Template:PatchDiff/May 13, 2013 Patch/bin/tf.fgd

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N/A1@include "base.fgd"
N/A2 
N/A3 
N/A4//
N/A5// TF2 game definition file (.fgd)
N/A6//
N/A7 
N/A8//
N/A9// Material Exclusions
N/A10//
N/A11 
N/A12@MaterialExclusion
N/A13[
N/A14 // Names of the sub-directories we don't want to load materials from
N/A15 "ambulance"
N/A16 "backpack"
N/A17 "cable"
N/A18 "console"
N/A19 "cp_bloodstained"
N/A20 "customcubemaps"
N/A21 "detail"
N/A22 "debug"
N/A23 "effects"
N/A24 "engine"
N/A25 "environment maps"
N/A26 "halflife"
N/A27 "matsys_regressiontest"
N/A28 "hlmv"
N/A29 "hud"
N/A30 "logo"
N/A31 "maps"
N/A32 "models"
N/A33 "overviews"
N/A34 "particle"
N/A35 "particles"
N/A36 "perftest"
N/A37 "pl_halfacre"
N/A38 "pl_hoodoo"
N/A39 "scripted"
N/A40 "shadertest"
N/A41 "sprites"
N/A42 "sun"
N/A43 "vgui"
N/A44 "voice"
N/A45]
N/A46 
N/A47//
N/A48// AutoVisGroups
N/A49//
N/A50 
N/A51@AutoVisGroup = "Tool Brushes"
N/A52[
N/A53 "Vis Clusters"
N/A54 [
N/A55 "func_viscluster"
N/A56 ]
N/A57]
N/A58 
N/A59@AutoVisGroup = "Custom"
N/A60[
N/A61 "AI, Choreo"
N/A62 [
N/A63 "ai_speechfilter"
N/A64 "ambient_generic"
N/A65 "bot_controller"
N/A66 "bot_generator"
N/A67 "bot_roster"
N/A68 "bot_action_point"
N/A69 "bot_hint_sentrygun"
N/A70 "entity_spawn_manager"
N/A71 "entity_spawn_point"
N/A72 "env_microphone"
N/A73 "info_node"
N/A74 "info_node_air"
N/A75 "info_node_air_hint"
N/A76 "info_node_climb"
N/A77 "info_node_hint"
N/A78 "info_node_link"
N/A79 "info_node_link_controller"
N/A80 "info_npc_spawn_destination"
N/A81 "npc_furniture"
N/A82 "npc_puppet"
N/A83 "npc_template_maker"
N/A84 "point_teleport"
N/A85 "point_template"
N/A86 ]
N/A87 
N/A88 "Cameras"
N/A89 [
N/A90 "info_observer_point"
N/A91 "game_intro_viewpoint"
N/A92 "info_camera_link"
N/A93 "point_devshot_camera"
N/A94 "point_viewcontrol"
N/A95 "sky_camera"
N/A96 ]
N/A97 
N/A98 "Visual"
N/A99 [
N/A100 "color_correction"
N/A101 "env_beam"
N/A102 "env_cubemap"
N/A103 "env_dustpuff"
N/A104 "env_effectscript"
N/A105 "env_entity_igniter"
N/A106 "env_entity_maker"
N/A107 "env_explosion"
N/A108 "env_fade"
N/A109 "env_fire"
N/A110 "env_firesensor"
N/A111 "env_firesource"
N/A112 "env_fog_controller"
N/A113 "env_funnel"
N/A114 "env_hudhint"
N/A115 "env_laser"
N/A116 "env_lightglow"
N/A117 "env_message"
N/A118 "env_particleperformance"
N/A119 "env_particlelight"
N/A120 "env_particlescript"
N/A121 "env_physexplosion"
N/A122 "env_physimpact"
N/A123 "env_projectedtexture"
N/A124 "env_rotorshooter"
N/A125 "env_screeneffect"
N/A126 "env_screenoverlay"
N/A127 "env_shake"
N/A128 "env_shooter"
N/A129 "env_smokestack"
N/A130 "env_smoketrail"
N/A131 "env_spark"
N/A132 "env_splash"
N/A133 "env_sprite"
N/A134 "env_sprite_oriented"
N/A135 "env_spritetail"
N/A136 "env_steam"
N/A137 "env_sun"
N/A138 "env_texturetoggle"
N/A139 "env_tonemap_controller"
N/A140 "env_viewpunch"
N/A141 "env_wind"
N/A142 "env_zoom"
N/A143 "func_fishpool"
N/A144 "gibshooter"
N/A145 "info_lighting"
N/A146 "light"
N/A147 "light_spot"
N/A148 "light_dynamic"
N/A149 "light_environment"
N/A150 "info_no_dynamic_shadow"
N/A151 // "info_overlay"
N/A152 // "info_overlay_transition"
N/A153 "info_particle_system"
N/A154 "info_projecteddecal"
N/A155 // "infodecal"
N/A156 "keyframe_rope"
N/A157 "keyframe_track"
N/A158 "material_modify_control"
N/A159 "math_colorblend"
N/A160 "move_rope"
N/A161 "point_spotlight"
N/A162 "point_tesla"
N/A163 "prop_detail"
N/A164 "shadow_control"
N/A165 "vgui_screen"
N/A166 "vgui_slideshow_display"
N/A167 "water_lod_control"
N/A168 // Solids
N/A169 "color_correction_volume"
N/A170 "env_bubbles"
N/A171 "env_embers"
N/A172 "func_dustcloud"
N/A173 "func_dustmotes"
N/A174 "func_precipitation"
N/A175 "func_reflective_glass"
N/A176 "func_smokevolume"
N/A177 "trigger_wind"
N/A178 ]
N/A179 
N/A180 "Game Logic"
N/A181 [
N/A182 "filter_activator_class"
N/A183 "filter_activator_mass_greater"
N/A184 "filter_activator_name"
N/A185 "filter_activator_tfteam"
N/A186 "filter_damage_type"
N/A187 "filter_enemy"
N/A188 "filter_multi"
N/A189 "filter_tf_player_can_cap"
N/A190 "filter_tf_damaged_by_weapon_in_slot"
N/A191 "func_ladderendpoint"
N/A192 "func_useableladder"
N/A193 "game_end"
N/A194 "game_forcerespawn"
N/A195 "game_gib_manager"
N/A196 "game_player_equip"
N/A197 "game_player_team"
N/A198 "game_ragdoll_manager"
N/A199 "game_round_win"
N/A200 "game_score"
N/A201 "game_text"
N/A202 "game_text_tf"
N/A203 "game_ui"
N/A204 "game_weapon_manager"
N/A205 "info_constraint_anchor"
N/A206 "info_hint"
N/A207 "info_intermission"
N/A208 "info_ladder_dismount"
N/A209 "info_landmark"
N/A210 "info_mass_center"
N/A211 "info_player_start"
N/A212 "info_player_teamspawn"
N/A213 "func_respawnroom"
N/A214 "info_teleport_destination"
N/A215 "item_ammopack_full"
N/A216 "item_ammopack_medium"
N/A217 "item_ammopack_small"
N/A218 "item_healthkit_full"
N/A219 "item_healthkit_medium"
N/A220 "item_healthkit_small"
N/A221 "item_teamflag"
N/A222 "logic_active_autosave"
N/A223 "logic_auto"
N/A224 "logic_autosave"
N/A225 "logic_branch"
N/A226 "logic_branch_listener"
N/A227 "logic_case"
N/A228 "logic_collision_pair"
N/A229 "logic_compare"
N/A230 "logic_lineto"
N/A231 "logic_measure_movement"
N/A232 "logic_multicompare"
N/A233 "logic_navigation"
N/A234 "logic_playerproxy"
N/A235 "logic_relay"
N/A236 "logic_timer"
N/A237 "mapobj_cart_dispenser"
N/A238 "math_colorblend"
N/A239 "math_counter"
N/A240 "math_remap"
N/A241 "move_keyframed"
N/A242 "move_track"
N/A243 "npc_furntiure"
N/A244 "npc_puppet"
N/A245 "npc_template_maker"
N/A246 "obj_dispenser"
N/A247 "obj_sentrygun"
N/A248 "obj_teleporter"
N/A249 "path_track"
N/A250 "phys_ballsocket"
N/A251 "phys_constraint"
N/A252 "phys_constraintsystem"
N/A253 "phys_convert"
N/A254 "phys_hinge"
N/A255 "phys_keepupright"
N/A256 "phys_lengthconstraint"
N/A257 "phys_magnet"
N/A258 "phys_motor"
N/A259 "phys_pulleyconstraint"
N/A260 "phys_ragdollconstraint"
N/A261 "phys_ragdollmagnet"
N/A262 "phys_slideconstraint"
N/A263 "phys_spring"
N/A264 "phys_thruster"
N/A265 "phys_torque"
N/A266 "physics_cannister"
N/A267 "point_anglesensor"
N/A268 "point_angularvelocitysensor"
N/A269 "point_bonusmaps_accessor"
N/A270 "point_clientcommand"
N/A271 "point_enable_motion_fixup"
N/A272 "point_gamestats_counter"
N/A273 "point_hurt"
N/A274 "point_intermission"
N/A275 "point_message"
N/A276 "point_playermoveconstraint"
N/A277 "point_posecontroller"
N/A278 "point_proximity_sensor"
N/A279 "point_servercommand"
N/A280 "point_teleport"
N/A281 "point_template"
N/A282 "point_velocitysensor"
N/A283 "point_viewcontrol"
N/A284 "prop_door_rotation"
N/A285 "tanktrain_ai"
N/A286 "tanktrain_aitarget"
N/A287 "team_control_point"
N/A288 "team_control_point_master"
N/A289 "team_control_point_round"
N/A290 "team_round_timer"
N/A291 "team_train_watcher"
N/A292 "test_traceline"
N/A293 "tf_gamerules"
N/A294 "tf_logic_arena"
N/A295 "tf_logic_hybrid_ctf_cp"
N/A296 "tf_logic_koth"
N/A297 "tf_logic_medieval"
N/A298 "tf_logic_multiple_escort"
N/A299 "tf_logic_training_mode"
N/A300 "tf_pumpkin_bomb"
N/A301 "tf_logic_holiday"
N/A302 // Solids
N/A303 "dispenser_touch_trigger"
N/A304 "func_breakable"
N/A305 "func_breakable_surf"
N/A306 "func_capturezone"
N/A307 "func_flagdetectionzone"
N/A308 "func_conveyor"
N/A309 "func_changeclass"
N/A310 "func_door"
N/A311 "func_door_rotating"
N/A312 "func_clip_vphysics"
N/A313 "trigger_capture_area"
N/A314 "func_button"
N/A315 "func_flag_alert"
N/A316 "func_guntarget"
N/A317 "func_ladder"
N/A318 "func_movelinear"
N/A319 "func_nav_avoid"
N/A320 "func_nobuild"
N/A321 "func_suggested_build"
N/A322 "func_nogrenades"
N/A323 "func_achievement"
N/A324 "func_physbox"
N/A325 "func_platrot"
N/A326 "func_proprrespawnzone"
N/A327 "func_regenerate"
N/A328 "func_respawnflag"
N/A329 "func_respawnroom"
N/A330 "func_respawnroomvisualizer"
N/A331 "func_rot_button"
N/A332 "func_rotation"
N/A333 "func_tanktrain"
N/A334 "func_tfbot_hint"
N/A335 "func_trackautochange"
N/A336 "func_trackchange"
N/A337 "func_tracktrain"
N/A338 "func_traincontrols"
N/A339 "game_zone_player"
N/A340 "momentary_rot_button"
N/A341 "trigger_autosave"
N/A342 "trigger_capture_area"
N/A343 "trigger_changelevel"
N/A344 "trigger_gravity"
N/A345 "trigger_hurt"
N/A346 "trigger_impact"
N/A347 "trigger_look"
N/A348 "trigger_multiple"
N/A349 "trigger_once"
N/A350 "trigger_playermovement"
N/A351 "trigger_proximity"
N/A352 "trigger_push"
N/A353 "trigger_remove"
N/A354 "trigger_serverragdoll"
N/A355 "trigger_stun"
N/A356 "trigger_teleport"
N/A357 "trigger_transition"
N/A358 ]
N/A359 
N/A360 "Perf"
N/A361 [
N/A362 "func_areaportal"
N/A363 "func_areaportalwindow"
N/A364 "func_occluder"
N/A365 "func_viscluster"
N/A366 "water_lod_control"
N/A367 ]
N/A368 
N/A369 "Sound"
N/A370 [
N/A371 "ambient_generic"
N/A372 "env_microphone"
N/A373 "env_soundscape"
N/A374 "env_soundscape_proxy"
N/A375 "env_soundscape_triggerable"
N/A376 "info_target"
N/A377 "trigger_soundscape"
N/A378 ]
N/A379]
N/A380 
N/A381 
N/A382//
N/A383// Base Classes
N/A384//
N/A385 
N/A386@BaseClass = TeamNum
N/A387[
N/A388 TeamNum(choices) : "Team" : 0 : "Team" =
N/A389 [
N/A390 0 : "Any"
N/A391 2 : "Red"
N/A392 3 : "Blue"
N/A393 ]
N/A394 input SetTeam(integer) : "Changes the entity's team."
