func_conveyor||1.0|1.0|1.0|general|0.0|0.0|0.0|0.0|0.0|0.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Conveyors are stationary brushes that move what's on them. The brush should have a surface with at least one current content enabled.|0|.5|.8
func_object||1.0|1.0|1.0|general|0.0|0.0|0.0|0.0|0.0|0.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Solid bmodel, will fall if its support is removed|0.0|0.5|0.8
item_adrenaline|models/items/adrenal/tris.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|+1 to max health|0.3|1.0|1.0
item_ancient_head|models/items/c_head/tris.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|+2 to max health|0.3|1.0|1.0
key_blue_key|models/items/keys/key/tris.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Normal door key - blue|0.0|0.5|0.8
key_commander_head|models/monsters/commandr/head/tris.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Tank commander's head (key)|0.0|0.5|0.8
key_data_cd|models/items/keys/data_cd/tris.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Data CD key for computer centers|0.0|0.5|0.8
key_data_spinner|models/items/keys/spinner/tris.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Data Spinner key for city computer|0.0|0.5|0.8
key_pass|models/items/keys/pass/tris.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Security pass for secret level|0.0|0.5|0.8
key_pyramid|models/items/keys/pyramid/tris.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Pyramid Key for entrance to jail3|0.0|0.5|0.8
key_red_key|models/items/keys/red_key/tris.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|normal door key - red|0.0|0.5|0.8
misc_deadsoldier|models/deadbods/dude/tris.md2|1.0|1.0|1.0|general|-16.0|-16.0|0.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Dead guys! 6 of em!|1.0|0.5|0.0
misc_easterchick2|models/monsters/bitch/tris.md2|1.0|1.0|1.0|general|-32.0|-32.0|0.0|32.0|32.0|32.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Chick #2 sitting w/ different pose. Can be placed close to misc_eastertank's for full effect.|1.0|0.5|0.0
misc_easterchick|models/monsters/bitch/tris.md2|1.0|1.0|1.0|general|-32.0|-32.0|0.0|32.0|32.0|32.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Chick #1 sitting: Place her near misc_eastertank.|1.0|0.5|0.0
misc_eastertank|models/monsters/tank/tris.md2|1.0|1.0|1.0|general|-32.0|-32.0|-16.0|32.0|32.0|32.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Tank sitting down. Make him a chair out of brushes.|1.0|0.5|0.0
misc_gib_arm|models/objects/gibs/arm/tris.md2|1.0|1.0|1.0|general|-8.0|-8.0|-8.0|8.0|8.0|8.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|arm gib, use with target_spawner|1.0|0.0|0.0
misc_gib_head|models/objects/gibs/head/tris.md2|1.0|1.0|1.0|general|-8.0|-8.0|-8.0|8.0|8.0|8.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|head gib, use with target_spawner|1.0|0.0|0.0
misc_gib_leg|models/objects/gibs/arm/tris.md2|1.0|1.0|1.0|general|-8.0|-8.0|-8.0|8.0|8.0|8.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|leg gib, use with target_spawner|1.0|0.0|0.0
misc_strogg_ship|models/ships/strogg1/tris.md2|1.0|1.0|1.0|general|-16.0|-16.0|0.0|16.0|16.0|32.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Strogg ship for flybys|1.0|0.5|0.0
misc_teleporter_dest|models/objects/dmspot/tris.md2|1.0|1.0|1.0|general|-32.0|-32.0|-24.0|32.0|32.0|-16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Teleport Destination: To hide the teleport pads, place them units 10 units into a brush or use an info_notnull.|1.0|0.0|0.0
misc_teleporter|models/objects/dmspot/tris.md2|1.0|1.0|1.0|general|-32.0|-32.0|-24.0|32.0|32.0|-16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Teleporter : To hide the teleport pads, place them units 10 units into a brush.|1.0|0.0|0.0
misc_viper|models/ships/viper/tris.md2|1.0|1.0|1.0|general|-16.0|-16.0|0.0|16.0|16.0|32.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Viper for flybys|1.0|0.5|0.0
monster_supertank|models/monsters/boss1/tris.md2|1.0|1.0|1.0|general|-64.0|-64.0|0.0|64.0|64.0|72.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Super Tank Boss|1.0|0.5|0.0
point_combat||1.0|1.0|1.0|general|-8.0|-8.0|-8.0|8.0|8.0|8.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Point of combat - should be the first/only target of a monster|0.5|0.3|0.04
trigger_elevator||1.0|1.0|1.0|general|-8|-8|-8|8|8|8|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Elevator trigger; note that whoever targets this must have a pathtarget set|0.3|0.1|0.6
info_player_team1|models/monsters/insane/tris.md2|1.0|1.0|1.0|general|-16.0|-16.0|-24.0|16.0|16.0|32.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|CTF Red start|0.0|1.0|0.0
info_player_team2|models/monsters/insane/tris.md2|1.0|1.0|1.0|general|-16.0|-16.0|-24.0|16.0|16.0|32.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|CTF Blue start|0.0|1.0|0.0
item_flag_team1|players/male/flag1.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|CTF Flag (red)|0.0|0.5|0.8
item_flag_team2|players/male/flag2.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|CTF Flag (blue)|0.0|0.5|0.8
key_green_key|models/items/keys/green_key/tris.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|normal door key - green|0.0|0.5|0.8
misc_crashviper|models/ships/viper/tris.md2|1.0|1.0|1.0|general|-16.0|-16.0|0.0|16.0|16.0|32.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Viper that crashes|1.0|0.5|0.0
misc_nuke||1.0|1.0|1.0|general|-8.0|-8.0|-8.0|8.0|8.0|8.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Nuke (kill all entities)|1.0|0.0|0.0
monster_boss5|models/monsters/boss1/tris.md2|1.0|1.0|1.0|general|-64.0|-64.0|0.0|64.0|64.0|72.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Super Tank Boss (power armor)|1.0|0.5|0.0
monster_chick_heat|models/monsters/bitch/tris.md2|1.0|1.0|1.0|general|-16.0|-16.0|0.0|16.0|16.0|56.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Iron Maiden (heat-seeking missile)|1.0|0.5|0.0
info_player_coop_lava|models/monsters/insane/tris.md2|1.0|1.0|1.0|general|-16.0|-16.0|-24.0|16.0|16.0|32.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Smart Water lava spawn point|0.0|1.0|0.0
key_nuke_container|models/weapons/g_nuke/tris.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Antimatter Pod (nuke key part 1)|0.0|0.5|0.8
