │ │ ├── env_instructor_hint.vmt │ │ ├── env_instructor_hint.vtf │ │ ├── env_player_surface_trigger.vmt │ │ ├── env_player_surface_trigger.vtf │ │ ├── env_portal_credits.vmt │ │ ├── env_portal_credits.vtf │ │ ├── env_projectedtexture.vmt │ │ ├── env_projectedtexture.vtf │ │ ├── env_rotorwash_emitter.vmt │ │ ├── env_rotorwash_emitter.vtf │ │ ├── env_smokestack.vmt │ │ ├── env_smokestack.vtf │ │ ├── env_soundscape_proxy.vmt │ │ ├── env_soundscape_proxy.vtf │ │ ├── env_soundscape_triggerable.vmt │ │ ├── env_soundscape_triggerable.vtf │ │ ├── env_spritetrail.vmt │ │ ├── env_spritetrail.vtf │ │ ├── env_sun.vmt │ │ ├── env_sun.vtf │ │ ├── env_texturetoggle.vmt │ │ ├── env_texturetoggle.vtf │ │ ├── ficool2 │ │ │ ├── ai_ally_manager.vmt │ │ │ ├── ai_ally_manager.vtf │ │ │ ├── ai_ally_speech_manager.vmt │ │ │ ├── ai_ally_speech_manager.vtf │ │ │ ├── ai_battle_line.vmt │ │ │ ├── ai_battle_line.vtf │ │ │ ├── ai_changehintgroup.vmt │ │ │ ├── ai_changehintgroup.vtf │ │ │ ├── ai_citizen_response_system.vmt │ │ │ ├── ai_citizen_response_system.vtf │ │ │ ├── ai_goal_actbusy.vmt │ │ │ ├── ai_goal_actbusy.vtf │ │ │ ├── ai_goal_actbusy_queue.vmt │ │ │ ├── ai_goal_actbusy_queue.vtf │ │ │ ├── ai_goal_assault.vmt │ │ │ ├── ai_goal_assault.vtf │ │ │ ├── ai_goal_fightfromcover.vmt │ │ │ ├── ai_goal_fightfromcover.vtf │ │ │ ├── ai_goal_injured_follow.vmt │ │ │ ├── ai_goal_injured_follow.vtf │ │ │ ├── ai_goal_lead_weapon.vmt │ │ │ ├── ai_goal_lead_weapon.vtf │ │ │ ├── ai_goal_operator.vmt │ │ │ ├── ai_goal_operator.vtf │ │ │ ├── ai_npc_eventresponsesystem.vmt │ │ │ ├── ai_npc_eventresponsesystem.vtf │ │ │ ├── ai_speechfilter.vmt │ │ │ ├── ai_speechfilter.vtf │ │ │ ├── bot_action_point.vmt │ │ │ ├── bot_action_point.vtf │ │ │ ├── bot_controller.vmt │ │ │ ├── bot_controller.vtf │ │ │ ├── bot_generator.vmt │ │ │ ├── bot_generator.vtf │ │ │ ├── bot_proxy.vmt │ │ │ ├── bot_proxy.vtf │ │ │ ├── bot_roster.vmt │ │ │ ├── bot_roster.vtf │ │ │ ├── commentary_auto.vmt │ │ │ ├── commentary_auto.vtf │ │ │ ├── entity_spawn_manager.vmt │ │ │ ├── entity_spawn_manager.vtf │ │ │ ├── entity_spawn_point.vmt │ │ │ ├── entity_spawn_point.vtf │ │ │ ├── entityflame.vmt │ │ │ ├── entityflame.vtf │ │ │ ├── env_bubbles.vmt │ │ │ ├── env_bubbles.vtf │ │ │ ├── env_detail_controller.vmt │ │ │ ├── env_detail_controller.vtf │ │ │ ├── env_dusttrail.vmt │ │ │ ├── env_dusttrail.vtf │ │ │ ├── env_effectscript.vmt │ │ │ ├── env_effectscript.vtf │ │ │ ├── env_embers.vmt │ │ │ ├── env_embers.vtf │ │ │ ├── env_entity_dissolver.vmt │ │ │ ├── env_entity_dissolver.vtf │ │ │ ├── env_entity_igniter.vmt │ │ │ ├── env_entity_igniter.vtf │ │ │ ├── env_fire_trail.vmt │ │ │ ├── env_fire_trail.vtf │ │ │ ├── env_firesensor.vmt │ │ │ ├── env_firesensor.vtf │ │ │ ├── env_funnel.vmt │ │ │ ├── env_funnel.vtf │ │ │ ├── env_gunfire.vmt │ │ │ ├── env_gunfire.vtf │ │ │ ├── env_laser.vmt │ │ │ ├── env_laser.vtf │ │ │ ├── env_laserdot.vmt │ │ │ ├── env_laserdot.vtf │ │ │ ├── env_lightglow.vmt │ │ │ ├── env_lightglow.vtf │ │ │ ├── env_microphone.vmt │ │ │ ├── env_microphone.vtf │ │ │ ├── env_movieexplosion.vmt │ │ │ ├── env_movieexplosion.vtf │ │ │ ├── env_particle_performance_monitor.vmt │ │ │ ├── env_particle_performance_monitor.vtf │ │ │ ├── env_particle_trail.vmt │ │ │ ├── env_particle_trail.vtf │ │ │ ├── env_particlefire.vmt │ │ │ ├── env_particlefire.vtf │ │ │ ├── env_particlelight.vmt │ │ │ ├── env_particlelight.vtf │ │ │ ├── env_particles.vmt │ │ │ ├── env_particles.vtf │ │ │ ├── env_particlesmokegrenade.vmt │ │ │ ├── env_particlesmokegrenade.vtf │ │ │ ├── env_physexplosion.vmt │ │ │ ├── env_physexplosion.vtf │ │ │ ├── env_physimpact.vmt │ │ │ ├── env_physimpact.vtf │ │ │ ├── env_rockettrail.vmt │ │ │ ├── env_rockettrail.vtf │ │ │ ├── env_rotorshooter.vmt │ │ │ ├── env_rotorshooter.vtf │ │ │ ├── env_screeneffect.vmt │ │ │ ├── env_screeneffect.vtf │ │ │ ├── env_screenoverlay.vmt │ │ │ ├── env_screenoverlay.vtf │ │ │ ├── env_smoketrail.vmt │ │ │ ├── env_smoketrail.vtf │ │ │ ├── env_sporeexplosion.vmt │ │ │ ├── env_sporeexplosion.vtf │ │ │ ├── env_sporetrail.vmt │ │ │ ├── env_sporetrail.vtf │ │ │ ├── env_tracer.vmt │ │ │ ├── env_tracer.vtf │ │ │ ├── env_viewpunch.vmt │ │ │ ├── env_viewpunch.vtf │ │ │ ├── env_zoom.vmt │ │ │ ├── env_zoom.vtf │ │ │ ├── filter_activator_mass_greater.vmt │ │ │ ├── filter_activator_mass_greater.vtf │ │ │ ├── filter_activator_tfteam.vmt │ │ │ ├── filter_activator_tfteam.vtf │ │ │ ├── filter_base.vmt │ │ │ ├── filter_base.vtf │ │ │ ├── filter_enemy.vmt │ │ │ ├── filter_enemy.vtf │ │ │ ├── func_fish_pool.vmt │ │ │ ├── func_fish_pool.vtf │ │ │ ├── game_end.vmt │ │ │ ├── game_end.vtf │ │ │ ├── game_forcerespawn.vmt │ │ │ ├── game_forcerespawn.vtf │ │ │ ├── game_gib_manager.vmt │ │ │ ├── game_gib_manager.vtf │ │ │ ├── game_player_equip.vmt │ │ │ ├── game_player_equip.vtf │ │ │ ├── game_player_team.vmt │ │ │ ├── game_player_team.vtf │ │ │ ├── game_ragdoll_manager.vmt │ │ │ ├── game_ragdoll_manager.vtf │ │ │ ├── game_round_win.vmt │ │ │ ├── game_round_win.vtf │ │ │ ├── game_score.vmt │ │ │ ├── game_score.vtf │ │ │ ├── game_text_tf.vmt │ │ │ ├── game_text_tf.vtf │ │ │ ├── game_ui.vmt │ │ │ ├── game_ui.vtf │ │ │ ├── game_weapon_manager.vmt │ │ │ ├── game_weapon_manager.vtf │ │ │ ├── halloween_souls_pack.vmt │ │ │ ├── halloween_souls_pack.vtf │ │ │ ├── halloween_zapper.vmt │ │ │ ├── halloween_zapper.vtf │ │ │ ├── hammer_updateignorelist.vmt │ │ │ ├── hammer_updateignorelist.vtf │ │ │ ├── hightower_teleport_vortex.vmt │ │ │ ├── hightower_teleport_vortex.vtf │ │ │ ├── info_lighting_relative.vmt │ │ │ ├── info_lighting_relative.vtf │ │ │ ├── info_mass_center.vmt │ │ │ ├── info_mass_center.vtf │ │ │ ├── info_npc_spawn_destination.vmt │ │ │ ├── info_npc_spawn_destination.vtf │ │ │ ├── info_null.vmt │ │ │ ├── info_null.vtf │ │ │ ├── info_passtime_ball_spawn.vmt │ │ │ ├── info_passtime_ball_spawn.vtf │ │ │ ├── info_populator.vmt │ │ │ ├── info_populator.vtf │ │ │ ├── instanced_scripted_scene.vmt │ │ │ ├── instanced_scripted_scene.vtf │ │ │ ├── item_teamflag_return_icon.vmt │ │ │ ├── item_teamflag_return_icon.vtf │ │ │ ├── light_directional.vmt │ │ │ ├── light_directional.vtf │ │ │ ├── light_dynamic.vmt │ │ │ ├── light_dynamic.vtf │ │ │ ├── light_environment.vmt │ │ │ ├── light_environment.vtf │ │ │ ├── logic_collision_pair.vmt │ │ │ ├── logic_collision_pair.vtf │ │ │ ├── logic_lineto.vmt │ │ │ ├── logic_lineto.vtf │ │ │ ├── logic_navigation.vmt │ │ │ ├── logic_navigation.vtf │ │ │ ├── logic_scene_list_manager.vmt │ │ │ ├── logic_scene_list_manager.vtf │ │ │ ├── mapobj_cart_dispenser.vmt │ │ │ ├── mapobj_cart_dispenser.vtf │ │ │ ├── material_modify_control.vmt │ │ │ ├── material_modify_control.vtf │ │ │ ├── npc_template_maker.vmt │ │ │ ├── npc_template_maker.vtf │ │ │ ├── passtime_logic.vmt │ │ │ ├── passtime_logic.vtf │ │ │ ├── path_corner.vmt │ │ │ ├── path_corner.vtf │ │ │ ├── path_corner_crash.vmt │ │ │ ├── path_corner_crash.vtf │ │ │ ├── path_track.vmt │ │ │ ├── path_track.vtf │ │ │ ├── phys_ballsocket.vmt │ │ │ ├── phys_ballsocket.vtf │ │ │ ├── phys_hinge.vmt │ │ │ ├── phys_hinge.vtf │ │ │ ├── phys_keepupright.vmt │ │ │ ├── phys_keepupright.vtf │ │ │ ├── phys_motor.vmt │ │ │ ├── phys_motor.vtf │ │ │ ├── phys_ragdollmagnet.vmt │ │ │ ├── phys_ragdollmagnet.vtf │ │ │ ├── phys_spring.vmt │ │ │ ├── phys_spring.vtf │ │ │ ├── player_loadsaved.vmt │ │ │ ├── player_loadsaved.vtf │ │ │ ├── point_anglesensor.vmt │ │ │ ├── point_anglesensor.vtf │ │ │ ├── point_angularvelocitysensor.vmt │ │ │ ├── point_angularvelocitysensor.vtf │ │ │ ├── point_bonusmaps_accessor.vmt │ │ │ ├── point_bonusmaps_accessor.vtf │ │ │ ├── point_enable_motion_fixup.vmt │ │ │ ├── point_enable_motion_fixup.vtf │ │ │ ├── point_gamestats_counter.vmt │ │ │ ├── point_gamestats_counter.vtf │ │ │ ├── point_hurt.vmt │ │ │ ├── point_hurt.vtf │ │ │ ├── point_intermission.vmt │ │ │ ├── point_intermission.vtf │ │ │ ├── point_message.vmt │ │ │ ├── point_message.vtf │ │ │ ├── point_playermoveconstraint.vmt │ │ │ ├── point_playermoveconstraint.vtf │ │ │ ├── point_populator_interface.vmt │ │ │ ├── point_populator_interface.vtf │ │ │ ├── point_posecontroller.vmt │ │ │ ├── point_posecontroller.vtf │ │ │ ├── point_push.vmt │ │ │ ├── point_push.vtf │ │ │ ├── point_tesla.vmt │ │ │ ├── point_tesla.vtf │ │ │ ├── point_velocitysensor.vmt │ │ │ ├── point_velocitysensor.vtf │ │ │ ├── prop_detail_sprite.vmt │ │ │ ├── prop_detail_sprite.vtf │ │ │ ├── scripted_scene.vmt │ │ │ ├── scripted_scene.vtf │ │ │ ├── scripted_sentence.vmt │ │ │ ├── scripted_sentence.vtf │ │ │ ├── scripted_target.vmt │ │ │ ├── scripted_target.vtf │ │ │ ├── shadow_control.vmt │ │ │ ├── shadow_control.vtf │ │ │ ├── spark_shower.vmt │ │ │ ├── spark_shower.vtf │ │ │ ├── tanktrain_ai.vmt │ │ │ ├── tanktrain_ai.vtf │ │ │ ├── tanktrain_aitarget.vmt │ │ │ ├── tanktrain_aitarget.vtf │ │ │ ├── team_control_point_master.vmt │ │ │ ├── team_control_point_master.vtf │ │ │ ├── team_control_point_round.vmt │ │ │ ├── team_control_point_round.vtf │ │ │ ├── team_round_timer.vmt │ │ │ ├── team_round_timer.vtf │ │ │ ├── team_train_watcher.vmt │ │ │ ├── team_train_watcher.vtf │ │ │ ├── teleport_vortex.vmt │ │ │ ├── teleport_vortex.vtf │ │ │ ├── test_effect.vmt │ │ │ ├── test_effect.vtf │ │ │ ├── test_traceline.vmt │ │ │ ├── test_traceline.vtf │ │ │ ├── training_annotation.vmt │ │ │ ├── training_annotation.vtf │ │ │ ├── wheel_of_doom.vmt │ │ │ ├── wheel_of_doom.vtf │ │ │ ├── wheel_of_doom_spiral.vmt │ │ │ └── wheel_of_doom_spiral.vtf │ │ ├── filter_context.vmt │ │ ├── filter_context.vtf │ │ ├── filter_damage_type.vmt │ │ ├── filter_damage_type.vtf │ │ ├── filter_held.vmt │ │ ├── filter_held.vtf │ │ ├── filter_mass.vmt │ │ ├── filter_mass.vtf │ │ ├── filter_model.vmt │ │ ├── filter_model.vtf │ │ ├── filter_paint_power.vmt │ │ ├── filter_paint_power.vtf │ │ ├── filter_pellet.vmt │ │ ├── filter_pellet.vtf │ │ ├── func_instance_io_proxy.vmt │ │ ├── func_instance_io_proxy.vtf │ │ ├── func_instance_origin.vmt │ │ ├── func_instance_origin.vtf │ │ ├── func_instance_parms.vmt │ │ ├── func_instance_parms.vtf │ │ ├── info_camera_link.vmt │ │ ├── info_camera_link.vtf │ │ ├── info_constraint_anchor.vmt │ │ ├── info_constraint_anchor.vtf │ │ ├── info_game_event_proxy.vmt │ │ ├── info_game_event_proxy.vtf │ │ ├── info_gamemode.vmt │ │ ├── info_gamemode.vtf │ │ ├── info_no_dynamic_shadow.vmt │ │ ├── info_no_dynamic_shadow.vtf │ │ ├── info_node_link.vmt │ │ ├── info_node_link.vtf │ │ ├── info_node_link_controller.vmt │ │ ├── info_node_link_controller.vtf │ │ ├── info_player_ping_detector.vmt │ │ ├── info_player_ping_detector.vtf │ │ ├── info_radial_link_controller.vmt │ │ ├── info_radial_link_controller.vtf │ │ ├── info_target_instructor_hint.vmt │ │ ├── info_target_instructor_hint.vtf │ │ ├── item_dynamic_resupply.vmt │ │ ├── item_dynamic_resupply.vtf │ │ ├── keyframe_rope.vmt │ │ ├── keyframe_rope.vtf │ │ ├── logic_achievement.vmt │ │ ├── logic_achievement.vtf │ │ ├── logic_active_autosave.vmt │ │ ├── logic_active_autosave.vtf │ │ ├── logic_autosave.vmt │ │ ├── logic_autosave.vtf │ │ ├── logic_branch_listener.vmt │ │ ├── logic_branch_listener.vtf │ │ ├── logic_eventlistener.vmt │ │ ├── logic_eventlistener.vtf │ │ ├── logic_gate.vmt │ │ ├── logic_gate.vtf │ │ ├── logic_measure_movement.vmt │ │ ├── logic_measure_movement.vtf │ │ ├── logic_player_slowtime.vmt │ │ ├── logic_player_slowtime.vtf │ │ ├── logic_playerproxy.vmt │ │ ├── logic_playerproxy.vtf │ │ ├── logic_playmovie.vmt │ │ ├── logic_playmovie.vtf │ │ ├── logic_register_activator.vmt │ │ ├── logic_register_activator.vtf │ │ ├── logic_relay_queue.vmt │ │ ├── logic_relay_queue.vtf │ │ ├── logic_timescale.vmt │ │ ├── logic_timescale.vtf │ │ ├── math_calculator.vmt │ │ ├── math_calculator.vtf │ │ ├── math_colorblend.vmt │ │ ├── math_colorblend.vtf │ │ ├── math_remap.vmt │ │ ├── math_remap.vtf │ │ ├── move_rope.vmt │ │ ├── move_rope.vtf │ │ ├── npc_enemyfinder.vmt │ │ ├── npc_enemyfinder.vtf │ │ ├── paint_sphere.vmt │ │ ├── paint_sphere.vtf │ │ ├── phys_constraint.vmt │ │ ├── phys_constraint.vtf │ │ ├── phys_constraintsystem.vmt │ │ ├── phys_constraintsystem.vtf │ │ ├── phys_convert.vmt │ │ ├── phys_convert.vtf │ │ ├── phys_magnet.vmt │ │ ├── phys_magnet.vtf │ │ ├── phys_slideconstraint.vmt │ │ ├── phys_slideconstraint.vtf │ │ ├── player_speedmod.vmt │ │ ├── player_speedmod.vtf │ │ ├── player_weaponstrip.vmt │ │ ├── player_weaponstrip.vtf │ │ ├── point_antlion_repellant.vmt │ │ ├── point_antlion_repellant.vtf │ │ ├── point_apc_controller.vmt │ │ ├── point_apc_controller.vtf │ │ ├── point_clientcommand.vmt │ │ ├── point_clientcommand.vtf │ │ ├── point_devshot_camera.vmt │ │ ├── point_devshot_camera.vtf │ │ ├── point_entity_finder.vmt │ │ ├── point_entity_finder.vtf │ │ ├── point_futbol_shooter.vmt │ │ ├── point_futbol_shooter.vtf │ │ ├── point_gel_sensor.vmt │ │ ├── point_gel_sensor.vtf │ │ ├── point_laser_target.vmt │ │ ├── point_laser_target.vtf │ │ ├── point_proximity_sensor.vmt │ │ ├── point_proximity_sensor.vtf │ │ ├── point_servercommand.vmt │ │ ├── point_servercommand.vtf │ │ ├── point_teleport.vmt │ │ ├── point_teleport.vtf │ │ ├── point_template.vmt │ │ ├── point_template.vtf │ │ ├── portal_dual.vmt │ │ ├── portal_dual.vtf │ │ ├── portal_grey.vmt │ │ ├── skybox_swapper.vmt │ │ ├── skybox_swapper.vtf │ │ ├── ts2do │ │ │ ├── env_ar2explosion.vmt │ │ │ ├── env_ar2explosion.vtf │ │ │ ├── env_credits.vmt │ │ │ ├── env_credits.vtf │ │ │ ├── env_message.vmt │ │ │ ├── env_message.vtf │ │ │ ├── env_starfield.vmt │ │ │ ├── env_starfield.vtf │ │ │ ├── script_intro.vmt │ │ │ └── script_intro.vtf │ │ ├── ts_book.vmt │ │ ├── ts_book.vtf │ │ ├── worldtext.vmt │ │ └── worldtextsheet.vtf │ └── models │ │ ├── editor │ │ ├── axis_helper_white.vmt │ │ ├── decal_helper.vmt │ │ ├── decal_helper.vtf │ │ ├── prop_testchamber_sign.vmt │ │ ├── prop_testchamber_sign.vtf │ │ └── ts │ │ │ ├── blob_surface_bounce.vmt │ │ │ ├── blob_surface_erase.vmt │ │ │ ├── blob_surface_erase.vtf │ │ │ ├── blob_surface_grey.vtf │ │ │ ├── blob_surface_portal.vmt │ │ │ ├── blob_surface_speed.vmt │ │ │ ├── blob_surface_stick.vmt │ │ │ ├── env_dustpuff.vmt │ │ │ ├── env_dustpuff.vtf │ │ │ ├── env_muzzleflash.vmt │ │ │ ├── env_muzzleflash.vtf │ │ │ ├── env_splash.vmt │ │ │ ├── env_splash.vtf │ │ │ ├── portal_back.vmt │ │ │ ├── portal_blue.vmt │ │ │ ├── portal_blue.vtf │ │ │ ├── portal_cyan.vmt │ │ │ ├── portal_cyan.vtf │ │ │ ├── portal_grey.vmt │ │ │ ├── portal_grey.vtf │ │ │ ├── portal_oran.vmt │ │ │ ├── portal_oran.vtf │ │ │ ├── portal_outline.vtf │ │ │ ├── portal_purp.vmt │ │ │ ├── portal_purp.vtf │ │ │ ├── portal_red.vmt │ │ │ ├── portal_red.vtf │ │ │ ├── portal_yel.vmt │ │ │ ├── portal_yel.vtf │ │ │ ├── sky_camera.vmt │ │ │ ├── sky_camera.vtf │ │ │ ├── vgui_arrows.vmt │ │ │ ├── vgui_arrows.vtf │ │ │ ├── vgui_indicator_checked.vmt │ │ │ ├── vgui_indicator_countdown.vmt │ │ │ ├── vgui_indicator_countdown.vtf │ │ │ ├── vgui_indicator_unchecked.vmt │ │ │ └── vgui_signage_blank_bg.vmt │ │ └── shadertest │ │ ├── envball_1.vmt │ │ ├── envball_1.vtf │ │ ├── envball_2.vmt │ │ ├── envball_2.vtf │ │ ├── envball_3.vmt │ │ ├── envball_3.vtf │ │ ├── envball_4.vmt │ │ ├── envball_4.vtf │ │ ├── envball_5.vmt │ │ ├── envball_5.vtf │ │ ├── envball_6.vmt │ │ ├── envball_6.vtf │ │ ├── envball_6_normal.vmt │ │ ├── envball_6_normal.vtf │ │ ├── gooinglass.vmt │ │ ├── gooinglass.vtf │ │ ├── gooinglass_env.vtf │ │ ├── gooinglass_envglass.vtf │ │ ├── gooinglass_normal.vtf │ │ └── shieldnoise0_normal.vtf ├── models │ ├── editor │ │ ├── angle_helper.dx90.vtx │ │ ├── angle_helper.mdl │ │ ├── angle_helper.vvd │ │ ├── axis_helper_white.dx90.vtx │ │ ├── axis_helper_white.mdl │ │ ├── axis_helper_white.vvd │ │ ├── decal_helper.dx90.vtx │ │ ├── decal_helper.mdl │ │ ├── decal_helper.vvd │ │ ├── env_dustpuff.dx90.vtx │ │ ├── env_dustpuff.mdl │ │ ├── env_dustpuff.vvd │ │ ├── env_muzzleflash.dx90.vtx │ │ ├── env_muzzleflash.mdl │ │ ├── env_muzzleflash.vvd │ │ ├── env_splash.dx90.vtx │ │ ├── env_splash.mdl │ │ ├── env_splash.vvd │ │ ├── info_paint_sprayer.dx90.vtx │ │ ├── info_paint_sprayer.mdl │ │ ├── info_paint_sprayer.vvd │ │ ├── item_health_charger_hl2.dx90.vtx │ │ ├── item_health_charger_hl2.mdl │ │ ├── item_health_charger_hl2.phy │ │ ├── item_health_charger_hl2.vvd │ │ ├── item_suit_charger_hl2.dx90.vtx │ │ ├── item_suit_charger_hl2.mdl │ │ ├── item_suit_charger_hl2.phy │ │ ├── item_suit_charger_hl2.vvd │ │ ├── overlay_helper_box.dx90.vtx │ │ ├── overlay_helper_box.mdl │ │ ├── overlay_helper_box.vvd │ │ ├── placement_helper.dx90.vtx │ │ ├── placement_helper.mdl │ │ ├── placement_helper.vvd │ │ ├── prop_indicator_panel.dx90.vtx │ │ ├── prop_indicator_panel.mdl │ │ ├── prop_indicator_panel.vvd │ │ ├── prop_paint_bomb.dx90.vtx │ │ ├── prop_paint_bomb.mdl │ │ ├── prop_paint_bomb.phy │ │ ├── prop_paint_bomb.vvd │ │ ├── prop_portal.dx90.vtx │ │ ├── prop_portal.mdl │ │ ├── prop_portal.vvd │ │ ├── prop_testchamber_door.dx90.vtx │ │ ├── prop_testchamber_door.mdl │ │ ├── prop_testchamber_door.phy │ │ ├── prop_testchamber_door.vvd │ │ ├── prop_testchamber_sign.dx90.vtx │ │ ├── prop_testchamber_sign.mdl │ │ ├── prop_testchamber_sign.vvd │ │ ├── sky_camera.dx90.vtx │ │ ├── sky_camera.mdl │ │ ├── sky_camera.vvd │ │ ├── spot_cone_fixed.dx90.vtx │ │ ├── spot_cone_fixed.mdl │ │ ├── spot_cone_fixed.vvd │ │ ├── vgui_arrows.dx90.vtx │ │ ├── vgui_arrows.mdl │ │ └── vgui_arrows.vvd │ └── shadertest │ │ ├── envballs.dx90.vtx │ │ ├── envballs.mdl │ │ └── envballs.vvd └── resource │ ├── HammerScheme.res │ ├── icons │ ├── hammer128.png │ ├── hammer32.png │ └── hammer_splash.png │ └── themes │ ├── dark.kv │ └── momentum-dark.kv ├── materialsrc ├── editor │ ├── ai_changetarget.pdn │ ├── ai_script_conditions.pdn │ ├── antlion_head.png │ ├── brain.pdn │ ├── energy_ball.pdn │ ├── env_beam.pdn │ ├── env_blood.pdn │ ├── env_global.vtf │ ├── env_hudhint.pdn │ ├── env_instructor_hint.pdn │ ├── env_player_surface_trigger.pdn │ ├── env_projectedtexture.pdn │ ├── env_rotorwash_emitter.pdn │ ├── env_soundscape_.pdn │ ├── env_spritetrail.pdn │ ├── env_texturetoggle.vtf │ ├── filters.pdn │ ├── func_instance_io_proxy.pdn │ ├── func_instance_origin.pdn │ ├── info_constraint_anchor.pdn │ ├── info_game_event_proxy.pdn │ ├── info_node_link.pdn │ ├── info_node_link_controller.pdn │ ├── info_player_ping_detector.pdn │ ├── info_radial_link_controller.pdn │ ├── info_target.pdn │ ├── info_target_instructor_hint.pdn │ ├── item_dynamic_resupply.pdn │ ├── logic_achievement.pdn │ ├── logic_active_autosave.pdn │ ├── logic_eventlistener.pdn │ ├── logic_player_slowtime.pdn │ ├── logic_playerproxy.pdn │ ├── logic_playmovie.pdn │ ├── logic_register_activator.pdn │ ├── logic_timescale.pdn │ ├── math_colorblend.pdn │ ├── npc_enemyfinder.pdn │ ├── paint_sphere.pdn │ ├── phys_constraint.png │ ├── phys_constraintsystem.pdn │ ├── phys_convert.pdn │ ├── phys_magnet.pdn │ ├── phys_slideconstraint.png │ ├── phys_small.pdn │ ├── player_speedmod.pdn │ ├── point_antlion_repellant.pdn │ ├── point_apc_controller.pdn │ ├── point_bonusmaps_accessor.pdn │ ├── point_devshot_camera.pdn │ ├── point_entity_finder.pdn │ ├── point_futbol_shooter.pdn │ ├── point_gel_sensor.pdn │ ├── point_laser_target.pdn │ ├── portal_dual.pdn │ ├── prop_types.pdn │ ├── rope_bunting.pdn │ ├── ropes.pdn │ ├── s2_enemyfinder.png │ ├── sky_camera.pdn │ ├── sky_camera.png │ ├── skybox_swapper.pdn │ └── weaponstrip.pdn └── models │ └── editor │ ├── decal_helper.pdn │ └── ts │ ├── env_dustpuff.pdn │ ├── env_muzzleflash.pdn │ ├── portal_grey.pdn │ └── vgui_arrows.pdn ├── modelsrc └── editor │ ├── axis_helper.png │ ├── env_dustpuff │ ├── env_dustpuff.blend │ ├── env_dustpuff.png │ ├── env_dustpuff.qc │ └── env_dustpuff_ref.smd │ ├── env_muzzleflash │ ├── env_muzzleflash.png │ ├── env_muzzleflash.qc │ ├── muzzleflash.blend │ └── muzzleflash_model.smd │ ├── env_splash │ ├── env_splash.blend │ ├── env_splash.png │ ├── env_splash.qc │ └── env_splash_ref.smd │ ├── info_paint_sprayer │ ├── info_paint_sprayer.qc │ ├── info_paint_sprayer_ref.smd │ └── paint_sprayer_ref.smd │ ├── info_placement_helper │ ├── placement_helper.qc │ └── placement_helper_ref.smd │ ├── item_healthcharger_hl2 │ ├── health_charger001.qc │ ├── health_charger001_physics.smd │ ├── health_charger001_reference.smd │ ├── health_charger001_reference_lod1.smd │ ├── health_charger001_reference_lod2.smd │ ├── health_charger001_reference_lod3.smd │ └── idle.smd │ ├── item_suitcharger_hl2 │ ├── charger_phys.blend │ ├── charger_phys.blend1 │ ├── idle.smd │ ├── suit_charger001.qc │ ├── suit_charger001_physics.smd │ ├── suit_charger001_reference.smd │ ├── suit_charger001_reference_lod1.smd │ ├── suit_charger001_reference_lod2.smd │ └── suit_charger001_reference_lod3.smd │ ├── prop_indicator_panel │ ├── prop_indicator_panel.qc │ └── prop_indicator_panel_ref.smd │ ├── prop_paint_bomb │ ├── futbol_physics.smd │ ├── paint_bomb.blend │ ├── prop_paint_bomb.qc │ └── prop_paint_bomb_ref.smd │ ├── prop_portal │ ├── prop_portal.qc │ └── prop_portal_ref.smd │ ├── prop_testchamber_door │ ├── p2_door.blend │ ├── portal_door_combined.qc │ ├── portal_door_combined_model.smd │ └── portal_door_combined_physics.smd │ ├── sky_camera │ ├── camera.qc │ ├── camera_anims │ │ └── Idle.smd │ ├── camera_reference.smd │ ├── sky_camera.blend │ └── sky_camera.tga │ └── vgui_arrows │ ├── axis_helper.png │ ├── vgui_arrows.blend │ ├── vgui_arrows.png │ ├── vgui_arrows.qc │ └── vgui_arrows_ref.smd ├── patch_postcompiler.fgd ├── sprite_font.py ├── text ├── .png ├── ..png ├── 0.png ├── 1.png ├── 2.png ├── 3.png ├── 4.png ├── 5.png ├── 6.png ├── 7.png ├── 8.png ├── 9.png ├── _.png ├── a.png ├── b.png ├── c.png ├── d.png ├── e.png ├── f.png ├── g.png ├── h.png ├── i.png ├── j.png ├── k.png ├── l.png ├── m.png ├── n.png ├── o.png ├── p.png ├── q.png ├── r.png ├── s.png ├── t.png ├── u.png ├── v.png ├── w.png ├── x.png ├── y.png └── z.png └── unify_fgd.py /fgd/bases/BaseNPCAssault.fgd: -------------------------------------------------------------------------------- 1 | @BaseClass base(BaseNPC) 2 | = BaseNPCAssault 3 | [ 4 | input Assault(string) : "Start an assault. Parameter passed in should be the name of the rally point." 