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	<id>https://sigwiki.potato.tf/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Orin</id>
	<title>SigMod - User contributions [en-gb]</title>
	<link rel="self" type="application/atom+xml" href="https://sigwiki.potato.tf/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Orin"/>
	<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php/Special:Contributions/Orin"/>
	<updated>2026-06-08T13:07:25Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=Classes&amp;diff=3447</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=Classes&amp;diff=3447"/>
		<updated>2022-07-29T12:17:45Z</updated>

		<summary type="html">&lt;p&gt;Orin: Since this is now merged with the &amp;quot;Classes&amp;quot; page, this page now redirects to &amp;quot;Entity Properties&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Entity Properties]]&lt;/div&gt;</summary>
		<author><name>Orin</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=Entity_Properties&amp;diff=3446</id>
		<title>Entity Properties</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=Entity_Properties&amp;diff=3446"/>
		<updated>2022-07-29T12:15:40Z</updated>

		<summary type="html">&lt;p&gt;Orin: Merge of &amp;quot;Classes&amp;quot; page with &amp;quot;Entity Properties&amp;quot; - request of royal&amp;#039;s with Mince&amp;#039;s greenlight&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each entity in Source has a collection of variables associated to it that hold data about that entity. With SigMod, these variables can be accessed and manipulated to allow for greater creative freedom when designing missions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are two types of entity properties:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;SendProps&#039;&#039;&#039; are properties designed to be networked; changes to them are relayed to clients.&lt;br /&gt;
# &#039;&#039;&#039;DataMaps&#039;&#039;&#039; are properties designed for saving/restoring entities, changes to them may or may not be relayed to clients depending on the property.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Below is a list of most C++ entity classes and their parent classes. Click on an entity class to view its entity properties.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 0 auto; width: 100%; padding: 0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 0; margin: 0; width: 100%;&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin: 0 auto; width: 100%; padding: 0; border: none;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 25px; background-color: #303030; color: white; border: 2px solid black&amp;quot; | Point Entities&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 0; margin: 0; width: 100%;&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin: 0 auto; width: 100%; padding: 0; border: none;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid black; background-color: #808080; color: #111111; height: 35px;&amp;quot; | Players / NPCs / Objects&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;[[CBaseEntity]]&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;[[CBaseAnimating]]&#039;&#039;&#039; &amp;lt;small&amp;gt;&amp;lt;sub&amp;gt;(CBaseEntity)&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CBaseAnimatingOverlay]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseAnimating)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****&#039;&#039;&#039;[[CTFRagdoll]]&#039;&#039;&#039; &amp;lt;small&amp;gt;&amp;lt;sub&amp;gt;(CBaseAnimatingOverlay)&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CBaseFlex]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseAnimatingOverlay)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CBaseCombatCharacter]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseFlex)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CAI_BaseNPC]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseCombatCharacter)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CPhysicsCannister]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseCombatCharacter)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CBaseObject]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseCombatCharacter)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CBaseObjectUpgrade]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseObject)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******** &#039;&#039;&#039;[[CObjectSapper]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseObjectUpgrade)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CObjectDispenser]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseObject)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******** &#039;&#039;&#039;[[CObjectCartDispenser]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CObjectDispenser)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******** &#039;&#039;&#039;[[CPlayerDestructionDispenser]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CObjectDispenser)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******** &#039;&#039;&#039;[[CRobotDispenser]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CObjectDispenser)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CObjectSentrygun]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseObject)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CObjectTeleporter]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseObject)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CBasePlayer]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseCombatCharacter)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CTFPlayer]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBasePlayer)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CTFTauntProp]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseCombatCharacter)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[NextBotCombatCharacter]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseCombatCharacter)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CEyeballBoss]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(NextBotCombatCharacter)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CHeadlessHatman]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(NextBotCombatCharacter)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CMerasmus]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(NextBotCombatCharacter)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CTFBaseBoss]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(NextBotCombatCharacter)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******** &#039;&#039;&#039;[[CTFTankBoss]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFBaseBoss)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CTFRobotDestruction_Robot]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(NextBotCombatCharacter)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CZombie]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(NextBotCombatCharacter)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 0; margin: 0; width: 100%;&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin: 0 auto; width: 100%; padding: 0; border: none;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid black; background-color: #808080; color: #111111; height: 35px;&amp;quot; | Items (Cosmetics / Weapons)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;[[CBaseEntity]]&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;[[CBaseAnimating]]&#039;&#039;&#039; &amp;lt;small&amp;gt;&amp;lt;sub&amp;gt;(CBaseEntity)&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CEconEntity]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseAnimating)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CBaseAttributableItem]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CEconEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CBaseCombatWeapon]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CEconEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CTFWeaponBase]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseCombatWeapon)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CPasstimeGun]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWeaponBase)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CTFWeaponBaseMelee]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWeaponBase)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CTFBat]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWeaponBaseMelee)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******** &#039;&#039;&#039;[[CTFBat_Fish]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFBat)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******** &#039;&#039;&#039;[[CTFBat_Wood]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFBat)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
********* &#039;&#039;&#039;[[CTFBat_Giftwrap]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFBat_Wood)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CTFBonesaw]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWeaponBaseMelee)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CTFBreakableMelee]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWeaponBaseMelee)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******** &#039;&#039;&#039;[[CTFBottle]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFBreakableMelee)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******** &#039;&#039;&#039;[[CTFBreakableSign]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFBreakableMelee)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******** &#039;&#039;&#039;[[CTFStickBomb]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFBreakableMelee)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CTFBuffItem]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWeaponBaseMelee)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******** &#039;&#039;&#039;[[CTFParachute]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFBuffItem)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
********* &#039;&#039;&#039;[[CTFParachute_Primary]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFParachute)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
********* &#039;&#039;&#039;[[CTFParachute_Secondary]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFParachute)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CTFClub]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWeaponBaseMelee)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CTFFireAxe]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWeaponBaseMelee)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CTFFists]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWeaponBaseMelee)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CTFKatana]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWeaponBaseMelee)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CTFKnife]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWeaponBaseMelee)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CTFWrench]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWeaponBaseMelee)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******** &#039;&#039;&#039;[[CTFRobotArm]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWrench)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CTFRocketPack]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWeaponBaseMelee)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CTFShovel]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWeaponBaseMelee)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CTFSlap]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWeaponBaseMelee)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CTFSword]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWeaponBaseMelee)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CTFWeaponBaseGun]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWeaponBase)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CTFGrenadeLauncher]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWeaponBaseGun)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******** &#039;&#039;&#039;[[CTFCannon]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFGrenadeLauncher)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CTFSMG]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWeaponBaseGun)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******** &#039;&#039;&#039;[[CTFChargedSMG]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFSMG)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CTFJar]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWeaponBaseGun)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******** &#039;&#039;&#039;[[CTFCleaver]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFJar)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******** &#039;&#039;&#039;[[CTFJarGas]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFJar)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******** &#039;&#039;&#039;[[CTFJarMilk]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFJar)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******** &#039;&#039;&#039;[[CTFThrowable]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFJar)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
********* &#039;&#039;&#039;[[CTFSpellBook]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFThrowable)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CTFPipebombLauncher]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWeaponBaseGun)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******** &#039;&#039;&#039;[[CTFCompoundBow]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFPipebombLauncher)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CTFRocketLauncher]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWeaponBaseGun)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******** &#039;&#039;&#039;[[CTFCrossbow]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFRocketLauncher)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******** &#039;&#039;&#039;[[CTFRaygun]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFRocketLauncher)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
********* &#039;&#039;&#039;[[CTFDRGPomson]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFRaygun&#039;&#039;&#039;)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******** &#039;&#039;&#039;[[CTFGrapplingHook]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFRocketLauncher)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******** &#039;&#039;&#039;[[CTFParticleCannon]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFRocketLauncher)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******** &#039;&#039;&#039;[[CTFRocketLauncher_AirStrike]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFRocketLauncher)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******** &#039;&#039;&#039;[[CTFRocketLauncher_DirectHit]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFRocketLauncher)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******** &#039;&#039;&#039;[[CTFRocketLauncher_Mortar]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFRocketLauncher)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CTFFlameThrower]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWeaponBaseGun)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******** &#039;&#039;&#039;[[CTFWeaponFlameBall]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFFlameThrower)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CTFFlareGun]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWeaponBaseGun)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******** &#039;&#039;&#039;[[CTFFlareGun_Revenge]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFFlareGun)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CTFLaserPointer]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWeaponBaseGun)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CTFMechanicalArm]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWeaponBaseGun)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CTFMinigun]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWeaponBaseGun)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CTFShotgun]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWeaponBaseGun)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******** &#039;&#039;&#039;[[CTFScatterGun]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFShotgun)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
********* &#039;&#039;&#039;[[CTFPEPBrawlerBlaster]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFScatterGun)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
********* &#039;&#039;&#039;[[CTFSodaPopper]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFScatterGun)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******** &#039;&#039;&#039;[[CTFShotgun_HWG]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFShotgun)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******** &#039;&#039;&#039;[[CTFShotgun_Pyro]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFShotgun)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******** &#039;&#039;&#039;[[CTFShotgun_Revenge]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFShotgun)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******** &#039;&#039;&#039;[[CTFShotgun_Soldier]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFShotgun)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******** &#039;&#039;&#039;[[CTFShotgunBuildingRescue]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFShotgun)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CTFPistol]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWeaponBaseGun)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******** &#039;&#039;&#039;[[CTFPistol_Scout]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFPistol)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
********* &#039;&#039;&#039;[[CTFPistol_ScoutPrimary]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFPistol_Scout)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
********* &#039;&#039;&#039;[[CTFPistol_ScoutSecondary]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFPistol_Scout)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CTFRevolver]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWeaponBaseGun)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CTFSniperRifle]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWeaponBaseGun)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******** &#039;&#039;&#039;[[CTFSniperRifleClassic]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFSniperRifle)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******** &#039;&#039;&#039;[[CTFSniperRifleDecap]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFSniperRifle)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CTFSyringeGun]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWeaponBaseGun)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CWeaponMedigun]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWeaponBaseGun)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CTFLunchBox]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWeaponBase)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CTFLunchBox_Drink]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFLunchBox)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CTFWeaponBuilder]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWeaponBase)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CTFWeaponSapper]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWeaponBuilder)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CTFWeaponInvis]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWeaponBase)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CTFWeaponPDA]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWeaponBase)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CTFWeaponPDA_Engineer_Build]] &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&#039;&#039;&#039;&amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;CTFWeaponPDA)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CTFWeaponPDA_Engineer_Destroy]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWeaponPDA)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CTFWeaponPDA_Spy]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWeaponPDA)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CWeaponIFMBase]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWeaponBase)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CWeaponIFMBaseCamera]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWeaponIFMBase)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******** &#039;&#039;&#039;[[CWeaponIFMSteadyCam]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWeaponIFMBaseCamera)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CEconWearable]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CEconEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CTFWearable]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CEconWearable)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CTFPowerupBottle]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWearable)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CTFWearableCampaignItem]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWearable)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CTFWearableDemoShield]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWearable)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CTFWeaponPDAExpansion_Dispenser]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWearable)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CTFWeaponPDAExpansion_Teleporter]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWearable)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CTFWearableLevelableItem]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWearable)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CTFWearableRazorback]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWearable)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CTFWearableRobotArm]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWearable)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CTFWearableVM]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWearable)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CTFWearableItem]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CEconWearable)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 0; margin: 0; width: 100%;&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin: 0 auto; width: 100%; padding: 0; border: none;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid black; background-color: #808080; color: #111111; height: 35px;&amp;quot; | Projectiles&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;[[CBaseEntity]]&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;[[CBaseAnimating]]&#039;&#039;&#039; &amp;lt;small&amp;gt;&amp;lt;sub&amp;gt;(CBaseEntity)&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CBaseProjectile]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseAnimating)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CBaseGrenade]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseProjectile)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CTFWeaponBaseGrenadeProj]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseGrenade)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CTFWeaponBaseMerasmusGrenade]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWeaponBaseGrenadeProj)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CTFGrenadePipebombProjectile]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFWeaponBaseGrenadeProj)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CTFStunBall]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFGrenadePipebombProjectile)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******** &#039;&#039;&#039;[[CTFBall_Ornament]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFStunball)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CTFProjectile_Jar]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFGrenadePipebombProjectile)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******** &#039;&#039;&#039;[[CTFProjectile_Cleaver]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFProjectile_Jar)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******** &#039;&#039;&#039;[[CTFProjectile_JarGas]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFProjectile_Jar)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******** &#039;&#039;&#039;[[CTFProjectile_JarMilk]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFProjectile_Jar)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******** &#039;&#039;&#039;[[CTFProjectile_SpellBats]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFProjectile_Jar)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
********* &#039;&#039;&#039;[[CTFProjectile_SpellKartBats]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFProjectile_SpellBats)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
********* &#039;&#039;&#039;[[CTFProjectile_SpellMeteorShower]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFProjectile_SpellBats)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
********* &#039;&#039;&#039;[[CTFProjectile_SpellMirv]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFProjectile_SpellBats)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
********* &#039;&#039;&#039;[[CTFProjectile_SpellPumpkin]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFProjectile_SpellBats)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
********* &#039;&#039;&#039;[[CTFProjectile_SpellSpawnBoss]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFProjectile_SpellBats)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
********* &#039;&#039;&#039;[[CTFProjectile_SpellSpawnHorde]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFProjectile_SpellBats)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
********* &#039;&#039;&#039;[[CTFProjectile_SpellSpawnZombie]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFProjectile_SpellBats)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
********* &#039;&#039;&#039;[[CTFProjectile_SpellTransposeTeleport]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFProjectile_SpellBats)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******** &#039;&#039;&#039;[[CTFProjectile_Throwable]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFProjectile_Jar)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
********* &#039;&#039;&#039;[[CTFProjectile_ThrowableBreadMonster]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFProjectile_Throwable)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
********* &#039;&#039;&#039;[[CTFProjectile_ThrowableBrick]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFProjectile_Throwable)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
********* &#039;&#039;&#039;[[CTFProjectile_ThrowableRepel]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFProjectile_Throwable)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CTFBaseRocket]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseProjectile)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CTFFlameRocket]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFBaseRocket)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CTFProjectile_Arrow]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFBaseRocket)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CTFProjectile_GrapplingHook]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFProjectile_Arrow)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CTFProjectile_HealingBolt]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFProjectile_Arrow)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CTFProjectile_Rocket]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFBaseRocket)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CTFProjectile_BallOfFire]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFProjectile_Rocket)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CTFProjectile_MechanicalArmOrb]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFProjectile_Rocket)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CTFProjectile_SentryRocket]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFProjectile_Rocket)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CTFProjectile_SpellFireball]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFProjectile_Rocket)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CTFProjectile_SpellLightningOrb]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFProjectile_SpellFireball)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CTFProjectile_SpellKartOrb]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFProjectile_SpellFireball)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CTFProjectile_EnergyBall]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFBaseRocket)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CTFProjectile_Flare]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFBaseRocket)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CTFBaseProjectile]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseProjectile)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CTFProjectile_EnergyRing]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFBaseProjectile)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CTFProjectile_Syringe]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFBaseProjectile)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 0; margin: 0; width: 100%;&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin: 0 auto; width: 100%; padding: 0; border: none;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid black; background-color: #808080; color: #111111; height: 35px;&amp;quot; | Logic&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 0; margin: 0; width: 100%;&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin: 0 auto; width: 100%; padding: 0; border: none;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;border-bottom: 1px solid black; background-color: #AAAAAA; color: #111111; height: 35px;&amp;quot; | Gamemode Logic&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;[[CBaseEntity]]&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;[[CTFPasstimeLogic]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CBonusRoundLogic]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTFMinigameLogic]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTFRobotDestructionLogic]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTFPlayerDestructionLogic]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFRobotDestructionLogic)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CServerOnlyEntity]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CLogicalEntity]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CServerOnlyEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CLogicOnHoliday]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CLogicalEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;[[CPointEntity]]&#039;&#039;&#039; &amp;lt;small&amp;gt;&amp;lt;sub&amp;gt;(CBaseEntity)&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTrainingModeLogic]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CArenaLogic]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CCompetitiveLogic]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CCPTimerLogic]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTFHolidayEntity]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CHybridMap_CTF_CP]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CKothLogic]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CMannVsMachineLogic]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CLogicMannPower]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CMedievalLogic]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CMultipleEscort]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;[[CBaseEntity]]&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;[[CServerOnlyEntity]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CLogicalEntity]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CServerOnlyEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CLogicAuto]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CLogicAutosave]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CLogicalEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CLogicActiveAutosave]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CLogicAutosave)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CLogicBranch]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CLogicalEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CLogicBranchList]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CLogicalEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CLogicCase]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CLogicalEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CLogicCollisionPair]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CLogicalEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CLogicCompare]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CLogicalEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CLogicLineToEntity]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CLogicalEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CLogicMeasureMovement]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CLogicalEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CLogicCompareInteger]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CLogicalEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CLogicNavigation]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CLogicalEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CLogicRelay]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CLogicalEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CSceneListManager]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CLogicalEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CTimerEntity]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CLogicalEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CMathColorBlend]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CLogicalEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CMathCounter]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CLogicalEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CMathRemap]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CLogicalEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 0; margin: 0; width: 100%;&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin: 0 auto; width: 100%; padding: 0; border: none;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid black; background-color: #808080; color: #111111; height: 