key_nuke|models/weapons/g_nuke/tris.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Antimatter Bomb (nuke key part 2)|0.0|0.5|0.8
misc_nuke_core|models/objects/core/tris.md2|1.0|1.0|1.0|general|-8.0|-8.0|-8.0|8.0|8.0|8.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Nuke Core (must be targeted to appear)|1.0|0.5|0.0
monster_widow|models/monsters/blackwidow/tris.md2|1.0|1.0|1.0|general|-40.0|-40.0|0.0|40.0|40.0|144.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Black Widow (on foot)|1.0|0.5|0.0
target_anger||1.0|1.0|1.0|general|-8.0|-8.0|-8.0|8.0|8.0|8.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Anger (make monster angry at something)|1.0|0.0|0.0
func_animation||1.0|1.0|1.0|general|0.0|0.0|0.0|0.0|0.0|0.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Similar to func_wall, but triggering it will toggle animation state rather than going on/off.|0.0|0.5|0.8
trigger_coop_relay||1.0|1.0|1.0|general|0.0|0.0|0.0|0.0|0.0|0.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Co-op relay trigger; will only fire if all entities are inside of the bounds, otherwise prints messages.|0.5|0.5|0.5
ai_boundary||1.0|1.0|1.0|general|0.0|0.0|0.0|0.0|0.0|0.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Character will abort pursuing player when touching this brush. Will take cover until the player is out of view, then return to guarding position (if character has been assigned one).|.5|.5|0
ai_combat_spot||1.0|1.0|1.0|general|-16.0|-16.0|-24.0|16.0|16.0|48.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A good place to go to get a vantage point during fighting. Same code as ai_safespot.|0.5|0.5|1.0
ai_event_follow||1.0|1.0|1.0|general|0.0|0.0|0.0|0.0|0.0|0.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Client touching this brush will become a leader to all other characters in line of sight, that have the same cast_group as the brush (cast_group must be greater than 0 to work).|.5|.5|0
ai_event_hostile||1.0|1.0|1.0|general|0.0|0.0|0.0|0.0|0.0|0.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Character touching this brush will become a hostile enemy to all other characters in line of sight, that have the same cast_group as the brush (cast_group must be greater than 0 to work).|.5|.5|0
ai_guard||1.0|1.0|1.0|general|-16.0|-16.0|-24.0|16.0|16.0|48.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Set a cast's 'guard_target' to the 'targetname' of this entity. That character will then guard this location. Same code as ai_safespot just no guard_radius.|0.5|0.5|1.0
ai_locked_door||1.0|1.0|1.0|general|0.0|0.0|0.0|0.0|0.0|0.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A character touching this brush will check the targeted door to see if it is closed. If so, the character will head towards the specified path_corner_cast. Example use: guiding AI characters away from a locked door|.5|.5|0
ai_safespot||1.0|1.0|1.0|general|-16.0|-16.0|-24.0|16.0|16.0|48.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A good place to go to get a vantage point during fighting. Same code as ai_combat_spot.|0.5|0.5|1.0
ai_territory||1.0|1.0|1.0|general|0.0|0.0|0.0|0.0|0.0|0.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|This entity marks the boundary of a gang's territory. A character touching this will be deemed inside the gang's territory. This means war if sighted. Point the angle in the direction of the territory. This lets the AI know if the character is walking into or out of the territory.|.5|.5|0
ai_trigger_character||1.0|1.0|1.0|general|0.0|0.0|0.0|0.0|0.0|0.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|When the player touches this brush, the targeted character will start following it's path_corner_cast.|.5|.5|0
ammo_308|models/pu_icon/hmgclip/tris.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Bullets clip for the heavy submachine gun (weapon_heavymachinegun), 30 bullets per clip (max: 90).|0.3|0.3|1.0
ammo_cylinder|models/pu_icon/tgclip/tris.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Bullets for the Thompson submachine gun (weapon_tommygun) or pistol (weapon_pistol, weapon_spistol), 50 bullets per drum (max: 200).|0.3|0.3|1.0
ammo_flametank|models/pu_icon/flametank/tris.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Gaz for the flame thrower (weapon_flamethrower), 50 units of gaz per tank (max: 200)|0.3|0.3|1.0
cast_bum_sit|models/actors/bum_sit/head.mdx;models/actors/bum_sit/body.mdx;models/actors/bum_sit/legs.mdx|1.0|1.0|1.0|general|-24.0|-24.0|-24.0|24.0|24.0|48.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A bum, should always be neutral (gender: male).|1.0|0.5|0.0
cast_punk|models/actors/punk/head.mdx;models/actors/punk/body.mdx;models/actors/punk/legs.mdx|1.0|1.0|1.0|general|-16.0|-16.0|-24.0|16.0|16.0|48.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Two handed weapon thug (gender: male).|1.0|0.5|0.0
cast_runt|models/actors/runt/head.mdx;models/actors/runt/body.mdx;models/actors/runt/legs.mdx|1.0|1.0|1.0|general|-16.0|-16.0|-24.0|16.0|16.0|48.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|One handed weapon runt (gender: male).|1.0|0.5|0.0
cast_shorty|models/actors/shorty/head.mdx;models/actors/shorty/body.mdx;models/actors/shorty/legs.mdx|1.0|1.0|1.0|general|-16.0|-16.0|-24.0|16.0|16.0|48.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Two handed weapon runt (gender: male).|1.0|0.5|0.0
cast_thug|models/actors/thug/head.mdx;models/actors/thug/body.mdx;models/actors/thug/legs.mdx|1.0|1.0|1.0|general|-16.0|-16.0|-24.0|16.0|16.0|48.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|One handed weapon thug (gender: male).|1.0|0.5|0.0
cast_thug_sit|models/actors/thug_sit/head.mdx;models/actors/thug_sit/body.mdx;models/actors/thug_sit/legs.mdx|1.0|1.0|1.0|general|-16.0|-16.0|-24.0|16.0|16.0|48.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Guy with the pistol, should always be neutral (gender: male).|1.0|0.5|0.0
dm_cashspawn||1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Spawn location for cash in Grab da Loot games.|0.5|0.0|1.0
dm_props_banner|models/props/flag/tris.md2|1.0|1.0|1.0|general|-47.0|-6.0|-100.0|47.0|6.0|100.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Temp banner for teamplay.|0.5|0.0|1.0
dm_safebag|models/pu_icon/money/money_lg.md2|1.0|1.0|1.0|general|-12.0|-12.0|-16.0|12.0|12.0|12.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Bag that holds the money in the safe.|0.5|0.0|1.0
