/*QUAKED props2_barrels_PV_F (0 .5 .8) (-20 -32 -24) (20 32 24) A set of barrels, fall when triggered. model="models\props\pv_barl6\barrel_v2.mdx;models\props\pv_barl6\top_barrel_v2.mdx" "targetname" This entity's ID */ /*QUAKED props2_air_train (0 .5 .8) (-65 -259 -129) (65 255 139) An air train, animates when triggered. model="models\props\air_train\beam.mdx;models\props\air_train\frontfront.mdx;models\props\air_train\bottom.mdx;models\props\air_train\frontside.mdx;models\props\air_train\middle.mdx;models\props\air_train\middle2.mdx;models\props\air_train\propeler.mdx;models\props\air_train\top.mdx" "targetname" This entity's ID */ /*QUAKED props3_cut_pinball_guy_animate (0 .5 .8) -(-16 -16 -16) (16 16 16) A cut scene of a guy and his pinball machine, animates when triggered. model="models\props\kpcut4_pinball\body.mdx;models\props\kpcut4_pinball\legs.mdx;models\props\kpcut4_pinball\head.mdx" "targetname" This entity's ID */ /*QUAKED props3_dead_louie (0 .5 .8) (-40 -48 -14) (40 48 14) A dead Louie body you can shoot. model="models\props\louie\body.mdx;models\props\louie\head.mdx;models\props\louie\legs.mdx" "health" Strength (default=50) "item" Item to spawn when gibbed */ /*QUAKED props3_cut_boss_player_animate (0 .5 .8) (-16 -16 -16) (16 16 16) A boss and player that animate when trigered. model="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" "targetname" This entity's ID */ /*QUAKED props3_deco_fixture (0 .5 .8) (-32 -8 -58) (32 8 58) A deco fixture. model="models\props\deco_fixture\deco_fixture.mdx" */ /*QUAKED props_hydrant (0 .5 .8) (-10 -10 -19) (10 10 19) A hydrant that does jack. model="models\props\hydrant\" */ /*QUAKED props_antenna1a (0 .5 .8) (-28 -22 -22) (28 22 22) An antenna. model="models\props\antenna\antenna.mdx" skin="models\props\antenna\antenna.pcx" */ /*QUAKED props_antenna2a (0 .5 .8) (-26 -30 -22) (26 30 22) An antenna. model="models\props\ant2a\antenna.mdx" skin="models\props\antenna\antenna.pcx" */ /*QUAKED props_antenna3a (0 .5 .8) (-14 -2 -22) (14 2 22) An antenna. model="models\props\ant3a\antenna.mdx" skin="models\props\antenna\antenna.pcx" */ /*QUAKED props_antenna1b (0 .5 .8) (-41 -33 -32) (41 33 32) An antenna. model="models\props\ant1b\antenna.mdx" skin="models\props\antenna\antenna.pcx" */ /*QUAKED props_antenna2b (0 .5 .8) (-38 -45 -32) (38 45 32) An antenna. model="models\props\ant2b\antenna.mdx" skin="models\props\antenna\antenna.pcx" */ /*QUAKED props_antenna3b (0 .5 .8) (-21 -3 -33) (21 3 33) An antenna. model="models\props\ant3b\antenna.mdx" skin="models\props\antenna\antenna.pcx" */ /*QUAKED props_antenna1c (0 .5 .8) (-55 -44 -43) (55 44 43) An antenna. model="models\props\ant1c\antenna.mdx" skin="models\props\antenna\antenna.pcx" */ /*QUAKED props_antenna2c (0 .5 .8) (-50 -60 -43) (60 50 43) An antenna. model="models\props\ant2c\antenna.mdx" skin="models\props\antenna\antenna.pcx" */ /*QUAKED props_antenna3c (0 .5 .8) (-28 -3 -44) (28 3 44) An antenna. model="models\props\ant3c\antenna.mdx" skin="models\props\antenna\antenna.pcx" */ /*QUAKED props_fan (0 .5 .8) (-8 -12 -16) (8 12 16) A small fan. model="models\props\fan\tris.md2" */ /*QUAKED props_aircon (0 .5 .8) (-16 -16 -24) (16 16 24) A cool box deluxe. model="models\props\aircon\tris.md2" */ /*QUAKED props_phone (0 .5 .8) (-8 -8 -6) (8 8 6) A phone (telephone). model="models\props\phone\tris.md2" */ /*QUAKED props_tablesetA (0 .5 .8) (-26 -27 -6) (26 27 6) Card-shark table setting. model="models\props\tablesets\set.mdx" skin="models\props\tablesets\card_skin.pcx" */ /*QUAKED props_radio (0 .5 .8) (-8 -12 -8) (8 12 8) A radio that will take damage and activate triggers on destruction. model="models\props\radio\tris.md2" "health" Strength, unbreakable if 666(default=25) */ /*QUAKED props_trashcanA (0 .5 .8) (-16 -16 -21) (16 16 21) X NON_MOVEABLE A trash can you can push. model="models\props\t_can\" "mass" Weigth (default=400) "health" Strength (default=10) "dmg" Damages to inflic on destruction (default=0) "item" Item to spawn on destruction */ /*QUAKED props_crate_bust_32 (0 .5 .8) (-16 -16 -16) (16 16 16) X NON_MOVEABLE TYPE_WOOD TYPE_WOOD2 TYPE_METAL TYPE_CARDBOARD Crate can bust and you can push. model="models\props\crate\stillcrate32_1.mdx" "mass" Weigth (default=400) "health" Strength (default=10) "dmg" Damages to inflic on destruction (default=0) "item" Item to spawn on destruction */ /*QUAKED props_crate_bust_48 (0 .5 .8) (-24 -24 -24) (24 24 24) X NON_MOVEABLE TYPE_WOOD TYPE_WOOD2 TYPE_METAL TYPE_CARDBOARD Crate can bust and you can push. model="models\props\crate\stillcrate48_1.mdx" "mass" Weigth (default=400) "health" Strength (default=10) "dmg" Damages to inflic on destruction (default=0) "item" Item to spawn on destruction */ /*QUAKED props_crate_bust_64 (0 .5 .8) (-32 -32 -32) (32 32 32) X X TYPE_WOOD TYPE_WOOD2 TYPE_METAL TYPE_CARDBOARD Pushable crate can bust. model="models\props\crate\stillcrate64_1.mdx" "mass" Weigth (default=400) "health" Strength (default=10) "dmg" Damages to inflic on destruction (default=0) "item" Item to spawn on destruction */ /*QUAKED props_ammocrate_bust (0 .5 .8) (-32 -16 -8) (32 16 8) 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. model="models\props\crate\tris.md2" skin="models\props\crate\exp_crate.tga" "mass" Weigth (default=400) "health" Strength (default=10) "dmg" Damages to inflic on destruction (default=0) "item" Item to spawn on destruction */ /*QUAKED props3_cut_boss_chick_animate (0 .5 .8) (-16 -16 -16) (16 16 16) A boss and chick that animate on a balcony when triggered. model="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" "targetname" This entity's ID */ /*QUAKED props3_cut_train_run_animate (0 .5 .8) (-16 -16 -16) (16 16 16) A guy running to a train, will animate when triggered. model="models\props\train_jump\bodyP.mdx;models\props\train_jump\legsP.mdx;models\props\train_jump\headP.mdx; "targetname" This entity's ID */ /*QUAKED props3_cut_A_animate (0 .5 .8) (-16 -16 -16) (16 16 16) A guy sitting on a chair, will animate when triggered. model="models\props\kpcut1\body.mdx;models\props\kpcut1\legs.mdx;models\props\kpcut1\head.mdx; "targetname" This entity's ID */ /*QUAKED props3_cut_B_animate (0 .5 .8) (-16 -16 -16) (16 16 16) Talking guy, will animate when