35px;&amp;quot; | Filters&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;[[CBaseEntity]]&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;[[CServerOnlyEntity]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CLogicalEntity]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CServerOnlyEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CBaseFilter]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CLogicalEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CFilterClass]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseFilter)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CFilterMassGreater]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseFilter)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CFilterName]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseFilter)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[FilterTeam]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseFilter)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CFilterTFTeam]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseFilter)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[FilterDamageType]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseFilter)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CFilterEnemy]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseFilter)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CFilterMultiple]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseFilter)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CFilterTFBotHasTag]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseFilter)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CFilterTFClass]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseFilter)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CFilterTFCondition]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseFilter)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[FilterDamagedByWeaponInSlot]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseFilter)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CFilterTFCanCap]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseFilter)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 0; margin: 0; width: 100%;&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin: 0 auto; width: 100%; padding: 0; border: none;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid black; background-color: #808080; color: #111111; height: 35px;&amp;quot; | Physics&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;[[CBaseEntity]]&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;[[CPhysicsSpring]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CBaseAnimating]]&#039;&#039;&#039; &amp;lt;small&amp;gt;&amp;lt;sub&amp;gt;(CBaseEntity)&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CPhysMagnet]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseAnimating)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CPointEntity]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CKeepUpright]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CPhysForce]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CPhysThruster]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPhysForce)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CPhysTorque]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPhysForce)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CServerOnlyEntity]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CLogicalEntity]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CServerOnlyEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CPhysicsEntitySolver]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CLogicalEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CPhysicsNPCSolver]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CLogicalEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CPhysConvert]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CLogicalEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CPhysMotor]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CLogicalEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CPhysConstraintSystem]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CLogicalEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CPhysConstraint]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CLogicalEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CPhysBallSocket]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPhysConstraint)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CPhysFixed]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPhysConstraint)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CPhysHinge]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPhysConstraint)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CPhysLength]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPhysConstraint)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CPhysPulley]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPhysConstraint)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CRagdollConstraint]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPhysConstraint)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CRagdollMagnet]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CPhysSlideConstraint]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPhysConstraint)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 0; margin: 0; width: 100%;&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin: 0 auto; width: 100%; padding: 0; border: none;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid black; background-color: #808080; color: #111111; height: 35px;&amp;quot; | Particles / Effects&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;[[CBaseEntity]]&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;[[CParticleSystem]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;[[CBeam]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CEnvBeam]]&#039;&#039;&#039; &amp;lt;small&amp;gt;&amp;lt;sub&amp;gt;(CBeam)&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CEnvLaser]]&#039;&#039;&#039; &amp;lt;small&amp;gt;&amp;lt;sub&amp;gt;(CBeam)&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CEmbers]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CEnvQuadraticBeam]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CBaseFire]]&#039;&#039;&#039; &amp;lt;small&amp;gt;&amp;lt;sub&amp;gt;(CBaseEntity)&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CPlasma]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseFire)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CFireSmoke]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseFire)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CSniperDot]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CLaserDot]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CSniperDot)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CSprite]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CSpriteOriented]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CSprite)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CSpriteTrail]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CSprite)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CCommentaryViewPosition]]&#039;&#039;&#039; &amp;lt;small&amp;gt;&amp;lt;sub&amp;gt;(CSprite)&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTesla]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTFGlow]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CLightGlow]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CEnvScreenEffect]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CEnvScreenOverlay]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CSlideshowDisplay]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CBaseParticleEntity]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CEntityParticleTrail]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseParticleEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CFireTrail]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseParticleEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CSmokeStack]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseParticleEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CFuncSmokeVolume]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseParticleEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CSteamJet]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseParticleEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[DustTrail]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseParticleEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[MovieExplosion]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseParticleEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[ParticleSmokeGrenade]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseParticleEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[RocketTrail]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseParticleEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[SmokeTrail]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseParticleEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[SporeExplosion]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseParticleEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[SporeTrail]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseParticleEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CParticleFire]]&#039;&#039;&#039;  &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseParticleEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 0; margin: 0; width: 100%;&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin: 0 auto; width: 100%; padding: 0; border: none;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid black; background-color: #808080; color: #111111; height: 35px;&amp;quot; | Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 0; margin: 0; width: 100%;&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin: 0 auto; width: 100%; padding: 0; border: none;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;border-bottom: 1px solid black; background-color: #AAAAAA; color: #111111; height: 35px;&amp;quot; | Pickups&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;[[CBaseEntity]]&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;[[CHalloweenSoulPack]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CBaseAnimating]]&#039;&#039;&#039; &amp;lt;small&amp;gt;&amp;lt;sub&amp;gt;(CBaseEntity)&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CItem]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseAnimating)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CTFAmmoPack]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CItem)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CTFPowerup]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CItem)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CHalloweenPickup]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFPowerup)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CBonusDuckPickup]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CHalloweenPickup)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CHalloweenGiftPickup]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CHalloweenPickup)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CSpellPickup]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFPowerup)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CAmmoPack]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFPowerup)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CAmmoPackMedium]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CAmmoPack)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CAmmoPackSmall]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CAmmoPack)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CArmor]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFPowerup)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CHealthKit]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFPowerup)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CHealthAmmoKit]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CHealthKit)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CHealthKitMedium]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CHealthKit)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CHealthKitSmall]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CHealthKit)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CTFRune]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFPowerup)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CTFRuneTemp]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFPowerup)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CTFRuneTempCrit]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFRuneTemp)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CTFRuneTempUber]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFRuneTemp)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CCurrencyPack]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFPowerup)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CCurrencyPackMedium]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CCurrencyPack)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CCurrencyPackSmall]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CCurrencyPack)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CCurrencyPackCustom]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CCurrencyPack)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CBonusPack]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CCurrencyPack)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTFDroppedWeapon]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseAnimating)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CPasstimeBall]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseAnimating)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 0; margin: 0; width: 100%;&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin: 0 auto; width: 100%; padding: 0; border: none;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;border-bottom: 1px solid black; background-color: #AAAAAA; color: #111111; height: 35px;&amp;quot; | Props&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;[[CBaseEntity]]&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;[[CBaseAnimating]]&#039;&#039;&#039; &amp;lt;small&amp;gt;&amp;lt;sub&amp;gt;(CBaseEntity)&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CBaseProp]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseAnimating)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CBreakableProp]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseProp)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CDynamicProp]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBreakableProp)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[COrnamentProp]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CDynamicProp)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CTFItem]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CDynamicProp)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CCaptureFlag]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFItem)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CBasePropDoor]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CDynamicProp)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CPhysicsProp]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBreakableProp)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CPhysicsPropMultiplayer]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPhysicsProp)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CPhysicsPropRespawnable]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPhysicsProp)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CPropSoccerBall]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPhysicsProp)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CPhysSphere]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPhysicsProp)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CPropVehicle]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseProp)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CPropVehicleDriveable]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPropVehicle)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CSimplePhysicsProp]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseProp)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CRagdollProp]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseAnimating)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CRagdollPropAttached]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CRagdollProp)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTFMerasmusTrickOrTreatProp]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseAnimating)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 0; margin: 0; width: 100%;&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin: 0 auto; width: 100%; padding: 0; border: none;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;border-bottom: 1px solid black; background-color: #AAAAAA; color: #111111; height: 35px;&amp;quot; | Resources&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;[[CBaseEntity]]&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;[[CBaseTeamObjectiveResource]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTFObjectiveResource]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTeamObjectiveResource)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CMannVsMachineStats]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CMonsterResource]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CPlayerResource]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTFPlayerResource]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPlayerResource)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CGameRulesProxy]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTeamplayRoundBasedRulesProxy]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CGameRulesProxy)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CTFGameRulesProxy]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTeamplayRoundBasedRulesProxy)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTFPointManager]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTFFlameManager]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFPointManager)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTFGasManager]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFPointManager)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[CBaseEntity]]&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;[[CBoneFollower]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CDynamicLight]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CEntityDissolve]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CEntityFlame]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CEnvProjectedTexture]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CEnvTonemapController]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CHandleTest]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CInfoLadderDismount]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CInfoLightingRelative]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CMaterialModifyControl]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CParticlePerformanceMonitor]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CPointCamera]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CPoseController]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CSpotlightEnd]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTeamTrainWatcher]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTest_ProxyToggle_Networkable]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTFBotHintEngineerNest]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTFHellZap]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CVGuiScreen]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CVoteController]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CWorld]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CColorCorrection]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CEnvDetailController]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CEnvWind]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CFogController]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CRagdollManager]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CRopeKeyframe]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CShadowControl]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CSun]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTeamRoundTimer]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTFMiniGame]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTFHalloweenMinigame]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFMiniGame)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CTFHalloweenMinigame_FallingPlatforms]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFHalloweenMinigame)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTFRobotDestruction_RobotGroup]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTFRobotDestruction_RobotSpawn]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CWaterLODControl]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTeam]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTFTeam]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTeam)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTFSpell_MeteorShowerSpawner]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTeamControlPointMaster]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTeamControlPointRound]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTestEffect]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTFFlameEntity]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CHalloweenGiftSpawnLocation]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CPointDevShotCamera]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CEnableMotionFixup]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CPointPlayerMoveConstraint]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CPointTeleport]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTriggerCamera]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CSceneManager]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CBaseNPCMaker]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CNPCMaker]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseNPCMaker)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTemplateNPCMaker]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseNPCMaker)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CGibShooter]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CEnvShooter]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CGibShooter)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CRotorWashShooter]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CEnvShooter)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CWC_UpdateIgnoreList]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CHandleDummy]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CNullEntity]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CRuleEntity]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CRulePointEntity]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CRuleEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CGameEnd]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CRulePointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CGamePlayerEquip]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CRulePointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CGamePlayerTeam]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CRulePointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CGameScore]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CRulePointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CGameText]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CRulePointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CGameGibManager]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CGameUI]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CGameWeaponManager]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CRagdollBoogie]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CCommentaryAuto]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CEnvBeverage]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CBubbling]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CDebugHistory]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CFire]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CEnvFireSensor]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CEnvFireSource]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CEnvFunnel]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CPhysicsWire]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CBallPlayerToucher]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CAI_GoalEntity]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CAI_AssaultGoal]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CAI_GoalEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CAI_FollowGoal]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CAI_GoalEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CAI_StandoffGoal]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CAI_GoalEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CAI_LeadGoal]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CAI_GoalEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CAI_LeadGoal_Weapon]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CAI_LeadGoal)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CAI_BattleLine]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CAI_ChangeHintGroup]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CAI_ChangeTarget]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CAI_Relationship]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CAI_ScriptConditions]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CAI_ScriptedSchedule]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CAI_SpeechFilter]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CAI_RadialLinkController]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CAI_ScriptedSequence]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;[[CPointEntity]]&#039;&#039;&#039; &amp;lt;small&amp;gt;&amp;lt;sub&amp;gt;(CBaseEntity)&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CInfoOverlayAccessor]]&#039;&#039;&#039; &amp;lt;small&amp;gt;&amp;lt;sub&amp;gt;(CPointEntity)&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CSceneEntity]]&#039;&#039;&#039; &amp;lt;small&amp;gt;&amp;lt;sub&amp;gt;(CPointEntity)&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CInstancedSceneEntity]]&#039;&#039;&#039; &amp;lt;small&amp;gt;&amp;lt;sub&amp;gt;(CSceneEntity)&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTestTraceline]]&#039;&#039;&#039; &amp;lt;small&amp;gt;&amp;lt;sub&amp;gt;(CPointEntity)&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTrainingAnnotation]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTFPointWeaponMimic]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTFSpawner]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTFTeleportLocation]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CZombieSpawner]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CSoundEnt]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CShower]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CSprayCan]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTankTrainAI]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTankTargetChange]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTargetCDAudioRep]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTargetChangeGravity]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTempEntTester]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CRevertSaved]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CMovementSpeedMod]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CStripWeapons]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CPointAngleSensor]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CPointAngularVelocitySensor]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CPointBonusMapsAccessor]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CPointClientCommand]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CPointGamestatsCounter]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CPointHurt]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CMessageEntity]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CPointPopulatorInterface]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CPointProximitySensor]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CPointPush]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CPointServerCommand]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CPointSpotlight]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CPointVelocitySensor]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CPopulatorInternalSpawnPoint]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CRopeAnchor]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CAI_ScriptedSentence]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CPathCorner]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CPathCornerCrash]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPathCorner)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CPathTrack]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CConstraintAnchor]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CNodeEnt]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CServerOnlyPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CInfoIntermission]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CInfoMassCenter]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CNPCSpawnDestination]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CObserverPoint]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CPasstimeBallSpawn]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CBaseDMStart]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTFTeamSpawn]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CPopulationManager]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTFInfoPowerupSpawn]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CProjectedDecal]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CInfoTarget]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CDecal]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CLight]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CEnvLight]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CLight)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTFForceRespawn]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CIntroViewpoint]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTeamplayRoundWin]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTFHudNotify]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CEnvPlayerSurfaceTrigger]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CEnvShake]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CEnvSoundscape]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CEnvSoundscapeProxy]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CEnvSoundscape)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CEnvSoundscapeTriggerable]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CEnvSoundscape)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CEnvSpark]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CEnvSplash]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTextureToggle]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CEnvTracer]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CEnvViewPunch]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CEnvZoom]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CBaseTFBotHintEntity]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CTFBotHintTeleporterExit]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTFBotHintEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTFBotProxy]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTFBotRoster]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CBlood]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CCredits]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CEnvDustPuff]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CEnvEntityMaker]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CEnvExplosion]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CEnvGunfire]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CEnvHudHint]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CMessage]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CEnvMicrophone]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CEnvMuzzleFlash]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CPhysExplosion]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CPhysImpact]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CPointNavInterface]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CAISound]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CAI_NetworkManager]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CAmbientGeneric]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CAssaultPoint]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CRallyPoint]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTFBotActionPoint]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTFBotController]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTFBotGenerator]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CBaseTFBotHintEntity]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CTFBotHintSentrygun]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTFBotHintEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CBaseAnimating]]&#039;&#039;&#039; &amp;lt;small&amp;gt;&amp;lt;sub&amp;gt;(CBaseEntity)&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CBaseViewModel]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseAnimating)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CTFViewModel]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseViewModel)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTFMedigunShield]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseAnimating)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTFReviveMarker]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseAnimating)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTFPumpkinBombShim]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseAnimating)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CTFPumpkinBomb]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFPumpkinBombShim)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTFGenericBombShim]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseAnimating)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CTFGenericBomb]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTFGenericBombShim)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