zhlt + sm_mikroal v1
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// light_shadow
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// It creates toggleable shadow for func_door, func_breakable, ...
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@PointClass color(255 255 0) = light_shadow : "Dynamic shadow control"
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[
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// Control the shadow of this solid entity.
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// The solid entity must have 'Opaque' set in its lightflags.
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target(target_destination) : "Target solid entity"
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// Switch the light_shadow on/off will cause shadow to disappear/appear.
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targetname(target_source) : "Name"
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style(choices) : "Appearance (no name allowed)" : "" =
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[
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"" : "Normal"
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10: "Fluorescent flicker"
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2 : "Slow, strong pulse"
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11: "Slow pulse, noblack"
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5 : "Gentle pulse"
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1 : "Flicker A"
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6 : "Flicker B"
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3 : "Candle A"
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7 : "Candle B"
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8 : "Candle C"
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4 : "Fast strobe"
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9 : "Slow strobe"
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12 : "Underwater mutation"
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]
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pattern(string) : "Custom Appearance"
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convertto(choices) : "Classname in game" : "light" =
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[
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"light" : "light"
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"light_spot" : "light_spot"
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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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2048 : "Not in Deathmatch" : 0
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]
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]
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// light_bounce
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// Use as complement for light_shadow.
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@PointClass color(255 255 0) = light_bounce : "Bounce light control"
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[
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// Control the light bounced from this solid entity.
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target(target_destination) : "Target solid entity"
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// When the targeted entity disappear, switch on the light_shadow and switch off the light_bounce at the same time.
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targetname(target_source) : "Name"
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style(choices) : "Appearance (no name allowed)" : "" =
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[
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"" : "Normal"
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10: "Fluorescent flicker"
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2 : "Slow, strong pulse"
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11: "Slow pulse, noblack"
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5 : "Gentle pulse"
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1 : "Flicker A"
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6 : "Flicker B"
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3 : "Candle A"
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7 : "Candle B"
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8 : "Candle C"
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4 : "Fast strobe"
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9 : "Slow strobe"
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12 : "Underwater mutation"
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]
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pattern(string) : "Custom Appearance"
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convertto(choices) : "Classname in game" : "light" =
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[
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"light" : "light"
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"light_spot" : "light_spot"
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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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2048 : "Not in Deathmatch" : 0
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]
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]
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// info_overview_point
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// It makes all entities visible from this place. This is useful for overview mode (dev_overview 1).
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// If "Reversed" is selected, this place will become visible from the entire map. This is useful for large skybox model.
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@PointClass color(255 0 0) = info_overview_point : "Disable VIS here for overview"
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[
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reverse(choices) : "Reversed" : "" =
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[
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"": "No"
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1: "Yes"
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]
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]
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// info_sunlight
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// It generates a fake light_environment which defines sv_skycolor and sv_skyvec in game.
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// If you are using multiple light_environments, you will probably need this entity.
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@PointClass color(255 255 0) = info_sunlight : "light_environment information that affects model brightness"
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[
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target(target_destination) : "Target"
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angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
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pitch(integer) : "Pitch" : -90
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_light(color255) : "Brightness" : "0 0 0 100"
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]
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// func_group
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// It is not a real entity. Brushes in this entity are still world brushes.
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@SolidClass = func_group : "Solid brushes"
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[
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zhlt_coplanarpriority(integer) : "Priority when faces overlap" : 0
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zhlt_noclip(choices) : "Passable" : "" =
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[
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"": "No"
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1: "Yes"
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]
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]
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// info_texlights
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// It defines texture lights.
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// Add any texture name as a key and their brightness as the value.
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// Don't need to set colors because hlrad knows texture colors.
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@PointClass color(255 0 0) = info_texlights : "Texture name : Brightness"
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[
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]
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// info_smoothvalue
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// It specifies smoothing threshold angle for each texture.
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@PointClass color(255 0 0) = info_smoothvalue : "Texture name : Threshold of smooth angle"
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[
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]
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// info_translucent
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// It defines translucent effect for textures.
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// 0.0 = normal (only receive light from front), 1.0 = receive 100% light from back and 0% from front.
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// Can be used to simulate materials like fabric, coarse glass, plastic.
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// The thickness of brush with translucent textures can not exceed 2 units.
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@PointClass color(255 0 0) = info_translucent : "Texture name : translucent amount (0.0-1.0)"
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[
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]
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// info_angularfade
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// It gives textures metal like look.
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// 1.0 = normal; higher value = brightness decrease more quickly when the angle increases
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// Do not use this effect too much, because it looks unnatural and exaggerated.