elements_raincloud||1.0|1.0|1.0|general|0.0|0.0|0.0|0.0|0.0|0.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Rain falls from this invisible cloud at random points; the center of the cloud to ground trace determines the drop fall distance. Cloud can only be rectangular.|0|.5|.8
elements_snowcloud||1.0|1.0|1.0|general|0.0|0.0|0.0|0.0|0.0|0.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Snow falls from this invisible cloud at random points; the center of the cloud to ground trace determines the drop fall distance. Cloud can only be rectangular.|0|.5|.8
func_lift||1.0|1.0|1.0|general|0.0|0.0|0.0|0.0|0.0|0.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Lifts are moving platforms that players and ai_characters can ride (up and down only!!). The targets origin specifies the min point of the train at each corner. The train spawns at the first target it is pointing at. If the train is the target of a button or trigger, it will not begin moving until activated. A button is required for the AI to use.|0|.5|.8
func_train_rotating||1.0|1.0|1.0|general|0.0|0.0|0.0|0.0|0.0|0.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Trains are moving platforms that players can ride. The targets origin specifies the min point of the train at each corner. The train spawns at the first target it is pointing at. If the train is the target of a button or trigger, it will not begin moving until activated.|0|.5|.8
hmg_mod_cooling|models/pu_icon/coolmod/tris.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Cooling sleeves for the heavy submachine gun (weapon_heavymachinegun), increase rate of fire, lasts 30 shots before breaking up.|0.7|0.3|0.4
item_armor_legs|models/pu_icon/armor_lo/armor_lo.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Armor : Legs armor, light.|0.3|0.3|1.0
item_armor_legs_heavy|models/pu_icon/armor_lo/armor_lo_hd.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Armor : Legs armor, heavy.|0.3|0.3|1.0
item_battery|models/pu_icon/battery/tris.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Pickup item: bike battery ('Battery').|0.3|0.3|1.0
item_cashbaglarge|models/pu_icon/money/money_lg.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Cash the player can pick up.|0.3|0.3|1.0
item_cashbagsmall|models/pu_icon/money/money_sm.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Cash the player can pick up.|0.3|0.3|1.0
item_cashroll|models/pu_icon/cash/tris.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Cash the player can pick up.|0.3|0.3|1.0
item_health_lg|models/pu_icon/health/tris.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Health : large medicine bag.|0.3|0.3|1.0
item_health_sm|models/pu_icon/health_s/tris.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Health : small medkit.|0.3|0.3|1.0
item_jetpack||1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Pickup item: jetpack ('Jetpack'). No model and broken code.|0.3|0.3|1.0
item_lizzyhead|models/pu_icon/head/head.mdx|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Pickup item: Lizzy's head ('Lizzy Head').|0.3|0.3|1.0
item_oilcan|models/pu_icon/oilcan/tris.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Pickup item: oil can ('Oil Can').|0.3|0.3|1.0
item_safedocs|models/pu_icon/folder/tris.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Pickup item: important documents ('Safe docs').|0.3|0.3|1.0
item_watch|models/pu_icon/watch/tris.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Pickup item: Lenny's watch in Skidrow ('Watch').|0.3|0.3|1.0
item_whiskey|models/pu_icon/whiskey/tris.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Pickup item: whiskey for the bum in Skidrow ('Whiskey').|0.3|0.3|1.0
junior||1.0|1.0|1.0|general|-8.0|-8.0|-8.0|8.0|8.0|8.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Used for dynamic lighting of characters and alias models.|0.0|1.0|0.0
key_key10|models/pu_icon/key/key_c.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Key10, will allow player to unlock doors with a 'key' value of '10'|0.0|0.5|0.8
key_key1|models/pu_icon/key/key_a.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Store_Room_Key, will allow player to unlock doors with a 'key' value of '1'|0.0|0.5|0.8
key_key2|models/pu_icon/key/key_b.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Electrical_Room, will allow player to unlock doors with a 'key' value of '2'|0.0|0.5|0.8
key_key3|models/pu_icon/key/key_c.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Chem_Plant_Key, will allow player to unlock doors with a 'key' value of '3'|0.0|0.5|0.8
key_key4|models/pu_icon/key/key_c.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Bridge_Key, will allow player to unlock doors with a 'key' value of '4'|0.0|0.5|0.8
key_key5|models/pu_icon/key/key_c.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Shipyard_Key, will allow player to unlock doors with a 'key' value of '5'|0.0|0.5|0.8
key_key6|models/pu_icon/key/key_c.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Warehouse_Key, will allow player to unlock doors with a 'key' value of '6'|0.0|0.5|0.8
key_key7|models/pu_icon/key/key_c.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Shop_Key, will allow player to unlock doors with a 'key' value of '7'|0.0|0.5|0.8
key_key8|models/pu_icon/key/key_c.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Ticket, will allow player to unlock doors with a 'key' value of '8'|0.0|0.5|0.8
key_key9|models/pu_icon/key/key_c.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Office_Key, will allow player to unlock doors with a 'key' value of '9'|0.0|0.5|0.8
light_bulb|models/props/light/tris.md2|1.0|1.0|1.0|general|-2.0|-2.0|-5.0|2.0|2.0|5.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A bulb that outputs light.|1.0|1.0|1.0
light_pendant|models/props/pendant/tris.md2|1.0|1.0|1.0|general|-16.0|-16.0|-4.0|16.0|16.0|4.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A pendant light.|1.0|1.0|1.0
light_sconce|models/props/sconce/light.md2|1.0|1.0|1.0|general|-4.0|-4.0|-8.0|4.0|4.0|8.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A cage light model, set correct skin with spawnflags.|1.0|1.0|1.0
misc_alarm||1.0|1.0|1.0|general|-8.0|-8.0|-8.0|8.0|8.0|8.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Rings when triggered, when turned on, triggers the 'alarm' eventscript.|1.0|0.5|0.0