CMerasmusDancer]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseAnimating)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CCaptureFlagReturnIcon]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseAnimating)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTeleportVortex]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseAnimating)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CHightower_TeleportVortex]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTeleportVortex)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CEnvParticleScript]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseAnimating)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CPointCommentaryNode]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseAnimating)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CWaterBullet]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseAnimating)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CFish]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseAnimating)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTFArcherProxy]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseAnimating)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CEntityBird]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseAnimating)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CExtraMapEntity]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseAnimating)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CExtraMapEntity_Carrier]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CExtraMapEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CExtraMapEntity_Rocket]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CExtraMapEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CExtraMapEntity_Saucer]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CExtraMapEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CExtraMapEntity_Sign]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CExtraMapEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CEnvEffectsScript]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseAnimating)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CGib]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseAnimating)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTFHalloweenFortuneTeller]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseAnimating)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CItemSoda]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseAnimating)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CRagGib]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseAnimating)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTFTankDestruction]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseAnimating)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTeamControlPoint]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseAnimating)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTFTargetDummy]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseAnimating)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CWheelOfDoom]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseAnimating)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CWheelOfDoomSpiral]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseAnimating)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CWindowPane]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseAnimating)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CWorldItem]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseAnimating)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CServerOnlyEntity]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CAI_DynamicLink]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CServerOnlyEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CAI_DynamicLinkController]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CServerOnlyEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CAI_Hint]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CServerOnlyEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CServerOnlyPointEntity]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CServerOnlyEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CEntitySpawnPoint]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CServerOnlyPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CParticleLight]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CServerOnlyPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CLogicalEntity]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CServerOnlyEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CSkyCamera]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CLogicalEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CTFIntermission]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CLogicalEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CPointTemplate]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CLogicalEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CPathKeyFrame]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CLogicalEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CBaseMoveBehavior]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPathKeyFrame)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CMultiSource]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CLogicalEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CInfoCameraLink]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CLogicalEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CEventQueueSaveLoadProxy]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CLogicalEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CEntitySpawnManager]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CLogicalEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CEnvFade]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CLogicalEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CEnvGlobal]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CLogicalEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CAI_AllySpeechManager]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CLogicalEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 0; margin: 0; width: 100%;&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin: 0 auto; width: 100%; padding: 0; border: none;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 25px; background-color: #303030; color: white; border: 2px solid black&amp;quot; | Brush Entities&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;[[CBaseEntity]]&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;[[CFunc_LOD]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CFuncConveyor]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CFuncForceField]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CFuncLadder]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CFuncMonitor]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CFuncReflectiveGlass]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CFuncRotating]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CFuncTrackTrain]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CFuncWall]]&#039;&#039;&#039; &amp;lt;small&amp;gt;&amp;lt;sub&amp;gt;(CBaseEntity)&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CFuncBrush]]&#039;&#039;&#039; &amp;lt;small&amp;gt;&amp;lt;sub&amp;gt;(CBaseEntity)&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CFuncRespawnRoomVisualizer]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CFuncBrush)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CFuncOccluder]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CFunc_Dust]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CFunc_DustCloud]]&#039;&#039;&#039; &amp;lt;small&amp;gt;&amp;lt;sub&amp;gt;(CFunc_Dust)&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CFunc_DustMotes]]&#039;&#039;&#039; &amp;lt;small&amp;gt;&amp;lt;sub&amp;gt;(CFunc_Dust)&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CFuncAreaPortalBase]]&#039;&#039;&#039; &amp;lt;small&amp;gt;&amp;lt;sub&amp;gt;(CBaseEntity)&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CFuncAreaPortalWindow]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CFuncAreaPortalBase)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CAreaPortal]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CFuncAreaPortalBase)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CFuncVPhysicsClip]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CFuncIllusionary]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CFuncLadderEndPoint]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CFuncNavCost]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CFuncNavAvoid]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CFuncNavCost)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CFuncNavPrefer]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CFuncNavCost)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CFuncNavObstruction]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CFuncNavBlocker]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTFBotHint]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CFuncTrainControls]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CFuncVehicleClip]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CFuncWall]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CFuncWallToggle]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CFuncWall)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CBreakable]]&#039;&#039;&#039; &amp;lt;small&amp;gt;&amp;lt;sub&amp;gt;(CBaseEntity)&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CBreakableSurface]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBreakable)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CPushable]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBreakable)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CPhysBox]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CPhysBoxMultiplayer]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPhysBox)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CPrecipitation]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CSimplePhysicsBrush]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CRuleEntity]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CRuleBrushEntity]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CRuleEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CGamePlayerZone]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CRuleBrushEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CFishPool]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CWeightButton]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CEntityBlocker]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTriggerBrush]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTriggerPasstimeBall]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CBaseVPhysicsTrigger]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTriggerVPhysicsMotion]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseVPhysicsTrigger)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTriggerWind]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseVPhysicsTrigger)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CBaseToggle]]&#039;&#039;&#039; &amp;lt;small&amp;gt;&amp;lt;sub&amp;gt;(CBaseEntity)&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CFuncMoveLinear]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseToggle)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CBaseButton]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseToggle)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CRotButton]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseButton)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CMomentaryRotButton]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CRotButton)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CBaseDoor]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseToggle)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CRotDoor]]&#039;&#039;&#039; &amp;lt;small&amp;gt;&amp;lt;sub&amp;gt;(CBaseDoor)&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CBasePlatTrain]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseToggle)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CFuncPlat]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBasePlatTrain)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CFuncPlatRot]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CFuncPlat)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CFuncTrackChange]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CFuncPlatRot)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
******* &#039;&#039;&#039;[[CFuncTrackAuto]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CFuncTrackChange)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CFuncTrain]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBasePlatTrain)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CGunTarget]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseToggle)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CBaseTrigger]]&#039;&#039;&#039; &amp;lt;small&amp;gt;&amp;lt;sub&amp;gt;(CBaseToggle)&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CTriggerAddOrRemoveTFPlayerAttributes]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTrigger)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CTriggerAddTFPlayerCondition]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTrigger)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CTriggerApplyImpulse]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTrigger)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CTriggerSave]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTrigger)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CTriggerBotTag]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTrigger)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CTriggerAreaCaptureShim]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTrigger)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CTriggerAreaCapture]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTriggerAreaCaptureShim)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CTriggerTimerDoor]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTriggerAreaCapture)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CTriggerCatapult]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTrigger)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CTriggerCDAudio]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTrigger)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CChangeLevel]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTrigger)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CTriggerGravity]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTrigger)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CTriggerHurtShim]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTrigger)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CTriggerHurt]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTriggerHurtShim)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CTriggerIgnite]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTrigger)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CTriggerIgniteArrows]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTrigger)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CTriggerMultiple]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTrigger)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CTriggerPlayerRespawnOverride]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTriggerMultiple)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CTriggerImpact]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTriggerMultiple)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CTriggerOnce]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTriggerMultiple)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
****** &#039;&#039;&#039;[[CTriggerLook]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTriggerOnce)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CPowerupVolume]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTriggerMultiple)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CTriggerParticle]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTrigger)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CTriggerPlayerMovement]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTrigger)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CTriggerProximity]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTrigger)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CTriggerPush]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTrigger)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CRobotDestructionVaultTrigger]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTrigger)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CTriggerRemove]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTrigger)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CTriggerRemoveTFPlayerCondition]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTrigger)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CServerRagdollTrigger]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTrigger)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CTriggerSoundscape]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTrigger)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CTriggerStun]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTrigger)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CTriggerTeleport]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTrigger)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CTriggerTeleportRelative]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTrigger)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CTriggerToggleSave]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTrigger)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CColorCorrectionVolume]]&#039;&#039;&#039; &amp;lt;small&amp;gt;&amp;lt;sub&amp;gt;(CBaseTrigger)&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CCaptureZoneShim]]&#039;&#039;&#039; &amp;lt;small&amp;gt;&amp;lt;sub&amp;gt;(CBaseTrigger)&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CCaptureZone]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CCaptureZoneShim)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CFuncPasstimeGoalShim]]&#039;&#039;&#039; &amp;lt;small&amp;gt;&amp;lt;sub&amp;gt;(CBaseTrigger)&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CFuncPasstimeGoal]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CFuncPasstimeGoalShim)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CFuncRespawnRoomShim]]&#039;&#039;&#039; &amp;lt;small&amp;gt;&amp;lt;sub&amp;gt;(CBaseTrigger)&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
***** &#039;&#039;&#039;[[CFuncRespawnRoom]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CFuncRespawnRoomShim)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CAchievementZone]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTrigger)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CChangeClassZone]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTrigger)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CFuncFlagAlertZone]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTrigger)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CFlagDetectionZone]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTrigger)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CFuncNavPrerequisite]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTrigger)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CFuncNoBuild]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTrigger)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CNoGrenadesZone]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTrigger)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CFuncPasstimeGoalieZone]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTrigger)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CFuncPasstimeNoBallZone]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTrigger)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CRegenerateZone]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTrigger)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CFuncRespawnFlagZone]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTrigger)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CFuncSuggestedBuild]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTrigger)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CUpgrades]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTrigger)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**** &#039;&#039;&#039;[[CDispenserTouchTrigger]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTrigger)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;[[CPointEntity]]&#039;&#039;&#039; &amp;lt;small&amp;gt;&amp;lt;sub&amp;gt;(CBaseEntity)&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTriggerVolume]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CPointEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 0; margin: 0; width: 100%;&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin: 0 auto; width: 100%; padding: 0; border: none;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 25px; background-color: #303030; color: white; border: 2px solid black&amp;quot; | Temporary Entities&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;[[CBaseTempEntity]]&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;[[CTEParticleSystem]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTempEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTEBloodStream]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTEParticleSystem)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTEDust]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTEParticleSystem)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTEExplosion]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTEParticleSystem)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTEGaussExplosion]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTEParticleSystem)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTELargeFunnel]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTEParticleSystem)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTEShowLine]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTEParticleSystem)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTESparks]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTEParticleSystem)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTEBreakModel]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTempEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTEBSPDecal]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTempEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTEBubbles]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTempEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTEBubbleTrail]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTempEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTEClientProjectile]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTempEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTEDecal]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTempEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTEDynamicLight]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTempEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTEEffectDispatch]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTempEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTEFizz]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTempEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTEFootprintDecal]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTempEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTEGlowSprite]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTempEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTEImpact]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTempEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTEKillPlayerAttachments]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTempEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTEMuzzleFlash]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTempEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTEPhysicsProp]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTempEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTEPlayerDecal]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTempEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTEProjectedDecal]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTempEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTEShatterSurface]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTempEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTESmoke]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTempEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTESprite]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTempEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTESpriteSpray]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTempEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTETFBlood]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTempEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTETFExplosion]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTempEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTETFParticleEffect]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTempEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTEWorldDecal]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTempEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTEBaseBeam]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTempEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTEBeamEntPoint]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTEBaseBeam)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTEBeamEnts]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTEBaseBeam)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTEBeamFollow]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTEBaseBeam)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTEBeamLaser]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTEBaseBeam)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTEBeamPoints]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTEBaseBeam)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTEBeamRing]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTEBaseBeam)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTEBeamRingPoint]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTEBaseBeam)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTEBeamSpline]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTempEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTEMetalSparks]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTempEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
*** &#039;&#039;&#039;[[CTEArmorRicochet]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CTEMetalSparks)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTEBloodSprite]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTempEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTEEnergySplash]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTempEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTEFireBullets]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTempEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;[[CTEPlayerAnimEvent]]&#039;&#039;&#039; &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;(CBaseTempEntity)&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Orin</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=Attribute_information&amp;diff=3443</id>
		<title>Attribute information</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=Attribute_information&amp;diff=3443"/>
		<updated>2022-07-28T08:32:34Z</updated>

		<summary type="html">&lt;p&gt;Orin: /* Default Attribute Values */ wrapped in &amp;lt;pre&amp;gt; block&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== crit vs burning players ==&lt;br /&gt;
You can use a value different than 1, In this case, it will make the weapon deal critical damage on a different condition than if the player is burning. You can add the values together if you want to crit on multiple conditions&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Condition||Value&lt;br /&gt;
|-&lt;br /&gt;
|TF_COND_BURNING||1&lt;br /&gt;
|-&lt;br /&gt;
|TF_COND_AIMING||2&lt;br /&gt;
|-&lt;br /&gt;
|TF_COND_ZOOMED||4&lt;br /&gt;
|-&lt;br /&gt;
|TF_COND_DISGUISING||8&lt;br /&gt;
|-&lt;br /&gt;
|TF_COND_DISGUISED||16&lt;br /&gt;
|-&lt;br /&gt;
|TF_COND_STEALTHED||32&lt;br /&gt;
|-&lt;br /&gt;
|TF_COND_INVULNERABLE||64&lt;br /&gt;
|-&lt;br /&gt;
|TF_COND_TELEPORTED||128&lt;br /&gt;
|-&lt;br /&gt;
|TF_COND_TAUNTING||256&lt;br /&gt;
|-&lt;br /&gt;
|TF_COND_INVULNERABLE_WEARINGOFF||512&lt;br /&gt;
|-&lt;br /&gt;
|TF_COND_STEALTHED_BLINK||1024&lt;br /&gt;
|-&lt;br /&gt;
|TF_COND_SELECTED_TO_TELEPORT||2048&lt;br /&gt;
|-&lt;br /&gt;
|TF_COND_CRITBOOSTED||4096&lt;br /&gt;
|-&lt;br /&gt;
|TF_COND_TMPDAMAGEBONUS||8192&lt;br /&gt;
|-&lt;br /&gt;
|TF_COND_FEIGN_DEATH||16384&lt;br /&gt;
|-&lt;br /&gt;
|TF_COND_PHASE||32768&lt;br /&gt;
|-&lt;br /&gt;
|TF_COND_STUNNED||65536&lt;br /&gt;
|-&lt;br /&gt;
|TF_COND_HEALTH_BUFF||131072&lt;br /&gt;
|-&lt;br /&gt;
|TF_COND_HEALTH_OVERHEALED||262144&lt;br /&gt;
|-&lt;br /&gt;
|TF_COND_URINE||524288&lt;br /&gt;
|-&lt;br /&gt;
|TF_COND_ENERGY_BUFF||1048576&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==set item tint rgb==&lt;br /&gt;
Credits: Gettysburg&lt;br /&gt;
&lt;br /&gt;
Attribute values for each paint&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name||Value||Team&lt;br /&gt;
|-&lt;br /&gt;
|Indubitably Green||7511618||&lt;br /&gt;
|-&lt;br /&gt;
|Zepheniah&#039;s Greed||4345659||&lt;br /&gt;
|-&lt;br /&gt;
|Noble Hatter&#039;s Violet||5322826||&lt;br /&gt;
|-&lt;br /&gt;
|Color No. 216-190-216||14204632||&lt;br /&gt;
|-&lt;br /&gt;
|A Deep Commitment to Purple||8208497||&lt;br /&gt;
|-&lt;br /&gt;
|Mann Co. Orange||13595446||&lt;br /&gt;
|-&lt;br /&gt;
|Muskelmannbraun||10843461||&lt;br /&gt;
|-&lt;br /&gt;
|Peculiarly Drab Tincture||12955537||&lt;br /&gt;
|-&lt;br /&gt;
|Radigan Conagher Brown||6901050||&lt;br /&gt;
|-&lt;br /&gt;
|Ye Olde Rustic Colour||8154199||&lt;br /&gt;
|-&lt;br /&gt;
|Australium Gold||15185211||&lt;br /&gt;
|-&lt;br /&gt;
|Aged Moustache Grey||8289918||&lt;br /&gt;
|-&lt;br /&gt;
|An Abundance of Tinge||15132390||&lt;br /&gt;
|-&lt;br /&gt;
|A Distinctive Lack of Hue||1315860||&lt;br /&gt;
|-&lt;br /&gt;
|Pink as Hell||16738740||&lt;br /&gt;
|-&lt;br /&gt;
|A Color Similar to Slate||3100495||&lt;br /&gt;
|-&lt;br /&gt;
|Drably Olive||8421376||&lt;br /&gt;
|-&lt;br /&gt;
|Taste of Defeat and Lime||3329330||&lt;br /&gt;
|-&lt;br /&gt;
|Gentlemann&#039;s Business Pants||15787660||&lt;br /&gt;
|-&lt;br /&gt;
|Dark Salmon Injustice||15308410||&lt;br /&gt;
|-&lt;br /&gt;
|Mann&#039;s Mint||12377523||&lt;br /&gt;
|-&lt;br /&gt;
|After Eight||2960676||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Team Spirit||12073019||RED&lt;br /&gt;
|-&lt;br /&gt;
|5801378||BLU&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Operator&#039;s Overalls||4732984||RED&lt;br /&gt;
|-&lt;br /&gt;
|3686984||BLU&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Waterlogged Lab Coat||11049612||RED&lt;br /&gt;
|-&lt;br /&gt;
|8626083||BLU&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Balaclavas are Forever||3874595||RED&lt;br /&gt;
|-&lt;br /&gt;
|1581885||BLU&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |An Air of Debonair||6637376||RED&lt;br /&gt;
|-&lt;br /&gt;
|2636109||BLU&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |The Value of Teamwork||8400928||RED&lt;br /&gt;
|-&lt;br /&gt;
|2452877||BLU&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Cream Spirit||12807213||RED&lt;br /&gt;
|-&lt;br /&gt;
|12091445||BLU&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Flame attributes==&lt;br /&gt;
Credits: Jaka&lt;br /&gt;
&lt;br /&gt;
&amp;quot;flame_up_speed&amp;quot;         - Changes how fast flames move upwards. Can be negative to move downward&lt;br /&gt;
&lt;br /&gt;
&amp;quot;flame_speed&amp;quot;             - How fast flames move.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;flame_drag&amp;quot;            - How much resistance a flame faces durring flight. Lower values make flames travel further&lt;br /&gt;
&lt;br /&gt;
&amp;quot;flame_gravity&amp;quot;            - Changes how fast flames move upwards, functions similarly to flame_up_speed&lt;br /&gt;
&lt;br /&gt;
&amp;quot;flame_spread_degree&amp;quot;        - Flame angle deviation. Essentially &amp;quot;projectile spread angle penalty&amp;quot; for flamethrowers&lt;br /&gt;
&lt;br /&gt;
&amp;quot;flame_reflect_on_collision&amp;quot;    - how hard a flame bounces off a surface&lt;br /&gt;
&lt;br /&gt;
&amp;quot;redirected_flame_size_mult&amp;quot;    -  flame particle size after bouncing off a surface &lt;br /&gt;
&lt;br /&gt;
&amp;quot;flame_ignore_player_velocity&amp;quot;    - Flames no longer inherit the users velocity&lt;br /&gt;
&lt;br /&gt;
&amp;quot;airblast_turn_projectile_to_ammo&amp;quot;     - spawns small ammopack on reflect&lt;br /&gt;
&lt;br /&gt;
&amp;quot;airblast_give_teammate_speed_boost&amp;quot;     - replaces knockback with speed boost effect on teammates&lt;br /&gt;
&lt;br /&gt;
&amp;quot;airblast_deflect_projectiles_disabled&amp;quot;      - can not reflect projectiles &lt;br /&gt;
&lt;br /&gt;
&amp;quot;airblast_put_out_teammate_disabled&amp;quot;     - can not extinguish teammates &lt;br /&gt;
&lt;br /&gt;
&amp;quot;airblast_pushback_disabled&amp;quot;        - can not airblast players&lt;br /&gt;
&lt;br /&gt;
&amp;quot;airblast_destroy_projectile&amp;quot;        - destroys projectiles instead of reflecting. Exactly like heavy deflection.&lt;br /&gt;
&lt;br /&gt;
===Default Attribute Values===&lt;br /&gt;
&amp;lt;pre style=&amp;quot;min-width:30em;max-width:40em;tab-size:4;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;static_attrs&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
    &amp;quot;flame_gravity&amp;quot;                     &amp;quot;0&amp;quot;&lt;br /&gt;
    &amp;quot;flame_drag&amp;quot;                        &amp;quot;8.5&amp;quot;&lt;br /&gt;
    &amp;quot;flame_up_speed&amp;quot;                    &amp;quot;50&amp;quot;&lt;br /&gt;
    &amp;quot;flame_speed&amp;quot;                       &amp;quot;2450&amp;quot;&lt;br /&gt;
    &amp;quot;flame_spread_degree&amp;quot;               &amp;quot;2.8&amp;quot;&lt;br /&gt;
    &amp;quot;flame_lifetime&amp;quot;                    &amp;quot;0.6&amp;quot;&lt;br /&gt;
    &amp;quot;flame_random_life_time_offset&amp;quot;     &amp;quot;0.1&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skins and paintkit_proto_def_index==&lt;br /&gt;