triggered. model="models\props\kpcut2\body.mdx;models\props\kpcut2\legs.mdx;models\props\kpcut2\head.mdx; "targetname" This entity's ID */ /*QUAKED props3_cut_C_animate (0 .5 .8) (-16 -16 -16) (16 16 16) Talking guy, will animate when triggered. model="models\props\kpcut3\body.mdx;models\props\kpcut3\legs.mdx;models\props\kpcut3\head.mdx; "targetname" This entity's ID */ /*QUAKED props3_cut_D_animate (0 .5 .8) (-16 -16 -16) (16 16 16) Talking guy, will animate when triggered. model="models\props\kpcut4\body.mdx;models\props\kpcut4\legs.mdx;models\props\kpcut4\head.mdx; "targetname" This entity's ID */ /*QUAKED props3_cash_counter_animate (0 .5 .8) (-12 -14 -8) (12 18 7) A cash counter machine that animates when triggered. model="models\props\bill_counter\cashstack.mdx;models\props\bill_counter\numbers.mdx;models\props\bill_counter\machine.mdx; "targetname" This entity's ID */ /*QUAKED props3_decanter (0 .5 .8) (-3 -5 -6) (3 5 6) A decanter. model="models\props\decanter\solid.mdx;models\props\decanter\glass.mdx" */ /*QUAKED props3_whiskey_glass (0 .5 .8) (-2 -2 -2) (2 2 2) A glass of whiskey. model="models\props\whiskeyglass\solid.mdx;models\props\whiskeyglass\glass.mdx" */ /*QUAKED props3_barrels_fall_nikki_A (0 .5 .8) (-44 -60 -49) (44 60 49) A set of exploding barrels, must be triggered. This set is used in "pv_boss". model="models\props\nikki1\barrel_v4.mdx;models\props\nikki1\top_barrel_v4.mdx" "targetname" This entity's ID */ /*QUAKED props3_barrels_fall_nikki_B (0 .5 .8) (-24 -48 -24) (24 48 24) A set of exploding barrels, must be triggered. This set is used in "pv_boss". model="models\props\nikki2\barrel_v4.mdx;models\props\nikki2\top_barrel_v4.mdx" "targetname" This entity's ID */ /*QUAKED props3_cut_run_to_car_animate (0 .5 .8) (-16 -16 -16) (16 16 16) An actor running to a car, animated when triggered. model="models\props\run_to_car\body_boss.mdx;models\props\run_to_car\legs_boss.mdx;models\props\run_to_car\head_boss.mdx" "targetname" This entity's ID */ /*QUAKED props3_cut_final_animate (0 .5 .8) (-16 -16 -16) (16 16 16) The final cut scene (thug standing, then sitting on a chair), animated when triggered. model="models\props\finale\body_bossf.mdx;models\props\finale\legs_bossf.mdx;models\props\finale\head_bossf.mdx;models\props\finale\cigarf.mdx" "targetname" This entity's ID */ /*QUAKED props3_cash (0 .5 .8) (-12 -11 -5) (12 11 5) Some cash (model only, not a collectible item). model="models\props\cash\cashstack.mdx" */ /*QUAKED props3_cut_truck_driver (0 .5 .8) (-67 -16 -58) (0 17 8) The guy driving a truck in shipyard cutscene, animate when triggered. model="models\props\driver\body_driver.mdx;models\props\driver\legs_driver.mdx;models\props\driver\head_driver.mdx;models\props\driver\wheel.mdx" "targetname" This entity's ID */ /*QUAKED props2_lighthouse_beam (0 .5 .8) (-16 -16 -88) (16 16 -40) A light house light beam that rotates. model="models\props\litecone\litecone.mdx" "reactdelay" Light distance from center (default=40) */ /*QUAKED props2_boat (0 .5 .8) (-80 -160 -38) (80 160 38) A boat. The bounding box can be rotated in angles of 90 deg and block