misc_cutscene_camera||1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Camera, must be triggered by a 'misc_cutscene_trigger' or 'misc_use_cutscene', relay from 'misc_cutscene_camera' to 'misc_cutscene_camera' using 'target', cutscene will end when there's no more camera.|0.0|0.0|1.0
misc_cutscene_trigger||1.0|1.0|1.0|general|0.0|0.0|0.0|0.0|0.0|0.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|This entity tells the code to unlink the camera from the client, so we can move it around. Once triggered, this entity should trigger a 'misc_cutscene_camera'.|0|0|1
misc_use_cutscene||1.0|1.0|1.0|general|-8.0|-8.0|-8.0|8.0|8.0|8.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|This entity tells the code to unlink the camera from the client, so we can move it around. Once triggered, this entity should trigger a 'misc_cutscene_camera'.|0.5|0.5|0.5
path_attractor||1.0|1.0|1.0|general|-16.0|-16.0|-24.0|16.0|16.0|48.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|When this is placed on the map it will attract actors by name from the episode ai routines|0.4|0.3|0.8
path_corner_cast||1.0|1.0|1.0|general|-16.0|-16.0|-24.0|16.0|16.0|42.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|It defines a destination point for moving actors, when an actor reach the point, an event can be triggered. Use path_corner for brush-based entities.|0.5|0.3|0.0
pawn_o_matic|models/props/menu_mdx/frame.mdx|1.0|1.0|1.0|general|-64.0|-8.0|-36.0|64.0|8.0|28.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Two-sided panels used to select stuff in any pawn-o-matic.|1.0|0.5|0.0
pistol_mod_damage|models/pu_icon/magmod/tris.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Magnum mod for the pistol (weapon_pistol, weapon_spistol), increases damages.|0.7|0.3|0.4
pistol_mod_reload|models/pu_icon/reload_mod/tris.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Reload mod for the pistol (weapon_pistol, weapon_spistol), increases the reload speed.|0.7|0.3|0.4
pistol_mod_rof|models/pu_icon/ro_fire_mod/tris.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Rate of fire mod for the pistol (weapon_pistol, weapon_spistol), increases rate of fire.|0.7|0.3|0.4
props2_barrels_fallA|models/props/barl1/barrels.mdx;models/props/barl1/tops.mdx|1.0|1.0|1.0|general|-69.0|-33.0|-49.0|69.0|33.0|49.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A set of barrels that you can trigger to fall.|0.0|0.5|0.8
props2_barrels_fallB|models/props/barl2/barrels2.mdx;models/props/barl2/tops2.mdx|1.0|1.0|1.0|general|-33.0|-81.0|-49.0|33.0|81.0|49.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Another set of barrels that you can trigger to fall.|0.0|0.5|0.8
props2_barrels_fall_ST|models/props/barl_steel/barrels.mdx;models/props/barl_steel/door.mdx;models/props/barl_steel/tops.mdx|1.0|1.0|1.0|general|-89.0|-48.0|-56.0|89.0|48.0|56.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A set of barrels that you can trigger to fall.|0.0|0.5|0.8
props2_barrels_PV_A|models/props/pv_barl1/top_barrel_v4.mdx;models/props/pv_barl1/barrel_v2.mdx;models/props/pv_barl1/barrel_v4.mdx;models/props/pv_barl1/top_barrel_v2.mdx|1.0|1.0|1.0|general|-90.0|-32.0|-48.0|90.0|32.0|48.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A set of barrels that you can trigger to fall.|0.0|0.5|0.8
props2_barrels_PV_B|models/props/pv_barl7/top_barrel_v4.mdx;models/props/pv_barl7/barrel_v2.mdx;models/props/pv_barl7/barrel_v4.mdx;models/props/pv_barl7/top_barrel_v2.mdx|1.0|1.0|1.0|general|-17.0|-77.0|-49.0|17.0|77.0|49.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A set of barrels that you can trigger to fall.|0.0|0.5|0.8
props2_barrels_PV_C|models/props/pv_barl3/top_barrel_v4.mdx;models/props/pv_barl3/barrel_v2.mdx;models/props/pv_barl3/barrel_v4.mdx;models/props/pv_barl3/top_barrel_v2.mdx|1.0|1.0|1.0|general|-68.0|-50.0|-48.0|68.0|50.0|48.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A set of barrels that you can trigger to fall.|0.0|0.5|0.8
props2_barrels_PV_D|models/props/pv_barl4/top_barrel_v4.mdx;models/props/pv_barl4/barrel_v2.mdx;models/props/pv_barl4/barrel_v4.mdx;models/props/pv_barl4/top_barrel_v2.mdx|1.0|1.0|1.0|general|-20.0|-52.0|-48.0|20.0|52.0|48.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A set of barrels that you can trigger to fall.|0.0|0.5|0.8
props2_barrels_PV_E|models/props/pv_barl5/barrel_v4.mdx;models/props/pv_barl5/barrel_v2.mdx;models/props/pv_barl5/top_barrel_v4.mdx;models/props/pv_barl5/top_barrel_v2.mdx|1.0|1.0|1.0|general|-24.0|-64.0|-48.0|24.0|64.0|48.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A set of barrels that you can trigger to fall.|0.0|0.5|0.8
props2_barrels_PV_F|models/props/pv_barl5/top_barrel_v4.mdx;models/props/pv_barl5/barrel_v2.mdx;models/props/pv_barl5/barrel_v4.mdx;models/props/pv_barl5/top_barrel_v2.mdx|1.0|1.0|1.0|general|-20.0|-32.0|-24.0|20.0|32.0|24.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A set of barrels that you can trigger to fall.|0.0|0.5|0.8
props2_boat|models/props/boat/boat.mdx;models/props/boat/glass.mdx|1.0|1.0|1.0|general|-80.0|-160.0|-38.0|80.0|160.0|38.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A boat, the bounding box can be rotated in angles of 90 deg and block properly.|0.0|0.5|0.8
props2_buoy_side|models/props/buoyside/buoy.mdx;models/props/buoyside/light.mdx|1.0|1.0|1.0|general|-81.0|-55.0|-64.0|81.0|55.0|64.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A buoy on it's side.|1.0|0.0|0.0
props2_car_animate|models/props/cars/car.mdx;models/props/cars/legs_boss.mdx;models/props/cars/body_boss.mdx;models/props/cars/head_boss.mdx;models/props/cars/legs_chick.mdx;models/props/cars/body_chick.mdx;models/props/cars/head_chick.mdx|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A car and actors (Blunt & Nikki Blanco) that animate when trigered.|0.0|0.5|0.8
props2_car_topdown|models/props/car/car_td.md2|1.0|1.0|1.0|general|-50.0|-102.0|-33.0|50.0|102.0|33.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A car with top down, the bounding box can be rotated in angles of 90 deg and block properly.|0.0|0.5|0.8
props2_car_topup|models/props/car/car_up.md2|1.0|1.0|1.0|general|-50.0|-102.0|-35.0|50.0|102.0|35.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A car with top up, the bounding box can be rotated in angles of 90 deg and block properly.|0.0|0.5|0.8