[https://docs.google.com/document/d/e/2PACX-1vR4mcdvfPIib0sfEtzhv_l6lz42ox6xmFr4jxVYceSxL8na9fkrxVkTFz5qVbl1qV3A4VzY-t7CJ-f8/pub#h.djh8zb5deg98 All Warpaint Names And IDs]&lt;br /&gt;
&lt;br /&gt;
==override projectile type==&lt;br /&gt;
Credits: Braindawg&lt;br /&gt;
&lt;br /&gt;
Can be used to change projectile fired by the weapon. Possible values:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Value||Projectile&lt;br /&gt;
|-&lt;br /&gt;
|1||Bullet&lt;br /&gt;
|-&lt;br /&gt;
|2||Rocket (&amp;quot;mini rockets&amp;quot; 1 for air strike, &amp;quot;no self blast dmg&amp;quot; 2 for rocket jumper)&lt;br /&gt;
|-&lt;br /&gt;
|3||Pipebomb&lt;br /&gt;
|-&lt;br /&gt;
|4||Stickybomb&lt;br /&gt;
|-&lt;br /&gt;
|5||Syringe&lt;br /&gt;
|-&lt;br /&gt;
|6||Flare ( &amp;quot;lunchbox adds minicrits&amp;quot; determines flare type)&lt;br /&gt;
|-&lt;br /&gt;
|8||Huntsman Arrow&lt;br /&gt;
|-&lt;br /&gt;
|11||Crusader&#039;s Crossbow Bolt&lt;br /&gt;
|-&lt;br /&gt;
|12||Cow Mangler Particle&lt;br /&gt;
|-&lt;br /&gt;
|13||Bison/Pomson (&amp;quot;energy weapon penetration&amp;quot; 1/0 to switch)&lt;br /&gt;
|-&lt;br /&gt;
|14||Stickybomb (Sticky Jumper)&lt;br /&gt;
|-&lt;br /&gt;
|17||Loose Cannon&lt;br /&gt;
|-&lt;br /&gt;
|18||Rescue Ranger Claw&lt;br /&gt;
|-&lt;br /&gt;
|19||Festive Huntsman Arrow&lt;br /&gt;
|-&lt;br /&gt;
|22||Festive Jarate&lt;br /&gt;
|-&lt;br /&gt;
|23||Festive Crusader&#039;s Crossbow Bolt&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|Grappling hook&lt;br /&gt;
|}&lt;br /&gt;
Will only work with their respective non-reskinned versions:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Value||Projectile&lt;br /&gt;
|-&lt;br /&gt;
|24||Self Aware Beauty Mark (Jarate)&lt;br /&gt;
|-&lt;br /&gt;
|25||Mutated Milk (Mad Milk)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== is_passive_weapon ==&lt;br /&gt;
If set to 1, the weapon is worn by the player passiviely, it will be used together with the active weapon. There can be only one passive weapon. The passive weapon is invisible, but it&#039;s animations will override the animations of the active weapon&lt;br /&gt;
&lt;br /&gt;
== lunchbox adds minicrits ==&lt;br /&gt;
Information about &amp;quot;lunchbox adds minicrits&amp;quot; and other set_weapon_mode attributes can be found [https://gist.github.com/sigsegv-mvm/f72e3047c58dc2674493 here]&lt;br /&gt;
&lt;br /&gt;
[[Category:References]]&lt;/div&gt;</summary>
		<author><name>Orin</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=User:Orin/Sandbox/Entity_Additions&amp;diff=233</id>
		<title>User:Orin/Sandbox/Entity Additions</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=User:Orin/Sandbox/Entity_Additions&amp;diff=233"/>
		<updated>2021-12-14T05:30:54Z</updated>

		<summary type="html">&lt;p&gt;Orin: quick hackjob&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;WIP. Feel free to edit, but don&#039;t paste anything from here into the main page without my consent. If you have anything that needs to go there, edit it there.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;clear:all;padding:0 1em;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
All entity-oriented feature additions: Inputs, Outputs, Targetting, etc. are all documented within their own heaps of lists.&lt;br /&gt;
&lt;br /&gt;
Note I/O inputs have two different type of parameters: &amp;lt;Required&amp;gt; and [Optional].&lt;br /&gt;
&lt;br /&gt;
== I/O Expansions ==&lt;br /&gt;
=== Targetname Prefixes ===&lt;br /&gt;
When targetting entities, adding prefixes of the format &amp;lt;code&amp;gt;@name1@&amp;lt;/code&amp;gt; will instead target an entity relative to the given entity, usually by relationships.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;table-layout: fixed;&amp;quot;&lt;br /&gt;
! Prefix&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;@p@&amp;lt;targetname&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Targets the parent of an entity. Example: &amp;lt;code&amp;gt;@p@!activator&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;@c@&amp;lt;targetname&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Targets the child of an entity. Example: &amp;lt;code&amp;gt;@c@!activator&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;@bb&amp;lt;&#039;&#039;vector&#039;&#039; mins&amp;gt; &amp;lt;&#039;&#039;vector&#039;&#039; maxs&amp;gt;@&amp;lt;targetname&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Target &#039;&#039;all&#039;&#039; entiities within a [https://developer.valvesoftware.com/wiki/Bounding_box bounding box] relative to the given entity. Example: &amp;lt;code&amp;gt;@bb-100 -100 -100 100 100 100@prop_dynamic&amp;lt;/code&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Entity I/O Additions ===&lt;br /&gt;
==== &amp;lt;div style=&amp;quot;font-size: 110%;&amp;quot;&amp;gt;All Entities&amp;lt;/div&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Inputs&amp;lt;/b&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;table-layout: fixed;&amp;quot;&lt;br /&gt;
! Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$FireUserAsActivator1-4 &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Acts like FireUser1-4, but the entity becomes the !activator and is passed as the parameter of OnUser1-4 output&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$FireUser5-8 &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Fires custom $OnUser5-8 output&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$TakeDamage &amp;lt;int&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Take specified amount of damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$TakeDamageFromActivator &amp;lt;int&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Take specified amount of damage, the !activator is the damage inflictor&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$SetModel &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Set custom model&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$SetModelOverride &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Set custom model, only changes the appearance&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$SetModelSpecial &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Set custom model, in a special way, it does less additional changes to the entity&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$SetOwner &amp;lt;entity&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Set entity owner&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$InheritOwner &amp;lt;entity&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Set entity owner to the passed entity owner&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$InheritParent &amp;lt;entity&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Set entity parent to the passed entity parent&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$GetKeyValue &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Fire OnUser1 output, with key value as a parameter&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$MoveType &amp;lt;int&amp;gt;,&amp;lt;int&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Set move type&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$PlaySound &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Play sound from this entity&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$StopSound &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Stop playing sound from this entity&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$SetLocalOrigin &amp;lt;vector&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Set origin relative to parent&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$SetLocalAngles &amp;lt;vector&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Set angles relative to parent&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$SetLocalVelocity &amp;lt;vector&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Set velocity relative to parent&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$TeleportToEntity &amp;lt;entity&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Teleport to specified entity&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$MoveRelative &amp;lt;vector&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Move relative to parent (world)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$RotateRelative &amp;lt;vector&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Rotate relative to parent (world)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SetKey$(keyvalue name) &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Set keyvalue to specified value&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;GetKey$(keyvalue name) &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| parameter format: entity|input|default value; example: !activator|$DisplayTextCenter|def&amp;lt;br&amp;gt;&lt;br /&gt;
Trigger the input of an entity, with keyvalue as a parameter (default value if not found)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SetVar$(variable name) &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Set custom entity variable&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;GetVar$(variable name) &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| parameter format: entity|input|default value; example: !activator|$DisplayTextCenter|def&amp;lt;br&amp;gt;&lt;br /&gt;
Trigger the input of an entity, with variable as a parameter (default value if not found)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Set datamap property to specified value&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;GetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| parameter format: entity|input|default value; example: !activator|$DisplayTextCenter|def&amp;lt;br&amp;gt;&lt;br /&gt;
Trigger the input of an entity, with datamap prop as a parameter (default value if not found)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name) &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Set send property to specified value&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;GetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name) &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| parameter format: entity|input|default value; example: !activator|$DisplayTextCenter|def&amp;lt;br&amp;gt;&lt;br /&gt;
Trigger the input of an entity, with send prop as a parameter (default value if not found)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Outputs&amp;lt;/b&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;table-layout:fixed;&amp;quot;&lt;br /&gt;
! Output&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$OnUser5-8 &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Called when $FireUser5-8 input is used.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$OnKilled&amp;lt;/code&amp;gt;&lt;br /&gt;
| Fired when the entity is killed. The &amp;lt;code&amp;gt;!caller&amp;lt;/code&amp;gt; entity will be inaccessible at this point.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;div style=&amp;quot;font-size:110%;&amp;quot;&amp;gt;logic_case&amp;lt;/u&amp;gt; ====&lt;br /&gt;
Redirects I/O in ways depending if a case&#039;s scenario has happened. [https://developer.valvesoftware.com/wiki/Logic_case VDC page]&lt;br /&gt;
&lt;br /&gt;
For the inputs used in text formatting and menus, look at the [[#logic_case_2|Entity Expansions]] section.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Inputs&amp;lt;/b&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;table-layout: fixed;&amp;quot;&lt;br /&gt;
! Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$TestSigsegv&amp;lt;/code&amp;gt;&lt;br /&gt;
| Dedicated for testing if the extension is successfully loaded. Fires &amp;lt;code&amp;gt;OnUser1&amp;lt;/code&amp;gt; output.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$ToFloat &amp;lt;any&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Converts argument to float, or known as &#039;&#039;number&#039;&#039;. Fires &amp;lt;code&amp;gt;OnDefault&amp;lt;/code&amp;gt; output with result as parameter.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$ToInt &amp;lt;any&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Converts argument to integer, a &#039;&#039;number&#039;&#039; with no decimals. Fires &amp;lt;code&amp;gt;OnDefault&amp;lt;/code&amp;gt; output with result as parameter.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$GetConVar &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Fetches a convar&#039;s (console variable) number value, but on two criterias: Having &amp;quot;replicated&amp;quot; flag, and not having a &amp;quot;protected&amp;quot; flag. If both pass, the &amp;lt;code&amp;gt;OnDefault&amp;lt;/code&amp;gt; output fires with the parameter as the number value.&lt;br /&gt;
: ℹ️ &#039;&#039;&#039;Tip:&#039;&#039;&#039; The &amp;lt;code&amp;gt;help&amp;lt;/code&amp;gt; concommand displays the flags of a convar.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$GetConVarString &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Identical to &amp;lt;code&amp;gt;$GetConVar&amp;lt;/code&amp;gt;, but the fetched value is passed as a string.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$CallerToActivator&amp;lt;/code&amp;gt;&lt;br /&gt;
| Fires &amp;lt;code&amp;gt;OnDefault&amp;lt;/code&amp;gt; output with &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt; overriden as the entity in &amp;lt;code&amp;gt;!caller&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$GetKeyValueFromActivator &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Grab value of a key from the &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt; entity. Fires &amp;lt;code&amp;gt;OnDefault&amp;lt;/code&amp;gt; output with result as parameter.&lt;br /&gt;
: 🛑 &#039;&#039;&#039;Superseded:&#039;&#039;&#039; Use &amp;lt;code&amp;gt;$GetKey$&amp;lt;keyvalue&amp;gt;&amp;lt;/code&amp;gt; input.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;div style=&amp;quot;font-size:110%;&amp;quot;&amp;gt;point_viewcontrol&amp;lt;/u&amp;gt; ====&lt;br /&gt;
A camera entity capable to force the viewport of any desired players to use its own. [https://developer.valvesoftware.com/wiki/Point_viewcontrol VDC page]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Inputs&amp;lt;/b&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;table-layout: fixed;&amp;quot;&lt;br /&gt;
! Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$EnableAll&amp;lt;/code&amp;gt;&lt;br /&gt;
| Enable the camera for all players on the map.&amp;lt;br&amp;gt;&amp;amp;nbsp;❗ &#039;&#039;&#039;Warning:&#039;&#039;&#039; Spawnflag #512 may not do anything. (&amp;lt;code&amp;gt;Start At Player, Interruptable by Player&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$DisableAll&amp;lt;/code&amp;gt;&lt;br /&gt;
| Disable the camera for all players on the map.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$SetTarget &amp;lt;entity&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| The entity that the camera should point to.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;div style=&amp;quot;font-size:110%;&amp;quot;&amp;gt;tank_boss&amp;lt;/u&amp;gt; ====&lt;br /&gt;
The big sluggish Tank robot. [https://developer.valvesoftware.com/wiki/Tank_boss VDC page]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Outputs&amp;lt;/b&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;table-layout:fixed;&amp;quot;&lt;br /&gt;
! Output&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$OnStartDeploy&amp;lt;/code&amp;gt;&lt;br /&gt;
| Fired when the tank is deploying the bomb if a condition is fulfilled:&lt;br /&gt;
* Using &amp;lt;code&amp;gt;&amp;quot;spawnflags&amp;quot; &amp;quot;1&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* Giving the Tank a &amp;lt;code&amp;gt;PointTemplate&amp;lt;/code&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Entity Expansions ==&lt;br /&gt;
=== obj_sentrygun ===&lt;br /&gt;
The Sentry Gun, one of Engineer&#039;s buildings. [https://developer.valvesoftware.com/wiki/Obj_sentrygun VDC page]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Spawnflags&amp;lt;/b&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;[64]&#039;&#039;&#039; - Spawn as mini-sentry&lt;br /&gt;
&lt;br /&gt;
=== tf_point_weapon_mimic ===&lt;br /&gt;
An entity that mimics firing of various projectiles, as if a player shot the projectile. [https://developer.valvesoftware.com/wiki/Tf_point_weapon_mimic VDC page]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Miscellaneous&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; Killing the mimic entity now automatically removes all of its Stickybombs.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; Setting an owner with &amp;lt;code&amp;gt;$SetOwner&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;$InheritOwner&amp;lt;/code&amp;gt; will assign the same owner to fired projectiles are assigned the same owner.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; Mimic can shoot bullets if &amp;lt;code&amp;gt;WeaponType&amp;lt;/code&amp;gt; is set to 4. It can be customised with these keyvalues:&lt;br /&gt;
:&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; &amp;lt;code&amp;gt;SpeedMax&amp;lt;/code&amp;gt; - max distance (infinite if not specified).&lt;br /&gt;
:&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; &amp;lt;code&amp;gt;SplashRadius&amp;lt;/code&amp;gt; - knockback force.&lt;br /&gt;
&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; If &amp;lt;code&amp;gt;teamnum&amp;lt;/code&amp;gt; keyvalue is used, shot projectiles will be assigned a team. (Previously it was always team 3, BLU)&lt;br /&gt;
:&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; 2 for RED, 3 for BLU.&lt;br /&gt;
&amp;lt;b&amp;gt;Spawnflags&amp;lt;/b&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;[1]&#039;&#039;&#039; - Shot projectile callback; fires the &amp;lt;code&amp;gt;OnUser4&amp;lt;/code&amp;gt; output whenever a projectile is shot, with &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt; as the projectile.&lt;br /&gt;
* &#039;&#039;&#039;[2]&#039;&#039;&#039; - Allow the keyvalues &amp;quot;&#039;&#039;FireSound&#039;&#039;&amp;quot; and &amp;quot;&#039;&#039;ParticleEffect&#039;&#039;&amp;quot; to have functionality.&lt;br /&gt;
&lt;br /&gt;
=== Tank (tank_boss) ===&lt;br /&gt;
&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; When a tank with &amp;lt;code&amp;gt;PointTemplate&amp;lt;/code&amp;gt;(s) starts deploying, &amp;quot;OnUser4&amp;quot; output is fired.&lt;br /&gt;
&lt;br /&gt;
=== Medic shield (entity_medigun_shield) ===&lt;br /&gt;
&amp;lt;b&amp;gt;Spawnflags&amp;lt;/b&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;[1]&#039;&#039;&#039; - Never expire, and don&#039;t block LOS&lt;br /&gt;
* &#039;&#039;&#039;[2]&#039;&#039;&#039; - Spawn as LV2 Shield&lt;br /&gt;
&lt;br /&gt;
=== logic_case ===&lt;br /&gt;
==== &amp;lt;div style=&amp;quot;font-size:110%;&amp;quot;&amp;gt;Text formatter&amp;lt;/div&amp;gt; ====&lt;br /&gt;
With the use of the added inputs, logic_case can be transformed into a text formatter, replacing % in the format string into format parameters.&lt;br /&gt;
&lt;br /&gt;
Example point template usage:&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Formatter&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;formattest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$Format&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;formattest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;You have % out of % coins left. % %% done&amp;quot; // Formatter string&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;6&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;12&amp;quot; //Second argument&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;50&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,,0,-1&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;This would display &amp;quot;You have 6 out of 12 coins left. 50 % done&amp;quot; to all players&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Inputs&amp;lt;/b&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;table-layout: fixed;&amp;quot;&lt;br /&gt;
! Output&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$Format&amp;lt;/code&amp;gt;&lt;br /&gt;
| Start a string format. When finished, fires &amp;lt;code&amp;gt;OnDefault&amp;lt;/code&amp;gt; output with the formatted string as parameter.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$FormatInput1-15 &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Sets a respective formatting input&#039;s argument, then starts a string format.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$FormatInputNoFire1-15 &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Functionally, its &amp;lt;code&amp;gt;$FormatInput1-15&amp;lt;/code&amp;gt; without starting a string format.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$FormatString &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Sets the string to be used in formatting, then starts a string format.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$FormatStringNoFire &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Functionally, its &amp;lt;code&amp;gt;$FormatString&amp;lt;/code&amp;gt; without starting a string format.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;div style=&amp;quot;font-size:110%;&amp;quot;&amp;gt;Menus&amp;lt;/div&amp;gt; ====&lt;br /&gt;
Sourcemod Menus are displayed using the &amp;lt;code&amp;gt;$DisplayMenu&amp;lt;/code&amp;gt; input.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Case16&amp;lt;/code&amp;gt; title, &amp;lt;code&amp;gt;Case01-15&amp;lt;/code&amp;gt; choices.&lt;br /&gt;
&lt;br /&gt;
Example: &amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Menu&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;menutest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$DisplayMenu&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
		Param &amp;quot;player&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;menutest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;Menu title|30|Cancel&amp;quot; // Title, menu duration (0 for infinite), display optional cancel button&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;option1&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;!disabled option&amp;quot; //Second argument, disabled&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;suicide&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;oncase03&amp;quot; &amp;quot;!activator,sethealth,0,0,-1&amp;quot; // Selected 3rd option&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,he,0,-1&amp;quot; // No option selected&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Inputs&amp;lt;/b&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;table-layout: fixed;&amp;quot;&lt;br /&gt;
! Output&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$DisplayMenu &amp;lt;entity&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Start displaying a menu to the player entity.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$HideMenu &amp;lt;entity&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Forcefully hide the player&#039;s menu.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== tf_gamerules ==&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $StopVO &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVO input&lt;br /&gt;
&lt;br /&gt;
* $StopVORed &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVORed input&lt;br /&gt;
&lt;br /&gt;
* $StopVOBlue &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVOBlue input&lt;br /&gt;
*$SetBossHealthPercentage &amp;lt;float&amp;gt;&lt;br /&gt;
**Set Halloween boss bar percentage to a value between 0 and 1. 0 hides the health bar, any other value makes the bar appear&lt;br /&gt;
*$SetBossState &amp;lt;int&amp;gt;&lt;br /&gt;
**If set to 1, makes the health bar green, like if Merasmus is hiding. If set to 0, the bar goes back to normal&lt;br /&gt;
*$AddCurrencyGlobal &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to all players&lt;br /&gt;
&lt;br /&gt;
== player ==&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $AllowClassAnimations &amp;lt;0|1&amp;gt;&lt;br /&gt;
** Allow class animations instead of using refpose when UseCustomModel input is fired to change player model&lt;br /&gt;
* $SwitchClass &amp;lt;string&amp;gt;&lt;br /&gt;
** Switch player class. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
*$SwitchClassInPlace &amp;lt;string&amp;gt;&lt;br /&gt;
**Switch player class in current position. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
* $ForceRespawn&lt;br /&gt;
** The player instantly respawns&lt;br /&gt;
* $ForceRespawnDead&lt;br /&gt;
** The player instantly respawns, but only if they are dead&lt;br /&gt;
* $DisplayTextCenter &amp;lt;string&amp;gt;&lt;br /&gt;
** Display text in the middle of the screen&lt;br /&gt;
* $DisplayTextChat &amp;lt;string&amp;gt;&lt;br /&gt;
** Display text to the player&#039;s chat&lt;br /&gt;
* $Suicide&lt;br /&gt;
** Kill the player&lt;br /&gt;
* $ChangeAttributes &amp;lt;string&amp;gt;&lt;br /&gt;
** If the player is a bot, this can be used to change active EventChangeAttributes&lt;br /&gt;
* $RollCommonSpell&lt;br /&gt;
** Roll common spell&lt;br /&gt;
* $SetSpell &amp;lt;string&amp;gt;&lt;br /&gt;
** Set player current spell to one of the following:&lt;br /&gt;
*** Fireball&lt;br /&gt;
*** Ball O&#039; Bats&lt;br /&gt;
*** Healing Aura&lt;br /&gt;
*** Pumpkin MIRV&lt;br /&gt;
*** Superjump&lt;br /&gt;
*** Invisibility&lt;br /&gt;
*** Teleport&lt;br /&gt;
*** Tesla Bolt&lt;br /&gt;
*** Minify&lt;br /&gt;
*** Meteor Shower&lt;br /&gt;
*** Summon Monoculus&lt;br /&gt;
*** Summon Skeletons&lt;br /&gt;
* $AddSpell &amp;lt;string&amp;gt;&lt;br /&gt;
** Adds spell to the number of spells. If the spell is different than the current one, it replaces the spell. The parameter is the same as in $SetSpell&lt;br /&gt;
* $AddCond &amp;lt;int&amp;gt; [int]&lt;br /&gt;
** Add condition to player. If a second argument is present, the condition will only run for a specified duration&lt;br /&gt;
* $RemoveCond &amp;lt;int&amp;gt;&lt;br /&gt;
** Remove condition from player&lt;br /&gt;
* $AddPlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Add attribute to player, the parameter should be passed in this way: attribute|value. Example: &amp;quot;move speed bonus|1.2&amp;quot;&lt;br /&gt;
* $RemovePlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from player. Example: &amp;quot;move speed bonus&amp;quot;&lt;br /&gt;
* $AddItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Add attribute to item in slot, the parameter should be passed in this way: attribute|value|slot. Example &amp;quot;damage bonus|2|0&amp;quot; adds 100% damage bonus to primary weapon&lt;br /&gt;
* $RemoveItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from item in slot, the parameter should be passed in this way: attribute|slot. Example &amp;quot;damage bonus|0&amp;quot; removes damage bonus from primary weapon&lt;br /&gt;
* $PlaySoundToSelf &amp;lt;string&amp;gt;&lt;br /&gt;
** Play sound to the player&lt;br /&gt;
*$IgnitePlayerDuration &amp;lt;float&amp;gt;&lt;br /&gt;
**Ignite the player for a specified duration in seconds&lt;br /&gt;
*$WeaponSwitchSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Forcibly switches to weapon in slot&lt;br /&gt;
*$WeaponStripSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Removes weapon from a slot (-1 = current slot)&lt;br /&gt;
*$GiveItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Gives an item to the player&lt;br /&gt;
*$AddCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to the player&lt;br /&gt;
*$RemoveCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Remove currency from the player&lt;br /&gt;
*$SetCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Set currency to specified value&lt;br /&gt;
*$CurrencyOutputX &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is above specified value (the X in input name), the attribute should be passed in this way: target,input,parameter.&lt;br /&gt;
*$CurrencyInvertOutputX&amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is below specified value(the X in input name), the attribute should be passed in this way: target,input,parameter&lt;br /&gt;
*$DropItem &amp;lt;int&amp;gt;&lt;br /&gt;
**Drop item in slot (-1 = current slot)&lt;br /&gt;
*$RemoveItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Remove item with a name&lt;br /&gt;
*$Regenerate&lt;br /&gt;
**Regenerate the player, as if touching resupply cabinet&lt;br /&gt;
*$RefillAmmo&lt;br /&gt;
**Restore player ammo&lt;br /&gt;
&lt;br /&gt;
== trigger_hurt ==&lt;br /&gt;
If entity owner is set with $SetOwner or $InheritOwner, the owner will become the damage inflictor&lt;br /&gt;
&lt;br /&gt;
== Filter entities ==&lt;br /&gt;
The server will no longer crash if the activator entity got removed the time TestActivator is called&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $TestEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** Test any entity, rather than only the !activator&lt;br /&gt;
&lt;br /&gt;
== Trigger entities ==&lt;br /&gt;
The server will no longer crash if the caller entity got removed the time StartTouch or EndTouch is called&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $StartTouchEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** StartTouch any entity, rather than only the !caller&lt;br /&gt;
* $EndTouchEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** EndTouch any entity, rather than only the !caller&lt;br /&gt;
&lt;br /&gt;
== game_ui ==&lt;br /&gt;
The server will no longer crash if the player using the entity disconnected from the server&lt;/div&gt;</summary>
		<author><name>Orin</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=Spider_Tank&amp;diff=232</id>
		<title>Spider Tank</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=Spider_Tank&amp;diff=232"/>
		<updated>2021-12-14T05:00:32Z</updated>

		<summary type="html">&lt;p&gt;Orin: Made the &amp;quot;templates&amp;quot; section more compact&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Spidertank.png|thumb|Spider Tank]]&lt;br /&gt;
A Tank that shoots out movement slowing webs. The tank will also inflict bleed to any players that get too close, as if they&#039;re bit by the large Spiders.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Templates==&lt;br /&gt;
* SpiderTank&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
[[File:Spider Tank Video.mp4|thumb|400px|Spider Tank in Action]]&lt;br /&gt;
&amp;lt;!-- Scrolling breaks with &amp;lt;syntaxhighlight&amp;gt; (was going to use PHP) --&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;max-height:30em;min-width:22em;tab-size:4;&amp;quot;&amp;gt;&lt;br /&gt;
#base robot_spidertank.pop&lt;br /&gt;
&lt;br /&gt;
WaveSchedule&lt;br /&gt;
{&lt;br /&gt;
	Wave&lt;br /&gt;
	{&lt;br /&gt;
		WaveSpawn&lt;br /&gt;
		{&lt;br /&gt;
			Name &amp;quot;wave01a&amp;quot;&lt;br /&gt;
			TotalCount 1&lt;br /&gt;
			WaitBeforeStarting 0&lt;br /&gt;
&lt;br /&gt;
			FirstSpawnOutput                                                                                                                                                            &lt;br /&gt;
			{&lt;br /&gt;
				Target boss_spawn_relay                                            &lt;br /&gt;
				Action Trigger                         &lt;br /&gt;
			}&lt;br /&gt;
&lt;br /&gt;
			Tank&lt;br /&gt;
			{&lt;br /&gt;
				Health 1000&lt;br /&gt;
				Speed 150&lt;br /&gt;
				Name &amp;quot;tankboss&amp;quot;&lt;br /&gt;
				StartingPathTrackNode &amp;quot;tank_path_a_1&amp;quot;&lt;br /&gt;
				Template SpiderTank [$SIGSEGV]&lt;br /&gt;
&lt;br /&gt;
				OnKilledOutput                                  &lt;br /&gt;
				{&lt;br /&gt;
					Target boss_dead_relay&lt;br /&gt;
					Action Trigger                         &lt;br /&gt;
				}&lt;br /&gt;
				&lt;br /&gt;
				OnBombDroppedOutput                             &lt;br /&gt;
				{&lt;br /&gt;
					Target boss_deploy_relay &lt;br /&gt;
					Action Trigger                         &lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Downloads==&lt;br /&gt;
&#039;&#039;&#039; Popfile &#039;&#039;&#039;&lt;br /&gt;
* https://testing.potatomvm.tf/tf/scripts/population/robot_spidertank.pop&lt;br /&gt;
&#039;&#039;&#039; Icons &#039;&#039;&#039;&lt;br /&gt;
* https://testing.potatomvm.tf/tf/materials/hud/leaderboard_class_tank_spider.vtf&lt;br /&gt;
* https://testing.potatomvm.tf/tf/materials/hud/leaderboard_class_tank_spider.vmt&lt;br /&gt;
[[Category:Templates]]&lt;/div&gt;</summary>
		<author><name>Orin</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=User:Orin/Sandbox/Entity_Additions&amp;diff=218</id>
		<title>User:Orin/Sandbox/Entity Additions</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=User:Orin/Sandbox/Entity_Additions&amp;diff=218"/>
		<updated>2021-12-03T23:20:43Z</updated>

		<summary type="html">&lt;p&gt;Orin: drafti&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;WIP. Feel free to edit, but don&#039;t paste anything from here into the main page without my consent. If you have anything that needs to go there, edit it there.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;clear:all;padding:0 1em;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
All entity-oriented feature additions: Inputs, Outputs, Targetting, etc. are all documented within their own heaps of lists. Remember to visit the [https://developer.valvesoftware.com/wiki/List_of_Team_Fortress_2_Entities VDC] for any confusion about the entities shown here.&lt;br /&gt;
&lt;br /&gt;
A set of terms are commonly used in this page. Glossary of the terms:&lt;br /&gt;
&amp;lt;!-- Should this be a template? --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;float:left; overflow:auto; border:1px grey solid; display:inline-block;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding-right:6em; max-width:22em;&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;int&amp;lt;/code&amp;gt; - Integer. A plain number.&lt;br /&gt;
* &amp;lt;code&amp;gt;float&amp;lt;/code&amp;gt; - A &amp;quot;number&amp;quot; with decimals.&lt;br /&gt;
* &amp;lt;code&amp;gt;string&amp;lt;/code&amp;gt; - A word, or a string of characters.&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;datatype&amp;gt;&amp;lt;/code&amp;gt; - Required parameter.&lt;br /&gt;
* &amp;lt;code&amp;gt;[datatype]&amp;lt;/code&amp;gt; - Optional parameter.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== I/O Expansions ==&lt;br /&gt;
=== Targetname Prefixes ===&lt;br /&gt;
When targetting entities, adding prefixes of the format &amp;lt;code&amp;gt;@name1@&amp;lt;/code&amp;gt; will instead target an entity relative to the given entity, usually by relationships.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;table-layout: fixed;&amp;quot;&lt;br /&gt;
