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# Hammer++ custom entity definitions. Loaded on start-up after the built-in set, so you can add
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# your game's entities here - or redefine a built-in class by repeating its name.
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#
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# @point <class> "<label>" [color(r,g,b)] [size(h) | size(hx,hy,hz)] [dir] [model]
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# @brush <class> "<label>" [color(r,g,b)] [contents(solid|clip|trigger|water|sky)]
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# <key> <type> "<label>" "<default>" ["value=Label,value=Label"]
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# types: string int float bool color255 vec3 choice model material target
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# dir = shows an orientation arrow, model = displays the "model" key as a prop
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@point npc_spawner "NPC spawner" color(255,110,110) size(12,32,12) dir
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npc_type choice "NPC type" "grunt" "grunt=Grunt,sniper=Sniper,boss=Boss"
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count int "Count" "3"
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respawn bool "Respawn" "0"
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patrol_target target "Patrol path start" ""
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@point env_fog "Fog volume" color(180,200,230) size(10)
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color color255 "Fog color" "180 190 210"
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start float "Start distance" "256"
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end float "End distance" "2048"
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@brush trigger_hurt "Hurt trigger" color(255,60,60) contents(trigger)
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damage float "Damage per second" "10"
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newmtl dev/orange
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Kd 1.0 0.55 0.15
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# Hammer++ sample prop: crate
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mtllib crate.mtl
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o crate
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v -32 0 -32
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v 32 0 -32
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v 32 64 -32
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v -32 64 -32
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v -32 0 32
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v 32 0 32
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v 32 64 32
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v -32 64 32
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vn 1 0 0
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vn -1 0 0
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vn 0 1 0
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vn 0 -1 0
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vn 0 0 1
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vn 0 0 -1
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vt 0 0
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vt 1 0
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vt 1 1
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vt 0 1
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usemtl dev/orange
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f 2/1/1 3/2/1 7/3/1 6/4/1
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f 1/1/2 5/2/2 8/3/2 4/4/2
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f 4/1/3 8/2/3 7/3/3 3/4/3
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f 1/1/4 2/2/4 6/3/4 5/4/4
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f 5/1/5 6/2/5 7/3/5 8/4/5
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f 1/1/6 4/2/6 3/3/6 2/4/6
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# Hammer++ sample prop: pyramid
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o pyramid
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v -48 0 -48
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v 48 0 -48
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v 48 0 48
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v -48 0 48
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v 0 96 0
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vt 0 1
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vt 1 1
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vt 0.5 0
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vt 1 0
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usemtl dev/blue
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f 1/1 5/3 2/2
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f 2/1 5/3 3/2
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f 3/1 5/3 4/2
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f 4/1 5/3 1/2
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f 1/1 2/2 3/4 4/3
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