N/A395]
N/A396 
N/A397@BaseClass = FadeDistance
N/A398[
N/A399 fademindist(float) : "Start Fade Dist" : -1 : "Distance at which the prop starts to fade (<0 = use fademaxdist)."
N/A400 fademaxdist(float) : "End Fade Dist" : 0 : "Maximum distance at which the prop is visible (0 = don't fade out)."
N/A401]
N/A402 
N/A403@BaseClass = GameType
N/A404[
N/A405 GameType(choices) : "Game Type" : 0 : "Type of game this flag will be used for." =
N/A406 [
N/A407 0 : "CTF"
N/A408 1 : "Attack/Defend"
N/A409 2 : "Territory Control"
N/A410 3 : "Invade"
N/A411 4 : "Resource Control"
N/A412 ]
N/A413]
N/A414 
N/A415@BaseClass = PlayerTouch
N/A416[
N/A417 // Outputs
N/A418 output OnPlayerTouch(void) : "Sent when the entity is picked up by a player."
N/A419]
N/A420 
N/A421@BaseClass = Toggle
N/A422[
N/A423 // Inputs
N/A424 input Toggle(void) : "Toggle the enabled/disabled status of this entity."
N/A425]
N/A426 
N/A427 
N/A428//
N/A429// Point Classes
N/A430//
N/A431 
N/A432@PointClass base(Targetname) = tf_gamerules : "Proxy entity for TF Gamerules"
N/A433[
N/A434 hud_type(choices) : "Hud Type" : 0 : "Override the HUD type clients should display." =
N/A435 [
N/A436 0 : "Default"
N/A437 1 : "CTF HUD"
N/A438 2 : "CP HUD"
N/A439 3 : "Payload HUD"
N/A440 ]
N/A441 
N/A442 ctf_overtime(choices) : "CTF Overtime" : 1 : "Allow Overtime for CTF maps." =
N/A443 [
N/A444 0 : "No"
N/A445 1 : "Yes"
N/A446 ]
N/A447 
N/A448 input SetRedTeamRespawnWaveTime(float) : "Set the RED team's respawn wave time"
N/A449 input SetBlueTeamRespawnWaveTime(float) : "Set the BLU team's respawn wave time"
N/A450 input AddRedTeamRespawnWaveTime(float) : "Add to the RED team's respawn wave time"
N/A451 input AddBlueTeamRespawnWaveTime(float) : "Add to the BLU team's respawn wave time"
N/A452 input SetRedTeamGoalString(string) : "Set the RED team's goal string to show in the hud"
N/A453 input SetBlueTeamGoalString(string) : "Set the BLU team's goal string to show in the hud"
N/A454 input SetRedTeamRole(integer) : "Set RED team role, 0=none, 1=defenders, 2=attackers"
N/A455 input SetBlueTeamRole(integer) : "Set BLU team role, 0=none, 1=defenders, 2=attackers"
N/A456 input SetRequiredObserverTarget(string) : "Sets the given entity (by name) to be the required observer target for all spectators. Must be cleared to allow spectators to cycle through targets normally again."
N/A457 input AddRedTeamScore(integer) : "Add to the RED team score (can be a negative number)"
N/A458 input AddBlueTeamScore(integer) : "Add to the BLU team score (can be a negative number)"
N/A459 input SetStalemateOnTimelimit(bool) : "Determines whether mp_timelimit can end the match in the middle of a round."
N/A460 input SetRedKothClockActive(void) : "Set the RED team clock active for KOTH maps."
N/A461 input SetBlueKothClockActive(void) : "Set the BLU team clock active for KOTH maps."
N/A462 input SetCTFCaptureBonusTime(float) : "Set the length (in seconds) of team crit time for CTF captures. 0 = none"
N/A463 input PlayVORed(string) : "Play the given sound entry via the VO channel"
N/A464 input PlayVOBlue(string) : "Play the given sound entry via the VO channel"
N/A465 input PlayVO(string) : "Play the given sound entry via the VO channel"
N/A466 input HandleMapEvent(void) : "Handles map events. This will be different events for different maps."
N/A467 
N/A468 output OnWonByTeam1(void) : "Sent when RED wins the round."
N/A469 output OnWonByTeam2(void) : "Sent when BLUE wins the round."
N/A470 output Team1PlayersChanged(integer) : "Sent when RED team player count changes, due to a player joining or leaving the team."
N/A471 output Team2PlayersChanged(integer) : "Sent when BLUE team player count changes, due to a player joining or leaving the team."
N/A472]
N/A473 
N/A474@PointClass base(Targetname, TeamNum, EnableDisable, Angles) studio("models/editor/playerstart.mdl") = info_player_teamspawn :
N/A475 "This entity marks the spawn point for Team Fortress players."
N/A476[
N/A477 controlpoint(target_destination) : "Associated Control Point" : : "The team_control_point associated with this spawn. Ownership of control points will control this spawn point's enabled state."
N/A478 
N/A479 round_bluespawn(target_destination) : "Blue spawn for round" : : "Blue spawn point when the associated round is being played."
N/A480 round_redspawn(target_destination) : "Red spawn for round" : : "Red spawn point when the associated round is being played."
N/A481]
N/A482 
N/A483@PointClass base(Targetname) = game_forcerespawn :
N/A484 "Removes buildings, grenades, etc., from the world and forces all players to respawn " +
N/A485 "(without being killed)."
N/A486[
N/A487 // Inputs
N/A488 input ForceRespawn(void) : "Force players to respawn and remove buildings, grenades, etc., from the world.."
N/A489 input ForceRespawnSwitchTeams(void) : "Switch all players to the opposite team, and then respawn all players (and remove buildings, grenades, etc., from the world)."
N/A490 input ForceTeamRespawn(integer) : "Force players on a specific team to respawn. 2 for Red, 3 for Blue. This does NOT remove buildings, grenades, etc., from the world..."
N/A491 
N/A492 // Outputs
N/A493 output OnForceRespawn(void) : "Sent when the entity respawns the players."
N/A494]
N/A495 
N/A496@PointClass base(Targetname, Parentname, GameType, TeamNum, EnableDisable, Angles) studio("models/flag/briefcase.mdl") = item_teamflag : "Team Fortress flag entity."
N/A497[
N/A498 ReturnTime(integer) : "Return time (in seconds)" : 60 : "Length of time (in seconds) before dropped flag/intelligence returns to base."
N/A499 
N/A500 NeutralType(choices) : "Neutral flag (Invade)" : 1 : "Only used for the Invade game type. When should a dropped Invade flag become neutral?" =
N/A501 [
N/A502 0 : "Never"
N/A503 1 : "Default (30 seconds)"
N/A504 2 : "Half of the Return Time."
N/A505 ]
N/A506 
N/A507 ScoringType(choices) : "Scoring style (Invade)" : 0 : "Only used for the Invade game type. When the Invade flag is captured, how should the team be rewarded? 'Score' is the team score in the scoreboard. 'Capture count' is the team capture count used in the HUD." =
N/A508 [
N/A509 0 : "Increment score"
N/A510 1 : "Increment capture count"
N/A511 ]
N/A512 
N/A513 flag_model(string) : "Model" : "models/flag/briefcase.mdl" : "The model to be used for this entity."
N/A514 flag_icon(string) : "Icon" : "../hud/objectives_flagpanel_carried" : "The icons used for the HUD in some game modes. Format: materials/vgui/[materialname]_red and materials/vgui/[materialname]_blue"
N/A515 flag_paper(string) : "Paper Particle" : "player_intel_papertrail" : "Particle effect used for the falling paper trail."
N/A516 flag_trail(string) : "Trail Effect" : "flagtrail" : "Materials used for the trail effect. Format: materials/effects/[materialname]_red and materials/effects/[materialname]_blu"
N/A517 
N/A518 trail_effect(choices) : "Use Trail Effect" : 1 : "Use trail effect when the player is carrying the flag." =
N/A519 [
N/A520 0 : "None"
N/A521 1 : "All Effects"
N/A522 2 : "Paper Trail Only"
N/A523 3 : "Color Trail Only"
N/A524 ]
N/A525 
N/A526 VisibleWhenDisabled(choices) : "Visible When Disabled" : 0 : "Flag appears semitransparent when disabled." =
N/A527 [
N/A528 0 : "No"
N/A529 1 : "Yes"
N/A530 ]
N/A531 
N/A532 ReturnBetweenWaves(choices) : "Return Between Waves" : 1 : "Used only for MvM mode. Determines if the flag should return home between waves." =
N/A533 [
N/A534 0 : "No"
N/A535 1 : "Yes"
N/A536 ]
N/A537 
N/A538 // Inputs
N/A539 input ForceDrop(void) : "Force the flag to be dropped if it's being carried by a player."
N/A540 input ForceReset(void) : "Force the flag to be dropped if it's being carried by a player, then reset the flag to its original location."
N/A541 input SetReturnTime(integer) : "Set the length of time (in seconds) before dropped flag/intelligence returns to base."
N/A542 input ShowTimer(integer) : "Show a visible timer (in seconds)."
N/A543 
N/A544 // Outputs
N/A545 output OnReturn(void)  : "Sent when the flag is returned via timer."
N/A546 output OnPickup(void)  : "Sent when the flag is picked up."
N/A547 output OnPickupTeam1(void) : "Sent when the flag is picked up by RED."
N/A548 output OnPickupTeam2(void) : "Sent when the flag is picked up by BLU."
N/A549 output OnDrop(void)  : "Sent when the flag is dropped."
N/A550 output OnCapture(void) : "Sent when the flag is captured."
N/A551 output OnCapTeam1(void) : "Sent when the flag is captured by RED."
N/A552 output OnCapTeam2(void) : "Sent when the flag is captured by BLU."
N/A553 output OnTouchSameTeam(void) : "Sent when the flag is touched by a player on the same team (BLU player touches BLU flag, RED player touches RED flag)."
N/A554]
N/A555 
N/A556@PointClass base(Targetname) = point_intermission : "Entity that ends the match and triggers an intermission."
N/A557[
N/A558 // Inputs
N/A559 input Activate(void) : "Activate. Causes the game to end and the intermission to begin."
N/A560]
N/A561 
N/A562@PointClass base(Targetname, TeamNum, Angles, EnableDisable) studioprop("models/editor/camera.mdl") = info_observer_point :
N/A563 "Observer Point"
N/A564[
N/A565 associated_team_entity(target_destination) : "Associated Team Entity" : "" : "An entity associated with this point that can be owned by a team (such as a flag or control point). Players will only be able to use this observer point if their team owns the associated team entity."
N/A566 
N/A567 defaultwelcome(choices) : "Welcome Point" : 0 : "This marks this point as a welcome point. Players use this when connectig to servers the first time." =
N/A568 [
N/A569 0 : "No"
N/A570 1 : "Yes"
N/A571 ]
N/A572 
N/A573 fov(float) : "FOV" : 0
N/A574]
N/A575 
N/A576@PointClass base(Targetname) = game_round_win :
N/A577 "Tells the game rules that the round has either been won (if a team is assigned) " +
N/A578 "or enter Sudden Death mode (if no team is assigned)."
N/A579[
N/A580 TeamNum(choices) : "Team" : 0 : "Team" =
N/A581 [
N/A582 0 : "None (Sudden Death)"
N/A583 2 : "Red"
N/A584 3 : "Blue"
N/A585 ]
N/A586 
N/A587 force_map_reset(choices) : "Force map reset" : 1 : "Force the map to reset during the force respawn after the round is over." =
N/A588 [
N/A589 0 : "No"
N/A590 1 : "Yes"
N/A591 ]
N/A592 
N/A593 switch_teams(choices) : "Switch teams on map win?" : 0 : "Switch the teams when the game is going to be reset." =
N/A594 [
N/A595 0 : "No"
N/A596 1 : "Yes"
N/A597 ]
N/A598 
N/A599 // Inputs
N/A600 input SetTeam(integer) : "Changes the entity's team (this is used to determine which team has won the round (0 = none)."
N/A601 input RoundWin(void) : "Tell the game rules the round is over."