! Prefix&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;@p@&amp;lt;targetname&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Targets the parent of an entity. Example: &amp;lt;code&amp;gt;@p@!activator&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;@c@&amp;lt;targetname&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Targets the child of an entity. Example: &amp;lt;code&amp;gt;@c@!activator&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;@bb&amp;lt;&#039;&#039;vector&#039;&#039; mins&amp;gt; &amp;lt;&#039;&#039;vector&#039;&#039; maxs&amp;gt;@&amp;lt;targetname&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Target &#039;&#039;all&#039;&#039; entiities within a [https://developer.valvesoftware.com/wiki/Bounding_box bounding box] relative to the given entity. Example: &amp;lt;code&amp;gt;@bb-100 -100 -100 100 100 100@prop_dynamic&amp;lt;/code&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Entity I/O Additions ===&lt;br /&gt;
==== &amp;lt;div style=&amp;quot;font-size: 110%;&amp;quot;&amp;gt;All Entities&amp;lt;/div&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Inputs&amp;lt;/b&amp;gt;&lt;br /&gt;
* $FireUserAsActivator1-4 &amp;lt;string&amp;gt;&lt;br /&gt;
** Acts like FireUser1-4, but the entity becomes the !activator, and the parameter is passed in OnUser1-4 output&lt;br /&gt;
*$FireUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
** Fires custom $onuser5-8 output&lt;br /&gt;
* $TakeDamage &amp;lt;int&amp;gt;&lt;br /&gt;
** Take specified amount of damage&lt;br /&gt;
* $TakeDamageFromActivator &amp;lt;int&amp;gt;&lt;br /&gt;
** Take specified amount of damage, the !activator is the damage inflictor&lt;br /&gt;
* $SetModel &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model&lt;br /&gt;
* $SetModelOverride &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model, only changes the appearence&lt;br /&gt;
* $SetModelSpecial &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model, in a special way, it does less additional changes to the entity&lt;br /&gt;
* $SetOwner &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity owner&lt;br /&gt;
* $InheritOwner &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity owner to the passed entity owner&lt;br /&gt;
* $InheritParent &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity parent to the passed entity parent&lt;br /&gt;
* $GetKeyValue &amp;lt;string&amp;gt;&lt;br /&gt;
** Fire OnUser1 output, with key value as a parameter&lt;br /&gt;
* $MoveType &amp;lt;int&amp;gt;,&amp;lt;int&amp;gt;&lt;br /&gt;
** Set move type&lt;br /&gt;
* $PlaySound &amp;lt;string&amp;gt;&lt;br /&gt;
** Play sound from this entity&lt;br /&gt;
* $StopSound &amp;lt;string&amp;gt;&lt;br /&gt;
** Stop playing sound from this entity&lt;br /&gt;
* $SetLocalOrigin &amp;lt;vector&amp;gt;&lt;br /&gt;
** Set origin relative to parent&lt;br /&gt;
* $SetLocalAngles &amp;lt;vector&amp;gt;&lt;br /&gt;
** Set angles relative to parent&lt;br /&gt;
* $SetLocalVelocity &amp;lt;vector&amp;gt;&lt;br /&gt;
** Set velocity relative to parent&lt;br /&gt;
* $TeleportToEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** Teleport to specified entity&lt;br /&gt;
* $MoveRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
** Move relative to parent (world)&lt;br /&gt;
* $RotateRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
** Rotate relative to parent (world)&lt;br /&gt;
*$SetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set keyvalue to specified value&lt;br /&gt;
*$GetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with keyvalue as a paramer (default value if not found)&lt;br /&gt;
*$SetVar$(variable name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set custom entity variable&lt;br /&gt;
*$GetVar$(variable name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with variable as a paramer (default value if not found)&lt;br /&gt;
*$SetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set datamap property to specified value&lt;br /&gt;
*$GetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with datamap prop as a paramer (default value if not found)&lt;br /&gt;
*$SetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set send property to specified value&lt;br /&gt;
*$GetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with send prop as a paramer (default value if not found)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Outputs&amp;lt;/b&amp;gt;&lt;br /&gt;
* $OnUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
** Called when $FireUser5-8 input is used&lt;br /&gt;
* $OnKilled&lt;br /&gt;
** Fired when the entity is killed. The calling entity no longer exist and cannot be accessed&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;div style=&amp;quot;font-size:110%;&amp;quot;&amp;gt;logic_case&amp;lt;/u&amp;gt; ====&lt;br /&gt;
Redirects I/O in ways depending if a case&#039;s scenario has happened. [https://developer.valvesoftware.com/wiki/Logic_case VDC page]&lt;br /&gt;
&lt;br /&gt;
For the inputs used in text formatting and menus, look at the [[#logic_case_2|Entity Expansions]] section.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Inputs&amp;lt;/b&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;table-layout: fixed;&amp;quot;&lt;br /&gt;
! Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$TestSigsegv&amp;lt;/code&amp;gt;&lt;br /&gt;
| Dedicated for testing if the extension is successfully loaded. Fires &amp;lt;code&amp;gt;OnUser1&amp;lt;/code&amp;gt; output.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$ToFloat &amp;lt;any&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Converts argument to float, or known as &#039;&#039;number&#039;&#039;. Fires &amp;lt;code&amp;gt;OnDefault&amp;lt;/code&amp;gt; output with result as parameter.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$ToInt &amp;lt;any&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Converts argument to integer, a &#039;&#039;number&#039;&#039; with no decimals. Fires &amp;lt;code&amp;gt;OnDefault&amp;lt;/code&amp;gt; output with result as parameter.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$GetConVar &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Fetches a convar&#039;s (console variable) number value, but on two criterias: Having &amp;quot;replicated&amp;quot; flag, and not having a &amp;quot;protected&amp;quot; flag. If both pass, the &amp;lt;code&amp;gt;OnDefault&amp;lt;/code&amp;gt; output fires with the parameter as the number value.&lt;br /&gt;
: ℹ️ &#039;&#039;&#039;Tip:&#039;&#039;&#039; The &amp;lt;code&amp;gt;help&amp;lt;/code&amp;gt; concommand displays the flags of a convar.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$GetConVarString &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Identical to &amp;lt;code&amp;gt;$GetConVar&amp;lt;/code&amp;gt;, but the fetched value is passed as a string.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$CallerToActivator&amp;lt;/code&amp;gt;&lt;br /&gt;
| Fires &amp;lt;code&amp;gt;OnDefault&amp;lt;/code&amp;gt; output with &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt; overriden as the entity in &amp;lt;code&amp;gt;!caller&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$GetKeyValueFromActivator &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Grab value of a key from the &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt; entity. Fires &amp;lt;code&amp;gt;OnDefault&amp;lt;/code&amp;gt; output with result as parameter.&lt;br /&gt;
: 🛑 &#039;&#039;&#039;Superseded:&#039;&#039;&#039; Use &amp;lt;code&amp;gt;$GetKey$&amp;lt;keyvalue&amp;gt;&amp;lt;/code&amp;gt; input.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;div style=&amp;quot;font-size:110%;&amp;quot;&amp;gt;point_viewcontrol&amp;lt;/u&amp;gt; ====&lt;br /&gt;
A camera entity capable to force the viewport of any desired players to use its own. [https://developer.valvesoftware.com/wiki/Point_viewcontrol VDC page]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Inputs&amp;lt;/b&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;table-layout: fixed;&amp;quot;&lt;br /&gt;
! Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$EnableAll&amp;lt;/code&amp;gt;&lt;br /&gt;
| Enable the camera for all players on the map.&amp;lt;br&amp;gt;&amp;amp;nbsp;❗ &#039;&#039;&#039;Warning:&#039;&#039;&#039; Spawnflag #512 may not do anything. (&amp;lt;code&amp;gt;Start At Player, Interruptable by Player&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$DisableAll&amp;lt;/code&amp;gt;&lt;br /&gt;
| Disable the camera for all players on the map.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$SetTarget &amp;lt;entity&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| The entity that the camera should point to.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;div style=&amp;quot;font-size:110%;&amp;quot;&amp;gt;tank_boss&amp;lt;/u&amp;gt; ====&lt;br /&gt;
The big sluggish Tank robot. [https://developer.valvesoftware.com/wiki/Tank_boss VDC page]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Outputs&amp;lt;/b&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;table-layout:fixed;&amp;quot;&lt;br /&gt;
! Output&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$OnStartDeploy&amp;lt;/code&amp;gt;&lt;br /&gt;
| Fired when the tank is deploying the bomb if a condition is fulfilled:&lt;br /&gt;
* Using &amp;lt;code&amp;gt;&amp;quot;spawnflags&amp;quot; &amp;quot;1&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* Giving the Tank a &amp;lt;code&amp;gt;PointTemplate&amp;lt;/code&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Entity Expansions ==&lt;br /&gt;
=== obj_sentrygun ===&lt;br /&gt;
The Sentry Gun, one of Engineer&#039;s buildings. [https://developer.valvesoftware.com/wiki/Obj_sentrygun VDC page]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Spawnflags&amp;lt;/b&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;[64]&#039;&#039;&#039; - Spawn as mini-sentry&lt;br /&gt;
&lt;br /&gt;
=== tf_point_weapon_mimic ===&lt;br /&gt;
An entity that mimics firing of various projectiles, as if a player shot the projectile. [https://developer.valvesoftware.com/wiki/Tf_point_weapon_mimic VDC page]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Miscellaneous&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; Killing the mimic entity now automatically removes all of its Stickybombs.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; Setting an owner with &amp;lt;code&amp;gt;$SetOwner&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;$InheritOwner&amp;lt;/code&amp;gt; will assign the same owner to fired projectiles are assigned the same owner.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; Mimic can shoot bullets if &amp;lt;code&amp;gt;WeaponType&amp;lt;/code&amp;gt; is set to 4. It can be customised with these keyvalues:&lt;br /&gt;
:&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; &amp;lt;code&amp;gt;SpeedMax&amp;lt;/code&amp;gt; - max distance (infinite if not specified).&lt;br /&gt;
:&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; &amp;lt;code&amp;gt;SplashRadius&amp;lt;/code&amp;gt; - knockback force.&lt;br /&gt;
&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; If &amp;lt;code&amp;gt;teamnum&amp;lt;/code&amp;gt; keyvalue is used, shot projectiles will be assigned a team. (Previously it was always team 3, BLU)&lt;br /&gt;
:&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; 2 for RED, 3 for BLU.&lt;br /&gt;
&amp;lt;b&amp;gt;Spawnflags&amp;lt;/b&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;[1]&#039;&#039;&#039; - Shot projectile callback; fires the &amp;lt;code&amp;gt;OnUser4&amp;lt;/code&amp;gt; output whenever a projectile is shot, with &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt; as the projectile.&lt;br /&gt;
* &#039;&#039;&#039;[2]&#039;&#039;&#039; - Allow the keyvalues &amp;quot;&#039;&#039;FireSound&#039;&#039;&amp;quot; and &amp;quot;&#039;&#039;ParticleEffect&#039;&#039;&amp;quot; to have functionality.&lt;br /&gt;
&lt;br /&gt;
=== Tank (tank_boss) ===&lt;br /&gt;
&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; When a tank with &amp;lt;code&amp;gt;PointTemplate&amp;lt;/code&amp;gt;(s) starts deploying, &amp;quot;OnUser4&amp;quot; output is fired.&lt;br /&gt;
&lt;br /&gt;
=== Medic shield (entity_medigun_shield) ===&lt;br /&gt;
&amp;lt;b&amp;gt;Spawnflags&amp;lt;/b&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;[1]&#039;&#039;&#039; - Never expire, and don&#039;t block LOS&lt;br /&gt;
* &#039;&#039;&#039;[2]&#039;&#039;&#039; - Spawn as LV2 Shield&lt;br /&gt;
&lt;br /&gt;
=== logic_case ===&lt;br /&gt;
==== &amp;lt;div style=&amp;quot;font-size:110%;&amp;quot;&amp;gt;Text formatter&amp;lt;/div&amp;gt; ====&lt;br /&gt;
With the use of the added inputs, logic_case can be transformed into a text formatter, replacing % in the format string into format parameters.&lt;br /&gt;
&lt;br /&gt;
Example point template usage:&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Formatter&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;formattest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$Format&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;formattest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;You have % out of % coins left. % %% done&amp;quot; // Formatter string&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;6&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;12&amp;quot; //Second argument&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;50&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,,0,-1&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;This would display &amp;quot;You have 6 out of 12 coins left. 50 % done&amp;quot; to all players&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Inputs&amp;lt;/b&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;table-layout: fixed;&amp;quot;&lt;br /&gt;
! Output&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$Format&amp;lt;/code&amp;gt;&lt;br /&gt;
| Start a string format. When finished, fires &amp;lt;code&amp;gt;OnDefault&amp;lt;/code&amp;gt; output with the formatted string as parameter.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$FormatInput1-15 &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Sets a respective formatting input&#039;s argument, then starts a string format.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$FormatInputNoFire1-15 &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Functionally, its &amp;lt;code&amp;gt;$FormatInput1-15&amp;lt;/code&amp;gt; without starting a string format.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$FormatString &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Sets the string to be used in formatting, then starts a string format.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$FormatStringNoFire &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Functionally, its &amp;lt;code&amp;gt;$FormatString&amp;lt;/code&amp;gt; without starting a string format.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;div style=&amp;quot;font-size:110%;&amp;quot;&amp;gt;Menus&amp;lt;/div&amp;gt; ====&lt;br /&gt;
Sourcemod Menus are displayed using the &amp;lt;code&amp;gt;$DisplayMenu&amp;lt;/code&amp;gt; input.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Case16&amp;lt;/code&amp;gt; title, &amp;lt;code&amp;gt;Case01-15&amp;lt;/code&amp;gt; choices.&lt;br /&gt;
&lt;br /&gt;
Example: &amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Menu&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;menutest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$DisplayMenu&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
		Param &amp;quot;player&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;menutest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;Menu title|30|Cancel&amp;quot; // Title, menu duration (0 for infinite), display optional cancel button&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;option1&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;!disabled option&amp;quot; //Second argument, disabled&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;suicide&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;oncase03&amp;quot; &amp;quot;!activator,sethealth,0,0,-1&amp;quot; // Selected 3rd option&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,he,0,-1&amp;quot; // No option selected&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Inputs&amp;lt;/b&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;table-layout: fixed;&amp;quot;&lt;br /&gt;
! Output&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$DisplayMenu &amp;lt;entity&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Start displaying a menu to the player entity.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$HideMenu &amp;lt;entity&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Forcefully hide the player&#039;s menu.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== tf_gamerules ==&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $StopVO &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVO input&lt;br /&gt;
&lt;br /&gt;
* $StopVORed &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVORed input&lt;br /&gt;
&lt;br /&gt;
* $StopVOBlue &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVOBlue input&lt;br /&gt;
*$SetBossHealthPercentage &amp;lt;float&amp;gt;&lt;br /&gt;
**Set Halloween boss bar percentage to a value between 0 and 1. 0 hides the health bar, any other value makes the bar appear&lt;br /&gt;
*$SetBossState &amp;lt;int&amp;gt;&lt;br /&gt;
**If set to 1, makes the health bar green, like if Merasmus is hiding. If set to 0, the bar goes back to normal&lt;br /&gt;
*$AddCurrencyGlobal &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to all players&lt;br /&gt;
&lt;br /&gt;
== player ==&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $AllowClassAnimations &amp;lt;0|1&amp;gt;&lt;br /&gt;
** Allow class animations instead of using refpose when UseCustomModel input is fired to change player model&lt;br /&gt;
* $SwitchClass &amp;lt;string&amp;gt;&lt;br /&gt;
** Switch player class. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
*$SwitchClassInPlace &amp;lt;string&amp;gt;&lt;br /&gt;
**Switch player class in current position. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
* $ForceRespawn&lt;br /&gt;
** The player instantly respawns&lt;br /&gt;
* $ForceRespawnDead&lt;br /&gt;
** The player instantly respawns, but only if they are dead&lt;br /&gt;
* $DisplayTextCenter &amp;lt;string&amp;gt;&lt;br /&gt;
** Display text in the middle of the screen&lt;br /&gt;
* $DisplayTextChat &amp;lt;string&amp;gt;&lt;br /&gt;
** Display text to the player&#039;s chat&lt;br /&gt;
* $Suicide&lt;br /&gt;
** Kill the player&lt;br /&gt;
* $ChangeAttributes &amp;lt;string&amp;gt;&lt;br /&gt;
** If the player is a bot, this can be used to change active EventChangeAttributes&lt;br /&gt;
* $RollCommonSpell&lt;br /&gt;
** Roll common spell&lt;br /&gt;
* $SetSpell &amp;lt;string&amp;gt;&lt;br /&gt;
** Set player current spell to one of the following:&lt;br /&gt;
*** Fireball&lt;br /&gt;
*** Ball O&#039; Bats&lt;br /&gt;
*** Healing Aura&lt;br /&gt;
*** Pumpkin MIRV&lt;br /&gt;
*** Superjump&lt;br /&gt;
*** Invisibility&lt;br /&gt;
*** Teleport&lt;br /&gt;
*** Tesla Bolt&lt;br /&gt;
*** Minify&lt;br /&gt;
*** Meteor Shower&lt;br /&gt;
*** Summon Monoculus&lt;br /&gt;
*** Summon Skeletons&lt;br /&gt;
* $AddSpell &amp;lt;string&amp;gt;&lt;br /&gt;
** Adds spell to the number of spells. If the spell is different than the current one, it replaces the spell. The parameter is the same as in $SetSpell&lt;br /&gt;
* $AddCond &amp;lt;int&amp;gt; [int]&lt;br /&gt;
** Add condition to player. If a second argument is present, the condition will only run for a specified duration&lt;br /&gt;
* $RemoveCond &amp;lt;int&amp;gt;&lt;br /&gt;
** Remove condition from player&lt;br /&gt;
* $AddPlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Add attribute to player, the parameter should be passed in this way: attribute|value. Example: &amp;quot;move speed bonus|1.2&amp;quot;&lt;br /&gt;
* $RemovePlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from player. Example: &amp;quot;move speed bonus&amp;quot;&lt;br /&gt;
* $AddItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Add attribute to item in slot, the parameter should be passed in this way: attribute|value|slot. Example &amp;quot;damage bonus|2|0&amp;quot; adds 100% damage bonus to primary weapon&lt;br /&gt;
* $RemoveItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from item in slot, the parameter should be passed in this way: attribute|slot. Example &amp;quot;damage bonus|0&amp;quot; removes damage bonus from primary weapon&lt;br /&gt;
* $PlaySoundToSelf &amp;lt;string&amp;gt;&lt;br /&gt;
** Play sound to the player&lt;br /&gt;
*$IgnitePlayerDuration &amp;lt;float&amp;gt;&lt;br /&gt;
**Ignite the player for a specified duration in seconds&lt;br /&gt;
*$WeaponSwitchSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Forcibly switches to weapon in slot&lt;br /&gt;
*$WeaponStripSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Removes weapon from a slot (-1 = current slot)&lt;br /&gt;
*$GiveItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Gives an item to the player&lt;br /&gt;
*$AddCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to the player&lt;br /&gt;
*$RemoveCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Remove currency from the player&lt;br /&gt;
*$SetCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Set currency to specified value&lt;br /&gt;
*$CurrencyOutputX &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is above specified value (the X in input name), the attribute should be passed in this way: target,input,parameter.&lt;br /&gt;
*$CurrencyInvertOutputX&amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is below specified value(the X in input name), the attribute should be passed in this way: target,input,parameter&lt;br /&gt;
*$DropItem &amp;lt;int&amp;gt;&lt;br /&gt;
**Drop item in slot (-1 = current slot)&lt;br /&gt;
*$RemoveItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Remove item with a name&lt;br /&gt;
*$Regenerate&lt;br /&gt;
**Regenerate the player, as if touching resupply cabinet&lt;br /&gt;
*$RefillAmmo&lt;br /&gt;
**Restore player ammo&lt;br /&gt;
&lt;br /&gt;
== trigger_hurt ==&lt;br /&gt;
If entity owner is set with $SetOwner or $InheritOwner, the owner will become the damage inflictor&lt;br /&gt;
&lt;br /&gt;
== Filter entities ==&lt;br /&gt;
The server will no longer crash if the activator entity got removed the time TestActivator is called&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $TestEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** Test any entity, rather than only the !activator&lt;br /&gt;
&lt;br /&gt;
== Trigger entities ==&lt;br /&gt;
The server will no longer crash if the caller entity got removed the time StartTouch or EndTouch is called&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $StartTouchEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** StartTouch any entity, rather than only the !caller&lt;br /&gt;
* $EndTouchEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** EndTouch any entity, rather than only the !caller&lt;br /&gt;
&lt;br /&gt;
== game_ui ==&lt;br /&gt;
The server will no longer crash if the player using the entity disconnected from the server&lt;/div&gt;</summary>
		<author><name>Orin</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=User:Orin/Sandbox/Entity_Additions&amp;diff=217</id>
		<title>User:Orin/Sandbox/Entity Additions</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=User:Orin/Sandbox/Entity_Additions&amp;diff=217"/>
		<updated>2021-12-03T22:38:12Z</updated>

		<summary type="html">&lt;p&gt;Orin: Removed &amp;quot;$filter&amp;quot; entity entries (they&amp;#039;re on a new page); Moved underlinr + 10% font size increase to entity name headers in&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;WIP. Feel free to edit, but don&#039;t paste anything from here into the main page without my consent. If you have anything that needs to go there, edit it there.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;clear:all;padding:0 1em;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
All e&lt;br /&gt;
ntity-oriented feature additions: Inputs, Outputs, Targetting, etc. are all documented within their own heaps of lists. Remember to visit the [https://developer.valvesoftware.com/wiki/List_of_Team_Fortress_2_Entities VDC] for any confusion about the entities shown here.&lt;br /&gt;
&lt;br /&gt;
To traverse this page, use the &#039;&#039;Table of Contents&#039;&#039; at the right side, or use the CTRL+F shortcut for your Browser.&lt;br /&gt;
== I/O Expansions ==&lt;br /&gt;
=== Targetname Prefixes ===&lt;br /&gt;
When targetting entities, adding prefixes of the format &amp;lt;code&amp;gt;@name1@&amp;lt;/code&amp;gt; will instead target an entity relative to the given entity, usually by relationships.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;table-layout: fixed;&amp;quot;&lt;br /&gt;
! Prefix&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;@p@&amp;lt;targetname&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Targets the parent of an entity. Example: &amp;lt;code&amp;gt;@p@!activator&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;@c@&amp;lt;targetname&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Targets the child of an entity. Example: &amp;lt;code&amp;gt;@c@!activator&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;@bb&amp;lt;&#039;&#039;vector&#039;&#039; mins&amp;gt; &amp;lt;&#039;&#039;vector&#039;&#039; maxs&amp;gt;@&amp;lt;targetname&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Target &#039;&#039;all&#039;&#039; entiities within a [https://developer.valvesoftware.com/wiki/Bounding_box bounding box] relative to the given entity. Example: &amp;lt;code&amp;gt;@bb-100 -100 -100 100 100 100@prop_dynamic&amp;lt;/code&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Entity I/O Additions ===&lt;br /&gt;
==== &amp;lt;u style=&amp;quot;font-size: 110%;&amp;quot;&amp;gt;All Entities&amp;lt;/u&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Inputs&amp;lt;/b&amp;gt;&lt;br /&gt;
* $FireUserAsActivator1-4 &amp;lt;string&amp;gt;&lt;br /&gt;
** Acts like FireUser1-4, but the entity becomes the !activator, and the parameter is passed in OnUser1-4 output&lt;br /&gt;
*$FireUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
** Fires custom $onuser5-8 output&lt;br /&gt;
* $TakeDamage &amp;lt;int&amp;gt;&lt;br /&gt;
** Take specified amount of damage&lt;br /&gt;
* $TakeDamageFromActivator &amp;lt;int&amp;gt;&lt;br /&gt;
** Take specified amount of damage, the !activator is the damage inflictor&lt;br /&gt;
* $SetModel &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model&lt;br /&gt;
* $SetModelOverride &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model, only changes the appearence&lt;br /&gt;
* $SetModelSpecial &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model, in a special way, it does less additional changes to the entity&lt;br /&gt;
* $SetOwner &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity owner&lt;br /&gt;
* $InheritOwner &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity owner to the passed entity owner&lt;br /&gt;
* $InheritParent &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity parent to the passed entity parent&lt;br /&gt;
* $GetKeyValue &amp;lt;string&amp;gt;&lt;br /&gt;
** Fire OnUser1 output, with key value as a parameter&lt;br /&gt;
* $MoveType &amp;lt;int&amp;gt;,&amp;lt;int&amp;gt;&lt;br /&gt;
** Set move type&lt;br /&gt;
* $PlaySound &amp;lt;string&amp;gt;&lt;br /&gt;
** Play sound from this entity&lt;br /&gt;
* $StopSound &amp;lt;string&amp;gt;&lt;br /&gt;
** Stop playing sound from this entity&lt;br /&gt;
* $SetLocalOrigin &amp;lt;vector&amp;gt;&lt;br /&gt;
** Set origin relative to parent&lt;br /&gt;
* $SetLocalAngles &amp;lt;vector&amp;gt;&lt;br /&gt;
** Set angles relative to parent&lt;br /&gt;
* $SetLocalVelocity &amp;lt;vector&amp;gt;&lt;br /&gt;
** Set velocity relative to parent&lt;br /&gt;
* $TeleportToEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** Teleport to specified entity&lt;br /&gt;
* $MoveRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
** Move relative to parent (world)&lt;br /&gt;
* $RotateRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
** Rotate relative to parent (world)&lt;br /&gt;
*$SetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set keyvalue to specified value&lt;br /&gt;
*$GetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with keyvalue as a paramer (default value if not found)&lt;br /&gt;
*$SetVar$(variable name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set custom entity variable&lt;br /&gt;
*$GetVar$(variable name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with variable as a paramer (default value if not found)&lt;br /&gt;
*$SetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set datamap property to specified value&lt;br /&gt;
*$GetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with datamap prop as a paramer (default value if not found)&lt;br /&gt;
*$SetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set send property to specified value&lt;br /&gt;
*$GetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with send prop as a paramer (default value if not found)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Outputs&amp;lt;/b&amp;gt;&lt;br /&gt;
* $OnUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
** Called when $FireUser5-8 input is used&lt;br /&gt;
* $OnKilled&lt;br /&gt;
** Fired when the entity is killed. The calling entity no longer exist and cannot be accessed&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u style=&amp;quot;font-size: 110%;&amp;quot;&amp;gt;logic_case&amp;lt;/u&amp;gt; ====&lt;br /&gt;
Redirects I/O in ways depending if a case&#039;s scenario has happened. [https://developer.valvesoftware.com/wiki/Logic_case VDC page]&lt;br /&gt;
&lt;br /&gt;
For the inputs used in text formatting and menus, look at the [[#logic_case_2|Entity Expansions]] section.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Inputs&amp;lt;/b&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;table-layout: fixed;&amp;quot;&lt;br /&gt;
! Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$TestSigsegv&amp;lt;/code&amp;gt;&lt;br /&gt;
| Dedicated for testing if the extension is successfully loaded. Fires &amp;lt;code&amp;gt;OnUser1&amp;lt;/code&amp;gt; output.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$ToFloat &amp;lt;any&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Converts argument to float, or known as &#039;&#039;number&#039;&#039;. Fires &amp;lt;code&amp;gt;OnDefault&amp;lt;/code&amp;gt; output with result as parameter.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$ToInt &amp;lt;any&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Converts argument to integer, a &#039;&#039;number&#039;&#039; with no decimals. Fires &amp;lt;code&amp;gt;OnDefault&amp;lt;/code&amp;gt; output with result as parameter.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$GetConVar &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Fetches a convar&#039;s (console variable) number value, but on two criterias: Having &amp;quot;replicated&amp;quot; flag, and not having a &amp;quot;protected&amp;quot; flag. If both pass, the &amp;lt;code&amp;gt;OnDefault&amp;lt;/code&amp;gt; output fires with the parameter as the number value.&lt;br /&gt;
: ℹ️ &#039;&#039;&#039;Tip:&#039;&#039;&#039; The &amp;lt;code&amp;gt;help&amp;lt;/code&amp;gt; concommand displays the flags of a convar.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$GetConVarString &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Identical to &amp;lt;code&amp;gt;$GetConVar&amp;lt;/code&amp;gt;, but the fetched value is passed as a string.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$CallerToActivator&amp;lt;/code&amp;gt;&lt;br /&gt;
| Fires &amp;lt;code&amp;gt;OnDefault&amp;lt;/code&amp;gt; output with &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt; overriden as the entity in &amp;lt;code&amp;gt;!caller&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$GetKeyValueFromActivator &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Grab value of a key from the &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt; entity. Fires &amp;lt;code&amp;gt;OnDefault&amp;lt;/code&amp;gt; output with result as parameter.&lt;br /&gt;
: 🛑 &#039;&#039;&#039;Superseded:&#039;&#039;&#039; Use &amp;lt;code&amp;gt;$GetKey$&amp;lt;keyvalue&amp;gt;&amp;lt;/code&amp;gt; input.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== point_viewcontrol ====&lt;br /&gt;
A camera entity capable to force the viewport of any desired players to use its own. [https://developer.valvesoftware.com/wiki/Point_viewcontrol VDC page]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Inputs&amp;lt;/b&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;table-layout: fixed;&amp;quot;&lt;br /&gt;
! Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$EnableAll&amp;lt;/code&amp;gt;&lt;br /&gt;
| Enable the camera for all players on the map.&amp;lt;br&amp;gt;&amp;amp;nbsp;❗ &#039;&#039;&#039;Warning:&#039;&#039;&#039; Spawnflag #512 may not do anything. (&amp;lt;code&amp;gt;Start At Player, Interruptable by Player&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$DisableAll&amp;lt;/code&amp;gt;&lt;br /&gt;
| Disable the camera for all players on the map.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$SetTarget &amp;lt;entity&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| The entity that the camera should point to.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== tank_boss ====&lt;br /&gt;
The big sluggish Tank robot. [https://developer.valvesoftware.com/wiki/Tank_boss VDC page]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b style=&amp;quot;font-size: 110%;&amp;quot;&amp;gt;Outputs&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;table-layout: fixed;&amp;quot;&lt;br /&gt;
! Output&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$OnStartDeploy&amp;lt;/code&amp;gt;&lt;br /&gt;
| Fired when the tank is deploying the bomb if a condition is fulfilled:&lt;br /&gt;
* Using &amp;lt;code&amp;gt;&amp;quot;spawnflags&amp;quot; &amp;quot;1&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* Giving the Tank a &amp;lt;code&amp;gt;PointTemplate&amp;lt;/code&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Entity Expansions ==&lt;br /&gt;
=== obj_sentrygun ===&lt;br /&gt;
The Sentry Gun, one of Engineer&#039;s buildings. [https://developer.valvesoftware.com/wiki/Obj_sentrygun VDC page]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Spawnflags&amp;lt;/b&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;[64]&#039;&#039;&#039; - Spawn as mini-sentry&lt;br /&gt;
&lt;br /&gt;
=== tf_point_weapon_mimic ===&lt;br /&gt;
