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db/factories/p2ce.txt

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fgd/bases/BaseBeam.fgd

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0: "Energy"
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1: "Heavy electrical"
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2: "Light electrical"
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3: "Core" [-MESA]
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3 : "Fade" [MESA]
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4 : "Remove Now" [MESA]
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5 : "Gluon Dissolve" [MESA]
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@BaseClass base(BaseClusteredLight) = BaseClusteredDynLight
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[
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spawnflags(flags) =
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[
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1: "Initially dark" : 0
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2: "Shadowed" : 0
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4: "Always Update": 0
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]
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_lightmode(choices) : "Light mode" : 2 =
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[
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0: "Static"
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1: "Specular"
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2: "Static Bounce"
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3: "Fully Dynamic"
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]
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texturename(string) : "Cookie Texture Name" : "" : "The cookie texture to use for the light. An empty value means no cookie texture."
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textureframe(integer) : "Cookie Texture Frame" : 0 : "The frame of the cookie texture to use for the light."
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input SetCookieTexture(string) : "Set the cookie texture of this light. An empty value means no cookie texture."
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input SetCookieTextureFrame(integer) : "Set the frame texture of the cookie texture for this light."
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]

fgd/bases/BaseClusteredLight.fgd

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@BaseClass appliesto(Strata) = BaseClusteredLight
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[
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_lightmode(choices) : "Light mode" : 0 : "The level of dynamic lighting to use for this light. 'Static' lights have no dynamic or specular lighting, and produce direct and bounced static lightmaps. 'Specular' lights have specular lighting, and produce direct and bounced static lightmaps. 'Static Bounce' lights have dynamic direct and specular lighting, and produce only bounced static lightmaps. 'Fully Dynamic' lights have dynamic direct and specular lighting, and produce no static lightmaps." =
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[
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0: "Static"
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1: "Specular"
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2: "Static Bounce"
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3: "Fully Dynamic"
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]
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_dynamicshadowallocation(boolean) : "Use dynamic shadow allocation" : 0 : "Determines whether the map (static) or the engine (dynamic) should dictate the size of the shadows for this light."
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_initialshadowsize(integer) : "Initial Shadow Size" : 3 : "The initial static shadow resolution exponent. Only relevant for static shadow allocation. Adding 1 to this value doubles both dimensions of the shadowmap."
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_shadowscale(float) : "Shadow Size Scale" : "1.0" : "Scales the shadowmap resolution exponent. Only relevant for dynamic shadow allocation. For example, a scale of 3.0 will give this light shadowmaps 8 (2^3) times as large as they would usually be."
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nearz(float) : "Near Z" : 4.0 : "Near Z for this light. Determines where shadows start to be cast. Inside the nearz radius, the light is still visible, but anything inside it won't cast shadows"
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input SetShadowSize(integer) : "Set the size exponent of this light's shadowmap(s)."
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]

fgd/bases/BaseLight.fgd

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_fifty_percent_distance(string) : "50 percent falloff distance" : "0": "Distance at which brightness should fall off to 50%. If set, overrides linear constant and quadratic paramaters."
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_zero_percent_distance(string) : "0 percent falloff distance" : "0": "Distance at which brightness should fall off to negligible (1/256)%. Must set _fifty_percent_distance to use."
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_hardfalloff(boolean) : "Hard Falloff" : 0 : "Only has effect if 50%/0% falloffs are used. If set, causes the light to fade to exactly zero through the last 1/4 of the 50->0 range. May cause unrealistic lighting if not used carefully."
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_hard_radius_threshold[Strata](float) : "Hard radius minimum brightness threshold" : 32
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_hard_radius_override[Strata](float) : "Hard radius override" : 0
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]

fgd/bases/BasePaintType.fgd

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[
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0: "Repulsion Gel"
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1: "Reflection Gel / Adhesion Gel" [-Strata]
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1: "Reflection Gel" [+Strata]
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2: "Propulsion Gel"
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3: "Conversion Gel"
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4: "Cleansing Gel"
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[
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0: "Repulsion Gel"
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1: "Reflection Gel / Adhesion Gel" [-Strata]
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1: "Reflection Gel" [+Strata]
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2: "Propulsion Gel"
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3: "Conversion Gel"
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4: "Cleansing Gel"

fgd/bases/BaseSpotLight.fgd

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@BaseClass base(BaseEntityPoint, BaseLight, LightPattern, LightShadows, BaseClusteredLight)
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lightprop("models/editor/spot.mdl")
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lightcone()
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line(255 255 255, targetname, target)
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= BaseSpotLight
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[
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spawnflags(flags) =
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[
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1: "Initially dark" : 0
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2: "Shadowed" : 0 [Strata]
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]
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target(target_destination) : "Entity to point at" : : "The name of an entity in the map that the spotlight will point at. " +
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"This will override the spotlight's angles."
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_inner_cone(integer) : "Inner (bright) angle" : 30
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_cone(integer) : "Outer (fading) angle" : 45
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_exponent(integer) : "Focus" : 1
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_removeaftercompile[Strata](boolean) : "Remove After Compile" : 0 : "If set, removes this entity after processing the map with VRAD"
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pitch(angle_negative_pitch) : "Pitch" : -90
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]
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@SolidClass base(BaseEntityBrush, EnableDisable)
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appliesto(L4D, L4D2, TF2)
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appliesto(L4D, L4D2, Strata, TF2)
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= func_nav_avoidance_obstacle: "A brush entity that tells bots to avoid nav areas touching its AABB."
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[
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]

fgd/brush/npc/npc_heli_avoidbox.fgd

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@SolidClass base(BaseEntityBrush)
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appliesto(EP1, EP2, HL2, P1, ASW)
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color(255 255 0) = npc_heli_avoidbox: "Helicopter avoidance box"
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color(255 255 0) = npc_heli_avoidbox: "Makes Combine helicopters and gunships avoid this area."
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[
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spawnflags(flags) : "spawnflags" =
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[

fgd/brush/npc/npc_heli_nobomb.fgd

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@SolidClass base(BaseEntityBrush)
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appliesto(EP1, EP2, HL2, P1, ASW)
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color(255 255 0) = npc_heli_nobomb: "Helicopter bombing suppressor"
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color(255 255 0) = npc_heli_nobomb: "Prevents Combine helicopters from carpet bombing if their bounding boxes intersect with this brush."
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[
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@resources []
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]

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