N/A602 
N/A603 // Outputs
N/A604 output OnRoundWin(void) : "Sent when the entity tells the game rules the round is over."
N/A605]
N/A606 
N/A607@PointClass base(Targetname,EnableDisable) = team_round_timer :
N/A608 "Round Timer. Timer starts paused by default."
N/A609[
N/A610 timer_length(integer) : "Timer length (in seconds)" : 600 : "Initial timer length."
N/A611 max_length(integer) : "Max timer length (in seconds)" : 0 : "Maximum timer length (0 = no max). This value is used to ensure the timer never goes above this value when SetTime and AddTime are used."
N/A612 
N/A613 start_paused(choices) : "Start paused" : 1 : "Should the timer start paused? (will need to send a Resume input to start the timer if this is set)." =
N/A614 [
N/A615 0 : "No"
N/A616 1 : "Yes"
N/A617 ]
N/A618 
N/A619 show_time_remaining(choices) : "Show Time Remaining" : 1 : "Should we show how much time is remaining. If no, this will display how much time has passed." =
N/A620 [
N/A621 0 : "No"
N/A622 1 : "Yes"
N/A623 ]
N/A624 
N/A625 setup_length(integer) : "Setup timer length (in seconds)" : 0 : "Length of setup time before the round begins and the timer starts to countdown the normal time. (0 = no setup time) Setup time is run at the beginning of every round before the normal time begins."
N/A626 
N/A627 reset_time(choices) : "Reset time on round restart" : 0 : "Reset the timer time after a round restart. This is not the setup time, but the normal round time." =
N/A628 [
N/A629 0 : "No"
N/A630 1 : "Yes"
N/A631 ]
N/A632 
N/A633 auto_countdown(choices) : "Use countdown sounds" : 1 : "Let the timer automatically count down the end of a round." =
N/A634 [
N/A635 0 : "No"
N/A636 1 : "Yes"
N/A637 ]
N/A638 
N/A639 show_in_hud(choices) : "Show timer in the HUD" : 1 : "Note: You can only show one timer in the HUD at a time." =
N/A640 [
N/A641 0 : "No"
N/A642 1 : "Yes"
N/A643 ]
N/A644 
N/A645 // Inputs
N/A646 input Pause(void) : "Pause the timer."
N/A647 input Resume(void) : "Resume the timer."
N/A648 input SetTime(integer) : "Set the timer to this value (in seconds)."
N/A649 input AddTime(integer) : "Add time to the timer (in seconds). Added time cannot excede the max timer length."
N/A650 input AddTeamTime(string) : "Input takes a string (space delimited) with the team number and the time to be added (in seconds) because of the team (2 for red, 3 for blue, and 0 for no team...but you could just use AddTime for that). Added time cannot excede the max timer length. Example: 2 600 (adds 10 minutes because of team red)"
N/A651 input Restart(void) : "Restart the timer."
N/A652 input ShowInHUD(integer) : "Show this timer in the HUD (0 no, 1 yes)."
N/A653 input SetMaxTime(integer) : "Set the max timer length to this value (in seconds). The timer's time will never excede this value."
N/A654 input AutoCountdown(integer) : "Turn off/on the auto countdown feature (0 no, 1 yes)."
N/A655 input SetSetupTime(integer) : "Set the setup time length to this value (in seconds)."
N/A656 
N/A657 // Outputs
N/A658 output On5MinRemain(void) : "Sent when 5 minutes remain."
N/A659 output On4MinRemain(void) : "Sent when 4 minutes remain."
N/A660 output On3MinRemain(void) : "Sent when 3 minutes remain."
N/A661 output On2MinRemain(void) : "Sent when 2 minutes remain."
N/A662 output On1MinRemain(void) : "Sent when 1 minutes remain."
N/A663 output On30SecRemain(void) : "Sent when 30 seconds remain."
N/A664 output On10SecRemain(void) : "Sent when 10 seconds remain."
N/A665 output On5SecRemain(void) : "Sent when 5 seconds remain."
N/A666 output On4SecRemain(void) : "Sent when 4 seconds remain."
N/A667 output On3SecRemain(void) : "Sent when 3 seconds remain."
N/A668 output On2SecRemain(void) : "Sent when 2 seconds remain."
N/A669 output On1SecRemain(void) : "Sent when 1 second remains."
N/A670 
N/A671 output OnRoundStart(void) : "Sent when the round starts."
N/A672 output OnFinished(void) : "Sent when the timer is finished."
N/A673 
N/A674 output OnSetupStart(void) : "Sent when the setup time begins."
N/A675 output OnSetupFinished(void) : "Sent when the setup time is finished."
N/A676]
N/A677 
N/A678//
N/A679// Items
N/A680//
N/A681 
N/A682@BaseClass color(0 0 200) base(Targetname, TeamNum, EnableDisable, Toggle, Angles, PlayerTouch, FadeDistance) = Item
N/A683[
N/A684 powerup_model(string) : "Model" : "" : "Change the model to something other than the default model."
N/A685]
N/A686 
N/A687@PointClass base(Item) studio("models/items/medkit_large.mdl") sphere(fademindist) sphere(fademaxdist) = item_healthkit_full : "Health Kit Full" []
N/A688@PointClass base(Item) studio("models/items/medkit_small.mdl") sphere(fademindist) sphere(fademaxdist) = item_healthkit_small : "Health Kit Small" []
N/A689@PointClass base(Item) studio("models/items/medkit_medium.mdl") sphere(fademindist) sphere(fademaxdist) = item_healthkit_medium : "Health Kit Medium" []
N/A690 
N/A691@PointClass base(Item) studio("models/items/ammopack_large.mdl") sphere(fademindist) sphere(fademaxdist) = item_ammopack_full : "Ammo Pack Full" []
N/A692@PointClass base(Item) studio("models/items/ammopack_small.mdl") sphere(fademindist) sphere(fademaxdist) = item_ammopack_small : "Ammo Pack Small" []
N/A693@PointClass base(Item) studio("models/items/ammopack_medium.mdl") sphere(fademindist) sphere(fademaxdist) = item_ammopack_medium : "Ammo Pack Medium" []
N/A694 
N/A695//
N/A696// Filters
N/A697//
N/A698@FilterClass base(TeamNum, BaseFilter) iconsprite("editor/filter_team.vmt") = filter_activator_tfteam :
N/A699 "A filter that filters by the team of the activator. The team number to filter by. " +
N/A700 "If the filter mode is Allow, only entities whose team number matches the given team will " +
N/A701 "pass the filter. If the filter mode is Disallow, all entities EXCEPT those whose team number " +
N/A702 "matches the given team will pass the filter."
N/A703[
N/A704 controlpoint(target_destination) : "Associated Control Point" : "" : "The team_control_point associated with this filter. The filter does NOT need an associated control point to function properly, but ownership of the control point will control the team number the filter uses (setup during each round start)."
N/A705]
N/A706 
N/A707@FilterClass base(TeamNum, BaseFilter) iconsprite("editor/filter_team.vmt") = filter_tf_player_can_cap :
N/A708 "A filter that filters players that are allowed to capture objectives." +
N/A709 "If the filter mode is Allow, only entities whose team number matches the given team and" +
N/A710 "are not disguised, stealthed or invuln will pass the filter." +
N/A711 "If the filter mode is Disallow, all entities EXCEPT those players will be allowed."
N/A712[
N/A713]
N/A714 
N/A715@FilterClass base(BaseFilter) = filter_tf_damaged_by_weapon_in_slot :
N/A716 "A filter that filters damage by a weapon in a certain slot." +
N/A717 "Used for training purposes"
N/A718[
N/A719 weaponSlot(choices) : "Weapon Slot" : 0 : "Damaged by weapon in slot." =
N/A720 [
N/A721 0 : "Primary"
N/A722 1 : "Secondary"
N/A723 2 : "Melee"
N/A724 3 : "Grenade"
N/A725 4 : "Building"
N/A726 5 : "PDA"
N/A727 6 : "Item 1"
N/A728 7 : "Item 2"
N/A729 ]
N/A730]
N/A731 
N/A732//
N/A733// Solid Classes
N/A734//
N/A735 
N/A736@SolidClass base(Targetname, EnableDisable, TeamNum) = func_capturezone :
N/A737 "TF flag capture zone (set Team to 'any' for Territory Control maps)."
N/A738[
N/A739 capturepoint(integer) : "Capture Point" : 1 : "Used for Attack/Defend and Territory Control maps ONLY. This is ignored for CTF maps. Set this value to the Capture Point number for this entity."
N/A740 
N/A741 output OnCapture(void) : "Sent when a flag is captured in this zone."
N/A742 output OnCapTeam1(void) : "Sent when RED captures a flag in this zone."
N/A743 output OnCapTeam2(void) : "Sent when BLU captures a flag in this zone."
N/A744]
N/A745 
N/A746@SolidClass base(Targetname, Parentname, EnableDisable, TeamNum) = func_flagdetectionzone :
N/A747 "TF flag detection zone."
N/A748[
N/A749 alarm(choices) : "Alarm" : 0 : "Trigger bomb alarm." =
N/A750 [
N/A751 0 : "No"
N/A752 1 : "Yes"
N/A753 ]
N/A754 
N/A755 input Test( void ) : "Send OnStartTouchFlag & OnPickedUpFlag outputs if any player with flag is touching. Send OnEndTouchFlag & OnDroppedFlag outputs if no player with flag is touching."
N/A756 
N/A757 output OnStartTouchFlag(void) : "Sent when a flag or flag carrier first touches the zone."
N/A758 output OnEndTouchFlag(void) : "Sent when a flag or flag carrier stops touching the zone."
N/A759 output OnDroppedFlag(void) : "Sent when a flag is dropped in the zone."
N/A760 output OnPickedUpFlag(void) : "Sent when a flag is picked up in the zone."
N/A761]
N/A762 
N/A763@SolidClass base(Targetname, TeamNum, EnableDisable, Toggle) = func_nogrenades :
N/A764 "Grenades protected area." []
N/A765 
N/A766@SolidClass base(Targetname, TeamNum, EnableDisable, Toggle) = func_achievement : "Achievement area."
N/A767[
N/A768 zone_id(integer) : "Zone ID" : 0 : "ID number for this zone (multiple zones can have the same number to group them)."
N/A769]
N/A770 
N/A771@SolidClass base(Targetname, TeamNum, EnableDisable, Toggle) = func_nobuild :
N/A772 "Engineer no-build area." []
N/A773 
N/A774@SolidClass base(Targetname, TeamNum, EnableDisable, Origin, Toggle) = func_suggested_build :
N/A775 "Engineer suggested build area."
N/A776[
N/A777 object_type(choices) : "Suggested Object" : 0 : "Suggested object to build in this area." =
N/A778 [
N/A779 0 : "Any"
N/A780 1 : "Sentry"
N/A781 2 : "Dispenser"
N/A782 3 : "Teleporter Entrance"
N/A783 4 : "Teleporter Exit"
N/A784 ]
N/A785 
N/A786 spawnflags(flags) =
N/A787 [
N/A788 1: "Built Object Never Dies" : 0
N/A789 ]
N/A790 
N/A791 face_entity(target_destination) : "Must face point entity" : : "If this is not empty, the built object must face the point this entity is at."
N/A792 face_entity_fov(float) : "Facing Angle FOV Tolerance" : 90 : "If the 'must face entity' property is set, this is the tolerance aka field-of-view when facing that entity (in degrees)."
N/A793 
N/A794 output OnBuildInsideArea(void) : "Sent when the player builds an appropriate object inside a suggested area."
N/A795 output OnBuildNotFacing(void) : "Sent when the player builds an appropriate object inside a suggested area, but it has a bad orientation."
N/A796 output OnBuildingUpgraded(void) : "Sent when a building in this area is upgraded."
N/A797]
N/A798 
N/A799@SolidClass base(Targetname, TeamNum, EnableDisable, Toggle) = func_regenerate :
N/A800 "Regeneration zone for players."
N/A801[
N/A802 associatedmodel(target_destination) : "Associated Model" : "" : "The prop_dynamic that represents this zone in the world. The associated model should have appropriate open and close animations for when players interact with the zone."
N/A803]
N/A804 
N/A805@SolidClass base(Targetname, EnableDisable, Toggle) = func_respawnflag :
N/A806 "Designates an area that triggers the flag to reset when it touches the area." []
N/A807 
N/A808@SolidClass base(Targetname, TeamNum, EnableDisable, Toggle) = func_respawnroom :
N/A809 "Designates a respawn room for a team." []
N/A810 
N/A811@SolidClass base(Targetname, TeamNum, EnableDisable, Toggle) = func_flag_alert : "Alerts are triggered when an enemy carrying a flag starts touching the area (or any player for an area with no team)."