An entity that mimics firing of various projectiles, as if a player shot the projectile. [https://developer.valvesoftware.com/wiki/Tf_point_weapon_mimic VDC page]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Miscellaneous&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; Killing the mimic entity now automatically removes all of its Stickybombs.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; Setting an owner with &amp;lt;code&amp;gt;$SetOwner&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;$InheritOwner&amp;lt;/code&amp;gt; will assign the same owner to fired projectiles are assigned the same owner.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; Mimic can shoot bullets if &amp;lt;code&amp;gt;WeaponType&amp;lt;/code&amp;gt; is set to 4. It can be customised with these keyvalues:&lt;br /&gt;
:&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; &amp;lt;code&amp;gt;SpeedMax&amp;lt;/code&amp;gt; - max distance (infinite if not specified).&lt;br /&gt;
:&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; &amp;lt;code&amp;gt;SplashRadius&amp;lt;/code&amp;gt; - knockback force.&lt;br /&gt;
&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; If &amp;lt;code&amp;gt;teamnum&amp;lt;/code&amp;gt; keyvalue is used, shot projectiles will be assigned a team. (Previously it was always team 3, BLU)&lt;br /&gt;
:&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; 2 for RED, 3 for BLU.&lt;br /&gt;
&amp;lt;b&amp;gt;Spawnflags&amp;lt;/b&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;[1]&#039;&#039;&#039; - Shot projectile callback; fires the &amp;lt;code&amp;gt;OnUser4&amp;lt;/code&amp;gt; output whenever a projectile is shot, with &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt; as the projectile.&lt;br /&gt;
* &#039;&#039;&#039;[2]&#039;&#039;&#039; - Allow the keyvalues &amp;quot;&#039;&#039;FireSound&#039;&#039;&amp;quot; and &amp;quot;&#039;&#039;ParticleEffect&#039;&#039;&amp;quot; to have functionality.&lt;br /&gt;
&lt;br /&gt;
=== Tank (tank_boss) ===&lt;br /&gt;
&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; When a tank with &amp;lt;code&amp;gt;PointTemplate&amp;lt;/code&amp;gt;(s) starts deploying, &amp;quot;OnUser4&amp;quot; output is fired.&lt;br /&gt;
&lt;br /&gt;
=== Medic shield (entity_medigun_shield) ===&lt;br /&gt;
&amp;lt;b&amp;gt;Spawnflags&amp;lt;/b&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;[1]&#039;&#039;&#039; - Never expire, and don&#039;t block LOS&lt;br /&gt;
* &#039;&#039;&#039;[2]&#039;&#039;&#039; - Spawn as LV2 Shield&lt;br /&gt;
&lt;br /&gt;
=== logic_case ===&lt;br /&gt;
==== Text formatter ====&lt;br /&gt;
With the use of the added inputs, logic_case can be transformed into a text formatter, replacing % in the format string into format parameters.&lt;br /&gt;
&lt;br /&gt;
Example point template usage:&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Formatter&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;formattest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$Format&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;formattest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;You have % out of % coins left. % %% done&amp;quot; // Formatter string&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;6&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;12&amp;quot; //Second argument&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;50&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,,0,-1&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;This would display &amp;quot;You have 6 out of 12 coins left. 50 % done&amp;quot; to all players&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b style=&amp;quot;font-size: 110%;&amp;quot;&amp;gt;Formatting Inputs&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;table-layout: fixed;&amp;quot;&lt;br /&gt;
! Output&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$Format&amp;lt;/code&amp;gt;&lt;br /&gt;
| Start a string format. When finished, fires &amp;lt;code&amp;gt;OnDefault&amp;lt;/code&amp;gt; output with the formatted string as parameter.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$FormatInput1-15 &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Sets a respective formatting input&#039;s argument, then starts a string format.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$FormatInputNoFire1-15 &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Functionally, its &amp;lt;code&amp;gt;$FormatInput1-15&amp;lt;/code&amp;gt; without starting a string format.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$FormatString &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Sets the string to be used in formatting, then starts a string format.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$FormatStringNoFire &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Functionally, its &amp;lt;code&amp;gt;$FormatString&amp;lt;/code&amp;gt; without starting a string format.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Menus ====&lt;br /&gt;
Sourcemod Menus are displayed using the &amp;lt;code&amp;gt;$DisplayMenu&amp;lt;/code&amp;gt; input.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Case16&amp;lt;/code&amp;gt; title, &amp;lt;code&amp;gt;Case01-15&amp;lt;/code&amp;gt; choices.&lt;br /&gt;
&lt;br /&gt;
Example: &amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Menu&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;menutest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$DisplayMenu&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
		Param &amp;quot;player&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;menutest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;Menu title|30|Cancel&amp;quot; // Title, menu duration (0 for infinite), display optional cancel button&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;option1&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;!disabled option&amp;quot; //Second argument, disabled&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;suicide&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;oncase03&amp;quot; &amp;quot;!activator,sethealth,0,0,-1&amp;quot; // Selected 3rd option&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,he,0,-1&amp;quot; // No option selected&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b style=&amp;quot;font-size: 110%;&amp;quot;&amp;gt;Menu Inputs&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;table-layout: fixed;&amp;quot;&lt;br /&gt;
! Output&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$DisplayMenu &amp;lt;entity&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Start displaying a menu to the player entity.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$HideMenu &amp;lt;entity&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Forcefully hide the player&#039;s menu.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== tf_gamerules ==&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $StopVO &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVO input&lt;br /&gt;
&lt;br /&gt;
* $StopVORed &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVORed input&lt;br /&gt;
&lt;br /&gt;
* $StopVOBlue &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVOBlue input&lt;br /&gt;
*$SetBossHealthPercentage &amp;lt;float&amp;gt;&lt;br /&gt;
**Set Halloween boss bar percentage to a value between 0 and 1. 0 hides the health bar, any other value makes the bar appear&lt;br /&gt;
*$SetBossState &amp;lt;int&amp;gt;&lt;br /&gt;
**If set to 1, makes the health bar green, like if Merasmus is hiding. If set to 0, the bar goes back to normal&lt;br /&gt;
*$AddCurrencyGlobal &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to all players&lt;br /&gt;
&lt;br /&gt;
== player ==&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $AllowClassAnimations &amp;lt;0|1&amp;gt;&lt;br /&gt;
** Allow class animations instead of using refpose when UseCustomModel input is fired to change player model&lt;br /&gt;
* $SwitchClass &amp;lt;string&amp;gt;&lt;br /&gt;
** Switch player class. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
*$SwitchClassInPlace &amp;lt;string&amp;gt;&lt;br /&gt;
**Switch player class in current position. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
* $ForceRespawn&lt;br /&gt;
** The player instantly respawns&lt;br /&gt;
* $ForceRespawnDead&lt;br /&gt;
** The player instantly respawns, but only if they are dead&lt;br /&gt;
* $DisplayTextCenter &amp;lt;string&amp;gt;&lt;br /&gt;
** Display text in the middle of the screen&lt;br /&gt;
* $DisplayTextChat &amp;lt;string&amp;gt;&lt;br /&gt;
** Display text to the player&#039;s chat&lt;br /&gt;
* $Suicide&lt;br /&gt;
** Kill the player&lt;br /&gt;
* $ChangeAttributes &amp;lt;string&amp;gt;&lt;br /&gt;
** If the player is a bot, this can be used to change active EventChangeAttributes&lt;br /&gt;
* $RollCommonSpell&lt;br /&gt;
** Roll common spell&lt;br /&gt;
* $SetSpell &amp;lt;string&amp;gt;&lt;br /&gt;
** Set player current spell to one of the following:&lt;br /&gt;
*** Fireball&lt;br /&gt;
*** Ball O&#039; Bats&lt;br /&gt;
*** Healing Aura&lt;br /&gt;
*** Pumpkin MIRV&lt;br /&gt;
*** Superjump&lt;br /&gt;
*** Invisibility&lt;br /&gt;
*** Teleport&lt;br /&gt;
*** Tesla Bolt&lt;br /&gt;
*** Minify&lt;br /&gt;
*** Meteor Shower&lt;br /&gt;
*** Summon Monoculus&lt;br /&gt;
*** Summon Skeletons&lt;br /&gt;
* $AddSpell &amp;lt;string&amp;gt;&lt;br /&gt;
** Adds spell to the number of spells. If the spell is different than the current one, it replaces the spell. The parameter is the same as in $SetSpell&lt;br /&gt;
* $AddCond &amp;lt;int&amp;gt; [int]&lt;br /&gt;
** Add condition to player. If a second argument is present, the condition will only run for a specified duration&lt;br /&gt;
* $RemoveCond &amp;lt;int&amp;gt;&lt;br /&gt;
** Remove condition from player&lt;br /&gt;
* $AddPlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Add attribute to player, the parameter should be passed in this way: attribute|value. Example: &amp;quot;move speed bonus|1.2&amp;quot;&lt;br /&gt;
* $RemovePlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from player. Example: &amp;quot;move speed bonus&amp;quot;&lt;br /&gt;
* $AddItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Add attribute to item in slot, the parameter should be passed in this way: attribute|value|slot. Example &amp;quot;damage bonus|2|0&amp;quot; adds 100% damage bonus to primary weapon&lt;br /&gt;
* $RemoveItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from item in slot, the parameter should be passed in this way: attribute|slot. Example &amp;quot;damage bonus|0&amp;quot; removes damage bonus from primary weapon&lt;br /&gt;
* $PlaySoundToSelf &amp;lt;string&amp;gt;&lt;br /&gt;
** Play sound to the player&lt;br /&gt;
*$IgnitePlayerDuration &amp;lt;float&amp;gt;&lt;br /&gt;
**Ignite the player for a specified duration in seconds&lt;br /&gt;
*$WeaponSwitchSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Forcibly switches to weapon in slot&lt;br /&gt;
*$WeaponStripSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Removes weapon from a slot (-1 = current slot)&lt;br /&gt;
*$GiveItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Gives an item to the player&lt;br /&gt;
*$AddCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to the player&lt;br /&gt;
*$RemoveCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Remove currency from the player&lt;br /&gt;
*$SetCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Set currency to specified value&lt;br /&gt;
*$CurrencyOutputX &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is above specified value (the X in input name), the attribute should be passed in this way: target,input,parameter.&lt;br /&gt;
*$CurrencyInvertOutputX&amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is below specified value(the X in input name), the attribute should be passed in this way: target,input,parameter&lt;br /&gt;
*$DropItem &amp;lt;int&amp;gt;&lt;br /&gt;
**Drop item in slot (-1 = current slot)&lt;br /&gt;
*$RemoveItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Remove item with a name&lt;br /&gt;
*$Regenerate&lt;br /&gt;
**Regenerate the player, as if touching resupply cabinet&lt;br /&gt;
*$RefillAmmo&lt;br /&gt;
**Restore player ammo&lt;br /&gt;
&lt;br /&gt;
== trigger_hurt ==&lt;br /&gt;
If entity owner is set with $SetOwner or $InheritOwner, the owner will become the damage inflictor&lt;br /&gt;
&lt;br /&gt;
== Filter entities ==&lt;br /&gt;
The server will no longer crash if the activator entity got removed the time TestActivator is called&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $TestEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** Test any entity, rather than only the !activator&lt;br /&gt;
&lt;br /&gt;
== Trigger entities ==&lt;br /&gt;
The server will no longer crash if the caller entity got removed the time StartTouch or EndTouch is called&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $StartTouchEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** StartTouch any entity, rather than only the !caller&lt;br /&gt;
* $EndTouchEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** EndTouch any entity, rather than only the !caller&lt;br /&gt;
&lt;br /&gt;
== game_ui ==&lt;br /&gt;
The server will no longer crash if the player using the entity disconnected from the server&lt;/div&gt;</summary>
		<author><name>Orin</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=User:Orin/Sandbox/Entity_Additions&amp;diff=209</id>
		<title>User:Orin/Sandbox/Entity Additions</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=User:Orin/Sandbox/Entity_Additions&amp;diff=209"/>
		<updated>2021-11-30T01:06:06Z</updated>

		<summary type="html">&lt;p&gt;Orin: minor linebreak fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;WIP. Feel free to edit, but don&#039;t paste anything from here into the main page without my consent. If you have anything that needs to go there, edit it there.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;clear:all;padding:0 1em;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
All e&lt;br /&gt;
ntity-oriented feature additions: Inputs, Outputs, Targetting, etc. are all documented within their own heaps of lists. Remember to visit the [https://developer.valvesoftware.com/wiki/List_of_Team_Fortress_2_Entities VDC] for any confusion about the entities shown here.&lt;br /&gt;
&lt;br /&gt;
To traverse this page, use the &#039;&#039;Table of Contents&#039;&#039; at the right side, or use the CTRL+F shortcut for your Browser.&lt;br /&gt;
== I/O Expansions ==&lt;br /&gt;
=== Targetname Prefixes ===&lt;br /&gt;
When targetting entities, adding prefixes of the format &amp;lt;code&amp;gt;@name1@&amp;lt;/code&amp;gt; will instead target an entity relative to the given entity, usually by relationships.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;table-layout: fixed;&amp;quot;&lt;br /&gt;
! Prefix&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;@p@&amp;lt;targetname&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Targets the parent of an entity. Example: &amp;lt;code&amp;gt;@p@!activator&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;@c@&amp;lt;targetname&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Targets the child of an entity. Example: &amp;lt;code&amp;gt;@c@!activator&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;@bb&amp;lt;&#039;&#039;vector&#039;&#039; mins&amp;gt; &amp;lt;&#039;&#039;vector&#039;&#039; maxs&amp;gt;@&amp;lt;targetname&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Target &#039;&#039;all&#039;&#039; entiities within a [https://developer.valvesoftware.com/wiki/Bounding_box bounding box] relative to the given entity. Example: &amp;lt;code&amp;gt;@bb-100 -100 -100 100 100 100@prop_dynamic&amp;lt;/code&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Entity I/O Additions ===&lt;br /&gt;
==== Global ====&lt;br /&gt;
&lt;br /&gt;
==== logic_case ====&lt;br /&gt;
Redirects I/O in ways depending if a case&#039;s scenario has happened. [https://developer.valvesoftware.com/wiki/Logic_case VDC page]&lt;br /&gt;
&lt;br /&gt;
For the inputs used in text formatting and menus, look at the [[#logic_case_2|Entity Expansions]] section.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b style=&amp;quot;font-size: 110%;&amp;quot;&amp;gt;Inputs&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;table-layout: fixed;&amp;quot;&lt;br /&gt;
! Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$TestSigsegv&amp;lt;/code&amp;gt;&lt;br /&gt;
| Dedicated for testing if the extension is successfully loaded. Fires &amp;lt;code&amp;gt;OnUser1&amp;lt;/code&amp;gt; output.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$ToFloat &amp;lt;any&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Converts argument to float, or known as &#039;&#039;number&#039;&#039;. Fires &amp;lt;code&amp;gt;OnDefault&amp;lt;/code&amp;gt; output with result as parameter.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$ToInt &amp;lt;any&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Converts argument to integer, a &#039;&#039;number&#039;&#039; with no decimals. Fires &amp;lt;code&amp;gt;OnDefault&amp;lt;/code&amp;gt; output with result as parameter.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$GetConVar &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Fetches a convar&#039;s (console variable) number value, but on two criterias: Having &amp;quot;replicated&amp;quot; flag, and not having a &amp;quot;protected&amp;quot; flag. If both pass, the &amp;lt;code&amp;gt;OnDefault&amp;lt;/code&amp;gt; output fires with the parameter as the number value.&lt;br /&gt;
: ℹ️ &#039;&#039;&#039;Tip:&#039;&#039;&#039; The &amp;lt;code&amp;gt;help&amp;lt;/code&amp;gt; concommand displays the flags of a convar.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$GetConVarString &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Identical to &amp;lt;code&amp;gt;$GetConVar&amp;lt;/code&amp;gt;, but the fetched value is passed as a string.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$CallerToActivator&amp;lt;/code&amp;gt;&lt;br /&gt;
| Fires &amp;lt;code&amp;gt;OnDefault&amp;lt;/code&amp;gt; output with &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt; overriden as the entity in &amp;lt;code&amp;gt;!caller&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$GetKeyValueFromActivator &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Grab value of a key from the &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt; entity. Fires &amp;lt;code&amp;gt;OnDefault&amp;lt;/code&amp;gt; output with result as parameter.&lt;br /&gt;
: 🛑 &#039;&#039;&#039;Superseded:&#039;&#039;&#039; Use &amp;lt;code&amp;gt;$GetKey$&amp;lt;keyvalue&amp;gt;&amp;lt;/code&amp;gt; input.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== point_viewcontrol ====&lt;br /&gt;
A camera entity capable to force the viewport of any desired players to use its own. [https://developer.valvesoftware.com/wiki/Point_viewcontrol VDC page]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b style=&amp;quot;font-size: 110%;&amp;quot;&amp;gt;Inputs&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;table-layout: fixed;&amp;quot;&lt;br /&gt;
! Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$EnableAll&amp;lt;/code&amp;gt;&lt;br /&gt;
| Enable the camera for all players on the map.&amp;lt;br&amp;gt;&amp;amp;nbsp;❗ &#039;&#039;&#039;Warning:&#039;&#039;&#039; Spawnflag #512 may not do anything. (&amp;lt;code&amp;gt;Start At Player, Interruptable by Player&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$DisableAll&amp;lt;/code&amp;gt;&lt;br /&gt;
| Disable the camera for all players on the map.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$SetTarget &amp;lt;entity&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| The entity that the camera should point to.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== tank_boss ====&lt;br /&gt;
The big sluggish Tank robot. [https://developer.valvesoftware.com/wiki/Tank_boss VDC page]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b style=&amp;quot;font-size: 110%;&amp;quot;&amp;gt;Outputs&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;table-layout: fixed;&amp;quot;&lt;br /&gt;
! Output&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$OnStartDeploy&amp;lt;/code&amp;gt;&lt;br /&gt;
| Fired when the tank is deploying the bomb if a condition is fulfilled:&lt;br /&gt;
* Using &amp;lt;code&amp;gt;&amp;quot;spawnflags&amp;quot; &amp;quot;1&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* Giving the Tank a &amp;lt;code&amp;gt;PointTemplate&amp;lt;/code&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Entity Expansions ==&lt;br /&gt;
=== obj_sentrygun ===&lt;br /&gt;
The Sentry Gun, one of Engineer&#039;s buildings. [https://developer.valvesoftware.com/wiki/Obj_sentrygun VDC page]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Spawnflags&amp;lt;/b&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;[64]&#039;&#039;&#039; - Spawn as mini-sentry&lt;br /&gt;
&lt;br /&gt;
=== tf_point_weapon_mimic ===&lt;br /&gt;
An entity that mimics firing of various projectiles, as if a player shot the projectile. [https://developer.valvesoftware.com/wiki/Tf_point_weapon_mimic VDC page]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Miscellaneous&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; Killing the mimic entity now automatically removes all of its Stickybombs.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; Setting an owner with &amp;lt;code&amp;gt;$SetOwner&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;$InheritOwner&amp;lt;/code&amp;gt; will assign the same owner to fired projectiles are assigned the same owner.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; Mimic can shoot bullets if &amp;lt;code&amp;gt;WeaponType&amp;lt;/code&amp;gt; is set to 4. It can be customised with these keyvalues:&lt;br /&gt;
:&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; &amp;lt;code&amp;gt;SpeedMax&amp;lt;/code&amp;gt; - max distance (infinite if not specified).&lt;br /&gt;
:&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; &amp;lt;code&amp;gt;SplashRadius&amp;lt;/code&amp;gt; - knockback force.&lt;br /&gt;
&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; If &amp;lt;code&amp;gt;teamnum&amp;lt;/code&amp;gt; keyvalue is used, shot projectiles will be assigned a team. (Previously it was always team 3, BLU)&lt;br /&gt;
:&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; 2 for RED, 3 for BLU.&lt;br /&gt;
&amp;lt;b&amp;gt;Spawnflags&amp;lt;/b&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;[1]&#039;&#039;&#039; - Shot projectile callback; fires the &amp;lt;code&amp;gt;OnUser4&amp;lt;/code&amp;gt; output whenever a projectile is shot, with &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt; as the projectile.&lt;br /&gt;
* &#039;&#039;&#039;[2]&#039;&#039;&#039; - Allow the keyvalues &amp;quot;&#039;&#039;FireSound&#039;&#039;&amp;quot; and &amp;quot;&#039;&#039;ParticleEffect&#039;&#039;&amp;quot; to have functionality.&lt;br /&gt;
&lt;br /&gt;
=== Tank (tank_boss) ===&lt;br /&gt;
&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; When a tank with &amp;lt;code&amp;gt;PointTemplate&amp;lt;/code&amp;gt;(s) starts deploying, &amp;quot;OnUser4&amp;quot; output is fired.&lt;br /&gt;
&lt;br /&gt;
=== Medic shield (entity_medigun_shield) ===&lt;br /&gt;
&amp;lt;b&amp;gt;Spawnflags&amp;lt;/b&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;[1]&#039;&#039;&#039; - Never expire, and don&#039;t block LOS&lt;br /&gt;
* &#039;&#039;&#039;[2]&#039;&#039;&#039; - Spawn as LV2 Shield&lt;br /&gt;
&lt;br /&gt;
=== logic_case ===&lt;br /&gt;
==== Text formatter ====&lt;br /&gt;
With the use of the added inputs, logic_case can be transformed into a text formatter, replacing % in the format string into format parameters.&lt;br /&gt;
&lt;br /&gt;
Example point template usage:&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Formatter&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;formattest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$Format&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;formattest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;You have % out of % coins left. % %% done&amp;quot; // Formatter string&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;6&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;12&amp;quot; //Second argument&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;50&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,,0,-1&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;This would display &amp;quot;You have 6 out of 12 coins left. 50 % done&amp;quot; to all players&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b style=&amp;quot;font-size: 110%;&amp;quot;&amp;gt;Formatting Inputs&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;table-layout: fixed;&amp;quot;&lt;br /&gt;
! Output&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$Format&amp;lt;/code&amp;gt;&lt;br /&gt;
| Start a string format. When finished, fires &amp;lt;code&amp;gt;OnDefault&amp;lt;/code&amp;gt; output with the formatted string as parameter.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$FormatInput1-15 &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Sets a respective formatting input&#039;s argument, then starts a string format.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$FormatInputNoFire1-15 &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Functionally, its &amp;lt;code&amp;gt;$FormatInput1-15&amp;lt;/code&amp;gt; without starting a string format.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$FormatString &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Sets the string to be used in formatting, then starts a string format.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$FormatStringNoFire &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Functionally, its &amp;lt;code&amp;gt;$FormatString&amp;lt;/code&amp;gt; without starting a string format.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Menus ====&lt;br /&gt;
Sourcemod Menus are displayed using the &amp;lt;code&amp;gt;$DisplayMenu&amp;lt;/code&amp;gt; input.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Case16&amp;lt;/code&amp;gt; title, &amp;lt;code&amp;gt;Case01-15&amp;lt;/code&amp;gt; choices.&lt;br /&gt;
&lt;br /&gt;
Example: &amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Menu&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;menutest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$DisplayMenu&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
		Param &amp;quot;player&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;menutest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;Menu title|30|Cancel&amp;quot; // Title, menu duration (0 for infinite), display optional cancel button&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;option1&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;!disabled option&amp;quot; //Second argument, disabled&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;suicide&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;oncase03&amp;quot; &amp;quot;!activator,sethealth,0,0,-1&amp;quot; // Selected 3rd option&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,he,0,-1&amp;quot; // No option selected&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b style=&amp;quot;font-size: 110%;&amp;quot;&amp;gt;Menu Inputs&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;table-layout: fixed;&amp;quot;&lt;br /&gt;
! Output&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$DisplayMenu &amp;lt;entity&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Start displaying a menu to the player entity.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$HideMenu &amp;lt;entity&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Forcefully hide the player&#039;s menu.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== tf_gamerules ==&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $StopVO &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVO input&lt;br /&gt;
&lt;br /&gt;
* $StopVORed &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVORed input&lt;br /&gt;
&lt;br /&gt;
* $StopVOBlue &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVOBlue input&lt;br /&gt;
*$SetBossHealthPercentage &amp;lt;float&amp;gt;&lt;br /&gt;
**Set Halloween boss bar percentage to a value between 0 and 1. 0 hides the health bar, any other value makes the bar appear&lt;br /&gt;
*$SetBossState &amp;lt;int&amp;gt;&lt;br /&gt;
**If set to 1, makes the health bar green, like if Merasmus is hiding. If set to 0, the bar goes back to normal&lt;br /&gt;
*$AddCurrencyGlobal &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to all players&lt;br /&gt;
&lt;br /&gt;
== player ==&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $AllowClassAnimations &amp;lt;0|1&amp;gt;&lt;br /&gt;
** Allow class animations instead of using refpose when UseCustomModel input is fired to change player model&lt;br /&gt;
* $SwitchClass &amp;lt;string&amp;gt;&lt;br /&gt;
** Switch player class. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
*$SwitchClassInPlace &amp;lt;string&amp;gt;&lt;br /&gt;
**Switch player class in current position. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
* $ForceRespawn&lt;br /&gt;
** The player instantly respawns&lt;br /&gt;
* $ForceRespawnDead&lt;br /&gt;
** The player instantly respawns, but only if they are dead&lt;br /&gt;
* $DisplayTextCenter &amp;lt;string&amp;gt;&lt;br /&gt;
** Display text in the middle of the screen&lt;br /&gt;
* $DisplayTextChat &amp;lt;string&amp;gt;&lt;br /&gt;
** Display text to the player&#039;s chat&lt;br /&gt;
* $Suicide&lt;br /&gt;
** Kill the player&lt;br /&gt;
* $ChangeAttributes &amp;lt;string&amp;gt;&lt;br /&gt;
** If the player is a bot, this can be used to change active EventChangeAttributes&lt;br /&gt;
* $RollCommonSpell&lt;br /&gt;
** Roll common spell&lt;br /&gt;
* $SetSpell &amp;lt;string&amp;gt;&lt;br /&gt;
** Set player current spell to one of the following:&lt;br /&gt;
*** Fireball&lt;br /&gt;
*** Ball O&#039; Bats&lt;br /&gt;
*** Healing Aura&lt;br /&gt;
*** Pumpkin MIRV&lt;br /&gt;
*** Superjump&lt;br /&gt;
*** Invisibility&lt;br /&gt;
*** Teleport&lt;br /&gt;
*** Tesla Bolt&lt;br /&gt;
*** Minify&lt;br /&gt;
*** Meteor Shower&lt;br /&gt;
*** Summon Monoculus&lt;br /&gt;
*** Summon Skeletons&lt;br /&gt;
* $AddSpell &amp;lt;string&amp;gt;&lt;br /&gt;
** Adds spell to the number of spells. If the spell is different than the current one, it replaces the spell. The parameter is the same as in $SetSpell&lt;br /&gt;
* $AddCond &amp;lt;int&amp;gt; [int]&lt;br /&gt;
** Add condition to player. If a second argument is present, the condition will only run for a specified duration&lt;br /&gt;
* $RemoveCond &amp;lt;int&amp;gt;&lt;br /&gt;
** Remove condition from player&lt;br /&gt;
* $AddPlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Add attribute to player, the parameter should be passed in this way: attribute|value. Example: &amp;quot;move speed bonus|1.2&amp;quot;&lt;br /&gt;
* $RemovePlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from player. Example: &amp;quot;move speed bonus&amp;quot;&lt;br /&gt;
* $AddItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Add attribute to item in slot, the parameter should be passed in this way: attribute|value|slot. Example &amp;quot;damage bonus|2|0&amp;quot; adds 100% damage bonus to primary weapon&lt;br /&gt;
* $RemoveItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from item in slot, the parameter should be passed in this way: attribute|slot. Example &amp;quot;damage bonus|0&amp;quot; removes damage bonus from primary weapon&lt;br /&gt;
* $PlaySoundToSelf &amp;lt;string&amp;gt;&lt;br /&gt;
** Play sound to the player&lt;br /&gt;
*$IgnitePlayerDuration &amp;lt;float&amp;gt;&lt;br /&gt;
**Ignite the player for a specified duration in seconds&lt;br /&gt;
*$WeaponSwitchSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Forcibly switches to weapon in slot&lt;br /&gt;
*$WeaponStripSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Removes weapon from a slot (-1 = current slot)&lt;br /&gt;
*$GiveItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Gives an item to the player&lt;br /&gt;
*$AddCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to the player&lt;br /&gt;
*$RemoveCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Remove currency from the player&lt;br /&gt;
*$SetCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Set currency to specified value&lt;br /&gt;
*$CurrencyOutputX &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is above specified value (the X in input name), the attribute should be passed in this way: target,input,parameter.&lt;br /&gt;
*$CurrencyInvertOutputX&amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is below specified value(the X in input name), the attribute should be passed in this way: target,input,parameter&lt;br /&gt;
*$DropItem &amp;lt;int&amp;gt;&lt;br /&gt;
**Drop item in slot (-1 = current slot)&lt;br /&gt;
*$RemoveItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Remove item with a name&lt;br /&gt;
*$Regenerate&lt;br /&gt;
**Regenerate the player, as if touching resupply cabinet&lt;br /&gt;
*$RefillAmmo&lt;br /&gt;
**Restore player ammo&lt;br /&gt;
&lt;br /&gt;
== trigger_hurt ==&lt;br /&gt;
If entity owner is set with $SetOwner or $InheritOwner, the owner will become the damage inflictor&lt;br /&gt;
&lt;br /&gt;
== Filter entities ==&lt;br /&gt;
The server will no longer crash if the activator entity got removed the time TestActivator is called&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $TestEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** Test any entity, rather than only the !activator&lt;br /&gt;
&lt;br /&gt;
== Trigger entities ==&lt;br /&gt;
The server will no longer crash if the caller entity got removed the time StartTouch or EndTouch is called&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $StartTouchEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** StartTouch any entity, rather than only the !caller&lt;br /&gt;
* $EndTouchEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** EndTouch any entity, rather than only the !caller&lt;br /&gt;
&lt;br /&gt;
== game_ui ==&lt;br /&gt;
The server will no longer crash if the player using the entity disconnected from the server&lt;br /&gt;
&lt;br /&gt;
== $filter_keyvalue ==&lt;br /&gt;
Custom filter that lets you filter entities matching the key value. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $name &amp;lt;string&amp;gt;&lt;br /&gt;
** Name of the key to compare, example: health&lt;br /&gt;
* $value &amp;lt;any&amp;gt;&lt;br /&gt;
** Value to compare against&lt;br /&gt;
* $compare &amp;lt;string&amp;gt;&lt;br /&gt;
** The condition for passing the filter (default: equal). Should only be set for numeric values&lt;br /&gt;
** Possible values:&lt;br /&gt;
*** equal&lt;br /&gt;
*** less than&lt;br /&gt;
*** greater than&lt;br /&gt;
*** less than or equal&lt;br /&gt;
*** greater than or equal&lt;br /&gt;
&lt;br /&gt;
