cod5-sdk/bin/RadiantFilters.txt

317 lines
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Geometry World fdshow
{
((Misc world || KeyValue classname func_group) && !Contents detail)
}
Geometry Terrain fdshow
{
Misc terrain
}
Geometry Curve fdshow
{
Misc curve
}
Geometry Sky
{
Contents sky
}
Geometry Water
{
Contents water
}
Geometry Mantle
{
Contents mantle
}
Geometry nodraw_notsolid face
{
nodraw_notsolid
}
Geometry shadowcaster face
{
shadowcaster
}
Geometry traverse face
{
traverse
}
Geometry foliage face
{
foliage
}
Geometry Structural
{
((Misc world || KeyValue classname func_group) && (!Contents detail && !Contents translucent))
}
Geometry Detail
{
(Contents detail && !(Contents clipshot || Contents missileclip || Contents noncolliding))
}
Geometry WeaponClip
{
(Contents clipshot || Contents missileclip)
}
Geometry NonColliding
{
(Contents noncolliding && Contents detail)
}
Geometry Translucent fdhide
{
Contents translucent
}
Geometry GoalVolumes fdhide
{
KeyValue classname info_volume
}
Geometry Lightgrid fdhide
{
(Texture lightgrid_volume || Texture lightgrid_sky)
}
Geometry Caulk face
{
caulk
}
Geometry NoDrawDecal face
{
nodraw_decal
}
Geometry Clip fdhide
{
Texture *clip
}
Geometry HintSkip fdhide
{
(Texture hint || Texture *skip)
}
Geometry Portals fdhide
{
(Surface portal || Texture *portal)
}
Geometry Decals fdhide
{
(Misc decal || Texture *decal)
}
Geometry NonDecals
{
(!Misc decal && !Texture *decal)
}
Trigger Triggers fdhide
{
KeyValue classname trigger*
}
Trigger Radius-Triggers fdhide
{
KeyValue classname trigger_radius
}
Trigger BCS
{
(Texture All *bcs || KeyValue targetname trigger_location || KeyValue targetname trigger_landmark)
}
Trigger Escort
{
Texture All *escort
}
Trigger Unlock
{
Texture All *unlock
}
Trigger vehicle
{
Texture All *vehicle_trigger
}
Trigger Friendly_Respawn
{
Texture All *friendly_respawn
}
Trigger Flag
{
Texture All *flag
}
Trigger In/Out-door
{
Texture All *indoor_outdoor
}
Trigger Standard-trigger
{
Texture All trigger
}
Trigger Kill
{
Texture All *kill
}
Trigger Volume
{
Texture All *volume
}
Trigger Fog
{
Texture All *fog
}
Trigger Auto_adjust
{
Texture All *adjust
}
Trigger Spawner
{
(Texture All *spawner_trigger || KeyValue targetname flood_*)
}
Trigger StopSpawner
{
(Texture All *stopspawn || KeyValue targetname friendly_spawn)
}
Trigger FriendlyChain
{
(Texture All *aitrig || KeyValue classname trigger_friendlychain)
}
Trigger Ambient
{
(Texture All *ambient || KeyValue targetname ambient*)
}
Trigger Damage
{
(Texture All *trigger_damage || KeyValue classname trigger_damage*)
}
Trigger Hint
{
(Texture All *trigger_hint || KeyValue targetname trigger_hint*)
}
Entity Entities
{
(!Misc world && !KeyValue classname func_group && !KeyValue classname light)
}
Entity Lights
{
KeyValue classname light
}
Entity ReflectionProbes
{
KeyValue classname reflection_probe
}
Entity EntityModels fdhide
{
(KeyValue model xmodel* && !KeyValue classname misc_model && !KeyValue classname misc_prefab)
}
Entity StaticModels fdhide
{
KeyValue classname misc_model
}
Entity AISpawners
{
(KeyValue classname ai_* || KeyValue classname actor_*)
}
Entity PathNodes fdhide
{
KeyValue classname node_pathnode
}
Entity ActionNodes fdhide
{
(KeyValue classname node_* && !KeyValue classname node_pathnode)
}
Entity Misc
{
KeyValue classname misc_*
}
Entity Funcs
{
KeyValue classname func_*
}
Entity Info
{
KeyValue classname info_*
}
Entity Weapons
{
KeyValue classname weapon_*
}
Entity AmmoItems fdhide
{
(KeyValue classname ammo_* || KeyValue classname item_*)
}
Entity DynObjects fdhide
{
KeyValue classname dyn_*
}
Entity MP_entities fdhide
{
KeyValue classname mp_*
}
Entity script_origins fdhide
{
(KeyValue classname script_origin || KeyValue classname script_struct)
}
Entity foliage fdhide
{
KeyValue model foliage_*
}
Entity vehicles fdhide
{
KeyValue model vehicle_*
}
Entity script_entites fdhide
{
KeyValue classname script_*
}