N/A812[
N/A813 playsound(choices) : "Play alert sound" : 1 : "Play the sound when the alert is triggered." =
N/A814 [
N/A815 0 : "No"
N/A816 1 : "Yes"
N/A817 ]
N/A818 
N/A819 alert_delay(integer) : "Delay between alerts (in seconds)" : 10 : "The amount of time between alerts being triggered (per team)."
N/A820 
N/A821 output OnTriggeredByTeam1(void) : "Sent when RED triggers the alert."
N/A822 output OnTriggeredByTeam2(void) : "Sent when BLUE triggers the alert."
N/A823]
N/A824 
N/A825@SolidClass base(Targetname, Parentname, Origin, RenderFields, Global, Inputfilter, EnableDisable, Shadow) = func_respawnroomvisualizer :
N/A826 "Brushes that become visible to enemy players when they get close. Use them to mark areas that they're unable to enter (i.e. respawn rooms)."
N/A827[
N/A828 spawnflags(flags) =
N/A829 [
N/A830 2: "Ignore player +USE" : 1
N/A831 ]
N/A832 
N/A833 respawnroomname(target_destination) : "Associated Respawn Room" : "" : "The func_respawnroom that this entity is visualizing. This entity will have its team matched to that for the func_respawnroom, and will have it updated if the func_respawnroom ever changes team."
N/A834 
N/A835 Solidity(choices) : "Solidity" : 1 : "Used to control the solidity/collision of these brushes." =
N/A836 [
N/A837 0 : "Toggle"
N/A838 1 : "Never Solid"
N/A839 2 : "Always Solid"
N/A840 ]
N/A841 
N/A842 vrad_brush_cast_shadows(choices) : "Shadows" : 0 : "Set this if this brush casts lightmap shadows." =
N/A843 [
N/A844 0 : "No"
N/A845 1 : "Yes"
N/A846 ]
N/A847 
N/A848 solid_to_enemies(choices) : "Solid to Enemies" : 1 : "Determines if this area is solid to enemy players." =
N/A849 [
N/A850 0 : "No"
N/A851 1 : "Yes"
N/A852 ]
N/A853 
N/A854 input SetSolid(bool) : "Set whether this area is solid to enemy players or not. 0 = No, 1 = Yes"
N/A855]
N/A856 
N/A857@SolidClass base(Targetname, TeamNum, EnableDisable, Toggle) = func_changeclass :
N/A858 "ChangeClass zone for players." []
N/A859 
N/A860@PointClass base(Angles) studioprop("models/editor/camera.mdl") = game_intro_viewpoint :
N/A861 "A viewpoint in the intro camera."
N/A862[
N/A863 TeamNum(choices) : "Team" : 0 : "Team" =
N/A864 [
N/A865 0 : "None (Shared)"
N/A866 2 : "Red"
N/A867 3 : "Blue"
N/A868 ]
N/A869 
N/A870 step_number(integer) : "Step Number. Intro starts at 1." : 1
N/A871 time_delay(float) : "Time to spend here." : 12
N/A872 hint_message(string) : "Hint Message here."
N/A873 event_to_fire(string) : "Game Event To Fire"
N/A874 event_delay(float) : "Game Event fire delay" : 3
N/A875 event_data_int(integer) : "Game Event data" : 0
N/A876 fov(float) : "FOV" : 0
N/A877]
N/A878 
N/A879@SolidClass base(Targetname) = func_proprrespawnzone :
N/A880 "Zone that handles respawning and distribution of clientside physics props." []
N/A881 
N/A882 
N/A883 
N/A884//====================================================================================================================
N/A885// CAPTURE POINT HANDLING
N/A886//====================================================================================================================
N/A887@PointClass base(Targetname, EnableDisable, Angles, Parentname) studio("models/effects/cappoint_hologram.mdl") = team_control_point :
N/A888 "Control Point"
N/A889[
N/A890 spawnflags(flags) =
N/A891 [
N/A892 1: "Hide Control Point on HUD" : 0
N/A893 2: "Start with model hidden" : 0
N/A894 4: "Disable shadow" : 0
N/A895 8: "Disable sounds" : 0
N/A896 ]
N/A897 
N/A898 point_start_locked(choices) : "Start locked" : 0 : "Locked means the point will not be available for capture until it is unlocked via its input." =
N/A899 [
N/A900 0 : "No"
N/A901 1 : "Yes"
N/A902 ]
N/A903 
N/A904 point_printname(string) : "Print Name" : "TODO: Set Name" : "LOCALIZED name to print on the HUD."
N/A905 point_group(integer) : "Group Index" : 0 : "Used for grouping points together under a team_control_point_master (not using control point rounds)."
N/A906 point_default_owner(choices) : "Default Owner" : 0 : "Default Owner of the control point." =
N/A907 [
N/A908 0 : "Neither"
N/A909 2 : "Red"
N/A910 3 : "Blue"
N/A911 ]
N/A912 point_index(integer) : "Index" : 0 : "Index of this point (must be unique)."
N/A913 
N/A914 point_warn_on_cap(choices) : "Warning Type" : 0 : "Type of warning to issue to the team that owns the control point when the opposing team starts to capture it." =
N/A915 [
N/A916 0 : "Normal Announcements"
N/A917 1 : "Final Capture Point Warning"
N/A918 2 : "No Announcements"
N/A919 ]
N/A920 
N/A921 point_warn_sound(string) : "Warning sound" : "ControlPoint.CaptureWarn" : "Sound to be played when this point is being captured (if warn on capture is set)."
N/A922 
N/A923 random_owner_on_restart(choices) : "Randomly set the owner on restart" : 0 : "Randomly set the owner of this point during a full restart of the map. The ratio of default owners among the points with this flag will be kept when selecting random owners." =
N/A924 [
N/A925 0 : "No"
N/A926 1 : "Yes"
N/A927 ]
N/A928 
N/A929 // Per team data
N/A930 team_timedpoints_2(integer) : "Time-based point value for RED." : 0
N/A931 team_timedpoints_3(integer) : "Time-based point value for BLUE." : 0
N/A932 
N/A933 team_capsound_0(sound) : "Reset Sound" : "" : "Sound made when point resets."
N/A934 team_capsound_2(sound) : "Red Capture Sound" : "" : "Sound made when RED captures."
N/A935 team_capsound_3(sound) : "Blue Capture Sound" : "" : "Sound made when BLUE captures."
N/A936 
N/A937 team_model_0(studio)  : "Reset Model" : "models/effects/cappoint_hologram.mdl" : "Model when point reset."
N/A938 team_model_2(studio)  : "RED Model" : "models/effects/cappoint_hologram.mdl" : "Model when RED owns the point."
N/A939 team_model_3(studio)  : "BLUE Model" : "models/effects/cappoint_hologram.mdl" : "Model when BLUE owns the point."
N/A940 
N/A941 team_bodygroup_0(integer) : "Reset model bodygroup" : 3
N/A942 team_bodygroup_2(integer) : "RED model bodygroup" : 1
N/A943 team_bodygroup_3(integer) : "BLUE model bodygroup" : 1
N/A944 
N/A945 team_icon_0(material)  : "HUD icon neutral" : "sprites/obj_icons/icon_obj_neutral" : "HUD icon material when no one owns the point."
N/A946 team_icon_2(material)  : "HUD icon RED" : "sprites/obj_icons/icon_obj_red" : "HUD icon material when RED owns the point."
N/A947 team_icon_3(material)  : "HUD icon BLUE" : "sprites/obj_icons/icon_obj_blu" : "HUD icon material when BLUE owns the point."
N/A948 
N/A949 team_overlay_0(material) : "HUD overlay neutral" : "" : "HUD material that will overlay the icon when no one owns the point."
N/A950 team_overlay_2(material) : "HUD overlay RED" : "" : "HUD material that will overlay the icon when RED owns the point."
N/A951 team_overlay_3(material) : "HUD overlay BLUE" : "" : "HUD material that will overlay the icon when BLUE owns the point."
N/A952 
N/A953 team_previouspoint_2_0(target_source) : "RED Previous Required Point 1" : "" : "The name of a previous capture point that RED must own to be able to capture this point. If empty, the team must own all points preceding this one. Pointing to itself means no previous point required."
N/A954 team_previouspoint_2_1(target_source) : "RED Previous Required Point 2" : "" : "The name of a second previous capture point that RED must own to be able to capture this point."
N/A955 team_previouspoint_2_2(target_source) : "RED Previous Required Point 3" : "" : "The name of a third previous capture point that RED must own to be able to capture this point."
N/A956 team_previouspoint_3_0(target_source) : "BLUE Previous Required Point 1" : "" : "The name of a previous capture point that BLUE must own to be able to capture this point. If empty, the team must own all points preceding this one. Pointing to itself means no previous point required."
N/A957 team_previouspoint_3_1(target_source) : "BLUE Previous Required Point 2" : "" : "The name of a second previous capture point that BLUE must own to be able to capture this point."
N/A958 team_previouspoint_3_2(target_source) : "BLUE Previous Required Point 3" : "" : "The name of a third previous capture point that BLUE must own to be able to capture this point."
N/A959 
N/A960 // Outputs
N/A961 output OnOwnerChangedToTeam1(void) : "Sent when owner is changed to RED."
N/A962 output OnOwnerChangedToTeam2(void) : "Sent when owner is changed to BLUE."
N/A963 output OnCapReset(void) : "Sent when owner is changed to neutral."
N/A964 
N/A965 output OnRoundStartOwnedByTeam1(void) : "Sent when a round is starting and the point is owned by RED."
N/A966 output OnRoundStartOwnedByTeam2(void) : "Sent when a round is starting and the point is owned by BLUE."
N/A967 
N/A968 output OnCapTeam1(void) : "Sent when RED capture this point."
N/A969 output OnCapTeam2(void) : "Sent when BLUE capture this point."
N/A970 
N/A971 output OnUnlocked(void) : "Sent when point is unlocked via the SetLocked(0) or SetUnlockTime inputs."
N/A972 
N/A973 input SetOwner(integer) : "Set the owner of the point."
N/A974 input HideModel(void) : "Hide the control point model."
N/A975 input ShowModel(void) : "Show the control point model again."
N/A976 
N/A977 input SetLocked(integer) : "Lock the control point. 0 = unlocked, 1 = locked"
N/A978 input SetUnlockTime(integer) : "This will automatically unlock the control point in the specified amound of time (seconds)."
N/A979]
N/A980 
N/A981@PointClass base(Targetname, EnableDisable) = team_control_point_round :
N/A982 "Control Point Round (you may have as many of these in the map as you would like)."
N/A983[
N/A984 cpr_printname(string) : "Print Name" : "" : "LOCALIZED name to print on the RoundInfo panel"
N/A985 
N/A986 cpr_priority(integer) : "Priority" : 0 : "The priority value for this round (must be >= 0). Higher priority rounds will be picked first. If multiple rounds have the same priority value, a random selection will be used."
N/A987 
N/A988 cpr_cp_names(string) : "Control points in this round" : "" : "Names of the control points included in this round (space delimited). Control points may belong to more than one control point round. The names of the control points (and the rounds) should all be unique."
N/A989 
N/A990 cpr_restrict_team_cap_win(choices) : "Restrict team from winning" : 0 : "Prevent this team from winning by capping all the points" =
N/A991 [
N/A992 0 : "Neither"
N/A993 1 : "Both"
N/A994 2 : "Red"
N/A995 3 : "Blue"
N/A996 ]
N/A997 
N/A998 output OnStart(void) : "Sent when this round is selected to be played."
N/A999 output OnEnd(void) : "Sent when this round is finished."
N/A1000 output OnWonByTeam1(void) : "Sent when RED wins this round."
N/A1001 output OnWonByTeam2(void) : "Sent when BLUE wins this round."
N/A1002]
N/A1003 
N/A1004@PointClass base(Targetname, EnableDisable) = team_control_point_master : "Control Point Master"
N/A1005[
N/A1006 team_base_icon_2(material) : "Material for the RED Base icon" : "sprites/obj_icons/icon_base_red"
N/A1007 team_base_icon_3(material) : "Material for the BLUE Base icon" : "sprites/obj_icons/icon_base_blu"
N/A1008 caplayout(string) : "Cap Layout" : "" : "A string that tells the HUD how to lay out the cap points. It should be a string with indexes of cap points seperated by commas to denote a new line. So <2,0 1> would create a pyramid, with cap point 2 on the top and cap points 0 & 1 on the bottom."