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/bases/Node.fgd: -------------------------------------------------------------------------------- 1 | @BaseClass = Node 2 | [ 3 | nodeid(node_id) readonly : "Node ID" 4 | ] 5 | -------------------------------------------------------------------------------- /fgd/bases/Origin.fgd: -------------------------------------------------------------------------------- 1 | @BaseClass = Origin 2 | [ 3 | origin(origin) : "Origin (X Y Z)" : : "The position of this entity's center in the world. Rotating entities typically rotate around their origin." 4 | ] 5 | -------------------------------------------------------------------------------- /fgd/bases/PlayerClass.fgd: -------------------------------------------------------------------------------- 1 | @BaseClass 2 | color(0 255 0) 3 | = PlayerClass: "Specific color for player spawns and similar entities." 4 | [ 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/bases/SetModel.fgd: -------------------------------------------------------------------------------- 1 | // Entities with a settable model. 2 | @BaseClass base(SetSkin) 3 | studioprop() 4 | = SetModel 5 | [ 6 | model(studio) : "World Model" : : "The model to use for this entity." 7 | ] 8 | -------------------------------------------------------------------------------- /fgd/bases/Target.fgd: -------------------------------------------------------------------------------- 1 | @BaseClass 2 | line(255 255 255, targetname, target) 3 | = Target 4 | [ 5 | target(target_destination) : "Target" 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/bases/Toggle.fgd: -------------------------------------------------------------------------------- 1 | @BaseClass = Toggle 2 | [ 3 | // Inputs 4 | input Toggle(void) : "Toggle the enabled/disabled status of this entity." 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/brush/func/func_bulletshield.fgd: -------------------------------------------------------------------------------- 1 | @SolidClass base(func_brush) 2 | appliesto(+HL2_ENTITIES) 3 | = func_bulletshield: "A shield that stops only bullets." 4 | [ 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/brush/func/func_detail_blocker.fgd: -------------------------------------------------------------------------------- 1 | @SolidClass 2 | appliesto(-engine) 3 | = func_detail_blocker: 4 | "A brush entity that prevents detail sprites from being placed inside its volume." 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/brush/func/func_nav_avoid.fgd: -------------------------------------------------------------------------------- 1 | @SolidClass base(NavCost) 2 | appliesto(+USE_NAV_MESH) 3 | = func_nav_avoid: "Influence bots to avoid this region by increasing the pathfinding cost within it." 4 | [ 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/brush/func/func_nav_prefer.fgd: -------------------------------------------------------------------------------- 1 | @SolidClass base(NavCost) 2 | appliesto(+USE_NAV_MESH) 3 | = func_nav_prefer: "Influence bots to prefer this region by decreasing the pathfinding cost within it." 4 | [ 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/brush/func/func_placement_clip.fgd: -------------------------------------------------------------------------------- 1 | @SolidClass base(Trigger) 2 | appliesto(P2CE) 3 | = func_placement_clip: "Specifies a region where things cannot be built." 4 | [ 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/brush/func/func_proprrespawnzone.fgd: -------------------------------------------------------------------------------- 1 | @SolidClass base(BaseEntityBrush) 2 | = func_proprrespawnzone: "Zone that handles respawning and distribution of clientside physics props." 3 | [ 4 | ] 5 | -------------------------------------------------------------------------------- /fgd/brush/func/func_slick.fgd: -------------------------------------------------------------------------------- 1 | @SolidClass 2 | appliesto(+MOMENTUM, -engine) 3 | = func_slick: "An entity that enables defrag's slick mechanic on selected brushes." 4 | [ 5 | ] 6 | 7 | -------------------------------------------------------------------------------- /fgd/brush/func/func_tanklaser.fgd: -------------------------------------------------------------------------------- 1 | @SolidClass base(BaseTank) 2 | = func_tanklaser: "Brush Laser Turret" 3 | [ 4 | laserentity(target_destination) : "env_laser Entity" 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/brush/func/func_touch.fgd: -------------------------------------------------------------------------------- 1 | @SolidClass base(BaseEntityVisBrush, trigger_multiple) 2 | = func_touch: "A brush entity that triggers touch events." 3 | [ 4 | 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/brush/func/func_wall.fgd: -------------------------------------------------------------------------------- 1 | @SolidClass base(BaseEntityBrush) 2 | = func_wall: "Legacy support for Half-Life. Use func_brush instead. A general brush entity." 3 | [ 4 | ] 5 | -------------------------------------------------------------------------------- /fgd/brush/npc/npc_heli_nobomb.fgd: -------------------------------------------------------------------------------- 1 | @SolidClass base(BaseEntityBrush) 2 | appliesto(+HL2_ENTITIES, +USE_AI) 3 | color(255 255 0) 4 | = npc_heli_nobomb: "Helicopter bombing suppressor" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/brush/trigger/trigger_once.fgd: -------------------------------------------------------------------------------- 1 | @SolidClass base(TriggerOnce) 2 | = trigger_once: "A trigger volume that removes itself after it is triggered once." 3 | [ 4 | ] 5 | -------------------------------------------------------------------------------- /fgd/brush/trigger/trigger_rpgfire.fgd: -------------------------------------------------------------------------------- 1 | @SolidClass base(Trigger) 2 | appliesto(+HL2_ENTITIES) 3 | = trigger_rpgfire: "A volumetric trigger that triggers whenever an RPG is fired within it." 4 | [ 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/brush/trigger/zone_allowbhop.fgd: -------------------------------------------------------------------------------- 1 | @SolidClass appliesto(MOMENTUM) 2 | = zone_allowbhop : "Zone that allows the player to keep speed while jumping in game modes that otherwise prevent it." 3 | [ 4 | ] 5 | -------------------------------------------------------------------------------- /fgd/engine/_firesmoke.