properly. model="models\props\boat\boat.mdx;models\props\boat\glass.mdx" */ /*QUAKED props2_buoy (0 .5 .8) (-41 -41 -75) (41 41 75) A buoy. model="models\props\buoy\buoy.mdx" */ /*QUAKED props2_buoy_side (1 0 0) (-81 -55 -64) (81 55 64) A buoy on it's side. model="models\props\buoyside\buoy.mdx" */ /*QUAKED props2_buoy_animate (0 .5 .8) (-41 -41 -75) (41 41 75) An animated buoy. model="models\props\buoya\buoy.mdx" */ /*QUAKED props2_gargoyle (0 .5 .8) (-47 -22 -50) (47 22 50) A stone gargoyle. model="models\props\gargoyle\" */ /*QUAKED props2_clothesline (0 .5 .8) (-4 -85 -25) (4 85 25) ? DONOTMOVE A clothes line. model="models\props\clothes\" */ /*QUAKED props2_plant_XL (0 .5 .8) (-50 -46 -53) (50 46 53) A plant. model="models\props\plants\plant_xl.md2" "health" Strength (default=25) */ /*QUAKED props2_plant_SM (0 .5 .8) (-12 -9 -20) (12 9 20) A plant. model="models\props\plants\plant_sm.md2" "health" Strength (default=25) */ /*QUAKED props2_lunch (0 .5 .8) (-10 -7 -5) (10 7 5) A lunch box. model="models\props\lunch_set\tris.md2" */ /*QUAKED props2_ashtray (0 .5 .8) (-12 -18 -4) (12 18 4) An ashtray. model="models\props\ashtray_set\tris.md2" */ /*QUAKED props2_boatphone (0 .5 .8) (-5 -9 -12) (5 9 12) A boat phone. model="models\props\boatphone\tris.md2" */ /*QUAKED props2_plant_bush (0 .5 .8) (-9 -11 -32) (9 11 32) A bush-like plant. model="models\props\bush\tris.md2" "health" Strength (default=25) */ /*QUAKED props2_car_topup (0 .5 .8) (-50 -102 -35) (50 102 35) A car with top up. The bounding box can be rotated in angles of 90 deg and block properly. model="models\props\car\car_up.md2" */ /*QUAKED props2_car_topdown (0 .5 .8) (-50 -102 -33) (50 102 33) A car with top down. The bounding box can be rotated in angles of 90 deg and block properly. model="models\props\car\car_td.md2" */ /*QUAKED props2_plant_fern (0 .5 .8) (-50 -46 -40) (50 46 40) A fern plant. model="models\props\fern\tris.md2" "health" Strength (default=25) */ /*QUAKED props_trashcan_fall (0 .5 .8) (-16 -16 -21) (16 16 21) Trash can you can push. model="models\props\t_can2\" "mass" Weight (default=400) "health" Strength (default=10) "dmg" Damages inflicted on destruction (default=0) "item" Item to spawn on push down or destruction */ /*QUAKED props_chair (0 .5 .8) (-11 -13 -26) (11 13 26) A chair. model="models\props\chair\chair.mdx" skin="models\props\chair\chair1.tga" */ /*QUAKED props2_chair_push (0 .5 .8) (-16 -16 -26) (16 16 26) A pushable chair, model="models\props\chair\chair.mdx" skin="models\props\chair\chair1.tga" "mass" Weigth (default=400) "health" Strength (default=25) */ /*QUAKED props_extinguisherA (0 .5 .8) (-16 -16 -16) (16 16 16) A breakable extinguisher. model="models\pu_icon\exting\ext1.md2" "dmg" Damages inflicted on destruction (default=25) */ /*QUAKED props_extinguisherB (0 .5 .8) (-16 -16 -16) (16 16 16) A breakable extinguisher. model="models\pu_icon\exting\ext2.md2" "dmg" Damages inflicted on destruction (default=25) */ /*QUAKED props_motorcycle (0 .5 .8) (-60 -20 -26) (60 20 26) A motorcycle. model="models\props\moto\moto.mdx;models\props\moto\chrome.mdx" skin="models\props\moto\motoskin.tga;models\props\moto\motoskin_a.tga" */ /*QUAKED props_motorcycle_runaway (0 .5 .8) (-16 -16 -16) (16 16 16) A motorcycle riding in place. model="models\props\runaway\moto.mdx" */ /*QUAKED props_shelf (0 .5 .8) (-40 -85 -51) (40 85 51) The pawn-o-matic shelf. model="models\props\shelf\flametank.mdx;models\props\shelf\pistol.mdx;models\props\shelf\shotgun.mdx;models\props\shelf\tomgun.mdx;models\props\shelf\sshell.mdx" */ /*QUAKED props_mattressA (0 .5 .8) (-36 -28 -38) (36 28 38) A mattress. model="models/props/mattress/matt.md2" */ /*QUAKED props_mattressB (0 .5 .8) (-8 -34-38) (8 34 38) A mattress. model="models/props/mattress/matt2.md2" */ /*QUAKED props_mattressC (0 .5 .8) (-34 -38 -8) (34 38 8) A mattress. model="models/props/mattress/matt3.md2" */ /*QUAKED props_tv (0 .5 .8) (-8 -16 -22) (8 16 22) A television. model="models\props\tv\tv.md2" */ /*QUAKED props_steam_machine (0 .5 .8) (-8 -8 -8) (8 8 8) A real steam producer, always on, no model "alphalevel" Opacity level, 1 to 10 (default=2) "firetype" Length of steam, 1 to 100 (default=15) "thudsurf" Start size of steam, 1 to 10 (default=5) "thudsnd" End size steam increase, 1 to 10 (default=5) "deadticks" Number of steam puffs per length element, 1 to 10 (default=2) */ /*QUAKED props_trash (0 .5 .8) (-64 -64 -4) (64 64 4) Some trash. model="models\props\trash\tris.md2" */ /*QUAKED props_wall_fall (0 .5 .8) (-64 -26 -48) (64 26 48) Bricks falling from an instable wall when triggered, used in 'sr2'. model="models\props\wall\wall.mdx" "targetname" This entity's ID */ /*QUAKED props_trashbottle (0 .5 .8) (-8 -2 -2) (8 2 2) A trash bottle. model="models\props\trashbottle\tris.md2" */ /*QUAKED props_trashpaper (0 .5 .8) (-18 -18 -2) (18 18 2) Some trash. model="models\props\trashpaper\tris.md2" */ /*QUAKED props_trashwall (0 .5 .8) (-70 -25 -10) (70 25 10) Some trash against a wall. model="models\props\trashwall\tris.md2" */ /*QUAKED props_trashcorner (0 .5 .8) (-40 -40 -8) (40 40 8) Some trash in a corner. model="models\props\trashcorner\tris.md2" */ /*QUAKED props_trashbottle_vert (0 .5 .8) (-2 -2 -8) (2 2 8) A vertical trash bottle. model="models\props\trashbottle_vert\tris.md2" */ /*QUAKED props_shelf_fall (0 .5 .8) (-65 -13 -51) (65 13 51) An falling shelf, the bounding box can be rotated in angles of 90 deg and block properly. model="models\props\shelf\shelf.mdx;models\props\shelf\top.mdx" */ /*QUAKED props_shelfB_fall (0 .5 .8) (-65 -13 -51) (65 13 51) Another falling shelf, the bounding box can be rotated in angles of 90 deg and block properly. model="models\props\shelftwo\shelf.mdx;models\props\shelftwo\top.mdx" */ /*QUAKED props_rat (0 .5 .8) (-12 -12 0) (12 12 10) A rat. model="models/actors/rat/rat.mdx" "option" Set to '1' to make them dissapear if cvar props == 0 "health" Rat health (default=10) "dmg" Rat bite damage (default=2) */ /*QUAKED props_rat_trigger (0 .5 .8) (-12 -12 0) (12 12 10) A rat that is spawned when triggered. model="models/actors/rat/rat.mdx" "option" Set to '1' to make them dissapear if cvar props == 0 "health" Rat health (default=10) "dmg" Rat bite damage (default=2) "targetname" This