N/A1009 
N/A1010 cpm_restrict_team_cap_win(choices) : "Restrict team from winning" : 0 : "Prevent this team from winning by capping all the points. This field is ignored if you're using control_point_rounds in your map (set this field inside the rounds)." =
N/A1011 [
N/A1012 0 : "Neither"
N/A1013 1 : "Both"
N/A1014 2 : "Red"
N/A1015 3 : "Blue"
N/A1016 ]
N/A1017 
N/A1018 switch_teams(choices) : "Switch teams on map win?" : 0 : "Switch the teams when one team has won the map and the game is going to be reset." =
N/A1019 [
N/A1020 0 : "No"
N/A1021 1 : "Yes"
N/A1022 ]
N/A1023 
N/A1024 score_style(choices) : "Scoring style" : 0 : "Sets the style of scoring used for capture point maps." =
N/A1025 [
N/A1026 0 : "Add team score for each round won"
N/A1027 1 : "Add team score for each captured point"
N/A1028 ]
N/A1029 
N/A1030 play_all_rounds(choices) : "Play all rounds before changelevel" : 0 : "Determines whether the server may changelevel when mp_timelimit is up before all mini-rounds have been completed (for maps like Dustbowl)." =
N/A1031 [
N/A1032 0 : "Changelevel normally"
N/A1033 1 : "Only changelevel after all mini-rounds have been played to completion"
N/A1034 ]
N/A1035 
N/A1036 partial_cap_points_rate(float) : "Partial cap rate" : 0 : "Rate at which to give partial cap points for area captures."
N/A1037 
N/A1038 output OnWonByTeam1(void) : "Sent when RED wins the game."
N/A1039 output OnWonByTeam2(void) : "Sent when BLUE wins the game."
N/A1040 
N/A1041 input SetWinner(integer) : "Set the winner of the round to this team (0 for a stalemate)."
N/A1042 input SetCapLayout(string) : "Set the cap layout string."
N/A1043]
N/A1044 
N/A1045@SolidClass base(Targetname, EnableDisable, Parentname) = trigger_capture_area : "Capture Area"
N/A1046[
N/A1047 area_cap_point(target_source) : "Control point" : "" : "Name of the control point this area is linked to."
N/A1048 
N/A1049 team_cancap_2(choices) : "Can RED Cap?" : 1 =
N/A1050 [
N/A1051 1 : "Yes"
N/A1052 0 : "No"
N/A1053 ]
N/A1054 team_cancap_3(choices) : "Can BLUE Cap?" : 1 =
N/A1055 [
N/A1056 1 : "Yes"
N/A1057 0 : "No"
N/A1058 ]
N/A1059 
N/A1060 team_startcap_2(integer) : "Number of RED players to start capping" : 1
N/A1061 team_startcap_3(integer) : "Number of BLUE players to start capping" : 1
N/A1062 
N/A1063 team_numcap_2(integer) : "Number of RED players to cap" : 1
N/A1064 team_numcap_3(integer) : "Number of BLUE players to cap" : 1
N/A1065 
N/A1066 team_spawn_2(integer) : "Red Spawn Adjust" : 0 : "Adjust the minimum respawn time for the red team by this amount (in seconds) when red captures this point. If the red team owns this point when blue captures it, this adjustment is reversed."
N/A1067 team_spawn_3(integer) : "Blue Spawn Adjust" : 0 : "Adjust the minimum respawn time for the blue team by this amount (in seconds) when blue captures this point. If the blue team owns this point when red captures it, this adjustment is reversed."
N/A1068 
N/A1069 area_time_to_cap(integer) : "Time to cap (sec)" : 5
N/A1070 
N/A1071 // Outputs
N/A1072 output OnStartTeam1(void) : "Sent when RED start capture."
N/A1073 output OnBreakTeam1(void) : "Sent when a RED capture is broken."
N/A1074 output OnCapTeam1(void)  : "Sent when RED end capture."
N/A1075 
N/A1076 output OnStartTeam2(void) : "Sent when BLUE start capture."
N/A1077 output OnBreakTeam2(void) : "Sent when a BLUE capture is broken."
N/A1078 output OnCapTeam2(void)  : "Sent when BLUE end capture."
N/A1079 
N/A1080 output OnStartCap(void) : "Sent when either team starts capture."
N/A1081 output OnBreakCap(void) : "Sent when either team break capture."
N/A1082 output OnEndCap(void)  : "Sent when either team end capture."
N/A1083 
N/A1084 output OnNumCappersChanged(integer) : "Sent when the number of cappers changes, passes the value in int."
N/A1085 output OnNumCappersChanged2(integer) : "Sent when the number of cappers changes, passes the value in int (-1 for capture blocked)."
N/A1086 
N/A1087 // Inputs
N/A1088 input SetTeamCanCap(string) : "Set whether a specific team is allowed to capture this point. Format is: <team number> <(0/1)>. i.e. '2 0' would prevent RED from capturing this point, whereas '3 1' would allow BLUE to cap it."
N/A1089 
N/A1090 input SetControlPoint(string) : "Assign area capture to the passed control point."
N/A1091 input CaptureCurrentCP(string) : "If we're being capped, forces the current point to capture."
N/A1092]
N/A1093 
N/A1094@PointClass base(Targetname, TeamNum, EnableDisable) = team_train_watcher :
N/A1095 "Entity that tracks the train progress through train escort maps"
N/A1096[
N/A1097 train_can_recede(choices) : "Can the train recede?" : 1 : "Used to hide the HUD countdown." =
N/A1098 [
N/A1099 1 : "Yes"
N/A1100 0 : "No"
N/A1101 ]
N/A1102 
N/A1103 train_recede_time(integer) : "Train recede time (in seconds)" : 0 : "Length of time before the train begins to recede. 0 = use TF2 default setting of 30 seconds."
N/A1104 
N/A1105 handle_train_movement(choices) : "Handle train movement?" : 0 : "Should the train watcher handle all train movement?" =
N/A1106 [
N/A1107 1 : "Yes"
N/A1108 0 : "No"
N/A1109 ]
N/A1110 
N/A1111 speed_forward_modifier(float) : "Speed Forward Modifier" : 1 : "Applies the given modifier to all forward speeds. Only used if the watcher is handling the train movement. [0, 1]"
N/A1112 
N/A1113 env_spark_name(string) : "Train spark sprites" : "" : "Name of the env_spark entities used under the train for backward movement. They should all have the same entity name. Only used if the watcher is handling the train movement."
N/A1114 
N/A1115 train(target_destination) : "Train to watch."
N/A1116 start_node(target_destination) : "Node that the path starts at."
N/A1117 goal_node(target_destination) : "Node that the path ends at."
N/A1118 
N/A1119 linked_pathtrack_1(target_destination) : "Linked PathTrack 1"
N/A1120 linked_cp_1(target_destination) : "Linked CP 1"
N/A1121 
N/A1122 linked_pathtrack_2(target_destination) : "Linked PathTrack 2"
N/A1123 linked_cp_2(target_destination) : "Linked CP 2"
N/A1124 
N/A1125 linked_pathtrack_3(target_destination) : "Linked PathTrack 3"
N/A1126 linked_cp_3(target_destination) : "Linked CP 3"
N/A1127 
N/A1128 linked_pathtrack_4(target_destination) : "Linked PathTrack 4"
N/A1129 linked_cp_4(target_destination) : "Linked CP 4"
N/A1130 
N/A1131 linked_pathtrack_5(target_destination) : "Linked PathTrack 5"
N/A1132 linked_cp_5(target_destination) : "Linked CP 5"
N/A1133 
N/A1134 linked_pathtrack_6(target_destination) : "Linked PathTrack 6"
N/A1135 linked_cp_6(target_destination) : "Linked CP 6"
N/A1136 
N/A1137 linked_pathtrack_7(target_destination) : "Linked PathTrack 7"
N/A1138 linked_cp_7(target_destination) : "Linked CP 7"
N/A1139 
N/A1140 linked_pathtrack_8(target_destination) : "Linked PathTrack 8"
N/A1141 linked_cp_8(target_destination) : "Linked CP 8"
N/A1142 
N/A1143 hud_min_speed_level_1(float) : "Min Speed for Speed Level 1" : 30
N/A1144 hud_min_speed_level_2(float) : "Min Speed for Speed Level 2" : 60
N/A1145 hud_min_speed_level_3(float) : "Min Speed for Speed Level 3" : 90
N/A1146 
N/A1147 // Inputs
N/A1148 input SetNumTrainCappers(integer) : "Set Number of players capping the train"
N/A1149 input SetSpeedForwardModifier(float) : "Set the speed forward modifier. Only used if the watcher is handling the train movement. [0, 1]"
N/A1150 input SetTrainRecedeTime(integer) : "Set the number of seconds before the train starts to recede."
N/A1151 
N/A1152 // Outputs
N/A1153 output OnTrainStartRecede(void)  : "Sent when the train should start receding"
N/A1154]
N/A1155 
N/A1156@PointClass base(Targetname) iconsprite("editor/game_text.vmt") = game_text_tf :
N/A1157 "An entity that displays text on player's screens, in pretty tf hud format"
N/A1158[
N/A1159 message(string) : "Message Text" : "" : "Message to display onscreen."
N/A1160 
N/A1161 icon(string) : "Icon" : "" : "Hud icon ( from mod_textures.res ) to display."
N/A1162 
N/A1163 display_to_team(Choices) : "Audience" : 0 =
N/A1164 [
N/A1165 0 : "Everyone"
N/A1166 2 : "Red Team Only"
N/A1167 3 : "Blue Team Only"
N/A1168 ]
N/A1169 
N/A1170 background(Choices) : "Background Panel Color" : 0 =
N/A1171 [
N/A1172 0 : "Grey"
N/A1173 2 : "Red"
N/A1174 3 : "Blue"
N/A1175 ]
N/A1176 
N/A1177 // Inputs
N/A1178 input Display(void) : "Display the message text."
N/A1179]
N/A1180 
N/A1181@BaseClass = BaseObject
N/A1182[
N/A1183 TeamNum(choices) : "Team" : 2 : "Team" =
N/A1184 [
N/A1185 2 : "Red"
N/A1186 3 : "Blue"
N/A1187 ]
N/A1188 
N/A1189 // invuln
N/A1190 spawnflags(flags) =
N/A1191 [
N/A1192 2: "Invulnerable" : 0
N/A1193 ]
N/A1194 
N/A1195 // Inputs
N/A1196 input SetBuilder(string) : "Sets the builder of this object to the player given (from an output)"
N/A1197 input Show(void) : "Makes the building visible and tries to re-enable it."
N/A1198 input Hide(void) : "Makes the building invisible and disables it."
N/A1199 input SetHealth(integer) : "Sets a new value for the breakable's health. If the breakable's health reaches zero it will break."
N/A1200 input AddHealth(integer) : "Adds health to the breakable. If the breakable's health reaches zero it will break."
N/A1201 input RemoveHealth(integer) : "Removes health from the breakable. If the breakable's health reaches zero it will break."
N/A1202]
N/A1203 
N/A1204@PointClass base(Targetname,Parentname,BaseObject,Angles) studio("models/buildables/dispenser_light.mdl") = obj_dispenser :
N/A1205 "TF2 Dispenser"
N/A1206[
N/A1207 defaultupgrade(choices) : "Starting Upgrade Level" : 0 =
N/A1208 [
N/A1209 0 : "Level 1"
N/A1210 1 : "Level 2"
N/A1211 2 : "Level 3"
N/A1212 ]
N/A1213 
N/A1214 spawnflags(flags) =
N/A1215 [
N/A1216 4: "Upgradable" : 0
N/A1217 ]
N/A1218 
N/A1219 // Outputs
N/A1220 output OnDestroyed(void) : "Fired when this entity is destroyed."
N/A1221]
N/A1222 
N/A1223@PointClass base(Targetname,Parentname,BaseObject,Angles) studio("models/buildables/sentry3.mdl") = obj_sentrygun :
N/A1224 "TF2 Sentrygun"
N/A1225[
N/A1226 defaultupgrade(choices) : "Starting Upgrade Level" : 0 =
N/A1227 [
N/A1228 0 : "Level 1"
N/A1229 1 : "Level 2"
N/A1230 2 : "Level 3"
N/A1231 ]
N/A1232 
N/A1233 spawnflags(flags) =
N/A1234 [
N/A1235 4: "Upgradable" : 0
N/A1236 8: "Infinite Ammo" : 0
N/A1237 ]
N/A1238 
N/A1239 // Outputs
N/A1240 output OnDestroyed(void) : "Fired when this entity is destroyed."