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(BaseEntityPoint) 2 | appliesto(engine) 3 | = _firesmoke: "Internal entity used for natural-type env_fires." 4 | [ 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/engine/_plasma.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(BaseEntityPoint) 2 | appliesto(engine) 3 | = _plasma: "Internal entity used for plasma-type env_fires." 4 | [ 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/engine/ai_ally_speech_manager.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(BaseEntityPoint) 2 | appliesto(+engine) 3 | = ai_ally_speech_manager: "Manager entity for ally speech activity." 4 | [ 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/engine/ar2explosion.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(BaseEntityPoint) 2 | appliesto(+engine, +HL2_ENTITIES) 3 | = ar2explosion: "Internal entity used to implement the explosion itself." 4 | [ 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/engine/beam.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(BaseBeam) 2 | appliesto(+engine) 3 | = beam: "Internal entity serving as the base for different visual beams." 4 | [ 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/engine/crossbow_bolt.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(BaseEntityAnimating) 2 | appliesto(+engine, +HL2_ENTITIES) 3 | = crossbow_bolt: "The projectile fired by the crossbow." 4 | [ 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/engine/dynamic_prop.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(prop_dynamic) 2 | appliesto(engine) 3 | = dynamic_prop : "Alternate name for prop_dynamic." 4 | [ 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/engine/fish.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(BaseEntityPoint) 2 | appliesto(+engine) 3 | = fish: "Individual fish spawned by func_fish_pool." 4 | [ 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/engine/floorturret_tipcontroller.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(BaseEntityPoint) 2 | appliesto(+engine, +HL2_ENTITIES) 3 | = floorturret_tipcontroller: "Internal motion controller to stablize turrets." 4 | [ 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/engine/gib.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(BaseEntityAnimating) 2 | appliesto(+engine) 3 | = gib : "Temporary remmnants spawned when something is destroyed." 4 | [ 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/engine/grenade_beam.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(BaseEntityPoint) 2 | appliesto(+engine, +HL2_ENTITIES) 3 | = grenade_beam: "The beam effect which follows grenades around." 4 | [ 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/engine/physics_npc_solver.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(BaseEntityPoint) 2 | appliesto(+engine) 3 | = physics_npc_solver: "Internal entity, which manages freeing objects stuck inside NPCs or the like." 4 | [ 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/engine/physics_prop.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(prop_physics) 2 | appliesto(engine) 3 | = physics_prop: "Alternate name for prop_physics." 4 | [ 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/engine/raggib.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(BaseEntityAnimating) 2 | appliesto(+engine) 3 | = raggib : "Temporary remmnants spawned when something is destroyed, but with ragdoll physics." 4 | [ 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/engine/soundent.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(BaseEntityPoint) 2 | appliesto(+engine) 3 | = soundent: "Keeps track of all sounds playing in the level." 4 | [ 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/engine/spotlight_end.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(BaseEntityPoint) 2 | appliesto(+engine) 3 | = spotlight_end: "Entity positioned at the end of spotlights." 4 | [ 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/engine/static_prop.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(prop_static) 2 | appliesto(engine) 3 | = static_prop: "Alternate name for prop_static." 4 | [ 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/engine/test_proxytoggle.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(BaseEntityPoint) 2 | appliesto(+engine) 3 | = test_proxytoggle: "A basic entity to test the ability to automatically copy variables to the client." 4 | [ 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/engine/trigger_tractorbeam.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(Trigger) 2 | appliesto(+engine, P2CE) 3 | = trigger_tractorbeam: "Internal trigger used to implement the region for Excursion Funnels." 4 | [ 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/engine/viewmodel.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(BaseEntityAnimating) 2 | appliesto(+engine) 3 | = viewmodel: "The entity used to control and render the player's viewmodel." 4 | [ 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/engine/vort_charge_token.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(BaseEntityPoint) 2 | appliesto(+engine, +HL2_ENTITIES) 3 | = vort_charge_token: "Glowing particles Vorts push towards a target to heal/charge it." 4 | [ 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/engine/vort_effect_dispel.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(BaseEntityPoint) 2 | appliesto(+engine, +HL2_ENTITIES) 3 | = vort_effect_dispel: "The FX entity used for the glows in Vortigaunt hands." 4 | [ 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/mat_exclusions.fgd: -------------------------------------------------------------------------------- 1 | // Material exclusion lists for different games. 2 | 3 | // Example: 4 | // 5 | // @MaterialExclusion(MOMENTUM) [ 6 | // "models" 7 | // "vgui" 8 | // ] 9 | -------------------------------------------------------------------------------- /fgd/point/ai/ai_goal_follow.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(FollowGoal) 2 | appliesto(+USE_AI) 3 | iconsprite("editor/ai_goal_follow.vmt") 4 | = ai_goal_follow: "AI Goal Follow" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/bounce_bomb.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(combine_mine) 2 | appliesto(+HL2_ENTITIES) 3 | = bounce_bomb: "An alternate name for the Combine Land Mine (combine_mine)." 4 | [ 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/point/combine_bouncemine.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(combine_mine) 2 | appliesto(+HL2_ENTITIES) 3 | = combine_bouncemine: "An alternate name for the Combine Land Mine (combine_mine)." 4 | [ 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/point/cycler_actor.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(BaseNPC, SetModel) 2 | studio() 3 | = cycler_actor: "Actor Cycler" 4 | [ 5 | sentence(string) : "Sentence Group" 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/env/env_glow.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(env_sprite) 2 | = env_glow: "Obsolete older name for env_sprite." 