props2_clubcouch|models/props/clubcouch/tris.md2|1.0|1.0|1.0|general|-32.0|-64.0|-24.0|32.0|64.0|24.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A couch, the bounding box can be rotated in angles of 90 deg and block properly.|0.0|0.5|0.8
props2_deadgal_headless|models/props/dead_fem/body.mdx;models/props/dead_fem/legs.mdx|1.0|1.0|1.0|general|-32.0|-26.0|-7.0|32.0|26.0|7.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|An headless female body you can shoot, the bounding box can be rotated in angles of 90 deg and block properly.|0.0|0.5|0.8
props2_deadguy|models/props/deadguy/body.mdx;models/props/deadguy/head.mdx;models/props/deadguy/legs.mdx|1.0|1.0|1.0|general|-40.0|-27.0|-9.0|40.0|27.0|9.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A dead guy body you can shoot, the bounding box can be rotated in angles of 90 deg and block properly.|0.0|0.5|0.8
props2_deadguy_underwater|models/props/cementguy/body.mdx;models/props/cementguy/head.mdx;models/props/cementguy/legs.mdx|1.0|1.0|1.0|general|-17.0|-50.0|0.0|13.0|30.0|88.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A drown guy in cement you can shoot, the bounding box can be rotated in angles of 90 deg and block properly.|0.0|0.5|0.8
props2_fish_spawner||1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Base shrimp spawner, props2_fish_spawner_node determine possible spawn point.|0.0|0.5|0.8
props2_fish_spawner_node||1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Possible shrimp spawn point for props2_fish_spawner|0.0|0.5|0.8
props2_fish_trigger|models/actors/shrimp/shrimp.mdx|1.0|1.0|1.0|general|-12.0|-12.0|0.0|12.0|12.0|10.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A shrimp that is spawned when triggered.|0.0|0.5|0.8
props2_flag|models/props/flag/flag1.md2|1.0|1.0|1.0|general|-47.0|-6.0|-100.0|47.0|6.0|100.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A flag, the bounding box can be rotated in angles of 90 deg and block properly.|0.0|0.5|0.8
props2_gargoyle|models/props/gargoyle/tris.md2|1.0|1.0|1.0|general|-47.0|-22.0|-50.0|47.0|22.0|50.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A stone gargoyle.|0.0|0.5|0.8
props2_helicopter_animate|models/props/helicopter/helicopter.mdx;models/props/helicopter/rotor.mdx;models/props/helicopter/legs.mdx;models/props/helicopter/body.mdx;models/props/helicopter/foot.mdx;models/props/helicopter/head.mdx|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A helicopter and actor (Blunt) that animate when trigered.|0.0|0.5|0.8
props2_lighthouse_beam|models/props/litecone/litecone.mdx|1.0|1.0|1.0|general|-16.0|-16.0|-88.0|16.0|16.0|-40.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A light house light beam that rotates.|0.0|0.5|0.8
props2_pinball_machine|models/props/pin1/pinball_m.mdx;models/props/pinball/ball.mdx;models/props/pinball/glass.mdx|1.0|1.0|1.0|general|-42.0|-18.0|-38.0|42.0|18.0|38.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A pinball machine, the bounding box can be rotated in angles of 90 deg and block properly, animate when triggered.|0.0|0.5|0.8
props2_plant_bush|models/props/bush/tris.md2|1.0|1.0|1.0|general|-9.0|-11.0|-32.0|9.0|11.0|32.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A bush like plant.|0.0|0.5|0.8
props2_shelf_metal_A_fall|models/props/shelfmetal1/shelf1.mdx;models/props/shelfmetal1/tanktops.mdx;models/props/shelfmetal1/shelf1.mdx;models/props/shelfmetal1/shelf2.mdx;models/props/shelfmetal1/barre1.mdx;models/props/shelfmetal1/barre2.mdx;models/props/shelfmetal1/barre3.mdx;models/props/shelfmetal1/barre4.mdx;models/props/shelfmetal1/tank_lg1.mdx;models/props/shelfmetal1/tank_lg2.mdx;models/props/shelfmetal1/tank_lg3.mdx;models/props/shelfmetal1/tank_sm.mdx;models/props/shelfmetal1/tank_sm1.mdx;models/props/shelfmetal1/tank_sm2.mdx;models/props/shelfmetal1/barreltops.mdx|1.0|1.0|1.0|general|-60.0|-20.0|-56.0|60.0|20.0|66.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A falling metal shelf, bounding box can be rotated in angles of 90 deg and block properly.|0.0|0.5|0.8
props2_shelf_metal_B_fall|models/props/shelfmetal2/shelf1.mdx;models/props/shelfmetal2/tanktops.mdx;models/props/shelfmetal2/shelf1.mdx;models/props/shelfmetal2/shelf2.mdx;models/props/shelfmetal2/barre1.mdx;models/props/shelfmetal2/barre2.mdx;models/props/shelfmetal2/barre3.mdx;models/props/shelfmetal2/barre4.mdx;models/props/shelfmetal2/cartboard1.mdx;models/props/shelfmetal2/cartboard2.mdx;models/props/shelfmetal2/tank_lg1.mdx;models/props/shelfmetal2/tank_lg2.mdx;models/props/shelfmetal2/tank_sm.mdx;models/props/shelfmetal2/tank_sm1.mdx;models/props/shelfmetal2/tank_sm2.mdx;models/props/shelfmetal2/barreltops.mdx|1.0|1.0|1.0|general|-60.0|-20.0|-56.0|60.0|20.0|66.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Another falling metal shelf, bounding box can be rotated in angles of 90 deg and block properly.|0.0|0.5|0.8
props2_sign|models/props/sign/sign.mdx;models/props/sign/bar.mdx|1.0|1.0|1.0|general|-4.0|-44.0|-44.0|4.0|44.0|44.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A bar swingin sign, the bounding box can be rotated in angles of 90 deg and block properly.a|0.0|0.5|0.8
props2_truck_die|models/props/truck/box.mdx;models/props/truck/c4.mdx;models/props/truck/m26y.mdx;models/props/truck/mn3.mdx;models/props/truck/mp1a.mdx;models/props/truck/tires.mdx;models/props/truck/v1a.mdx|1.0|1.0|1.0|general|-61.0|-148.0|-78.0|61.0|148.0|78.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|An exploding truck, animated when triggered.|0.0|0.5|0.8
props2_wall_fish|models/props/fish/tris.md2|1.0|1.0|1.0|general|-2.0|-40.0|-12.0|2.0|40.0|12.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A fish on the wall, the bounding box can be rotated in angles of 90 deg and block properly.|0.0|0.5|0.8
props3_barrels_fall_nikki_A|models/props/nikki1/barrel_v4.mdx;models/props/nikki1/top_barrel_v4.mdx|1.0|1.0|1.0|general|-44.0|-60.0|-49.0|44.0|60.0|49.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A set of exploding barrels, must be triggered. This set is used in pv_boss.|0.0|0.5|0.8
props3_barrels_fall_nikki_B|models/props/nikki2/barrel_v4.mdx;models/props/nikki2/top_barrel_v4.mdx|1.0|1.0|1.0|general|-24.0|-48.0|-24.0|24.0|48.0|24.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A set of exploding barrels, must be triggered. This set is used in pv_boss.|0.0|0.5|0.8