N/A1241]
N/A1242 
N/A1243@PointClass base(Targetname,Parentname,BaseObject,Angles) studio("models/buildables/teleporter_light.mdl") = obj_teleporter :
N/A1244 "TF2 Teleporter"
N/A1245[
N/A1246 defaultupgrade(choices) : "Starting Upgrade Level" : 0 =
N/A1247 [
N/A1248 0 : "Level 1"
N/A1249 1 : "Level 2"
N/A1250 2 : "Level 3"
N/A1251 ]
N/A1252 
N/A1253 spawnflags(flags) =
N/A1254 [
N/A1255 4: "Upgradable" : 0
N/A1256 ]
N/A1257 
N/A1258 teleporterType(choices) : "Type" : 1 =
N/A1259 [
N/A1260 1 : "Entrance"
N/A1261 2 : "Exit"
N/A1262 ]
N/A1263 
N/A1264 matchingTeleporter(target_destination) : "Matching Teleporter" : : "The teleporter linked to this one."
N/A1265 
N/A1266 // Outputs
N/A1267 output OnDestroyed(void) : "Fired when this entity is destroyed."
N/A1268]
N/A1269 
N/A1270@PointClass base(Targetname,Parentname,BaseObject,Angles,EnableDisable) studio("models/buildables/sentry1.mdl") = bot_hint_sentrygun :
N/A1271 "TF2 Sentry Gun Placement Hint for Bots"
N/A1272[
N/A1273 sticky(choices) : "Sticky" : 0 : "If set, Engineer bots using this hint will stay here instead of destroying their equipment and moving up as the scenario changes." =
N/A1274 [
N/A1275 0 : "No"
N/A1276 1 : "Yes"
N/A1277 ]
N/A1278 output OnSentryGunDestroyed(void) : "Fired when a sentry gun built on this hint is destroyed."
N/A1279]
N/A1280 
N/A1281@PointClass base(Targetname,Parentname,BaseObject,Angles,EnableDisable) studio("models/buildables/teleporter_blueprint_exit.mdl") = bot_hint_teleporter_exit :
N/A1282 "TF2 Teleporter Exit Placement Hint for Bots"
N/A1283[
N/A1284]
N/A1285 
N/A1286@PointClass base(Targetname,Parentname,BaseObject,Angles) studio("models/player/sniper.mdl") sphere(radius) = bot_hint_sniper_spot :
N/A1287 "TF2 Sniper Spot Hint for Bots"
N/A1288[
N/A1289 radius(float) : "Hint Radius" : 100 : "Radius of hint influence."
N/A1290]
N/A1291 
N/A1292@PointClass base(Targetname,Parentname,BaseObject) iconsprite("editor/bullseye.vmt") = mapobj_cart_dispenser :
N/A1293 "TF2 Dispenser"
N/A1294[
N/A1295 spawnflags(flags) =
N/A1296 [
N/A1297 4: "Ignore line of sight check" : 1
N/A1298 8: "Don't heal disguised/stealthed spies" : 1
N/A1299 ]
N/A1300 
N/A1301 touch_trigger(target_destination) : "Custom Touch Trigger"
N/A1302 
N/A1303 input SetDispenserLevel(integer) : "Set the dispenser level: 1, 2, or 3"
N/A1304 input Enable(void) : "Enable this entity."
N/A1305 input Disable(void) : "Disable this entity."
N/A1306]
N/A1307 
N/A1308@SolidClass base(Parentname,Targetname) = dispenser_touch_trigger : "Trigger for dispenser healing bounds"
N/A1309[
N/A1310]
N/A1311 
N/A1312@PointClass base(Targetname,EnableDisable) = tf_logic_arena : "Arena Entity. This is used to detect an arena map and also to do round specific stuff."
N/A1313[
N/A1314 
N/A1315 CapEnableDelay(float) : "Capture Point Enable Time" : 0
N/A1316 
N/A1317// Outputs
N/A1318 output OnArenaRoundStart(void)  : "Fired the moment an arena match starts"
N/A1319 output OnCapEnabled(void)  : "Fired when the specified time elapses and the cap becomes enabled"
N/A1320 
N/A1321]
N/A1322 
N/A1323 
N/A1324@PointClass base(Targetname) = tf_logic_training_mode : "Training logic entity. This is used to detect a training map."
N/A1325[
N/A1326 nextMap(choices) : "Next Map" : "" : "Next map to load when the current one is finished." =
N/A1327 [
N/A1328 "" : "None"
N/A1329 "tr_dustbowl" : "tr_dustbowl"
N/A1330 "tr_target"  : "tr_target"
N/A1331 ]
N/A1332 
N/A1333 // Inputs
N/A1334 input ShowTrainingMsg(string) : "Show a training message, for training mode. The parameter should be the string entry in tf_english.txt"
N/A1335 input ShowTrainingObjective(string) : "Sets a training objective to show to the player."
N/A1336 input ForcePlayerSpawnAsClassOutput(void) : "Force the appropriate output to fire for the player spawning as a class. You can use this to essentially ask what class the player is."
N/A1337 input KickBots(void) : "Kicks all the bots from the server."
N/A1338 input ShowTrainingHUD(void) : "Makes the training objective HUD visible."
N/A1339 input HideTrainingHUD(void) : "Makes the training objective HUD hidden."
N/A1340 input EndTraining(string) : "Ends training mode."
N/A1341 input PlaySoundOnPlayer(string) : "Play a sound on the player."
N/A1342 input WaitForTimerOrKeypress(target_destination) : "Wait for the logic_timer entity to fire on its interval or for a keypress from the player."
N/A1343 input SetNextMap(string) : "Set the next map for training."
N/A1344 input ForcePlayerSwapToWeapon(string) : "Forces the player to switch to the weapon."
N/A1345 
N/A1346 // Outputs
N/A1347 output OnPlayerSpawnAsScout(void) : "Sent when the player spawns as a Scout."
N/A1348 output OnPlayerSpawnAsSniper(void) : "Sent when the player spawns as a Sniper."
N/A1349 output OnPlayerSpawnAsSoldier(void) : "Sent when the player spawns as a Soldier."
N/A1350 output OnPlayerSpawnAsDemoman(void) : "Sent when the player spawns as a Demoman."
N/A1351 output OnPlayerSpawnAsMedic(void) : "Sent when the player spawns as a Medic."
N/A1352 output OnPlayerSpawnAsHeavy(void) : "Sent when the player spawns as a Heavy."
N/A1353 output OnPlayerSpawnAsPyro(void) : "Sent when the player spawns as a Pyro."
N/A1354 output OnPlayerSpawnAsSpy(void) : "Sent when the player spawns as a Spy."
N/A1355 output OnPlayerSpawnAsEngineer(void) : "Sent when the player spawns as an Engineer."
N/A1356 output OnPlayerDied(void) : "Sent when the player dies."
N/A1357 output OnBotDied(void) : "Sent when a bot player dies."
N/A1358 output OnPlayerSwappedToPrimary(void) : "Sent when the player swaps to the item in his primary weapon slot."
N/A1359 output OnPlayerSwappedToSecondary(void) : "Sent when the player swaps to the item in his secondary weapon slot."
N/A1360 output OnPlayerSwappedToMelee(void) : "Sent when the player swaps to the item in his melee weapon slot."
N/A1361 output OnPlayerSwappedToBuilding(void) : "Sent when the player swaps to the item in his building weapon slot."
N/A1362 output OnPlayerSwappedToPDA(void) : "Sent when the player swaps to the item in his pda weapon slot."
N/A1363 output OnBuildOutsideArea(void) : "Sent when the player builds an object outside a suggested area."
N/A1364 output OnPlayerDetonateBuilding(void) : "Sent when the player manually detonates one of their buildings."
N/A1365]
N/A1366 
N/A1367 
N/A1368@PointClass base(Targetname, Parentname, Angles, TeamNum) = base_boss : "A Basic Boss"
N/A1369[
N/A1370 health(integer) : "Boss' starting health" : 1000 : "The Boss' starting health."
N/A1371 model(string) : "Model" : "models/bots/boss_bot/boss_tank.mdl" : "The model to be used for this entity."
N/A1372 speed(float) : "Boss' max movement speed" : 75 : "Boss' max movement speed"
N/A1373 
N/A1374 start_disabled(choices) : "Start Disabled" : 0 =
N/A1375 [
N/A1376 0 : "No"
N/A1377 1 : "Yes"
N/A1378 ]
N/A1379 
N/A1380 input Enable(void) : "Enable the Boss"
N/A1381 input Disable(void) : "Disable the Boss"
N/A1382 input SetSpeed(float) : "Change the speed of the Boss"
N/A1383 
N/A1384 // Outputs
N/A1385 output OnHealthBelow90Percent(void) : "Sent when the Boss' health drops below 90 percent."
N/A1386 output OnHealthBelow80Percent(void) : "Sent when the Boss' health drops below 80 percent."
N/A1387 output OnHealthBelow70Percent(void) : "Sent when the Boss' health drops below 70 percent."
N/A1388 output OnHealthBelow60Percent(void) : "Sent when the Boss' health drops below 60 percent."
N/A1389 output OnHealthBelow50Percent(void) : "Sent when the Boss' health drops below 50 percent."
N/A1390 output OnHealthBelow40Percent(void) : "Sent when the Boss' health drops below 40 percent."
N/A1391 output OnHealthBelow30Percent(void) : "Sent when the Boss' health drops below 30 percent."
N/A1392 output OnHealthBelow20Percent(void) : "Sent when the Boss' health drops below 20 percent."
N/A1393 output OnHealthBelow10Percent(void) : "Sent when the Boss' health drops below 10 percent."
N/A1394 
N/A1395 output OnKilled(void) : "Sent when the Boss is killed."
N/A1396]
N/A1397 
N/A1398@PointClass base(base_boss) = tank_boss : "Tank Boss"
N/A1399[
N/A1400 input DestroyIfAtCapturePoint(integer) : "Destroy If At CapturePoint"
N/A1401 input AddCaptureDestroyPostfix(string) : "Set the postfix for the destroy animation when it's at the capture point"
N/A1402]
N/A1403 
N/A1404@PointClass base(Targetname) = tf_logic_multiple_escort : "Multiple Escort Entity. This is used to detect a payload map with trains for both teams."
N/A1405[
N/A1406]
N/A1407 
N/A1408@PointClass base(Targetname) = tf_logic_koth : "King of the Hill Entity. This is used to detect a KOTH map."
N/A1409[
N/A1410 timer_length(integer) : "Timer length (in seconds)" : 180 : "Initial timer length for each team."
N/A1411 unlock_point(integer) : "Unlock Point (in seconds)" : 30 : "Time to wait before unlocking the point in CP KOTH maps."
N/A1412 
N/A1413 input SetRedTimer(integer)  : "Set the time remaining for the RED timer."
N/A1414 input SetBlueTimer(integer)  : "Set the time remaining for the BLUE timer."
N/A1415 input AddRedTimer(integer)  : "Add time to the RED timer."
N/A1416 input AddBlueTimer(integer)  : "Add time to the BLUE timer."
N/A1417]
N/A1418 
N/A1419@PointClass base(Targetname) = tf_logic_medieval : "Medieval Mode Entity. This is used to detect a Medieval map."
N/A1420[
N/A1421]
N/A1422 
N/A1423@PointClass base(Targetname) = tf_logic_cp_timer : "Control Point Timer Entity."
N/A1424[
N/A1425 controlpoint(target_destination) : "Control Point" : : "The team_control_point associated with this timer."
N/A1426 timer_length(integer) : "Timer length (in seconds)" : 60 : "Length of the timer that runs when the control point becomes available for capture."
N/A1427 
N/A1428 // Outputs
N/A1429 output OnCountdownStart(void) : "Sent when the timer starts."
N/A1430 output OnCountdown15SecRemain(void) : "Sent when 15 seconds remain."
N/A1431 output OnCountdown10SecRemain(void) : "Sent when 10 seconds remain."
N/A1432 output OnCountdown5SecRemain(void) : "Sent when 5 seconds remain."
N/A1433 output OnCountdownEnd(void) : "Sent when the timer expires and the point is not being captured."
N/A1434]
N/A1435 
N/A1436@PointClass base(Targetname) = tf_logic_hybrid_ctf_cp : "Hybrid Map Entity. This is used to detect a map that blends the CTF and CP game modes."
N/A1437[
N/A1438]
N/A1439 
N/A1440 
N/A1441@PointClass base(Targetname) = tf_logic_mann_vs_machine : "Mann VS Machine Entity. This is used to detect a Mann VS Machine map."
N/A1442[
N/A1443]
N/A1444 
N/A1445@PointClass base(Targetname) = tf_logic_holiday : "Holiday Entity. This is used to detect a holiday map."