3 | [ 4 | ] 5 | -------------------------------------------------------------------------------- /fgd/point/env/env_movieexplosion.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(BaseEntityPoint) 2 | = env_movieexplosion : "" 3 | [ 4 | ] 5 | -------------------------------------------------------------------------------- /fgd/point/env/env_rockettrail.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(BaseEntityPoint) 2 | = env_rockettrail : "Continuous rocket flame for HL2 RPG missiles." 3 | [ 4 | ] 5 | -------------------------------------------------------------------------------- /fgd/point/env/env_sprite_oriented.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(env_sprite) 2 | = env_sprite_oriented: "A env_sprite that allows orientation." 3 | [ 4 | ] 5 | -------------------------------------------------------------------------------- /fgd/point/filter/filter_player_held.fgd: -------------------------------------------------------------------------------- 1 | @FilterClass base(filter_base) 2 | iconsprite("editor/filter_held.vmt") 3 | = filter_player_held: "A filter that only accepts objects held by the player." 4 | [ 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/point/info/info_landmark_entry.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(BaseEntityPoint) 2 | appliesto(P2CE) 3 | iconsprite("editor/info_landmark") 4 | = info_landmark_entry: "Entry landmark" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/info/info_landmark_exit.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(BaseEntityPoint) 2 | appliesto(P2CE) 3 | iconsprite("editor/info_landmark") 4 | = info_landmark_exit: "Exit landmark" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/info/info_player_deathmatch.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(BaseEntityPoint, PlayerClass) 2 | studio("models/editor/playerstart.mdl") 3 | = info_player_deathmatch: "" 4 | [ 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/point/item/item_ammo_357.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(Item) 2 | appliesto(+HL2_ENTITIES) 3 | studio("models/items/357ammo.mdl") 4 | = item_ammo_357: "Box of 357 ammo" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/item/item_ammo_357_large.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(Item) 2 | appliesto(+HL2_ENTITIES) 3 | studio("models/items/357ammobox.mdl") 4 | = item_ammo_357_large: "Large Box of 357 ammo" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/item/item_ammo_ar2.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(Item) 2 | appliesto(+HL2_ENTITIES) 3 | studio("models/items/combine_rifle_cartridge01.mdl") 4 | = item_ammo_ar2: "Cartridge of AR2 ammo" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/item/item_ammo_ar2_altfire.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(Item) 2 | appliesto(+HL2_ENTITIES) 3 | studio("models/items/combine_rifle_ammo01.mdl") 4 | = item_ammo_ar2_altfire: "AR2 Alt-fire Round" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/item/item_ammo_crossbow.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(Item) 2 | appliesto(+HL2_ENTITIES) 3 | studio("models/items/crossbowrounds.mdl") 4 | = item_ammo_crossbow: "Box of Crossbow ammo" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/item/item_ammo_pistol.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(Item) 2 | appliesto(+HL2_ENTITIES) 3 | studio("models/items/boxsrounds.mdl") 4 | = item_ammo_pistol: "Box of Pistol ammo" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/item/item_ammo_pistol_large.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(Item) 2 | appliesto(+HL2_ENTITIES) 3 | studio("models/items/boxsrounds.mdl") 4 | = item_ammo_pistol_large: "Large Box of Pistol ammo" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/item/item_ammo_smg1.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(Item) 2 | appliesto(+HL2_ENTITIES) 3 | studio("models/items/BoxMRounds.mdl") 4 | = item_ammo_smg1: "Box of SMG1 ammo" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/item/item_ammo_smg1_grenade.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(Item) 2 | appliesto(+HL2_ENTITIES) 3 | studio("models/items/AR2_Grenade.mdl") 4 | = item_ammo_smg1_grenade: "SMG1's grenade ammo." 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/item/item_ammo_smg1_large.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(Item) 2 | appliesto(+HL2_ENTITIES) 3 | studio("models/items/boxmrounds.mdl") 4 | = item_ammo_smg1_large: "Large Box of SMG1 ammo" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/item/item_battery.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(Item) 2 | appliesto(+HL2_ENTITIES) 3 | studio("models/items/battery.mdl") 4 | = item_battery: "HEV battery" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/item/item_boots.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(Item) 2 | appliesto(P2CE) 3 | studio("models/items/item_boots.mdl") 4 | = item_boots: "Long Fall Boots" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/item/item_box_buckshot.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(Item) 2 | appliesto(+HL2_ENTITIES) 3 | studio("models/items/BoxBuckshot.mdl") 4 | = item_box_buckshot: "Box Buckshot" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/item/item_box_lrounds.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(item_ammo_ar2) 2 | appliesto(+HL2_ENTITIES) 3 | = item_box_lrounds: "Alternate classname for a magazine of AR2 ammo." 4 | [ 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/point/item/item_box_mrounds.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(item_ammo_smg1) 2 | appliesto(+HL2_ENTITIES) 3 | = item_box_mrounds: "Alternate classname for a box of SMG1 ammo." 4 | [ 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/point/item/item_box_srounds.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(item_ammo_pistol) 2 | appliesto(+HL2_ENTITIES) 3 | = item_box_srounds: "Alternate classname for a box of pistol ammo." 4 | [ 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/point/item/item_healthkit.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(Item) 2 | appliesto(+HL2_ENTITIES) 3 | studio("models/items/healthkit.mdl") 4 | = item_healthkit: "Small Health Kit" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/item/item_healthvial.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(Item) 2 | appliesto(+HL2_ENTITIES) 3 | studio("models/healthvial.mdl") 4 | = item_healthvial: "Personal Health Kit" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/item/item_large_box_lrounds.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(item_ammo_ar2_large) 2 | appliesto(+HL2_ENTITIES) 3 | = item_large_box_lrounds: "Alternate name for a large cartridge of AR2 ammo." 4 | [ 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/point/item/item_large_box_mrounds.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(item_ammo_smg1_large) 2 | appliesto(+HL2_ENTITIES) 3 | = item_large_box_mrounds: "Alternate classname for a large box of SMG1 ammo." 4 | [ 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/point/item/item_large_box_srounds.