props3_cash|models/props/cash/cashstack.mdx|1.0|1.0|1.0|general|-12.0|-11.0|-5.0|12.0|11.0|5.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Some cash (model only, not a collectible item).|0.0|0.5|0.8
props3_cash_counter_animate|models/props/bill_counter/cashstack.mdx;models/props/bill_counter/numbers.mdx;models/props/bill_counter/machine.mdx;|1.0|1.0|1.0|general|-12.0|-14.0|-8.0|12.0|18.0|7.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A cash counter machine that animates when triggered.|0.0|0.5|0.8
props3_cut_A_animate|models/props/kpcut1/body.mdx;models/props/kpcut1/legs.mdx;models/props/kpcut1/head.mdx;|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|The boss (Kingpin) sitting on a chair, will animate when triggered.|0.0|0.5|0.8
props3_cut_B_animate|models/props/kpcut2/body.mdx;models/props/kpcut2/legs.mdx;models/props/kpcut2/head.mdx;|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Talking boss (Kingpin), will animate when triggered.|0.0|0.5|0.8
props3_cut_boss_chick_animate|models/props/cutbc/body_chick.mdx;models/props/cutbc/legs_chick.mdx;models/props/cutbc/head_chick.mdx;models/props/cutbc/body.mdx;models/props/cutbc/legs.mdx;models/props/cutbc/head.mdx;models/props/cutbc/cigar.mdx|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A boss (Kingpin) and chick (Blunt) that animate on a balcony when trigered.|0.0|0.5|0.8
props3_cut_boss_player_animate|models/props/player/bodyP.mdx;models/props/player/legsP.mdx;models/props/player/headP.mdx;models/props/boss/body_boss.mdx;models/props/boss/legs_boss.mdx;models/props/boss/head_boss.mdx|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A boss (Nikki Blanco) and player that animate when trigered.|0.0|0.5|0.8
props3_cut_C_animate|models/props/kpcut3/body.mdx;models/props/kpcut3/legs.mdx;models/props/kpcut3/head.mdx;|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Talking boss (Kingpin), will animate when triggered.|0.0|0.5|0.8
props3_cut_D_animate|models/props/kpcut4/body.mdx;models/props/kpcut4/legs.mdx;models/props/kpcut4/head.mdx;|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Talking boss (Kingpin), will animate when triggered.|0.0|0.5|0.8
props3_cut_final_animate|models/props/finale/body_bossf.mdx;models/props/finale/legs_bossf.mdx;models/props/finale/head_bossf.mdx;models/props/finale/cigarf.mdx|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|The final cut scene (thug standing, then sitting on a chair), animated when triggered.|0.0|0.5|0.8
props3_cut_pinball_guy_animate|models/props/kpcut4_pinball/body.mdx;models/props/kpcut4_pinball/head.mdx;models/props/kpcut4_pinball/legs.mdx|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A cut scene of a boss (Kingpin) and his pinball machine.|0.0|0.5|0.8
props3_cut_run_to_car_animate|models/props/run_to_car/body_boss.mdx;models/props/run_to_car/legs_boss.mdx;models/props/run_to_car/head_boss.mdx|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Nikki Blanco running to a car, animated when triggered.|0.0|0.5|0.8
props3_cut_train_run_animate|models/props/train_jump/bodyP.mdx;models/props/train_jump/legsP.mdx;models/props/train_jump/headP.mdx;|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A player running to a train, will animate when triggered.|0.0|0.5|0.8
props3_cut_truck_driver|models/props/driver/body_driver.mdx;models/props/driver/legs_driver.mdx;models/props/driver/head_driver.mdx;models/props/driver/wheel.mdx|1.0|1.0|1.0|general|-67.0|-16.0|-58.0|0.0|17.0|8.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|The guy driving a truck in shipyard cutscene, animate when triggered.|0.0|0.5|0.8
props3_dead_louie|models/props/louie/body.mdx;models/props/louie/head.mdx;models/props/louie/legs.mdx|1.0|1.0|1.0|general|-40.0|-48.0|-14.0|40.0|48.0|14.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A dead Louie body you can shoot.|0.0|0.5|0.8
props3_whiskey_glass|models/props/whiskeyglass/solid.mdx;models/props/whiskeyglass/glass.mdx|1.0|1.0|1.0|general|-2.0|-2.0|-2.0|2.0|2.0|2.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A glass of whiskey.|0.0|0.5|0.8
props_ammocrate_bust|models/props/crate/tris.md2|1.0|1.0|1.0|general|-32.0|-16.0|-8.0|32.0|16.0|8.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|An ammo crate you may bust with a melee weapon (crowbar or pipe) to get its content, will explose if broken otherwise, the bounding box can be rotated in angles of 90 deg and block properly.|0.0|0.5|0.8
props_blimp|models/props/blimp/tris.md2|1.0|1.0|1.0|general|-140.0|-40.0|-58.0|140.0|40.0|58.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A moving blimp, trigger to make visible and start moving.|0.0|0.5|0.8
props_cig_machine|models/props/cigmachine/tris.md2|1.0|1.0|1.0|general|-16.0|-24.0|-32.0|16.0|24.0|32.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A cigarette machine, bounding box can be rotated in angles of 90 deg and block properly.|0.0|0.5|0.8
props_cola_machine|models/props/vending_mach/tris.md2|1.0|1.0|1.0|general|-16.0|-24.0|-32.0|24.0|32.0|32.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A cola machine, bounding box can be rotated in angles of 90 deg and block properly.|0.0|0.5|0.8
props_crate_bust_32|models/props/crate/stillcrate32_1.mdx|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Crate can bust and you can push.|0.0|0.5|0.8
props_crate_bust_48|models/props/crate/stillcrate48_1.mdx|1.0|1.0|1.0|general|-24.0|-24.0|-24.0|24.0|24.0|24.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Crate can bust and you can push.|0.0|0.5|0.8
props_crate_bust_64|models/props/crate/stillcrate64_1.mdx|1.0|1.0|1.0|general|-32.0|-32.0|-32.0|32.0|32.0|32.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Pushable crate can bust.|0.0|0.5|0.8
props_hydrant|models/props/hydrant/tris.md2|1.0|1.0|1.0|general|-10.0|-10.0|-19.0|10.0|10.0|19.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A hydrant that does jack.|0.0|0.5|0.8
props_motorcycle_runaway|models/props/runaway/head.mdx;models/props/runaway/moto.mdx;models/props/runaway/body.mdx;models/props/runaway/legs.mdx|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A motorcycle riding in place.|0.0|0.5|0.8
props_radio|models/props/radio/tris.md2|1.0|1.0|1.0|general|-8.0|-12.0|-8.0|8.0|12.0|8.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A radio that will take damage and activate triggers on destruction.|0.0|0.5|0.8