== $filter_variable ==&lt;br /&gt;
Custom filter that lets you filter entities matching the custom entity variable (declared by firing $SetVar$variablename input of the entity). Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $name &amp;lt;string&amp;gt;&lt;br /&gt;
** Name of the variable to compare, example: myvar&lt;br /&gt;
* $value &amp;lt;any&amp;gt;&lt;br /&gt;
** Value to compare against&lt;br /&gt;
* $compare &amp;lt;string&amp;gt;&lt;br /&gt;
** The condition for passing the filter (default: equal). Should only be set for numeric values&lt;br /&gt;
** Possible values:&lt;br /&gt;
*** equal&lt;br /&gt;
*** less than&lt;br /&gt;
*** greater than&lt;br /&gt;
*** less than or equal&lt;br /&gt;
*** greater than or equal&lt;br /&gt;
&lt;br /&gt;
== $filter_datamap ==&lt;br /&gt;
Custom filter that lets you filter entities matching the [https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $name &amp;lt;string&amp;gt;&lt;br /&gt;
** Name of the variable to compare, example: m_iHealth&lt;br /&gt;
* $value &amp;lt;any&amp;gt;&lt;br /&gt;
** Value to compare against&lt;br /&gt;
* $compare &amp;lt;string&amp;gt;&lt;br /&gt;
** The condition for passing the filter (default: equal). Should only be set for numeric values&lt;br /&gt;
** Possible values:&lt;br /&gt;
*** equal&lt;br /&gt;
*** less than&lt;br /&gt;
*** greater than&lt;br /&gt;
*** less than or equal&lt;br /&gt;
*** greater than or equal&lt;br /&gt;
&lt;br /&gt;
== $filter_sendprop ==&lt;br /&gt;
Custom filter that lets you filter entities matching the [https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop]. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $name &amp;lt;string&amp;gt;&lt;br /&gt;
** Name of the variable to compare, example: m_nCurrency&lt;br /&gt;
* $value &amp;lt;any&amp;gt;&lt;br /&gt;
** Value to compare against&lt;br /&gt;
* $compare &amp;lt;string&amp;gt;&lt;br /&gt;
** The condition for passing the filter (default: equal). Should only be set for numeric values&lt;br /&gt;
** Possible values:&lt;br /&gt;
*** equal&lt;br /&gt;
*** less than&lt;br /&gt;
*** greater than&lt;br /&gt;
*** less than or equal&lt;br /&gt;
*** greater than or equal&lt;br /&gt;
&lt;br /&gt;
== All entities ==&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $FireUserAsActivator1-4 &amp;lt;string&amp;gt;&lt;br /&gt;
** Acts like FireUser1-4, but the entity becomes the !activator, and the parameter is passed in OnUser1-4 output&lt;br /&gt;
*$FireUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
** Fires custom $onuser5-8 output&lt;br /&gt;
* $TakeDamage &amp;lt;int&amp;gt;&lt;br /&gt;
** Take specified amount of damage&lt;br /&gt;
* $TakeDamageFromActivator &amp;lt;int&amp;gt;&lt;br /&gt;
** Take specified amount of damage, the !activator is the damage inflictor&lt;br /&gt;
* $SetModel &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model&lt;br /&gt;
* $SetModelOverride &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model, only changes the appearence&lt;br /&gt;
* $SetModelSpecial &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model, in a special way, it does less additional changes to the entity&lt;br /&gt;
* $SetOwner &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity owner&lt;br /&gt;
* $InheritOwner &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity owner to the passed entity owner&lt;br /&gt;
* $InheritParent &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity parent to the passed entity parent&lt;br /&gt;
* $GetKeyValue &amp;lt;string&amp;gt;&lt;br /&gt;
** Fire OnUser1 output, with key value as a parameter&lt;br /&gt;
* $MoveType &amp;lt;int&amp;gt;,&amp;lt;int&amp;gt;&lt;br /&gt;
** Set move type&lt;br /&gt;
* $PlaySound &amp;lt;string&amp;gt;&lt;br /&gt;
** Play sound from this entity&lt;br /&gt;
* $StopSound &amp;lt;string&amp;gt;&lt;br /&gt;
** Stop playing sound from this entity&lt;br /&gt;
* $SetLocalOrigin &amp;lt;vector&amp;gt;&lt;br /&gt;
** Set origin relative to parent&lt;br /&gt;
* $SetLocalAngles &amp;lt;vector&amp;gt;&lt;br /&gt;
** Set angles relative to parent&lt;br /&gt;
* $SetLocalVelocity &amp;lt;vector&amp;gt;&lt;br /&gt;
** Set velocity relative to parent&lt;br /&gt;
* $TeleportToEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** Teleport to specified entity&lt;br /&gt;
* $MoveRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
** Move relative to parent (world)&lt;br /&gt;
* $RotateRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
** Rotate relative to parent (world)&lt;br /&gt;
*$SetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set keyvalue to specified value&lt;br /&gt;
*$GetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with keyvalue as a paramer (default value if not found)&lt;br /&gt;
*$SetVar$(variable name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set custom entity variable&lt;br /&gt;
*$GetVar$(variable name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with variable as a paramer (default value if not found)&lt;br /&gt;
*$SetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set datamap property to specified value&lt;br /&gt;
*$GetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with datamap prop as a paramer (default value if not found)&lt;br /&gt;
*$SetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set send property to specified value&lt;br /&gt;
*$GetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with send prop as a paramer (default value if not found)&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* $OnUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
** Called when $FireUser5-8 input is used&lt;br /&gt;
* $OnKilled&lt;br /&gt;
** Fired when the entity is killed. The calling entity no longer exist and cannot be accessed&lt;/div&gt;</summary>
		<author><name>Orin</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=User:Orin/Sandbox/Entity_Additions&amp;diff=208</id>
		<title>User:Orin/Sandbox/Entity Additions</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=User:Orin/Sandbox/Entity_Additions&amp;diff=208"/>
		<updated>2021-11-30T01:04:23Z</updated>

		<summary type="html">&lt;p&gt;Orin: preview #2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;WIP. Feel free to edit, but don&#039;t paste anything from here into the main page without my consent. If you have anything that needs to go there, edit it there.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;clear:all;padding:0 1em;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
All e&lt;br /&gt;
ntity-oriented feature additions: Inputs, Outputs, Targetting, etc. are all documented within their own heaps of lists. Remember to visit the [https://developer.valvesoftware.com/wiki/List_of_Team_Fortress_2_Entities VDC] for any confusion about the entities shown here.&lt;br /&gt;
&lt;br /&gt;
To traverse this page, use the &#039;&#039;Table of Contents&#039;&#039; at the right side, or use the CTRL+F shortcut for your Browser.&lt;br /&gt;
== I/O Expansions ==&lt;br /&gt;
=== Targetname Prefixes ===&lt;br /&gt;
When targetting entities, adding prefixes of the format &amp;lt;code&amp;gt;@name1@&amp;lt;/code&amp;gt; will instead target an entity relative to the given entity, usually by relationships.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;table-layout: fixed;&amp;quot;&lt;br /&gt;
! Prefix&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;@p@&amp;lt;targetname&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Targets the parent of an entity. Example: &amp;lt;code&amp;gt;@p@!activator&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;@c@&amp;lt;targetname&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Targets the child of an entity. Example: &amp;lt;code&amp;gt;@c@!activator&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;@bb&amp;lt;&#039;&#039;vector&#039;&#039; mins&amp;gt; &amp;lt;&#039;&#039;vector&#039;&#039; maxs&amp;gt;@&amp;lt;targetname&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Target &#039;&#039;all&#039;&#039; entiities within a [https://developer.valvesoftware.com/wiki/Bounding_box bounding box] relative to the given entity. Example: &amp;lt;code&amp;gt;@bb-100 -100 -100 100 100 100@prop_dynamic&amp;lt;/code&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Entity I/O Additions ===&lt;br /&gt;
==== Global ====&lt;br /&gt;
&lt;br /&gt;
==== logic_case ====&lt;br /&gt;
Redirects I/O in ways depending if a case&#039;s scenario has happened. [https://developer.valvesoftware.com/wiki/Logic_case VDC page]&lt;br /&gt;
&lt;br /&gt;
For the inputs used in text formatting and menus, look at the [[#logic_case_2|Entity Expansions]] section.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b style=&amp;quot;font-size: 110%;&amp;quot;&amp;gt;Inputs&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;table-layout: fixed;&amp;quot;&lt;br /&gt;
! Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$TestSigsegv&amp;lt;/code&amp;gt;&lt;br /&gt;
| Dedicated for testing if the extension is successfully loaded. Fires &amp;lt;code&amp;gt;OnUser1&amp;lt;/code&amp;gt; output.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$ToFloat &amp;lt;any&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Converts argument to float, or known as &#039;&#039;number&#039;&#039;. Fires &amp;lt;code&amp;gt;OnDefault&amp;lt;/code&amp;gt; output with result as parameter.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$ToInt &amp;lt;any&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Converts argument to integer, a &#039;&#039;number&#039;&#039; with no decimals. Fires &amp;lt;code&amp;gt;OnDefault&amp;lt;/code&amp;gt; output with result as parameter.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$GetConVar &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Fetches a convar&#039;s (console variable) number value, but on two criterias: Having &amp;quot;replicated&amp;quot; flag, and not having a &amp;quot;protected&amp;quot; flag. If both pass, the &amp;lt;code&amp;gt;OnDefault&amp;lt;/code&amp;gt; output fires with the parameter as the number value.&lt;br /&gt;
: ℹ️ &#039;&#039;&#039;Tip:&#039;&#039;&#039; The &amp;lt;code&amp;gt;help&amp;lt;/code&amp;gt; concommand displays the flags of a convar.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$GetConVarString &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Identical to &amp;lt;code&amp;gt;$GetConVar&amp;lt;/code&amp;gt;, but the fetched value is passed as a string.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$CallerToActivator&amp;lt;/code&amp;gt;&lt;br /&gt;
| Fires &amp;lt;code&amp;gt;OnDefault&amp;lt;/code&amp;gt; output with &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt; overriden as the entity in &amp;lt;code&amp;gt;!caller&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$GetKeyValueFromActivator &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Grab value of a key from the &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt; entity. Fires &amp;lt;code&amp;gt;OnDefault&amp;lt;/code&amp;gt; output with result as parameter.&lt;br /&gt;
: 🛑 &#039;&#039;&#039;Superseded:&#039;&#039;&#039; Use &amp;lt;code&amp;gt;$GetKey$&amp;lt;keyvalue&amp;gt;&amp;lt;/code&amp;gt; input.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== point_viewcontrol ====&lt;br /&gt;
A camera entity capable to force the viewport of any desired players to use its own. [https://developer.valvesoftware.com/wiki/Point_viewcontrol VDC page]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b style=&amp;quot;font-size: 110%;&amp;quot;&amp;gt;Inputs&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;table-layout: fixed;&amp;quot;&lt;br /&gt;
! Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$EnableAll&amp;lt;/code&amp;gt;&lt;br /&gt;
| Enable the camera for all players on the map.&amp;lt;br&amp;gt;&amp;amp;nbsp;❗ &#039;&#039;&#039;Warning:&#039;&#039;&#039; Spawnflag #512 may not do anything. (&amp;lt;code&amp;gt;Start At Player, Interruptable by Player&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$DisableAll&amp;lt;/code&amp;gt;&lt;br /&gt;
| Disable the camera for all players on the map.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$SetTarget &amp;lt;entity&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| The entity that the camera should point to.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== tank_boss ====&lt;br /&gt;
The big sluggish Tank robot. [https://developer.valvesoftware.com/wiki/Tank_boss VDC page]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b style=&amp;quot;font-size: 110%;&amp;quot;&amp;gt;Outputs&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;table-layout: fixed;&amp;quot;&lt;br /&gt;
! Output&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$OnStartDeploy&amp;lt;/code&amp;gt;&lt;br /&gt;
| Fired when the tank is deploying the bomb if a condition is fulfilled:&lt;br /&gt;
* Using &amp;lt;code&amp;gt;&amp;quot;spawnflags&amp;quot; &amp;quot;1&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* Giving the Tank a &amp;lt;code&amp;gt;PointTemplate&amp;lt;/code&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Entity Expansions ==&lt;br /&gt;
=== obj_sentrygun ===&lt;br /&gt;
The Sentry Gun, one of Engineer&#039;s buildings. [https://developer.valvesoftware.com/wiki/Obj_sentrygun VDC page]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Spawnflags&amp;lt;/b&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;[64]&#039;&#039;&#039; - Spawn as mini-sentry&lt;br /&gt;
&lt;br /&gt;
=== tf_point_weapon_mimic ===&lt;br /&gt;
An entity that mimics firing of various projectiles, as if a player shot the projectile. [https://developer.valvesoftware.com/wiki/Tf_point_weapon_mimic VDC page]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Miscellaneous&amp;lt;/b&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; Killing the mimic entity now automatically removes all of its Stickybombs.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; Setting an owner with &amp;lt;code&amp;gt;$SetOwner&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;$InheritOwner&amp;lt;/code&amp;gt; will assign the same owner to fired projectiles are assigned the same owner.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; Mimic can shoot bullets if &amp;lt;code&amp;gt;WeaponType&amp;lt;/code&amp;gt; is set to 4. It can be customised with these keyvalues:&lt;br /&gt;
:&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; &amp;lt;code&amp;gt;SpeedMax&amp;lt;/code&amp;gt; - max distance (infinite if not specified).&lt;br /&gt;
:&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; &amp;lt;code&amp;gt;SplashRadius&amp;lt;/code&amp;gt; - knockback force.&lt;br /&gt;
&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; If &amp;lt;code&amp;gt;teamnum&amp;lt;/code&amp;gt; keyvalue is used, shot projectiles will be assigned a team. (Previously it was always team 3, BLU)&lt;br /&gt;
:&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; 2 for RED, 3 for BLU.&lt;br /&gt;
&amp;lt;b&amp;gt;Spawnflags&amp;lt;/b&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;[1]&#039;&#039;&#039; - Shot projectile callback; fires the &amp;lt;code&amp;gt;OnUser4&amp;lt;/code&amp;gt; output whenever a projectile is shot, with &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt; as the projectile.&lt;br /&gt;
* &#039;&#039;&#039;[2]&#039;&#039;&#039; - Allow the keyvalues &amp;quot;&#039;&#039;FireSound&#039;&#039;&amp;quot; and &amp;quot;&#039;&#039;ParticleEffect&#039;&#039;&amp;quot; to have functionality.&lt;br /&gt;
&lt;br /&gt;
=== Tank (tank_boss) ===&lt;br /&gt;
&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; When a tank with &amp;lt;code&amp;gt;PointTemplate&amp;lt;/code&amp;gt;(s) starts deploying, &amp;quot;OnUser4&amp;quot; output is fired.&lt;br /&gt;
&lt;br /&gt;
=== Medic shield (entity_medigun_shield) ===&lt;br /&gt;
&amp;lt;b&amp;gt;Spawnflags&amp;lt;/b&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;[1]&#039;&#039;&#039; - Never expire, and don&#039;t block LOS&lt;br /&gt;
* &#039;&#039;&#039;[2]&#039;&#039;&#039; - Spawn as LV2 Shield&lt;br /&gt;
&lt;br /&gt;
=== logic_case ===&lt;br /&gt;
==== Text formatter ====&lt;br /&gt;
With the use of the added inputs, logic_case can be transformed into a text formatter, replacing % in the format string into format parameters.&lt;br /&gt;
&lt;br /&gt;
Example point template usage:&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Formatter&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;formattest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$Format&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;formattest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;You have % out of % coins left. % %% done&amp;quot; // Formatter string&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;6&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;12&amp;quot; //Second argument&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;50&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,,0,-1&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;This would display &amp;quot;You have 6 out of 12 coins left. 50 % done&amp;quot; to all players&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b style=&amp;quot;font-size: 110%;&amp;quot;&amp;gt;Formatting Inputs&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;table-layout: fixed;&amp;quot;&lt;br /&gt;
! Output&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$Format&amp;lt;/code&amp;gt;&lt;br /&gt;
| Start a string format. When finished, fires &amp;lt;code&amp;gt;OnDefault&amp;lt;/code&amp;gt; output with the formatted string as parameter.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$FormatInput1-15 &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Sets a respective formatting input&#039;s argument, then starts a string format.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$FormatInputNoFire1-15 &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Functionally, its &amp;lt;code&amp;gt;$FormatInput1-15&amp;lt;/code&amp;gt; without starting a string format.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$FormatString &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Sets the string to be used in formatting, then starts a string format.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$FormatStringNoFire &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Functionally, its &amp;lt;code&amp;gt;$FormatString&amp;lt;/code&amp;gt; without starting a string format.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Menus ====&lt;br /&gt;
Sourcemod Menus are displayed using the &amp;lt;code&amp;gt;$DisplayMenu&amp;lt;/code&amp;gt; input.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Case16&amp;lt;/code&amp;gt; title, &amp;lt;code&amp;gt;Case01-15&amp;lt;/code&amp;gt; choices.&lt;br /&gt;
&lt;br /&gt;
Example: &amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Menu&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;menutest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$DisplayMenu&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
		Param &amp;quot;player&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;menutest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;Menu title|30|Cancel&amp;quot; // Title, menu duration (0 for infinite), display optional cancel button&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;option1&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;!disabled option&amp;quot; //Second argument, disabled&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;suicide&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;oncase03&amp;quot; &amp;quot;!activator,sethealth,0,0,-1&amp;quot; // Selected 3rd option&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,he,0,-1&amp;quot; // No option selected&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b style=&amp;quot;font-size: 110%;&amp;quot;&amp;gt;Menu Inputs&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;table-layout: fixed;&amp;quot;&lt;br /&gt;
! Output&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$DisplayMenu &amp;lt;entity&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Start displaying a menu to the player entity.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$HideMenu &amp;lt;entity&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Forcefully hide the player&#039;s menu.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== tf_gamerules ==&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $StopVO &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVO input&lt;br /&gt;
&lt;br /&gt;
* $StopVORed &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVORed input&lt;br /&gt;
&lt;br /&gt;
* $StopVOBlue &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVOBlue input&lt;br /&gt;
*$SetBossHealthPercentage &amp;lt;float&amp;gt;&lt;br /&gt;
**Set Halloween boss bar percentage to a value between 0 and 1. 0 hides the health bar, any other value makes the bar appear&lt;br /&gt;
*$SetBossState &amp;lt;int&amp;gt;&lt;br /&gt;
**If set to 1, makes the health bar green, like if Merasmus is hiding. If set to 0, the bar goes back to normal&lt;br /&gt;
*$AddCurrencyGlobal &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to all players&lt;br /&gt;
&lt;br /&gt;
== player ==&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $AllowClassAnimations &amp;lt;0|1&amp;gt;&lt;br /&gt;
** Allow class animations instead of using refpose when UseCustomModel input is fired to change player model&lt;br /&gt;
* $SwitchClass &amp;lt;string&amp;gt;&lt;br /&gt;
** Switch player class. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
*$SwitchClassInPlace &amp;lt;string&amp;gt;&lt;br /&gt;
**Switch player class in current position. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
* $ForceRespawn&lt;br /&gt;
** The player instantly respawns&lt;br /&gt;
* $ForceRespawnDead&lt;br /&gt;
** The player instantly respawns, but only if they are dead&lt;br /&gt;
* $DisplayTextCenter &amp;lt;string&amp;gt;&lt;br /&gt;
** Display text in the middle of the screen&lt;br /&gt;
* $DisplayTextChat &amp;lt;string&amp;gt;&lt;br /&gt;
** Display text to the player&#039;s chat&lt;br /&gt;
* $Suicide&lt;br /&gt;
** Kill the player&lt;br /&gt;
* $ChangeAttributes &amp;lt;string&amp;gt;&lt;br /&gt;
** If the player is a bot, this can be used to change active EventChangeAttributes&lt;br /&gt;
* $RollCommonSpell&lt;br /&gt;
** Roll common spell&lt;br /&gt;
* $SetSpell &amp;lt;string&amp;gt;&lt;br /&gt;
** Set player current spell to one of the following:&lt;br /&gt;
*** Fireball&lt;br /&gt;
*** Ball O&#039; Bats&lt;br /&gt;
*** Healing Aura&lt;br /&gt;
*** Pumpkin MIRV&lt;br /&gt;
*** Superjump&lt;br /&gt;
*** Invisibility&lt;br /&gt;
*** Teleport&lt;br /&gt;
*** Tesla Bolt&lt;br /&gt;
*** Minify&lt;br /&gt;
*** Meteor Shower&lt;br /&gt;
*** Summon Monoculus&lt;br /&gt;
*** Summon Skeletons&lt;br /&gt;
* $AddSpell &amp;lt;string&amp;gt;&lt;br /&gt;
** Adds spell to the number of spells. If the spell is different than the current one, it replaces the spell. The parameter is the same as in $SetSpell&lt;br /&gt;
* $AddCond &amp;lt;int&amp;gt; [int]&lt;br /&gt;
** Add condition to player. If a second argument is present, the condition will only run for a specified duration&lt;br /&gt;
* $RemoveCond &amp;lt;int&amp;gt;&lt;br /&gt;
** Remove condition from player&lt;br /&gt;
* $AddPlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Add attribute to player, the parameter should be passed in this way: attribute|value. Example: &amp;quot;move speed bonus|1.2&amp;quot;&lt;br /&gt;
* $RemovePlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from player. Example: &amp;quot;move speed bonus&amp;quot;&lt;br /&gt;
* $AddItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Add attribute to item in slot, the parameter should be passed in this way: attribute|value|slot. Example &amp;quot;damage bonus|2|0&amp;quot; adds 100% damage bonus to primary weapon&lt;br /&gt;
* $RemoveItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from item in slot, the parameter should be passed in this way: attribute|slot. Example &amp;quot;damage bonus|0&amp;quot; removes damage bonus from primary weapon&lt;br /&gt;
* $PlaySoundToSelf &amp;lt;string&amp;gt;&lt;br /&gt;
** Play sound to the player&lt;br /&gt;
*$IgnitePlayerDuration &amp;lt;float&amp;gt;&lt;br /&gt;
**Ignite the player for a specified duration in seconds&lt;br /&gt;
*$WeaponSwitchSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Forcibly switches to weapon in slot&lt;br /&gt;
*$WeaponStripSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Removes weapon from a slot (-1 = current slot)&lt;br /&gt;
*$GiveItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Gives an item to the player&lt;br /&gt;
*$AddCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to the player&lt;br /&gt;
*$RemoveCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Remove currency from the player&lt;br /&gt;
*$SetCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Set currency to specified value&lt;br /&gt;
*$CurrencyOutputX &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is above specified value (the X in input name), the attribute should be passed in this way: target,input,parameter.&lt;br /&gt;
*$CurrencyInvertOutputX&amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is below specified value(the X in input name), the attribute should be passed in this way: target,input,parameter&lt;br /&gt;
*$DropItem &amp;lt;int&amp;gt;&lt;br /&gt;
**Drop item in slot (-1 = current slot)&lt;br /&gt;
*$RemoveItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Remove item with a name&lt;br /&gt;
*$Regenerate&lt;br /&gt;
**Regenerate the player, as if touching resupply cabinet&lt;br /&gt;
*$RefillAmmo&lt;br /&gt;
**Restore player ammo&lt;br /&gt;
&lt;br /&gt;
== trigger_hurt ==&lt;br /&gt;
If entity owner is set with $SetOwner or $InheritOwner, the owner will become the damage inflictor&lt;br /&gt;
&lt;br /&gt;
== Filter entities ==&lt;br /&gt;
The server will no longer crash if the activator entity got removed the time TestActivator is called&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $TestEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** Test any entity, rather than only the !activator&lt;br /&gt;
&lt;br /&gt;
== Trigger entities ==&lt;br /&gt;
The server will no longer crash if the caller entity got removed the time StartTouch or EndTouch is called&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $StartTouchEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** StartTouch any entity, rather than only the !caller&lt;br /&gt;
* $EndTouchEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** EndTouch any entity, rather than only the !caller&lt;br /&gt;
&lt;br /&gt;
== game_ui ==&lt;br /&gt;
The server will no longer crash if the player using the entity disconnected from the server&lt;br /&gt;
&lt;br /&gt;
== $filter_keyvalue ==&lt;br /&gt;
Custom filter that lets you filter entities matching the key value. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $name &amp;lt;string&amp;gt;&lt;br /&gt;
** Name of the key to compare, example: health&lt;br /&gt;
* $value &amp;lt;any&amp;gt;&lt;br /&gt;
** Value to compare against&lt;br /&gt;
* $compare &amp;lt;string&amp;gt;&lt;br /&gt;
** The condition for passing the filter (default: equal). Should only be set for numeric values&lt;br /&gt;
** Possible values:&lt;br /&gt;
*** equal&lt;br /&gt;
*** less than&lt;br /&gt;
*** greater than&lt;br /&gt;
*** less than or equal&lt;br /&gt;
*** greater than or equal&lt;br /&gt;
&lt;br /&gt;
== $filter_variable ==&lt;br /&gt;
Custom filter that lets you filter entities matching the custom entity variable (declared by firing $SetVar$variablename input of the entity). Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $name &amp;lt;string&amp;gt;&lt;br /&gt;
** Name of the variable to compare, example: myvar&lt;br /&gt;
* $value &amp;lt;any&amp;gt;&lt;br /&gt;
** Value to compare against&lt;br /&gt;
* $compare &amp;lt;string&amp;gt;&lt;br /&gt;
** The condition for passing the filter (default: equal). Should only be set for numeric values&lt;br /&gt;
** Possible values:&lt;br /&gt;
*** equal&lt;br /&gt;
*** less than&lt;br /&gt;
*** greater than&lt;br /&gt;
*** less than or equal&lt;br /&gt;
*** greater than or equal&lt;br /&gt;
&lt;br /&gt;
== $filter_datamap ==&lt;br /&gt;
Custom filter that lets you filter entities matching the [https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $name &amp;lt;string&amp;gt;&lt;br /&gt;
** Name of the variable to compare, example: m_iHealth&lt;br /&gt;
* $value &amp;lt;any&amp;gt;&lt;br /&gt;
** Value to compare against&lt;br /&gt;
* $compare &amp;lt;string&amp;gt;&lt;br /&gt;
** The condition for passing the filter (default: equal). Should only be set for numeric values&lt;br /&gt;
** Possible values:&lt;br /&gt;
*** equal&lt;br /&gt;
*** less than&lt;br /&gt;
*** greater than&lt;br /&gt;
*** less than or equal&lt;br /&gt;
*** greater than or equal&lt;br /&gt;
&lt;br /&gt;
== $filter_sendprop ==&lt;br /&gt;
Custom filter that lets you filter entities matching the [https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop]. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $name &amp;lt;string&amp;gt;&lt;br /&gt;
** Name of the variable to compare, example: m_nCurrency&lt;br /&gt;
* $value &amp;lt;any&amp;gt;&lt;br /&gt;
** Value to compare against&lt;br /&gt;
* $compare &amp;lt;string&amp;gt;&lt;br /&gt;
** The condition for passing the filter (default: equal). Should only be set for numeric values&lt;br /&gt;
** Possible values:&lt;br /&gt;
*** equal&lt;br /&gt;
*** less than&lt;br /&gt;
*** greater than&lt;br /&gt;
*** less than or equal&lt;br /&gt;
*** greater than or equal&lt;br /&gt;
&lt;br /&gt;
== All entities ==&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $FireUserAsActivator1-4 &amp;lt;string&amp;gt;&lt;br /&gt;
** Acts like FireUser1-4, but the entity becomes the !activator, and the parameter is passed in OnUser1-4 output&lt;br /&gt;
*$FireUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
** Fires custom $onuser5-8 output&lt;br /&gt;
* $TakeDamage &amp;lt;int&amp;gt;&lt;br /&gt;
** Take specified amount of damage&lt;br /&gt;
* $TakeDamageFromActivator &amp;lt;int&amp;gt;&lt;br /&gt;
** Take specified amount of damage, the !activator is the damage inflictor&lt;br /&gt;
* $SetModel &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model&lt;br /&gt;
* $SetModelOverride &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model, only changes the appearence&lt;br /&gt;
* $SetModelSpecial &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model, in a special way, it does less additional changes to the entity&lt;br /&gt;
* $SetOwner &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity owner&lt;br /&gt;
* $InheritOwner &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity owner to the passed entity owner&lt;br /&gt;
* $InheritParent &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity parent to the passed entity parent&lt;br /&gt;
* $GetKeyValue &amp;lt;string&amp;gt;&lt;br /&gt;
** Fire OnUser1 output, with key value as a parameter&lt;br /&gt;
* $MoveType &amp;lt;int&amp;gt;,&amp;lt;int&amp;gt;&lt;br /&gt;
** Set move type&lt;br /&gt;
* $PlaySound &amp;lt;string&amp;gt;&lt;br /&gt;
** Play sound from this entity&lt;br /&gt;
* $StopSound &amp;lt;string&amp;gt;&lt;br /&gt;
** Stop playing sound from this entity&lt;br /&gt;
* $SetLocalOrigin &amp;lt;vector&amp;gt;&lt;br /&gt;
** Set origin relative to parent&lt;br /&gt;
* $SetLocalAngles &amp;lt;vector&amp;gt;&lt;br /&gt;
** Set angles relative to parent&lt;br /&gt;
* $SetLocalVelocity &amp;lt;vector&amp;gt;&lt;br /&gt;
** Set velocity relative to parent&lt;br /&gt;
* $TeleportToEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** Teleport to specified entity&lt;br /&gt;
* $MoveRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
** Move relative to parent (world)&lt;br /&gt;
* $RotateRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
** Rotate relative to parent (world)&lt;br /&gt;
*$SetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set keyvalue to specified value&lt;br /&gt;
*$GetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with keyvalue as a paramer (default value if not found)&lt;br /&gt;
*$SetVar$(variable name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set custom entity variable&lt;br /&gt;
*$GetVar$(variable name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with variable as a paramer (default value if not found)&lt;br /&gt;
*$SetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set datamap property to specified value&lt;br /&gt;
*$GetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with datamap prop as a paramer (default value if not found)&lt;br /&gt;
*$SetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set send property to specified value&lt;br /&gt;
*$GetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with send prop as a paramer (default value if not found)&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* $OnUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
** Called when $FireUser5-8 input is used&lt;br /&gt;
* $OnKilled&lt;br /&gt;
** Fired when the entity is killed. The calling entity no longer exist and cannot be accessed&lt;/div&gt;</summary>
		<author><name>Orin</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=Additions_to_existing_entities&amp;diff=207</id>
		<title>Additions to existing entities</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=Additions_to_existing_entities&amp;diff=207"/>
		<updated>2021-11-29T16:10:38Z</updated>

		<summary type="html">&lt;p&gt;Orin: filter_prop --&amp;gt; filter_sendprop&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
== Targeting ==&lt;br /&gt;
&lt;br /&gt;
* You can target parent of specified entity by adding @p@. @p@!activator would target parent of the activator entity&lt;br /&gt;
* You can target children of specified entity by adding @c@ prefix. @c@!activator would target children of the activator entity&lt;br /&gt;
*Target all entities in a box by adding @bbxmin ymin zmin xmax ymax zmax@ prefix. @bb-100 -100 -100 100 100 100@prop_dynamic would target prop_dynamic entities inside -100 -100 -100 100 100 100 box&lt;br /&gt;
&lt;br /&gt;
== point_viewcontrol ==&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $EnableAll&lt;br /&gt;
** Enable the camera for all players on the map. Spawnflag [512] may not work properly. (&#039;&#039;Start At Player, Interruptable by Player&#039;&#039;)&lt;br /&gt;
* $DisableAll&lt;br /&gt;
** Disable the camera for all players on the map&lt;br /&gt;
* $SetTarget &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set current target to entity&lt;br /&gt;
&lt;br /&gt;
== Sentry Gun (obj_sentrygun) ==&lt;br /&gt;
=== Spawnflags ===&lt;br /&gt;
* &#039;&#039;&#039;[64]&#039;&#039;&#039; - Spawn as mini-sentry&lt;br /&gt;