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(item_ammo_pistol_large) 2 | appliesto(+HL2_ENTITIES) 3 | = item_large_box_srounds: "Alternate classname for a large box of Pistol ammo." 4 | [ 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/point/item/item_longjump.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(Item) 2 | appliesto(+HL2_ENTITIES) 3 | studio("models/w_longjump.mdl") 4 | = item_longjump: "Longjump Module" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/item/item_rpg_round.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(Item) 2 | appliesto(+HL2_ENTITIES) 3 | studio("models/weapons/w_missile_closed.mdl") 4 | = item_rpg_round: "RPG Round" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/keyframe/keyframe_track.fgd: -------------------------------------------------------------------------------- 1 | @KeyframeClass base(BaseEntityPoint, KeyFrame) 2 | size(-6 -6 -6, 6 6 6) 3 | color(255 200 0) 4 | keyframe() 5 | = keyframe_track: "Animation KeyFrame" 6 | [ 7 | ] 8 | -------------------------------------------------------------------------------- /fgd/point/light/light.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(BasePointLight, BaseLightFalloff) 2 | light() 3 | = light: "An invisible omnidirectional light-source." 4 | [ 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/point/light/light_rt.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(BasePointLight, BaseLightFalloff, BaseClusteredDynLight) 2 | clusteredlight(point) 3 | = light_rt: "An invisible omnidirectional realtime light-source." 4 | [ 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/point/light/light_spot.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(BaseSpotLight, BaseLightFalloff) 2 | = light_spot: "An invisible and directional spotlight." 3 | [ 4 | ] 5 | -------------------------------------------------------------------------------- /fgd/point/move/move_keyframed.fgd: -------------------------------------------------------------------------------- 1 | @MoveClass base(BaseEntityPoint, KeyFrame, Mover) 2 | size(-8 -8 -8, 8 8 8) 3 | color(255 170 0) 4 | animator() 5 | = move_keyframed: "Keyframed Move Behavior" 6 | [ 7 | ] 8 | -------------------------------------------------------------------------------- /fgd/point/npc/npc_bullsquid.fgd: -------------------------------------------------------------------------------- 1 | @NpcClass base(BaseNPCAssault) 2 | appliesto(+HL2_ENTITIES) 3 | studio("models/bullsquid.mdl") 4 | = npc_bullsquid: "Bullsquid" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/npc/npc_eli.fgd: -------------------------------------------------------------------------------- 1 | @NpcClass base(BaseNPC, TalkNPC) 2 | appliesto(+HL2_ENTITIES) 3 | studio() 4 | = npc_eli: "Eli Vance." 5 | [ 6 | model(studio) : "World model" : "models/eli.mdl" 7 | ] 8 | -------------------------------------------------------------------------------- /fgd/point/npc/npc_fastzombie_torso.fgd: -------------------------------------------------------------------------------- 1 | @NpcClass base(BaseNPC) 2 | appliesto(+HL2_ENTITIES) 3 | studio("models/Zombie/Fast_torso.mdl") 4 | = npc_fastzombie_torso: "Fast Zombie Torso" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/npc/npc_fisherman.fgd: -------------------------------------------------------------------------------- 1 | @NpcClass base(BaseNPC) 2 | appliesto(+HL2_ENTITIES) 3 | studio("models/lostcoast/fisherman/fisherman.mdl") 4 | = npc_fisherman: "Fisherman NPC from Lost Coast." 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/npc/npc_gman.fgd: -------------------------------------------------------------------------------- 1 | @NpcClass base(TalkNPC) 2 | appliesto(+HL2_ENTITIES) 3 | studio("models/gman.mdl") 4 | = npc_gman: "The G-Man." 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/npc/npc_headcrab.fgd: -------------------------------------------------------------------------------- 1 | @NpcClass base(BaseHeadcrab) 2 | appliesto(+HL2_ENTITIES) 3 | studio("models/Headcrabclassic.mdl") 4 | = npc_headcrab: "Headcrab" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/npc/npc_headcrab_black.fgd: -------------------------------------------------------------------------------- 1 | @NpcClass base(BaseHeadcrab) 2 | appliesto(+HL2_ENTITIES) 3 | studio("models/Headcrabblack.mdl") 4 | = npc_headcrab_black: "Black Poison Headcrab" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/npc/npc_headcrab_fast.fgd: -------------------------------------------------------------------------------- 1 | @NpcClass base(BaseHeadcrab) 2 | appliesto(+HL2_ENTITIES) 3 | studio("models/Headcrab.mdl") 4 | = npc_headcrab_fast: "Fast Headcrab" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/npc/npc_headcrab_poison.fgd: -------------------------------------------------------------------------------- 1 | @NpcClass base(BaseHeadcrab) 2 | appliesto(+HL2_ENTITIES) 3 | studio("models/Headcrabblack.mdl") 4 | = npc_headcrab_poison: "Black Poison Headcrab" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/npc/npc_houndeye.fgd: -------------------------------------------------------------------------------- 1 | @NpcClass base(BaseNPCAssault) 2 | appliesto(+HL2_ENTITIES) 3 | studioprop("models/houndeye.mdl") 4 | = npc_houndeye : "Houndeye" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/npc/npc_ichthyosaur.fgd: -------------------------------------------------------------------------------- 1 | @NpcClass base(BaseNPC) 2 | appliesto(+HL2_ENTITIES) 3 | studio("models/ichthyosaur.mdl") 4 | = npc_ichthyosaur: "Ichthyosaur." 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/npc/npc_kleiner.fgd: -------------------------------------------------------------------------------- 1 | @NpcClass base(TalkNPC) 2 | appliesto(+HL2_ENTITIES) 3 | studio() 4 | = npc_kleiner: "Kleiner" 5 | [ 6 | model(studio) : "World model" : "models/kleiner.mdl" 7 | ] 8 | -------------------------------------------------------------------------------- /fgd/point/npc/npc_magnusson.fgd: -------------------------------------------------------------------------------- 1 | @NpcClass base(TalkNPC) 2 | appliesto(+HL2_ENTITIES) 3 | studio() 4 | = npc_magnusson: "Magnusson" 5 | [ 6 | model(studio) : "World model" : "models/magnusson.mdl" 7 | ] 8 | -------------------------------------------------------------------------------- /fgd/point/npc/npc_missiledefense.fgd: -------------------------------------------------------------------------------- 1 | @NpcClass base(BaseNPC, SetModel) 2 | appliesto(+HL2_ENTITIES) 3 | studio("models/missile_defense.mdl") 4 | = npc_missiledefense: "Missile Defense" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/npc/npc_mossman.fgd: -------------------------------------------------------------------------------- 1 | @NpcClass base(TalkNPC) 2 | appliesto(+HL2_ENTITIES) 3 | studio("models/mossman.mdl") 4 | = npc_mossman: "Dr Mossman" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/npc/npc_zombie.fgd: -------------------------------------------------------------------------------- 1 | @NpcClass base(BaseNPC) 2 | appliesto(+HL2_ENTITIES) 3 | studio("models/Zombie/Classic.mdl") 4 | = npc_zombie: "Zombie" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/npc/npc_zombie_torso.fgd: -------------------------------------------------------------------------------- 1 | @NpcClass base(BaseNPC) 2 | appliesto(+HL2_ENTITIES) 3 | studio("models/Zombie/Classic_torso.mdl") 4 | = npc_zombie_torso: "Zombie Torso" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/prop/prop_physics_ragdoll.