entity's ID */ /*QUAKED props_rat_spawner (0 .5 .8) (-16 -16 -16) (16 16 16) Base rat spawner, props_rat_spawner_node determine possible spawn point "option" Set to '1' to make them dissapear if cvar props == 0 "health" Rat health (default=10) "dmg" Rat bite damage (default=2) "target" ID string for spawner "deadticks" Total number of rats in level from spawner at a time (default 5) */ /*QUAKED props_rat_spawner_node (0 .5 .8) (-16 -16 -16) (16 16 16) Possible rat spawn point for 'props_rat_spawner' "targetname" ID string for spawner */ /*QUAKED props_blimp (0 .5 .8) (-140 -40 -58) (140 40 58) A moving blimp, trigger to make visible and start moving. model="models\props\blimp\tris.md2" "speed" Movement speed (default=20) "target" Target path corner ID "targetname" This entity's ID */ /*QUAKED props_roof_vent (0 .5 .8) (-32 -36 -48) (32 36 48) A breakable moving roof vent. model="models\props\roof_vent\tris.md2" "health" Strength (default=25) */ /*QUAKED props2_truck_die (0 .5 .8) (-61 -148 -78) (61 148 78) An exploding truck, animated when triggered. model="models\props\truck\box.mdx;models\props\truck\tires.mdx;models\props\truck\wood.mdx;models\props\truck\c4.mdx;models\props\truck\m26y.mdx;models\props\truck\mn3.mdx;models\props\truck\mp1a.mdx;models\props\truck\v1a.mdx;models\props\truck\v1b.mdx;models\props\truck\v1c.mdx;" "targetname" This entity's ID */ /*QUAKED props_cola_machine (0 .5 .8) (-16 -24 -32) (24 32 32) A cola machine, bounding box can be rotated in angles of 90 deg and block properly. model="models\props\vending_mach\tris.md2" */ /*QUAKED props_cig_machine (0 .5 .8) (-16 -24 -32) (16 24 32) A cigarette machine, bounding box can be rotated in angles of 90 deg and block properly. model="models\props\cigmachine\tris.md2" */ /*QUAKED props2_barrels_fallA (0 .5 .8) (-69 -33 -49) (69 33 49) A set of exploding barrels, must be triggered. This set is used in "pv_1". model="models\props\barl1\barrels.mdx;models\props\barl1\tops.mdx" "targetname" This entity's ID */ /*QUAKED props2_barrels_fallB (0 .5 .8) (-33 -81 -49) (33 81 49) A set of exploding barrels, must be triggered. This set is used in "pv_1". model="models\props\barl2\barrels2.mdx;models\props\barl2\tops2.mdx" "targetname" This entity's ID */ /*QUAKED props2_clubcouch (0 .5 .8) (-32 -64 -24) (32 64 24) A couch, the bounding box can be rotated in angles of 90 deg and block properly. model="models\props\clubcouch\" */ /*QUAKED props2_clubchair (0 .5 .8) (-32 -32 -24) (32 32 24) A pushable chair. model="models\props\clubchair\" "mass" Weigth (default=400) */ /*QUAKED props2_vaseA (0 .5 .8) (-16 -16 -24) (16 16 24) A breakable vase. model="models\props\vase1\" "health" Strength (default=25) */ /*QUAKED props2_vaseB (0 .5 .8) (-16 -16 -24) (16 16 24) A breakable vase. model="models\props\vase2\" "health" Strength (default=25) */ /*QUAKED props2_chair_conf (0 .5 .8) (-24 -24 -32) (24 24 32) A pushable chair. model="models\props\confchair\" "mass" Weight (default=400) */ /*QUAKED props2_shelf_metal_A_fall (0 .5 .8) (-60 -20 -56) (60 20 66) A falling metal shelf, bounding box can be rotated in angles of 90 deg