props_rat_spawner||1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Base rat spawner, props_rat_spawner_node determine possible spawn point|0.0|0.5|0.8
props_rat_spawner_node||1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Possible rat spawn point for 'props_rat_spawner'|0.0|0.5|0.8
props_rat_trigger|models/actors/rat/rat.mdx|1.0|1.0|1.0|general|-12.0|-12.0|0.0|12.0|12.0|10.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A rat that is spawned when triggered.|0.0|0.5|0.8
props_steam_machine||1.0|1.0|1.0|general|-8.0|-8.0|-8.0|8.0|8.0|8.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A real steam producer, always on, no model|0.0|0.5|0.8
props_trashcanA|models/props/t_can/tris.md2|1.0|1.0|1.0|general|-16.0|-16.0|-21.0|16.0|16.0|21.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A trash can you can push.|0.0|0.5|0.8
props_trashcan_fall|models/props/t_can2/tris.md2|1.0|1.0|1.0|general|-16.0|-16.0|-21.0|16.0|16.0|21.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Trash can you can push.|0.0|0.5|0.8
props_wall_fall|models/props/wall/wall.mdx|1.0|1.0|1.0|general|-64.0|-26.0|-48.0|64.0|26.0|48.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A wall that falls when trigered.|0.0|0.5|0.8
target_fire||1.0|1.0|1.0|general|-8.0|-8.0|-8.0|8.0|8.0|8.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Spawn a fire.|1.0|0.0|0.0
target_flamethrower|models/weapons/sshell_md2/tris.md2|1.0|1.0|1.0|general|-8.0|-8.0|-8.0|8.0|8.0|8.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Shoots flame when triggered on, does not when triggered off.|1.0|0.0|0.0
trigger_hurt_electric||1.0|1.0|1.0|general|0.0|0.0|0.0|0.0|0.0|0.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Any entity taking damage touching this trigger will be electrocuted and loose 'dmg' health points each server frame (or every second if SLOW spawnflag is set).|0.5|0.5|0.5
trigger_hurt_fire||1.0|1.0|1.0|general|0.0|0.0|0.0|0.0|0.0|0.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Any entity taking damage touching this trigger will burn and loose 'dmg' health points each server frame (or every second if SLOW spawnflag is set).|0.5|0.5|0.5
trigger_motorcycle||1.0|1.0|1.0|general|0.0|0.0|0.0|0.0|0.0|0.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Skidrow only, will trigger the motorcycle cutscene script. If 'Battery' is in player's inventory, the item is taken away, the targeted entity is triggered, every 'props_motorcycle' entities are removed from the map while a new entity is spawned to make the cutscene animation. If 'Battery' is not in player's inventory, EP_SKIDROW_FOUND_BIKE flag is registered (Found the bike... Broken down piece of junk doesn't have a battery...) and nothing else happen.|.5|.5|.5
trigger_unlock||1.0|1.0|1.0|general|0.0|0.0|0.0|0.0|0.0|0.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Player will unlock a targeted door when this brush is touched, can also be triggered (door's 'key' must be '-1')|.5|.5|.5
weapon_crowbar|models/weapons/g_crowbar/tris.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Crowbar (no clip) -- Melee weapon.|0.3|0.3|1.0
weapon_flamethrower|models/pu_icon/flame_shell/tris.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Flame thrower (no clip) -- Requires ammo_flametank.|0.3|0.3|1.0
weapon_heavymachinegun|models/weapons/g_hmg/tris.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Heavy submachine gun (clip size: 30) -- Requires ammo_308, can be equipped with Cooling Sleeves (hmg_mod_cooling).|0.3|0.3|1.0
weapon_pistol|models/weapons/g_pistol/tris.md2|1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Standard pistol (clip size: 10) -- Requires ammo_bullets or ammo_cylinder, can be equipped with magnum mod (pistol_mod_damage), rate of fire (pistol_mod_rof), reload (pistol_mod_reload).|0.3|0.3|1.0
character_corvus1||1.0|1.0|1.0|general|-17.0|-25.0|-32.0|22.0|12.0|32.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|cinematic corvus for the torture victim|0.3|0.3|1.0
character_corvus2||1.0|1.0|1.0|general|-17.0|-25.0|-32.0|22.0|12.0|32.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|cinematic Corvus for the celestial watcher scene|0.3|0.3|1.0
character_corvus3||1.0|1.0|1.0|general|-17.0|-25.0|-32.0|22.0|12.0|32.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|cinematic Corvus for the high priestess scene|0.3|0.3|1.0
character_corvus4||1.0|1.0|1.0|general|16.0|-16.0|-34.0|16.0|16.0|25.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|cinematic Corvus for the Scout scene|0.3|0.3|1.0
character_corvus5|models/player/dranor_scene/tris.fm|1.0|1.0|1.0|general|16.0|-16.0|-34.0|16.0|16.0|25.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|cinematic Corvus for the Dranor scene|0.3|0.3|1.0
character_corvus6||1.0|1.0|1.0|general|16.0|-16.0|-34.0|16.0|16.0|25.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|cinematic Corvus for the Dranor scene|0.3|0.3|1.0
character_corvus7||1.0|1.0|1.0|general|-17.0|-25.0|-32.0|22.0|12.0|32.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|cinematic corvus for the Morcalavin scene|0.3|0.3|1.0
character_corvus8||1.0|1.0|1.0|general|-17.0|-25.0|-32.0|22.0|12.0|32.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|cinematic corvus for the Siernan scenes|0.3|0.3|1.0
character_corvus9||1.0|1.0|1.0|general|-17.0|-25.0|-32.0|22.0|12.0|32.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|cinematic corvus for the T'chekrik scenes|0.3|0.3|1.0
env_sun1||1.0|1.0|1.0|general|-8.0|-8.0|-8.0|8.0|8.0|8.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Places two suns in the world and attaches a lens flare to them. One sun is blue, the other is yellow|0.3|0.3|1.0
flamethrower||1.0|1.0|1.0|general|0.0|0.0|0.0|0.0|0.0|0.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Flamethrower. Triggers flame from origin brush when player touches trigger brush, or when triggered if targetted. Sets player on fire if they touch trigger brush, regardless of if the visual flame FX touches them.|.5|.5|.5
item_weapon_sphereofannihilation||1.0|1.0|1.0|general|-16.0|-16.0|-16.0|16.0|16.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Sphere of Annihilation|0.3|0.3|1.0
light_chandelier1||1.0|1.0|1.0|general|-36.0|-36.0|-43.0|34.0|34.0|43.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Chandelier (dirty gold) A tarnished gold chandelier hung from chains.|0.0|1.0|0.0