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(prop_ragdoll) 2 | = prop_physics_ragdoll: "Alternate classname for prop_ragdoll" 3 | [ 4 | ] 5 | -------------------------------------------------------------------------------- /fgd/point/prop/prop_stickybomb.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(weapon_striderbuster) 2 | appliesto(+HL2_ENTITIES) 3 | = prop_stickybomb: "Alternate class for the Stiderbuster/Magnusson Device" 4 | [ 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/point/scripted_scene.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(logic_choreographed_scene) 2 | appliesto(+USE_AI) 3 | = scripted_scene: "Alternate name for logic_choreographed_scene." 4 | [ 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/point/simple_bot.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(BaseNPC, EnableDisable) 2 | appliesto(+USE_NEXTBOT) 3 | studio("models/humans/group01/female_01.mdl") 4 | = simple_bot : "Simple NextBot" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/test/test_sidelist.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(BaseEntityPoint) 2 | = test_sidelist: "Test entity for Ken!" 3 | [ 4 | sides(sidelist) : "Sides" 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/point/weapon/weapon_357.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(Weapon) 2 | appliesto(+HL2_ENTITIES) 3 | studioprop("models/weapons/w_357.mdl") 4 | = weapon_357: "357" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/weapon/weapon_alyxgun.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(Weapon) 2 | appliesto(+HL2_ENTITIES) 3 | studioprop("models/weapons/W_Alyx_Gun.mdl") 4 | = weapon_alyxgun: "Alyx's Gun" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/weapon/weapon_annabelle.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(Weapon) 2 | appliesto(+HL2_ENTITIES) 3 | studioprop("models/weapons/W_annabelle.mdl") 4 | = weapon_annabelle: "Annabelle (Grigori)" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/weapon/weapon_ar2.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(Weapon) 2 | appliesto(+HL2_ENTITIES) 3 | studioprop("models/weapons/w_irifle.mdl") 4 | = weapon_ar2: "Assault Rifle 2" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/weapon/weapon_bugbait.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(Weapon) 2 | appliesto(+HL2_ENTITIES) 3 | studioprop("models/weapons/w_bugbait.mdl") 4 | = weapon_bugbait: "Bug bait" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/weapon/weapon_crossbow.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(Weapon) 2 | appliesto(+HL2_ENTITIES) 3 | studioprop("models/weapons/w_crossbow.mdl") 4 | = weapon_crossbow: "Crossbow" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/weapon/weapon_crowbar.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(Weapon) 2 | appliesto(+HL2_ENTITIES) 3 | studioprop("models/weapons/w_crowbar.mdl") 4 | = weapon_crowbar: "Crowbar" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/weapon/weapon_cubemap.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(Weapon) 2 | studioprop("models/shadertest/envballs.mdl") 3 | = weapon_cubemap: "Debugging weapon used to show cubemaps in a region." 4 | [ 5 | ] 6 | -------------------------------------------------------------------------------- /fgd/point/weapon/weapon_frag.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(Weapon) 2 | appliesto(+HL2_ENTITIES) 3 | studioprop("models/weapons/w_grenade.mdl") 4 | = weapon_frag: "Frag Grenade" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/weapon/weapon_momentum_grenade.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(Weapon) 2 | appliesto(MOMENTUM) 3 | studioprop("models/weapons/w_mom_grenade.mdl") 4 | = weapon_momentum_grenade : "Grenade" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/weapon/weapon_momentum_knife.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(Weapon) 2 | appliesto(MOMENTUM) 3 | studioprop("models/weapons/mom_knife/v_mom_knife.mdl") 4 | = weapon_momentum_knife : "Knife" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/weapon/weapon_momentum_machinegun.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(Weapon) 2 | appliesto(MOMENTUM) 3 | studioprop("models/weapons/v_smg_old.mdl") 4 | = weapon_momentum_machinegun : "Machinegun" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/weapon/weapon_momentum_pistol.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(Weapon) 2 | appliesto(MOMENTUM) 3 | studioprop("models/weapons/mom_pistol/w_mom_pistol.mdl") 4 | = weapon_momentum_pistol : "Pistol" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/weapon/weapon_momentum_shotgun.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(Weapon) 2 | appliesto(MOMENTUM) 3 | studioprop("models/weapons/mom_shotgun.mdl") 4 | = weapon_momentum_shotgun : "Shotgun" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/weapon/weapon_momentum_sniper.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(Weapon) 2 | appliesto(MOMENTUM) 3 | studioprop("models/weapons/mom_sniper.mdl") 4 | = weapon_momentum_sniper : "Sniper" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/weapon/weapon_pistol.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(Weapon) 2 | appliesto(+HL2_ENTITIES) 3 | studioprop("models/weapons/w_pistol.mdl") 4 | = weapon_pistol: "Pistol" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/weapon/weapon_rpg.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(Weapon) 2 | appliesto(+HL2_ENTITIES) 3 | studioprop("models/weapons/w_rocket_launcher.mdl") 4 | = weapon_rpg: "Missile Launcher" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/weapon/weapon_shotgun.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(Weapon) 2 | appliesto(+HL2_ENTITIES) 3 | studioprop("models/weapons/w_shotgun.mdl") 4 | = weapon_shotgun: "Shotgun" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/weapon/weapon_smg1.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(Weapon) 2 | appliesto(+HL2_ENTITIES) 3 | studioprop("models/weapons/w_smg1.mdl") 4 | = weapon_smg1: "SMG1" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /fgd/point/weapon/weapon_stunstick.fgd: -------------------------------------------------------------------------------- 1 | @PointClass base(Weapon) 2 | appliesto(+HL2_ENTITIES) 3 | studioprop("models/weapons/w_stunbaton.mdl") 4 | = weapon_stunstick: "StunStick" 5 | [ 6 | ] 7 | -------------------------------------------------------------------------------- /hammer/filters/add1x1.ico: -------------------------------------------------------------------------------- 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