N/A1446[
N/A1447 holiday_type(choices) : "Holiday" : 1 =
N/A1448 [
N/A1449 1 : "None"
N/A1450 2 : "Halloween"
N/A1451 3 : "Birthday"
N/A1452 ]
N/A1453]
N/A1454 
N/A1455@SolidClass base(Targetname, EnableDisable) = func_upgradestation : "Where players go to buy upgrades for weapons and items."
N/A1456[
N/A1457]
N/A1458 
N/A1459@PointClass base(Targetname, Angles) = bot_generator : "Entity spawns <count> TFBots every <interval> seconds, with at most <maxActive> active at once"
N/A1460[
N/A1461 team(choices) : "Team" : "auto" : "Team" =
N/A1462 [
N/A1463 "auto" : "Any"
N/A1464 "red" : "Red"
N/A1465 "blue" : "Blue"
N/A1466 ]
N/A1467 
N/A1468 class(choices) : "Class" : "auto" : "Class" =
N/A1469 [
N/A1470 "auto" : "Any"
N/A1471 "scout" : "Scout"
N/A1472 "sniper" : "Sniper"
N/A1473 "soldier" : "Soldier"
N/A1474 "demoman" : "Demoman"
N/A1475 "medic" : "Medic"
N/A1476 "heavyweapons" : "Heavy"
N/A1477 "pyro" : "Pyro"
N/A1478 "spy" : "Spy"
N/A1479 "engineer" : "Engineer"
N/A1480 ]
N/A1481 
N/A1482 count(integer) : "Count" : 1 : "Number of TFBots to spawn over the lifetime of this bot generator."
N/A1483 maxActive(integer) : "Max Active" : 1 : "Maximum number of active TFBots spawned at any given time from this generator."
N/A1484 interval(float) : "Interval" : 0 : "Time (in seconds) between spawns"
N/A1485 
N/A1486 action_point(target_destination) : "Action Point" : : "Put the name of a bot_action_point here to tell the spawned bot to move there."
N/A1487 
N/A1488 initial_command(choices) : "Initial Command" : "" : "Initial command to give this bot, if any." =
N/A1489 [
N/A1490 "goto action point" : "Go to specified Action Point"
N/A1491 "taunt" : "Taunt"
N/A1492 "despawn" : "Leave the game"
N/A1493 "cloak" : "If Spy, Cloak"
N/A1494 "uncloak" : "If Spy, Uncloak"
N/A1495 "attack sentry at next action point" : "Attack sentry gun at next action point"
N/A1496 "disguise" : "If Spy, Disguise"
N/A1497 ]
N/A1498 
N/A1499 suppressFire(choices) : "Suppress Fire" : 0 : "Newly generated TFBots will suppress their fire if this is set." =
N/A1500 [
N/A1501 0 : "No"
N/A1502 1 : "Yes"
N/A1503 ]
N/A1504 
N/A1505 disableDodge(choices) : "Disable Dodge" : 0 : "Newly generated TFBots will not dodge if this is set." =
N/A1506 [
N/A1507 0 : "No"
N/A1508 1 : "Yes"
N/A1509 ]
N/A1510 
N/A1511 actionOnDeath(choices) : "Action on Death" : 1 : "When a TFBot dies, they will either respawn like a normal player, remove themselves, or move to the spectator team." =
N/A1512 [
N/A1513 0 : "Repawn as usual"
N/A1514 1 : "Remove self"
N/A1515 2 : "Move to Spectator team"
N/A1516 ]
N/A1517 
N/A1518 spectateOnDeath(choices) : "Move to Spectator Team on Death" : 0 : "TFBots will move to the Spectator team on death. Use this as a pooling mechanism" =
N/A1519 [
N/A1520 0 : "No"
N/A1521 1 : "Yes"
N/A1522 ]
N/A1523 
N/A1524 useTeamSpawnPoint(choices) : "Use Team Spawn Point" : 0 : "TFBots will use their team spawn point, instead of this point if this is set." =
N/A1525 [
N/A1526 0 : "No"
N/A1527 1 : "Yes"
N/A1528 ]
N/A1529 
N/A1530 retainBuildings(choices) : "Retain Buildings After Disconnect" : 0 : "If set, any buildings (sentries, sappers, etc) built by bots from this generator will not be destroyed when their owners are removed." =
N/A1531 [
N/A1532 0 : "No"
N/A1533 1 : "Yes"
N/A1534 ]
N/A1535 
N/A1536 difficulty(choices) : "Difficulty" : 0 : "The skill level of bots created by this generator." =
N/A1537 [
N/A1538 -1 : "Default"
N/A1539 0 : "Easy"
N/A1540 1 : "Normal"
N/A1541 2 : "Hard"
N/A1542 3 : "Expert"
N/A1543 ]
N/A1544 
N/A1545 spawnOnlyWhenTriggered(choices) : "Don't spawn bots unless triggered" : 0 : "If this is set, you must use the SpawnBot input to have any bots spawn" =
N/A1546 [
N/A1547 0 : "No"
N/A1548 1 : "Yes"
N/A1549 ]
N/A1550 
N/A1551 spawnflags(flags) =
N/A1552 [
N/A1553 1 : "Spawned Bots Ignore Enemy Scouts" : 0
N/A1554 2 : "Spawned Bots Ignore Enemy Soldiers" : 0
N/A1555 4 : "Spawned Bots Ignore Enemy Pyros" : 0
N/A1556 8 : "Spawned Bots Ignore Enemy Demomen" : 0
N/A1557 16 : "Spawned Bots Ignore Enemy Heavies" : 0
N/A1558 32 : "Spawned Bots Ignore Enemy Medics" : 0
N/A1559 64 : "Spawned Bots Ignore Enemy Engineers" : 0
N/A1560 128 : "Spawned Bots Ignore Enemy Snipers" : 0
N/A1561 256 : "Spawned Bots Ignore Enemy Spies" : 0
N/A1562 512 : "Spawned Bots Ignore Enemy Sentry Guns" : 0
N/A1563 1024 : "Spawned Bots Ignore Scenario Goals" : 0
N/A1564 ]
N/A1565 
N/A1566 // Inputs
N/A1567 input Enable(void) : "Begin spawning TFBots"
N/A1568 input Disable(void) : "Stop spawning TFBots"
N/A1569 input SetSuppressFire(bool) : "Set whether TFBots should suppress their fire."
N/A1570 input SetDisableDodge(bool) : "Set whether TFBots should have the dodge ability disabled or not."
N/A1571 input SetDifficulty(integer) : "Change the skill level of subsequently generated bots (-1=default, 0=easy, 1=normal, 2=hard, 3=expert)."
N/A1572 input CommandGotoActionPoint(target_destination) : "Commands all bots spawned by this generator to go to the specified action point by name."
N/A1573 input SetAttentionFocus(target_destination) : "All bots spawned by this generator will focus exclusively on this entity. If entity is action point, entities within that point's radius will be attended to."
N/A1574 input ClearAttentionFocus(target_destination) : "Remove attention focus restrictions from bots spawned by this generator."
N/A1575 input SpawnBot(void) : "Attempt to spawn a bot within the rules specified."
N/A1576 input RemoveBots(void) : "Force remove any bots this entity spawned."
N/A1577 
N/A1578 // Outputs
N/A1579 output OnSpawned(void) : "Sent when the TFBot has spawned into the environment"
N/A1580 output OnExpended(void) : "Sent when the bot generator has reached its limit of the bots it can create"
N/A1581 output OnBotKilled(void) : "Sent when a bot associated with this bot generator is killed"
N/A1582]
N/A1583 
N/A1584@PointClass base(Targetname) = bot_roster : "Entity specifies what classes TFBots can choose"
N/A1585[
N/A1586 team(choices) : "Team" : "auto" : "Team" =
N/A1587 [
N/A1588 "auto" : "Any"
N/A1589 "red" : "Red"
N/A1590 "blue" : "Blue"
N/A1591 ]
N/A1592 
N/A1593 allowClassChanges(choices) : "Allow Class Changes" : 1 : "Allow TFBots to choose a new class when they respawn." =
N/A1594 [
N/A1595 0 : "No"
N/A1596 1 : "Yes"
N/A1597 ]
N/A1598 
N/A1599 allowScout(choices) : "Allow Scout" : 1 : "Allow TFBots to choose Scouts as a class." =
N/A1600 [
N/A1601 0 : "No"
N/A1602 1 : "Yes"
N/A1603 ]
N/A1604 allowSniper(choices) : "Allow Sniper" : 1 : "Allow TFBots to choose Snipers as a class." =
N/A1605 [
N/A1606 0 : "No"
N/A1607 1 : "Yes"
N/A1608 ]
N/A1609 allowSoldier(choices) : "Allow Soldier" : 1 : "Allow TFBots to choose Soldiers as a class." =
N/A1610 [
N/A1611 0 : "No"
N/A1612 1 : "Yes"
N/A1613 ]
N/A1614 allowDemoman(choices) : "Allow Demoman" : 1 : "Allow TFBots to choose Demoman as a class." =
N/A1615 [
N/A1616 0 : "No"
N/A1617 1 : "Yes"
N/A1618 ]
N/A1619 allowMedic(choices) : "Allow Medics" : 1 : "Allow TFBots to choose Medics as a class." =
N/A1620 [
N/A1621 0 : "No"
N/A1622 1 : "Yes"
N/A1623 ]
N/A1624 allowHeavy(choices) : "Allow Heavy" : 1 : "Allow TFBots to choose Heavy as a class." =
N/A1625 [
N/A1626 0 : "No"
N/A1627 1 : "Yes"
N/A1628 ]
N/A1629 allowPyro(choices) : "Allow Pyro" : 1 : "Allow TFBots to choose Pyro as a class." =
N/A1630 [
N/A1631 0 : "No"
N/A1632 1 : "Yes"
N/A1633 ]
N/A1634 allowSpy(choices) : "Allow Spy" : 1 : "Allow TFBots to choose Spy as a class." =
N/A1635 [
N/A1636 0 : "No"
N/A1637 1 : "Yes"
N/A1638 ]
N/A1639 allowEngineer(choices) : "Allow Engineer" : 1 : "Allow TFBots to choose Engineer as a class." =
N/A1640 [
N/A1641 0 : "No"
N/A1642 1 : "Yes"
N/A1643 ]
N/A1644 
N/A1645 // Inputs
N/A1646 input SetAllowScout(bool) : "Sets whether TFBots can choose Scouts as a class. 0 = No, 1 = Yes"
N/A1647 input SetAllowSniper(bool) : "Sets whether TFBots can choose Snipers as a class. 0 = No, 1 = Yes"
N/A1648 input SetAllowSoldier(bool) : "Sets whether TFBots can choose Soldiers as a class. 0 = No, 1 = Yes"
N/A1649 input SetAllowDemoman(bool) : "Sets whether TFBots can choose Demoman as a class. 0 = No, 1 = Yes"
N/A1650 input SetAllowMedic(bool) : "Sets whether TFBots can choose Medics as a class. 0 = No, 1 = Yes"
N/A1651 input SetAllowHeavy(bool) : "Sets whether TFBots can choose Heavy as a class. 0 = No, 1 = Yes"
N/A1652 input SetAllowPyro(bool) : "Sets whether TFBots can choose Pyro as a class. 0 = No, 1 = Yes"
N/A1653 input SetAllowSpy(bool) : "Sets whether TFBots can choose Spy as a class. 0 = No, 1 = Yes"
N/A1654 input SetAllowEngineer(bool) : "Sets whether TFBots can choose Engineer as a class. 0 = No, 1 = Yes"
N/A1655]
N/A1656 
N/A1657@PointClass base(Targetname) sphere(desired_distance) = bot_action_point : "A potential destination for a bot"
N/A1658[
N/A1659 next_action_point(target_destination) : "Next Action Point" : : "The next Action Point to approach after performing this one."
N/A1660 desired_distance(float) : "Desired Distance" : 5 : "The distance to get within when approaching this Action Point before the bot says it has reached it."
N/A1661 stay_time(float) : "Stay Time" : 0 : "How long the bot should stay at this action point (while perform any commands if applicable)."