and block properly. model="models\props\shelfmetal1\shelf1.mdx;models\props\shelfmetal1\shelf2.mdx;models/props/shelfmetal1/barreltops.mdx;models/props/shelfmetal1/tanktops.mdx" */ /*QUAKED props2_shelf_metal_B_fall (0 .5 .8) (-60 -20 -56) (60 20 66) Another falling metal shelf, bounding box can be rotated in angles of 90 deg and block properly. model="models\props\shelfmetal2\shelf1.mdx;models\props\shelfmetal2\shelf2.mdx;models/props/shelfmetal2/barreltops.mdx;models/props/shelfmetal2/tanktops.mdx" */ /*QUAKED props2_deadguy (0 .5 .8) (-40 -27 -9) (40 27 9) A dead guy body you can shoot, the bounding box can be rotated in angles of 90 deg and block properly. model="models\props\deadguy\body.mdx;models\props\deadguy\head.mdx;models\props\deadguy\legs.mdx" "health" Strength (default=50) "item" Item to spawn when gibbed */ /*QUAKED props2_deadguy_underwater (0 .5 .8) (-17 -50 0) (13 30 88) A drown guy in cement you can shoot, the bounding box can be rotated in angles of 90 deg and block properly. model="models\props\cementguy\body.mdx;models\props\cementguy\head.mdx;models\props\cementguy\legs.mdx" "health" Strength (default=50) "item" Item to spawn when gibbed */ /*QUAKED props2_deadgal_headless (0 .5 .8) (-32 -26 -7) (32 26 7) An headless female body you can shoot, the bounding box can be rotated in angles of 90 deg and block properly. model="models\props\dead_fem\body.mdx;models\props\dead_fem\legs.mdx" "health" Strength (default=50) "item" Item to spawn when gibbed */ /*QUAKED props2_flag (0 .5 .8) (-47 -6 -100) (47 6 100) ? SKIN1 SKIN2 SKIN3 A flag, the bounding box can be rotated in angles of 90 deg and block properly. model="models\props\flag\flag1.md2" */ /*QUAKED props2_fish (0 .5 .8) (-12 -12 0) (12 12 10) A shrimp. model="models\actors\shrimp\shrimp.mdx" "option" If set to '1', will not appear if the cvar 'props' is '0' "dmg" Fish bite damage (default=2) "health" Health (default=10) */ /*QUAKED props2_fish_trigger (0 .5 .8) (-12 -12 0) (12 12 10) A shrimp that is spawned when triggered. model="models\actors\shrimp\shrimp.mdx" "targetname" This entity's ID "option" If set to '1', will not appear if the cvar 'props' is '0' "dmg" Fish bite damage (default=2) "health" Health (default=10) */ /*QUAKED props2_fish_spawner (0 .5 .8) (-16 -16 -16) (16 16 16) Base shrimp spawner, props2_fish_spawner_node determine possible spawn point. "target" ID string for spawner "option" If set to '1', will not appear if the cvar 'props' is '0' "dmg" Fish bite damage (default=2) "health" Health (default=10) "deadticks" Total number of shrimps in level from spawner at a time (default=5) */ /*QUAKED props2_fish_spawner_node (0 .5 .8) (-16 -16 -16) (16 16 16) Possible fish spawn point for props2_fish_spawner "targetname" ID string for spawner */ /*QUAKED props2_wall_fish (0 .5 .8) (-2 -40 -12) (2 40 12) A fish on the wall, the bounding box can be rotated in angles of 90 deg and block properly. model="models\props\fish\tris.md2" */ /*QUAKED props2_barrels_fall_ST (0 .5 .8) (-89 -48 -56) (89 48 56) A set of exploding barrels, must be triggered. This set is used in "steel_3". model="models\props\barl_steel\barrels.mdx;models\props\barl_steel\tops.mdx;models\props\barl_steel\door.mdx" "targetname" This entity's ID */ /*QUAKED props2_sign (0 .5 .8) (-4 -44 -44) (4 44 44) A bar swingin sign, the bounding box can be rotated in angles of 90 deg and block properly. model="models\props\sign\sign.mdx;models\props\sign\bar.mdx;models\props\sign\chain.mdx" */ /*QUAKED props2_boat_animate (0 .5 .8) (-80 -160 -38) (80 160 38) A floating boat. model="models\props\boata\boat.mdx" */ /*QUAKED props2_helicopter_animate (0 .5 .8) (-16 -16 -16) (16 16 16) An helicopter and actor that animate when trigered. model="models\props\helicopter\helicopter.mdx;models\props\helicopter\rotor.mdx;models\props\helicopter\body.mdx;models\props\helicopter\foot.mdx;models\props\helicopter\legs.mdx;models\props\helicopter\head.mdx" "targetname" This entity's ID */ /*QUAKED props2_car_animate (0 .5 .8) (-16 -16 -16) (16 16 16) A car and actors that animate when trigered. model="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" "targetname" This entity's ID */ /*QUAKED props2_pinball_machine (0 .5 .8) (-42 -18 -38) (42 18 38) ? SKIN1 SKIN2 SKIN3 A pinball machine, the bounding box can be rotated in angles of 90 deg and block properly, animate when triggered. model="models\props\pinball\pinball_m.mdx;models\props\pinball\glass.mdx;models\props\pinball\ball.mdx" "targetname" This entity's ID */ /*QUAKED props2_barrels_PV_A (0 .5 .8) (-90 -32 -48) (90 32 48) A set of exploding barrels, must be triggered. This set is used in "pv_b" model="models\props\pv_barl1\barrel_v4last.mdx;models\props\pv_barl1\barrel_v2.mdx;models\props\pv_barl1\barrel_v4.mdx;models\props\pv_barl1\top_barrel_v2.mdx;models\props\pv_barl1\top_barrel_v4.mdx" "targetname" This entity's ID */ /*QUAKED props2_barrels_PV_B (0 .5 .8) (-17 -77 -49) (17 77 49) A set of exploding barrels, must be triggered. This set is used in "pv_b" model="models\props\pv_barl7\barrel_v2.mdx;models\props\pv_barl7\barrel_v4.mdx;models\props\pv_barl7\top_barrel_v2.mdx;models\props\pv_barl7\top_barrel_v4.mdx" "targetname" This entity's ID */ /*QUAKED props2_barrels_PV_C (0 .5 .8) (-68 -50 -48) (68 50 48) A set of exploding barrels, must be triggered. This set is used in "pv_b" model="models\props\pv_barl3\barrel_v2.mdx;models\props\pv_barl3\barrel_v2.mdx;models\props\pv_barl3\barrel_v4.mdx;models\props\pv_barl3\top_barrel_v2.mdx;models\props\pv_barl3\top_barrel_v4.mdx" "targetname" This entity's ID */ /*QUAKED props2_barrels_PV_D (0 .5 .8) (-20 -52 -48) (20 52 48) A set of exploding barrels, must be triggered. This set is used in "pv_b" model="models\props\pv_barl4\barrel_v2.mdx;models\props\pv_barl4\barrel_v4.mdx;models\props\pv_barl4\top_barrel_v2.mdx;models\props\pv_barl4\top_barrel_v4.mdx" "targetname" This entity's ID */ /*QUAKED props2_barrels_PV_E (0 .5 .8) (-24 -64 -48) (24 64 48) A set of exploding barrels, must be triggered. This set is used in "pv_b" model="models\props\pv_barl5\barrel_v2.mdx;models\props\pv_barl5\barrel_v4.mdx;models\props\pv_barl5\top_barrel_v2.mdx;models\props\pv_barl5\top_barrel_v4.mdx" "targetname" This entity's ID */