light_chandelier2||1.0|1.0|1.0|general|-18.0|-18.0|-40.0|18.0|18.0|40.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Chandelier (dirty metal) A tarnished metal chandelier hung from chains.|0.0|1.0|0.0
light_chandelier3||1.0|1.0|1.0|general|-34.0|-34.0|-80.0|34.0|34.0|0.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Chandelier (gold & large) A golden chandelier.|0.0|1.0|0.0
light_lantern1|models/objects/lights/lantern-1/tris.fm|1.0|1.0|1.0|general|-28.0|-8.0|-22.0|4.0|8.0|22.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Lantern with wood arm|0.0|1.0|0.0
light_lantern2|models/objects/lights/lantern-2/tris.fm|1.0|1.0|1.0|general|-6.0|-6.0|-24.0|6.0|6.0|40.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Lantern on chain|0.0|1.0|0.0
misc_update_spawner||1.0|1.0|1.0|general|0.0|0.0|0.0|0.0|0.0|0.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Updates level spawn point to trigger's position. Relevant for teleport spell.|.5|.5|.5
obj_barrel_explosive|models/objects/barrel/normal/tris.fm|1.0|1.0|1.0|general|-11.0|-12.0|-18.0|11.0|12.0|18.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Explosive barrel. Use barrel with spawnflags 4 instead|0.3|0.3|1.0
obj_bookclosed|models/objects/books/bookclosed/tris.fm|1.0|1.0|1.0|general|-8.0|-8.0|-2.0|8.0|8.0|2.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Closed book standing up|0.3|0.3|1.0
obj_chest1|models/objects/chests/chest1/tris.fm|1.0|1.0|1.0|general|-10.0|-18.0|-19.0|10.0|18.0|19.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Chest (opens when triggered)|0.3|0.3|1.0
obj_corpse2|models/monsters/plaguelf/tris.fm|1.0|1.0|1.0|general|-30.0|-12.0|0.0|30.0|12.0|5.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Plague Elf corpse (alternate skin)|0.3|0.3|1.0
obj_flagonpole||1.0|1.0|1.0|general|-8.0|-8.0|0.0|8.0|8.0|60.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Flag on pole|0.3|0.3|1.0
obj_floor_candelabrum||1.0|1.0|1.0|general|-8.0|-8.0|-35.0|8.0|8.0|35.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Floor candelbrum. Does not emit light|0.3|0.3|1.0
obj_fountain_fish||1.0|1.0|1.0|general|-52.0|-34.0|-48.0|52.0|34.0|48.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Two-headed fish fountain. Water FX not included|0.3|0.3|1.0
obj_hivepriestessssymbol||1.0|1.0|1.0|general|-4.0|-4.0|-13.0|4.0|4.0|13.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Hive Priestess symbol (triggered)|0.3|0.3|1.0
obj_shrine|models/objects/shrine/tris.fm|1.0|1.0|1.0|general|-26.0|-38.0|-38.0|26.0|38.0|38.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Shrine model. Target with a matching shrine_(style) trigger brush.|0.3|0.3|1.0
obj_spellbook||1.0|1.0|1.0|general|-14.0|-14.0|-35.0|14.0|14.0|40.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Spell book that closes when triggered|0.3|0.3|1.0
obj_statue_sithraguard||1.0|1.0|1.0|general|-22.0|-20.0|-57.0|22.0|20.0|57.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A statue of a sithra guard with spear extended. When used he gains a shield and pulls his arm back. Used with: item_puzzle_shield|0.3|0.3|1.0
obj_statue_tchecktrik_bust||1.0|1.0|1.0|general|-8.0|-12.0|-15.0|8.0|12.0|15.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A bust of a tchecktrik. When used a necklace appears around it's neck.|0.3|0.3|1.0
obj_statue_techeckrikleft||1.0|1.0|1.0|general|-26.0|-40.0|-50.0|26.0|40.0|50.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Tcheckrik statue left (triggerable)|0.3|0.3|1.0
obj_statue_techeckrikright||1.0|1.0|1.0|general|-26.0|-40.0|-50.0|26.0|40.0|50.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Tcheckrik statue right (triggerable)|0.3|0.3|1.0
obj_statue_techeckriktomb|models/objects/statue/tomb/tris.fm|1.0|1.0|1.0|general|-41.0|-11.0|-14.0|41.0|11.0|14.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Tchekrik laying down (triggerable)|0.3|0.3|1.0
obj_swampflat_bottom|models/objects/plants/swampflat/tris.fm|1.0|1.0|1.0|general|0.0|-100.0|-48.0|2.0|100.0|48.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A flat poly to be used on the outer edge of swamp levels. Vegetation growing down.|0.3|0.3|1.0
obj_swampflat_top|models/objects/plants/swampflat/tris.fm|1.0|1.0|1.0|general|0.0|-100.0|-48.0|2.0|100.0|48.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|A flat poly to be used on the outer edge of swamp levels. Vegetation growing up.|0.3|0.3|1.0
obj_torture_bed|models/objects/torture/bed/tris.fm|1.0|1.0|1.0|general|-21.0|-43.0|-94.0|21.0|43.0|94.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Bed of spikes|0.3|0.3|1.0
obj_torture_ironmaiden|models/objects/torture/ironmaiden/tris.fm|1.0|1.0|1.0|general|-18.0|-18.0|-49.0|18.0|18.0|49.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Iron maiden (closes when used)|0.3|0.3|1.0
obj_tree3|models/objects/plants/tree3/trunk3/tris.fm|1.0|1.0|1.0|general|-50.0|-50.0|-286.0|50.0|50.0|286.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Tree with roots|0.3|0.3|1.0
obj_treestump|models/objects/plants/treestump/tris.fm|1.0|1.0|1.0|general|-18.0|-18.0|-16.0|18.0|18.0|16.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Short tree stump|0.3|0.3|1.0
obj_wallringplaque|models/objects/torture/plaque/tris.fm|1.0|1.0|1.0|general|-3.0|-20.0|-55.0|3.0|20.0|55.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Wall ring plaque|0.3|0.3|1.0
obj_wheelbarrowdamaged|models/objects/wheelbarrow/tris.fm|1.0|1.0|1.0|general|-38.0|-26.0|-20.0|38.0|26.0|20.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Wheebarrow on side|0.3|0.3|1.0
trigger_farclip||1.0|1.0|1.0|general|0.0|0.0|0.0|0.0|0.0|0.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Changes the console variable r_farclipdist.|0.5|0.5|0.5
trigger_fogdensity||1.0|1.0|1.0|general|0.0|0.0|0.0|0.0|0.0|0.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Sets r_fog_density and fog color|.5|.5|.5
trigger_goto_buoy||1.0|1.0|1.0|general|0.0|0.0|0.0|0.0|0.0|0.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Send monster to buoy|.5|.5|.5
trigger_playerusepuzzle||1.0|1.0|1.0|general|0.0|0.0|0.0|0.0|0.0|0.0|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Player can use puzzle items within this entity|.5|.5|.5
trigger_puzzle||1.0|1.0|1.0|general|-8|-8|-8|8|8|8|shadow|0|0.0|0.0|0|0|0|0:0|0|0|none|Relay that requires puzzle piece|.5|.5|.5