N/A1662 command(choices) : "Command" : "" : "Command to give to the bot when it gets within range of this Action Point." =
N/A1663 [
N/A1664 "taunt" : "Taunt"
N/A1665 "despawn" : "Leave the game"
N/A1666 "cloak" : "If Spy, Cloak"
N/A1667 "uncloak" : "If Spy, Uncloak"
N/A1668 "attack sentry at next action point" : "Attack sentry gun at next action point"
N/A1669 "disguise" : "If Spy, Disguise"
N/A1670 "build sentry at nearest sentry hint" : "If Engineer, build a sentry gun at the nearest sentry hint"
N/A1671 ]
N/A1672 
N/A1673 // Outputs
N/A1674 output OnBotReached(void) : "A bot has reached this action point"
N/A1675]
N/A1676 
N/A1677@PointClass base(Targetname) = bot_proxy : "An entity that spawns a TFBot and relays events to/from it"
N/A1678[
N/A1679 bot_name(string) : "Bot Name" : "TFBot" : "The bot's player name"
N/A1680 
N/A1681 team(choices) : "Team" : "auto" : "Team" =
N/A1682 [
N/A1683 "auto" : "Any"
N/A1684 "red" : "Red"
N/A1685 "blue" : "Blue"
N/A1686 ]
N/A1687 
N/A1688 class(choices) : "Class" : "auto" : "Class" =
N/A1689 [
N/A1690 "auto" : "Any"
N/A1691 "scout" : "Scout"
N/A1692 "sniper" : "Sniper"
N/A1693 "soldier" : "Soldier"
N/A1694 "demoman" : "Demoman"
N/A1695 "medic" : "Medic"
N/A1696 "heavyweapons" : "Heavy"
N/A1697 "pyro" : "Pyro"
N/A1698 "spy" : "Spy"
N/A1699 "engineer" : "Engineer"
N/A1700 ]
N/A1701 
N/A1702 spawn_on_start(choices) : "Spawn on start" : 0 : "Spawn this bot when the round starts" =
N/A1703 [
N/A1704 0 : "No"
N/A1705 1 : "Yes"
N/A1706 ]
N/A1707 
N/A1708 respawn_interval(float) : "Respawn delay" : 0 : "If nonzero, respawn this bot N seconds after it dies"
N/A1709 
N/A1710 action_point(target_destination) : "Action Point" : : "Put the name of a bot_action_point here to tell the bot to move to it when it spawns in."
N/A1711 
N/A1712 // Inputs
N/A1713 input SetTeam(string) : "Change the bot's team (auto, red, blue)"
N/A1714 input SetClass(string) : "Change the bot's class (auto, soldier, pyro, etc)"
N/A1715 input SetMovementGoal(target_destination) : "Tell the bot to move to the given goal"
N/A1716 input Spawn(void) : "Spawn a TFBot at this position"
N/A1717 input Delete(void) : "Delete the existing TFBot"
N/A1718 
N/A1719 // Outputs
N/A1720 output OnSpawned(void) : "Sent when the TFBot has spawned into the environment"
N/A1721 output OnInjured(void) : "Sent when the TFBot has been injured"
N/A1722 output OnKilled(void) : "Sent when the TFBot has been killed"
N/A1723 output OnAttackingEnemy(void) : "Sent when the TFBot has started attacking an enemy"
N/A1724 output OnKilledEnemy(void) : "Sent when the TFBot has killed an enemy"
N/A1725]
N/A1726 
N/A1727 
N/A1728@SolidClass base(Targetname) = func_nav_blocker : "A brush entity that can block nav areas touching its AABB."
N/A1729[
N/A1730 input BlockNav(string) : "Starts blocking nav areas."
N/A1731 input UnblockNav(void) : "Stops blocking nav areas."
N/A1732 
N/A1733 teamToBlock(choices) : "Team(s) to block" : -1 : "Block the nav for bots on this team" =
N/A1734 [
N/A1735 -1 : "Everyone"
N/A1736 2 : "Red"
N/A1737 3 : "Blue"
N/A1738 ]
N/A1739 
N/A1740 affectsFlow(choices) : "Affects Flow?" : 0 : "Does this func_nav_blocker block flow in the level? Only func_nav_blockers with this enabled will cause flow recomputation on blocking/unblocking." =
N/A1741 [
N/A1742 0 : "No"
N/A1743 1 : "Yes"
N/A1744 ]
N/A1745]
N/A1746 
N/A1747@SolidClass base(Targetname) = func_nav_avoid : "Influence bots to avoid this region by increasing the pathfinding cost within it."
N/A1748[
N/A1749 tags(string) : "Tags" : "" : "A space delimited list of tags. A tag is a label with no spaces. If a TFBot has at least one matching tag, it will pay attention to this entity. Tags that are automatically set on TFBots include bomb_carrier, common, mission_sniper, mission_spy, mission_sentry_buster, or any class name."
N/A1750 
N/A1751 team(choices) : "Team" : -2 : "Which team will avoid this region" =
N/A1752 [
N/A1753 -2 : "Everyone"
N/A1754 2 : "Red"
N/A1755 3 : "Blue"
N/A1756 ]
N/A1757 
N/A1758 start_disabled(choices) : "Start Disabled" : 0 =
N/A1759 [
N/A1760 0 : "No"
N/A1761 1 : "Yes"
N/A1762 ]
N/A1763 
N/A1764 // Inputs
N/A1765 input Enable(void) : "Enable"
N/A1766 input Disable(void) : "Disable"
N/A1767]
N/A1768 
N/A1769@SolidClass base(Targetname) = func_nav_prefer : "Influence bots to prefer this region by decreasing the pathfinding cost within it."
N/A1770[
N/A1771 tags(string) : "Tags" : "" : "A space delimited list of tags. A tag is a label with no spaces. If a TFBot has at least one matching tag, it will pay attention to this entity. Tags that are automatically set on TFBots include bomb_carrier, common, mission_sniper, mission_spy, mission_sentry_buster, or any class name."
N/A1772 
N/A1773 team(choices) : "Team" : -2 : "Which team will prefer this region" =
N/A1774 [
N/A1775 -2 : "Everyone"
N/A1776 2 : "Red"
N/A1777 3 : "Blue"
N/A1778 ]
N/A1779 
N/A1780 start_disabled(choices) : "Start Disabled" : 0 =
N/A1781 [
N/A1782 0 : "No"
N/A1783 1 : "Yes"
N/A1784 ]
N/A1785 
N/A1786 // Inputs
N/A1787 input Enable(void) : "Enable"
N/A1788 input Disable(void) : "Disable"
N/A1789]
N/A1790 
N/A1791@SolidClass base(Trigger, Targetname) = func_nav_prerequisite : "A trigger volume that requires bots to do perform a task before they can move through it."
N/A1792[
N/A1793 Task(choices) : "Task" : 1 : "What must be done to move through this volume" =
N/A1794 [
N/A1795 1 : "Destroy Entity (Value = max range to attack from. -1 for no range restriction)"
N/A1796 2 : "Move to Entity"
N/A1797 3 : "Wait (Value = seconds to wait)"
N/A1798 ]
N/A1799 
N/A1800 Entity(target_destination) : "Task Entity" : : "The subject entity of the Task"
N/A1801 
N/A1802 Value(float) : "Task Value" : 0 : "A Task-specific value"
N/A1803 
N/A1804 start_disabled(choices) : "Start Disabled" : 0 =
N/A1805 [
N/A1806 0 : "No"
N/A1807 1 : "Yes"
N/A1808 ]
N/A1809 
N/A1810 // Inputs
N/A1811 input Enable(void) : "Enable"
N/A1812 input Disable(void) : "Disable"
N/A1813]
N/A1814 
N/A1815@SolidClass base(Targetname, Origin, EnableDisable) = func_tfbot_hint : "Define 'hint' regions for TFBot behaviors"
N/A1816[
N/A1817 team(choices) : "Team" : -1 : "Which team will use this hint" =
N/A1818 [
N/A1819 -2 : "Everyone"
N/A1820 2 : "Red"
N/A1821 3 : "Blue"
N/A1822 ]
N/A1823 
N/A1824 hint(choices) : "Hint" : 0 : "What is the hint" =
N/A1825 [
N/A1826 0 : "Sniper Spot (aim at hint origin)"
N/A1827 1 : "Sentry Gun Spot (aim at hint origin)"
N/A1828 ]
N/A1829]
N/A1830 
N/A1831@SolidClass base(Trigger, Targetname) = trigger_stun :
N/A1832 "A trigger volume that stuns entities that touch it."
N/A1833[
N/A1834 trigger_delay(float) : "Trigger Delay" : 0 : "Delay after an entity touches that we fire our first stun."
N/A1835 
N/A1836 stun_duration(float) : "Duration" : 0 : "Length of the stun effect."
N/A1837 
N/A1838 move_speed_reduction(float) : "Move Speed Reduction" : 0 : "0 to 1 - Amount to reduce the player's move speed. 1 is 100% immobile."
N/A1839 
N/A1840 stun_type(choices) : "Stun Type" : 0 =
N/A1841 [
N/A1842 0 : "Movement"
N/A1843 1 : "Controls + Movement"
N/A1844 2 : "Loser State + Controls + Movement"
N/A1845 ]
N/A1846 
N/A1847 stun_effects(choices) : "Stun Effects" : 0 =
N/A1848 [
N/A1849 0 : "No"
N/A1850 1 : "Yes"
N/A1851 ]
N/A1852 
N/A1853 // Outputs
N/A1854 output OnStunPlayer(void) : "Fired whenever this trigger stuns a player."
N/A1855]
N/A1856 
N/A1857@PointClass base(Targetname) = entity_spawn_point : "A spawn location associated with a spawn manager."
N/A1858[
N/A1859 spawn_manager_name(string) : "Spawn Manager Name" : "" : "Name of the spawn manager entity we are associated with."
N/A1860]
N/A1861 
N/A1862@PointClass base(Targetname) = entity_spawn_manager : "An entity that spawns stuff at spawn points."
N/A1863[
N/A1864 entity_name(string) : "Entity Name" : "" : "Name of the entity class we are supposed to spawn."
N/A1865 entity_count(integer) : "Count" : 0 : "Max number of entities to have spawned at one time, if points are available."
N/A1866 respawn_time(integer) : "Respawn Time" : 0 : "Time to wait before we spawn a new entity when one is destroyed."
N/A1867 drop_to_ground(choices) : "Drop to Ground" : 0 =
N/A1868 [
N/A1869 0 : "No"
N/A1870 1 : "Yes"
N/A1871 ]
N/A1872 random_rotation(choices) : "Random Rotation" : 0 =
N/A1873 [
N/A1874 0 : "No"
N/A1875 1 : "Yes"
N/A1876 ]
N/A1877]
N/A1878 
N/A1879@PointClass base(Item) studio("models/props_halloween/pumpkin_explode.mdl") = tf_pumpkin_bomb : "Pumpkin Bomb" []
N/A1880 
N/A1881@PointClass base(Targetname) studio("models/extras/info_speech.mdl") = training_annotation : "Training Annotation"
N/A1882[
N/A1883 display_text(string) : "Displayed Text" : "<Add Text Here>" : "The text to be displayed in the annotation popup."
N/A1884 lifetime(float) : "Lifetime" : 0 : "How long you want the annotation popup to stick around. If set to 0, it will default to the value in code (1 sec). If it set to -1, it will last forever."
N/A1885 offset(float) : "Vertical Offset" : 0 : "The vertical offset"
N/A1886 
N/A1887 input Show(void) : "Show the annotation."
N/A1888 input Hide(void) : "Hide the annotation."
N/A1889]
N/A1890 
N/A1891@PointClass base(prop_dynamic) studioprop() = training_prop_dynamic :
N/A1892 "Same a prop_dynamic, but with additional flags for training."
N/A1893[
N/A1894 spawnflags(flags) =
N/A1895 [
N/A1896 512 : "Custom collision with grenades and sticky bombs" : 0
N/A1897 ]
N/A1898]
N/A1899 
N/A1900@SolidClass base(Trigger,Parentname,Targetname,Origin) = trigger_ignite_arrows : "Trigger that ignites arrows on bows held by Snipers who touch the trigger while looking at the origin."
N/A1901[
N/A1902]
N/A1903 
N/A1904@PointClass base(Targetname,Parentname,Angles) studio("models/editor/cone_helper.mdl")= wheel_of_doom : "Wheel of Doom"
N/A1905[
N/A1906 input Spin(void) : "Spin the wheel."
N/A1907 input ClearAllEffects(void) : "Remove all active effects."
N/A1908 
N/A1909 output OnEffectApplied(void) : "Effect just applied."
N/A1910 output OnEffectExpired(void) : "Effect just expired."
N/A1911 
N/A1912 effect_duration(float) : "Effect Duration" : 30 : "How long effects should last before they are automatically removed."
N/A1913 has_spiral(choices) : "Has Spiral" : 0 =
N/A1914 [
N/A1915 0 : "No"
N/A1916 1 : "Yes"
N/A1917 ]
N/A1918 
N/A1919]
N/A1920 
N/A1921@PointClass base(Targetname) = tf_point_nav_interface : "Entity interface to the TF nav mesh."
N/A1922[
N/A1923 input RecomputeBlockers(void)  : "Recompute blocks in the nav mesh. Call this after blockers change state (ie. a door opens or closes)."
N/A1924]