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@PointClass color(255 0 0) = info_angularfade : "Texture name : the speed at which light fade as its direction becomes parellel to the texture (default 1.0)"
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[
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]
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// light_surface
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// It defines texture lights.
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// It is recommended to replace lights.rad and info_texlights with this entity.
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@PointClass color(255 255 0) = light_surface : "Advanced texture light"
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[
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_tex(string) : "Texture name" : "" // texture name (not case sensitive)
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_frange(string) : " Filter max distance" : "" // max distance from face center to this entity
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_fdist(string) : " Filter max dist to plane" : "" // max distance from face plane to this entity
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_fclass(string) : " Filter entity classname" : ""
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_fname(string) : " Filter entity name" : ""
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_light(color255) : "Texture brightness" : "255 255 255 80" // value >= 80 will ensure full brightness. Colored brightness is not recommended.
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_texcolor(color255) : " Color(replace texture color)" : "" // emit light as if the texture is in this color
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// Note:
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// If you want to set cone angle or any other value to 0,
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// '0.0' should be used instead of '0'.
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// This is a bug in Hammer.
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_cone(string) : " Inner(bright) angle(90default)" : "" // should be 90 for conventional texlights
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_cone2(string) : " Outer(fading) angle(90default)" : "" // should be 90 for conventional texlights
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_scale(string) : " Adjust emit scale(1.0default)" : "" // 0.0 = no emitting
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_chop(string) : " Grid size of sampling" : "" // in inch; not affected by texture scale
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_texlightgap(choices) : " Dark gap in front of texlight" : "" = // in texture pixels; size of dark area near the light source
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[
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"": "Default (no gap)"
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"0.0": "0.0 - no gap"
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"3.0": "3.0 - small gap"
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"12.0": "12.0 - large gap"
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]
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_fast(choices) : " Fast" : "" =
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[
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"": "Auto"
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1: "Yes"
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2: "No"
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]
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// 'light_surface' will not be recognized by the game if we don't change its classname.
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convertto(choices) : "Classname in game" : "light" =
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[
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"light" : "light"
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"light_spot" : "light_spot"
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]
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targetname(target_source) : " Name" : "" // create a new light style with this name
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style(choices) : " Appearance (no name allowed)" : "" = // use predefined light styles which have predefined patterns
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[
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"" : "Normal"
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10: "Fluorescent flicker"
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2 : "Slow, strong pulse"
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11: "Slow pulse, noblack"
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5 : "Gentle pulse"
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1 : "Flicker A"
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6 : "Flicker B"
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3 : "Candle A"
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7 : "Candle B"
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8 : "Candle C"
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4 : "Fast strobe"
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9 : "Slow strobe"
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12 : "Underwater mutation"
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]
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// Light of the same style share the same pattern.
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pattern(string) : " Custom Appearance" : "" // pattern defined by a sequence of letters
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spawnflags(flags) =
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[
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1 : "Initially dark" : 0
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2048 : "Not in Deathmatch" : 0
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]
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]
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// func_detail
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// Similar in function to the func_detail in Source, though it is still subject to the bsp file format.
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@SolidClass = func_detail : "Detail brushes"
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[
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// You can leave the detail level to 1. For tiny objects, you might set to 2, so that they won't chop faces of other func_details.
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zhlt_detaillevel(integer) : "Detail level" : 1
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// For large shapes such as terrain and walls, set this to no less than their detail level, so that they can chop the faces of adjacent world brushes.
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zhlt_chopdown(integer) : "Lower its level to chop others" : 0
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// Usually you don't have to use this.
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zhlt_chopup(integer) : "Raise its level to get chopped" : 0
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// For brushes in the same detail level and have overlapping faces (which are on the same plane), this priority determines which one will appear.
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zhlt_coplanarpriority(integer) : "Priority when faces overlap" : 0
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// Setting this to 0 will reduce clipnode count, but will lose the benefit of func_detail's better content deciding method which is designed to prevent "Ambiguous leafnode contents" problem.
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zhlt_clipnodedetaillevel(integer) : "Detail level of cliphulls" : 1
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// Very useful option which can reduce clipnode count.
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zhlt_noclip(choices) : "Passable" : "" =
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[
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"": "No"
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1: "Yes"
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]
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]
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// info_hullshape
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// It replaces the default cuboid shape of the player when generating collision hulls for certain brushes.
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@SolidClass = info_hullshape : "Hull shape definition"
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[
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targetname(target_source) : "Name"
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defaulthulls(choices) : "Set as default shape" : "" =
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[
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"": "No"
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2: "for hull 1"
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4: "for hull 2"
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8: "for hull 3"
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]
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disabled(choices) : "Disable this entity" : "" =
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[
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"": "No"
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1: "Yes"
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]
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]
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