&lt;br /&gt;
== Weapon Mimic (tf_point_weapon_mimic) ==&lt;br /&gt;
* Fired projectiles can have their team assigned with teamnum keyvalue (2 for RED and 3 for BLU). Previously all fired projectiles always belonged to the BLU team&lt;br /&gt;
* If the player owner is set with $SetOwner or $InheritOwner, fired projectiles are assigned to the owner&lt;br /&gt;
* Fired stickybombs are automatically removed if the mimic is removed&lt;br /&gt;
* Added projectile type 4 - Bullet.  SpeedMax keyvalue determines max distance (infinite if not specified). SplashRadius determines knockback force&lt;br /&gt;
&lt;br /&gt;
=== Spawnflags ===&lt;br /&gt;
* &#039;&#039;&#039;[4]&#039;&#039;&#039; - Fire &amp;quot;OnUser4&amp;quot; output when projectile is fired, with the projectile as &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Tank (tank_boss) ==&lt;br /&gt;
&lt;br /&gt;
* When tank starts deploying, and there is at least one PointTemplate assigned to it, &amp;quot;OnUser4&amp;quot; output is activated&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* OnStartDeploy&lt;br /&gt;
** Fired when the tank is deploying the bomb&lt;br /&gt;
&lt;br /&gt;
== Medic shield (entity_medigun_shield) ==&lt;br /&gt;
=== Spawnflags ===&lt;br /&gt;
* &#039;&#039;&#039;[1]&#039;&#039;&#039; - Don&#039;t expire and don&#039;t block LOS&lt;br /&gt;
* &#039;&#039;&#039;[2]&#039;&#039;&#039; - Use the LV2 Shield model&lt;br /&gt;
&lt;br /&gt;
== logic_case ==&lt;br /&gt;
&lt;br /&gt;
=== Text formatter ===&lt;br /&gt;
With the use of the added inputs, logic_case can be transformed into a text formatter, replacing % in the format string into format parameters. &lt;br /&gt;
&lt;br /&gt;
Example point template usage:&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Formatter&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;formattest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$Format&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;formattest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;You have % out of % coins left. % %% done&amp;quot; // Formatter string&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;6&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;12&amp;quot; //Second argument&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;50&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,,0,-1&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;This would display &amp;quot;You have 6 out of 12 coins left. 50 % done&amp;quot; to all players&lt;br /&gt;
&lt;br /&gt;
=== Menu ===&lt;br /&gt;
You can use $DisplayMenu input to display a menu for the player, up to 15 entries&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Menu&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;menutest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$DisplayMenu&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
		Param &amp;quot;player&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;menutest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;Menu title|30|Cancel&amp;quot; // Title, menu duration (0 for infinite), display optional cancel button&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;option1&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;!disabled option&amp;quot; //Second argument, disabled&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;suicide&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;oncase03&amp;quot; &amp;quot;!activator,sethealth,0,0,-1&amp;quot; // Selected 3rd option&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,he,0,-1&amp;quot; // No option selected&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $FormatString &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting string, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
* $FormatStringNoFire &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting string&lt;br /&gt;
* $FormatInput1 &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting input argument 1, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
* $FormatInput2-15 &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting input argument 2-15, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
* $FormatInputNoFire1 &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting input argument 1&lt;br /&gt;
* $Format &lt;br /&gt;
** Fires OnDefault output, with formatted string as parameter&lt;br /&gt;
* $TestSigsegv&lt;br /&gt;
** Fires OnUser1 output. Can be used to test if sigsegv extension is active&lt;br /&gt;
* $ToInt &amp;lt;any&amp;gt;&lt;br /&gt;
** Fires OnDefault output, converts parameter value from string/float to integer&lt;br /&gt;
* $ToFloat &amp;lt;any&amp;gt;&lt;br /&gt;
** Fires OnDefault output, converts value from string/int to real number&lt;br /&gt;
* $CallerToActivator &amp;lt;any&amp;gt;&lt;br /&gt;
** Fires OnDefault output, but the !caller entity is converted to !activator&lt;br /&gt;
* $GetKeyValueFromActivator &amp;lt;string&amp;gt;&lt;br /&gt;
** Fires OnDefault output, the key value from the !activator entity is the parameter&lt;br /&gt;
* $GetConVar &amp;lt;string&amp;gt;&lt;br /&gt;
** Fires OnDefault output, the convar (console variable) number value is the parameter&lt;br /&gt;
* $GetConVarString &amp;lt;string&amp;gt;&lt;br /&gt;
** Fires OnDefault output, the convar (console variable) string value is the parameter&lt;br /&gt;
*$DisplayMenu &amp;lt;entity&amp;gt;&lt;br /&gt;
**Display menu at player&lt;br /&gt;
*$HideMenu &amp;lt;entity&amp;gt;&lt;br /&gt;
**Hide menu at player&lt;br /&gt;
&lt;br /&gt;
== tf_gamerules ==&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $StopVO &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVO input&lt;br /&gt;
&lt;br /&gt;
* $StopVORed &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVORed input&lt;br /&gt;
&lt;br /&gt;
* $StopVOBlue &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVOBlue input&lt;br /&gt;
*$SetBossHealthPercentage &amp;lt;float&amp;gt;&lt;br /&gt;
**Set Halloween boss bar percentage to a value between 0 and 1. 0 hides the health bar, any other value makes the bar appear&lt;br /&gt;
*$SetBossState &amp;lt;int&amp;gt;&lt;br /&gt;
**If set to 1, makes the health bar green, like if Merasmus is hiding. If set to 0, the bar goes back to normal&lt;br /&gt;
*$AddCurrencyGlobal &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to all players&lt;br /&gt;
&lt;br /&gt;
== player ==&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $AllowClassAnimations &amp;lt;0|1&amp;gt;&lt;br /&gt;
** Allow class animations instead of using refpose when UseCustomModel input is fired to change player model&lt;br /&gt;
* $SwitchClass &amp;lt;string&amp;gt;&lt;br /&gt;
** Switch player class. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
*$SwitchClassInPlace &amp;lt;string&amp;gt;&lt;br /&gt;
**Switch player class in current position. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
* $ForceRespawn&lt;br /&gt;
** The player instantly respawns&lt;br /&gt;
* $ForceRespawnDead&lt;br /&gt;
** The player instantly respawns, but only if they are dead&lt;br /&gt;
* $DisplayTextCenter &amp;lt;string&amp;gt;&lt;br /&gt;
** Display text in the middle of the screen&lt;br /&gt;
* $DisplayTextChat &amp;lt;string&amp;gt;&lt;br /&gt;
** Display text to the player&#039;s chat&lt;br /&gt;
* $Suicide&lt;br /&gt;
** Kill the player&lt;br /&gt;
* $ChangeAttributes &amp;lt;string&amp;gt;&lt;br /&gt;
** If the player is a bot, this can be used to change active EventChangeAttributes&lt;br /&gt;
* $RollCommonSpell&lt;br /&gt;
** Roll common spell&lt;br /&gt;
* $SetSpell &amp;lt;string&amp;gt;&lt;br /&gt;
** Set player current spell to one of the following:&lt;br /&gt;
*** Fireball&lt;br /&gt;
*** Ball O&#039; Bats&lt;br /&gt;
*** Healing Aura&lt;br /&gt;
*** Pumpkin MIRV&lt;br /&gt;
*** Superjump&lt;br /&gt;
*** Invisibility&lt;br /&gt;
*** Teleport&lt;br /&gt;
*** Tesla Bolt&lt;br /&gt;
*** Minify&lt;br /&gt;
*** Meteor Shower&lt;br /&gt;
*** Summon Monoculus&lt;br /&gt;
*** Summon Skeletons&lt;br /&gt;
* $AddSpell &amp;lt;string&amp;gt;&lt;br /&gt;
** Adds spell to the number of spells. If the spell is different than the current one, it replaces the spell. The parameter is the same as in $SetSpell&lt;br /&gt;
* $AddCond &amp;lt;int&amp;gt; [int]&lt;br /&gt;
** Add condition to player. If a second argument is present, the condition will only run for a specified duration &lt;br /&gt;
* $RemoveCond &amp;lt;int&amp;gt;&lt;br /&gt;
** Remove condition from player&lt;br /&gt;
* $AddPlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Add attribute to player, the parameter should be passed in this way: attribute|value. Example: &amp;quot;move speed bonus|1.2&amp;quot;&lt;br /&gt;
* $RemovePlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from player. Example: &amp;quot;move speed bonus&amp;quot;&lt;br /&gt;
* $AddItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Add attribute to item in slot, the parameter should be passed in this way: attribute|value|slot. Example &amp;quot;damage bonus|2|0&amp;quot; adds 100% damage bonus to primary weapon&lt;br /&gt;
* $RemoveItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from item in slot, the parameter should be passed in this way: attribute|slot. Example &amp;quot;damage bonus|0&amp;quot; removes damage bonus from primary weapon&lt;br /&gt;
* $PlaySoundToSelf &amp;lt;string&amp;gt;&lt;br /&gt;
** Play sound to the player&lt;br /&gt;
*$IgnitePlayerDuration &amp;lt;float&amp;gt;&lt;br /&gt;
**Ignite the player for a specified duration in seconds&lt;br /&gt;
*$WeaponSwitchSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Forcibly switches to weapon in slot&lt;br /&gt;
*$WeaponStripSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Removes weapon from a slot (-1 = current slot)&lt;br /&gt;
*$GiveItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Gives an item to the player&lt;br /&gt;
*$AddCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to the player&lt;br /&gt;
*$RemoveCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Remove currency from the player&lt;br /&gt;
*$SetCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Set currency to specified value&lt;br /&gt;
*$CurrencyOutputX &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is above specified value (the X in input name), the attribute should be passed in this way: target,input,parameter.&lt;br /&gt;
*$CurrencyInvertOutputX&amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is below specified value(the X in input name), the attribute should be passed in this way: target,input,parameter&lt;br /&gt;
*$DropItem &amp;lt;int&amp;gt;&lt;br /&gt;
**Drop item in slot (-1 = current slot)&lt;br /&gt;
*$RemoveItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Remove item with a name&lt;br /&gt;
*$Regenerate&lt;br /&gt;
**Regenerate the player, as if touching resupply cabinet&lt;br /&gt;
*$RefillAmmo&lt;br /&gt;
**Restore player ammo&lt;br /&gt;
&lt;br /&gt;
== trigger_hurt ==&lt;br /&gt;
If entity owner is set with $SetOwner or $InheritOwner, the owner will become the damage inflictor&lt;br /&gt;
&lt;br /&gt;
== Filter entities ==&lt;br /&gt;
The server will no longer crash if the activator entity got removed the time TestActivator is called&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $TestEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** Test any entity, rather than only the !activator&lt;br /&gt;
&lt;br /&gt;
== Trigger entities ==&lt;br /&gt;
The server will no longer crash if the caller entity got removed the time StartTouch or EndTouch is called&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $StartTouchEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** StartTouch any entity, rather than only the !caller&lt;br /&gt;
* $EndTouchEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** EndTouch any entity, rather than only the !caller&lt;br /&gt;
&lt;br /&gt;
== game_ui ==&lt;br /&gt;
The server will no longer crash if the player using the entity disconnected from the server&lt;br /&gt;
&lt;br /&gt;
== $filter_keyvalue ==&lt;br /&gt;
Custom filter that lets you filter entities matching the key value. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $name &amp;lt;string&amp;gt;&lt;br /&gt;
** Name of the key to compare, example: health&lt;br /&gt;
* $value &amp;lt;any&amp;gt;&lt;br /&gt;
** Value to compare against&lt;br /&gt;
* $compare &amp;lt;string&amp;gt;&lt;br /&gt;
** The condition for passing the filter (default: equal). Should only be set for numeric values&lt;br /&gt;
** Possible values:&lt;br /&gt;
*** equal&lt;br /&gt;
*** less than&lt;br /&gt;
*** greater than&lt;br /&gt;
*** less than or equal&lt;br /&gt;
*** greater than or equal&lt;br /&gt;
&lt;br /&gt;
== $filter_variable ==&lt;br /&gt;
Custom filter that lets you filter entities matching the custom entity variable (declared by firing $SetVar$variablename input of the entity). Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $name &amp;lt;string&amp;gt;&lt;br /&gt;
** Name of the variable to compare, example: myvar&lt;br /&gt;
* $value &amp;lt;any&amp;gt;&lt;br /&gt;
** Value to compare against&lt;br /&gt;
* $compare &amp;lt;string&amp;gt;&lt;br /&gt;
** The condition for passing the filter (default: equal). Should only be set for numeric values&lt;br /&gt;
** Possible values:&lt;br /&gt;
*** equal&lt;br /&gt;
*** less than&lt;br /&gt;
*** greater than&lt;br /&gt;
*** less than or equal&lt;br /&gt;
*** greater than or equal&lt;br /&gt;
&lt;br /&gt;
== $filter_datamap ==&lt;br /&gt;
Custom filter that lets you filter entities matching the [https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $name &amp;lt;string&amp;gt;&lt;br /&gt;
** Name of the variable to compare, example: m_iHealth&lt;br /&gt;
* $value &amp;lt;any&amp;gt;&lt;br /&gt;
** Value to compare against&lt;br /&gt;
* $compare &amp;lt;string&amp;gt;&lt;br /&gt;
** The condition for passing the filter (default: equal). Should only be set for numeric values&lt;br /&gt;
** Possible values:&lt;br /&gt;
*** equal&lt;br /&gt;
*** less than&lt;br /&gt;
*** greater than&lt;br /&gt;
*** less than or equal&lt;br /&gt;
*** greater than or equal&lt;br /&gt;
&lt;br /&gt;
== $filter_sendprop ==&lt;br /&gt;
Custom filter that lets you filter entities matching the [https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop]. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $name &amp;lt;string&amp;gt;&lt;br /&gt;
** Name of the variable to compare, example: m_nCurrency&lt;br /&gt;
* $value &amp;lt;any&amp;gt;&lt;br /&gt;
** Value to compare against&lt;br /&gt;
* $compare &amp;lt;string&amp;gt;&lt;br /&gt;
** The condition for passing the filter (default: equal). Should only be set for numeric values&lt;br /&gt;
** Possible values:&lt;br /&gt;
*** equal&lt;br /&gt;
*** less than&lt;br /&gt;
*** greater than&lt;br /&gt;
*** less than or equal&lt;br /&gt;
*** greater than or equal&lt;br /&gt;
&lt;br /&gt;
== All entities ==&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $FireUserAsActivator1-4 &amp;lt;string&amp;gt;&lt;br /&gt;
** Acts like FireUser1-4, but the entity becomes the !activator, and the parameter is passed in OnUser1-4 output&lt;br /&gt;
*$FireUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
** Fires custom $onuser5-8 output&lt;br /&gt;
* $TakeDamage &amp;lt;int&amp;gt;&lt;br /&gt;
** Take specified amount of damage&lt;br /&gt;
* $TakeDamageFromActivator &amp;lt;int&amp;gt;&lt;br /&gt;
** Take specified amount of damage, the !activator is the damage inflictor&lt;br /&gt;
* $SetModel &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model&lt;br /&gt;
* $SetModelOverride &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model, only changes the appearence&lt;br /&gt;
* $SetModelSpecial &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model, in a special way, it does less additional changes to the entity&lt;br /&gt;
* $SetOwner &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity owner&lt;br /&gt;
* $InheritOwner &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity owner to the passed entity owner&lt;br /&gt;
* $InheritParent &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity parent to the passed entity parent&lt;br /&gt;
* $GetKeyValue &amp;lt;string&amp;gt;&lt;br /&gt;
** Fire OnUser1 output, with key value as a parameter&lt;br /&gt;
* $MoveType &amp;lt;int&amp;gt;,&amp;lt;int&amp;gt;&lt;br /&gt;
** Set move type&lt;br /&gt;
* $PlaySound &amp;lt;string&amp;gt;&lt;br /&gt;
** Play sound from this entity&lt;br /&gt;
* $StopSound &amp;lt;string&amp;gt;&lt;br /&gt;
** Stop playing sound from this entity&lt;br /&gt;
* $SetLocalOrigin &amp;lt;vector&amp;gt;&lt;br /&gt;
** Set origin relative to parent&lt;br /&gt;
* $SetLocalAngles &amp;lt;vector&amp;gt;&lt;br /&gt;
** Set angles relative to parent&lt;br /&gt;
* $SetLocalVelocity &amp;lt;vector&amp;gt;&lt;br /&gt;
** Set velocity relative to parent&lt;br /&gt;
* $TeleportToEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** Teleport to specified entity&lt;br /&gt;
* $MoveRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
** Move relative to parent (world)&lt;br /&gt;
* $RotateRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
** Rotate relative to parent (world)&lt;br /&gt;
*$SetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set keyvalue to specified value&lt;br /&gt;
*$GetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with keyvalue as a paramer (default value if not found)&lt;br /&gt;
*$SetVar$(variable name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set custom entity variable&lt;br /&gt;
*$GetVar$(variable name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with variable as a paramer (default value if not found)&lt;br /&gt;
*$SetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set datamap property to specified value&lt;br /&gt;
*$GetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with datamap prop as a paramer (default value if not found)&lt;br /&gt;
*$SetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set send property to specified value&lt;br /&gt;
*$GetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with send prop as a paramer (default value if not found)&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* $OnUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
** Called when $FireUser5-8 input is used&lt;br /&gt;
* $OnKilled&lt;br /&gt;
** Fired when the entity is killed. The calling entity no longer exist and cannot be accessed&lt;br /&gt;
&lt;br /&gt;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Orin</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=User:Orin/Sandbox/Entity_Additions&amp;diff=205</id>
		<title>User:Orin/Sandbox/Entity Additions</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=User:Orin/Sandbox/Entity_Additions&amp;diff=205"/>
		<updated>2021-11-20T22:40:14Z</updated>

		<summary type="html">&lt;p&gt;Orin: minor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;WIP. Feel free to edit, but don&#039;t paste anything from here into the main page without my consent. If you have anything that needs to go there, edit it there.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;clear:all;padding:0 1em;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
All entity-oriented feature additions: Inputs, Outputs, Targetting, etc. are all documented here within their own heaps of lists.&lt;br /&gt;
&lt;br /&gt;
To traverse this page, use the &#039;&#039;Table of Contents&#039;&#039; at the right side, or use the CTRL+F shortcut for your Browser.&lt;br /&gt;
== I/O Expansions ==&lt;br /&gt;
=== Targetname Prefixes ===&lt;br /&gt;
When targetting entities, adding prefixes of the format &amp;lt;code&amp;gt;@name1@&amp;lt;/code&amp;gt; will instead target an entity relative to the given entity, usually by relationships.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;table-layout: fixed;&amp;quot;&lt;br /&gt;
! Prefix&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;@p@&amp;lt;targetname&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Targets the parent of an entity. Example: &amp;lt;code&amp;gt;@p@!activator&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;@c@&amp;lt;targetname&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Targets the child of an entity. Example: &amp;lt;code&amp;gt;@c@!activator&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;@bb&amp;lt;&#039;&#039;vector&#039;&#039; mins&amp;gt; &amp;lt;&#039;&#039;vector&#039;&#039; maxs&amp;gt;@&amp;lt;targetname&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Target &#039;&#039;all&#039;&#039; entiities within a [https://developer.valvesoftware.com/w/images/6/63/BoundingBoxMinsMaxs.png bounding box] relative to the given entity. Example: &amp;lt;code&amp;gt;@bb-100 -100 -100 100 100 100@prop_dynamic&amp;lt;/code&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Entity Expansions ==&lt;br /&gt;
=== [https://developer.valvesoftware.com/wiki/Point_viewcontrol point_viewcontrol] ===&lt;br /&gt;
==== &amp;lt;u&amp;gt;Inputs&amp;lt;/u&amp;gt; ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;table-layout: fixed;&amp;quot;&lt;br /&gt;
! Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$EnableAll&amp;lt;/code&amp;gt;&lt;br /&gt;
| Enable the camera for all players on the map.&amp;lt;br&amp;gt;&amp;amp;nbsp;❗&#039;&#039;&#039;Warning:&#039;&#039;&#039; Spawnflag #512 may not do anything. (&amp;lt;code&amp;gt;Start At Player, Interruptable by Player&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$EnableAll&amp;lt;/code&amp;gt;&lt;br /&gt;
| Disable the camera for all players on the map&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$SetTarget &amp;lt;entity&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Set current target to entity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [https://developer.valvesoftware.com/wiki/Point_viewcontrol obj_sentrygun] (Sentry Gun) ===&lt;br /&gt;
==== &amp;lt;u&amp;gt;Spawnflags&amp;lt;/u&amp;gt; ====&lt;br /&gt;
* &#039;&#039;&#039;[64]&#039;&#039;&#039; - Spawn as mini-sentry&lt;br /&gt;
&lt;br /&gt;
=== [https://developer.valvesoftware.com/wiki/Tf_point_weapon_mimic tf_point_weapon_mimic] (Weapon Mimic)&amp;lt;hr&amp;gt; ===&lt;br /&gt;
; &amp;lt;u&amp;gt;General&amp;lt;/u&amp;gt;&lt;br /&gt;
1. Added projectile type 4 - Bullet.&lt;br /&gt;
:- &amp;lt;code&amp;gt;SpeedMax&amp;lt;/code&amp;gt; keyvalue determines max distance (infinite if not specified).&lt;br /&gt;
:- &amp;lt;code&amp;gt;SplashRadius&amp;lt;/code&amp;gt; determines knockback force.&lt;br /&gt;
2. Shot projectiles are now team-assignable with &amp;lt;code&amp;gt;teamnum&amp;lt;/code&amp;gt; keyvalue (2 for RED, 3 for BLU).&lt;br /&gt;
:- Previously they&#039;re always of BLU team.&lt;br /&gt;
3. If a player owner is set with &amp;lt;code&amp;gt;$SetOwner&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;$InheritOwner&amp;lt;/code&amp;gt;, fired projectiles are assigned the same owner.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Stickybombs are automatically removed if the mimic is killed.&lt;br /&gt;
==== Spawnflags ====&lt;br /&gt;
* &#039;&#039;&#039;[1]&#039;&#039;&#039; - Shot projectile callback; fires the &amp;lt;code&amp;gt;OnUser4&amp;lt;/code&amp;gt; output whenever a projectile is shot, with &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt; as the projectile.&lt;br /&gt;
* &#039;&#039;&#039;[2]&#039;&#039;&#039; - Allow the keyvalues &amp;quot;&#039;&#039;FireSound&#039;&#039;&amp;quot; and &amp;quot;&#039;&#039;ParticleEffect&#039;&#039;&amp;quot; to have functionality.&lt;br /&gt;
&lt;br /&gt;
=== Tank (tank_boss) ===&lt;br /&gt;
* When a tank with &amp;lt;code&amp;gt;PointTemplate&amp;lt;/code&amp;gt;(s) starts deploying, &amp;quot;OnUser4&amp;quot; output is fired.&lt;br /&gt;
==== Outputs ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! Output&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;OnStartDeploy,&amp;lt;none&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Fired when the tank is deploying the bomb&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medic shield (entity_medigun_shield) ===&lt;br /&gt;
==== Spawnflags ====&lt;br /&gt;
* &#039;&#039;&#039;[1]&#039;&#039;&#039; - Never expire, and don&#039;t block LOS&lt;br /&gt;
* &#039;&#039;&#039;[2]&#039;&#039;&#039; - Spawn as LV2 Shield&lt;br /&gt;
&lt;br /&gt;
=== logic_case ===&lt;br /&gt;
==== Text formatter ====&lt;br /&gt;
With the use of the added inputs, logic_case can be transformed into a text formatter, replacing % in the format string into format parameters.&lt;br /&gt;
&lt;br /&gt;
Example point template usage:&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Formatter&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;formattest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$Format&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;formattest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;You have % out of % coins left. % %% done&amp;quot; // Formatter string&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;6&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;12&amp;quot; //Second argument&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;50&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,,0,-1&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;This would display &amp;quot;You have 6 out of 12 coins left. 50 % done&amp;quot; to all players&lt;br /&gt;
&lt;br /&gt;
==== Menus ====&lt;br /&gt;
You can use $DisplayMenu input to display a menu for the player, up to 15 entries&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Menu&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;menutest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$DisplayMenu&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
		Param &amp;quot;player&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;menutest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;Menu title|30|Cancel&amp;quot; // Title, menu duration (0 for infinite), display optional cancel button&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;option1&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;!disabled option&amp;quot; //Second argument, disabled&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;suicide&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;oncase03&amp;quot; &amp;quot;!activator,sethealth,0,0,-1&amp;quot; // Selected 3rd option&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,he,0,-1&amp;quot; // No option selected&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Inputs ====&lt;br /&gt;
&lt;br /&gt;
* $FormatString &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting string, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
* $FormatStringNoFire &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting string&lt;br /&gt;
* $FormatInput1 &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting input argument 1, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
* $FormatInput2-15 &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting input argument 2-15, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
* $FormatInputNoFire1 &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting input argument 1&lt;br /&gt;
* $Format&lt;br /&gt;
** Fires OnDefault output, with formatted string as parameter&lt;br /&gt;
* $TestSigsegv&lt;br /&gt;
** Fires OnUser1 output. Can be used to test if sigsegv extension is active&lt;br /&gt;
* $ToInt &amp;lt;any&amp;gt;&lt;br /&gt;
** Fires OnDefault output, converts parameter value from string/float to integer&lt;br /&gt;
* $ToFloat &amp;lt;any&amp;gt;&lt;br /&gt;
** Fires OnDefault output, converts value from string/int to real number&lt;br /&gt;
* $CallerToActivator &amp;lt;any&amp;gt;&lt;br /&gt;
** Fires OnDefault output, but the !caller entity is converted to !activator&lt;br /&gt;
* $GetKeyValueFromActivator &amp;lt;string&amp;gt;&lt;br /&gt;
** Fires OnDefault output, the key value from the !activator entity is the parameter&lt;br /&gt;
* $GetConVar &amp;lt;string&amp;gt;&lt;br /&gt;
** Fires OnDefault output, the convar (console variable) number value is the parameter&lt;br /&gt;
* $GetConVarString &amp;lt;string&amp;gt;&lt;br /&gt;
** Fires OnDefault output, the convar (console variable) string value is the parameter&lt;br /&gt;
*$DisplayMenu &amp;lt;entity&amp;gt;&lt;br /&gt;
**Display menu at player&lt;br /&gt;
*$HideMenu &amp;lt;entity&amp;gt;&lt;br /&gt;
**Hide menu at player&lt;br /&gt;
&lt;br /&gt;
== tf_gamerules ==&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $StopVO &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVO input&lt;br /&gt;
&lt;br /&gt;
* $StopVORed &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVORed input&lt;br /&gt;
&lt;br /&gt;
* $StopVOBlue &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVOBlue input&lt;br /&gt;
*$SetBossHealthPercentage &amp;lt;float&amp;gt;&lt;br /&gt;
**Set Halloween boss bar percentage to a value between 0 and 1. 0 hides the health bar, any other value makes the bar appear&lt;br /&gt;
*$SetBossState &amp;lt;int&amp;gt;&lt;br /&gt;
**If set to 1, makes the health bar green, like if Merasmus is hiding. If set to 0, the bar goes back to normal&lt;br /&gt;
*$AddCurrencyGlobal &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to all players&lt;br /&gt;
&lt;br /&gt;
== player ==&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $AllowClassAnimations &amp;lt;0|1&amp;gt;&lt;br /&gt;
** Allow class animations instead of using refpose when UseCustomModel input is fired to change player model&lt;br /&gt;
* $SwitchClass &amp;lt;string&amp;gt;&lt;br /&gt;
** Switch player class. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
*$SwitchClassInPlace &amp;lt;string&amp;gt;&lt;br /&gt;
**Switch player class in current position. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
* $ForceRespawn&lt;br /&gt;
** The player instantly respawns&lt;br /&gt;
* $ForceRespawnDead&lt;br /&gt;
** The player instantly respawns, but only if they are dead&lt;br /&gt;
* $DisplayTextCenter &amp;lt;string&amp;gt;&lt;br /&gt;
** Display text in the middle of the screen&lt;br /&gt;
* $DisplayTextChat &amp;lt;string&amp;gt;&lt;br /&gt;
** Display text to the player&#039;s chat&lt;br /&gt;
* $Suicide&lt;br /&gt;
** Kill the player&lt;br /&gt;
* $ChangeAttributes &amp;lt;string&amp;gt;&lt;br /&gt;
** If the player is a bot, this can be used to change active EventChangeAttributes&lt;br /&gt;
* $RollCommonSpell&lt;br /&gt;
** Roll common spell&lt;br /&gt;
* $SetSpell &amp;lt;string&amp;gt;&lt;br /&gt;
** Set player current spell to one of the following:&lt;br /&gt;
*** Fireball&lt;br /&gt;
*** Ball O&#039; Bats&lt;br /&gt;
*** Healing Aura&lt;br /&gt;
*** Pumpkin MIRV&lt;br /&gt;
*** Superjump&lt;br /&gt;
*** Invisibility&lt;br /&gt;
*** Teleport&lt;br /&gt;
*** Tesla Bolt&lt;br /&gt;
*** Minify&lt;br /&gt;
*** Meteor Shower&lt;br /&gt;
*** Summon Monoculus&lt;br /&gt;
*** Summon Skeletons&lt;br /&gt;
* $AddSpell &amp;lt;string&amp;gt;&lt;br /&gt;
** Adds spell to the number of spells. If the spell is different than the current one, it replaces the spell. The parameter is the same as in $SetSpell&lt;br /&gt;
* $AddCond &amp;lt;int&amp;gt; [int]&lt;br /&gt;
** Add condition to player. If a second argument is present, the condition will only run for a specified duration&lt;br /&gt;
* $RemoveCond &amp;lt;int&amp;gt;&lt;br /&gt;
** Remove condition from player&lt;br /&gt;
* $AddPlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Add attribute to player, the parameter should be passed in this way: attribute|value. Example: &amp;quot;move speed bonus|1.2&amp;quot;&lt;br /&gt;
* $RemovePlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from player. Example: &amp;quot;move speed bonus&amp;quot;&lt;br /&gt;
* $AddItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Add attribute to item in slot, the parameter should be passed in this way: attribute|value|slot. Example &amp;quot;damage bonus|2|0&amp;quot; adds 100% damage bonus to primary weapon&lt;br /&gt;
* $RemoveItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from item in slot, the parameter should be passed in this way: attribute|slot. Example &amp;quot;damage bonus|0&amp;quot; removes damage bonus from primary weapon&lt;br /&gt;
* $PlaySoundToSelf &amp;lt;string&amp;gt;&lt;br /&gt;
** Play sound to the player&lt;br /&gt;
*$IgnitePlayerDuration &amp;lt;float&amp;gt;&lt;br /&gt;
**Ignite the player for a specified duration in seconds&lt;br /&gt;
*$WeaponSwitchSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Forcibly switches to weapon in slot&lt;br /&gt;
*$WeaponStripSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Removes weapon from a slot (-1 = current slot)&lt;br /&gt;
*$GiveItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Gives an item to the player&lt;br /&gt;
*$AddCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to the player&lt;br /&gt;
*$RemoveCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Remove currency from the player&lt;br /&gt;
*$SetCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Set currency to specified value&lt;br /&gt;
*$CurrencyOutputX &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is above specified value (the X in input name), the attribute should be passed in this way: target,input,parameter.&lt;br /&gt;
*$CurrencyInvertOutputX&amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is below specified value(the X in input name), the attribute should be passed in this way: target,input,parameter&lt;br /&gt;
*$DropItem &amp;lt;int&amp;gt;&lt;br /&gt;
**Drop item in slot (-1 = current slot)&lt;br /&gt;
*$RemoveItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Remove item with a name&lt;br /&gt;
*$Regenerate&lt;br /&gt;
**Regenerate the player, as if touching resupply cabinet&lt;br /&gt;
*$RefillAmmo&lt;br /&gt;
**Restore player ammo&lt;br /&gt;
&lt;br /&gt;
== trigger_hurt ==&lt;br /&gt;
If entity owner is set with $SetOwner or $InheritOwner, the owner will become the damage inflictor&lt;br /&gt;
&lt;br /&gt;
== Filter entities ==&lt;br /&gt;
The server will no longer crash if the activator entity got removed the time TestActivator is called&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $TestEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** Test any entity, rather than only the !activator&lt;br /&gt;
&lt;br /&gt;
== Trigger entities ==&lt;br /&gt;
The server will no longer crash if the caller entity got removed the time StartTouch or EndTouch is called&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $StartTouchEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** StartTouch any entity, rather than only the !caller&lt;br /&gt;
* $EndTouchEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** EndTouch any entity, rather than only the !caller&lt;br /&gt;
&lt;br /&gt;
== game_ui ==&lt;br /&gt;
The server will no longer crash if the player using the entity disconnected from the server&lt;br /&gt;
&lt;br /&gt;
== $filter_keyvalue ==&lt;br /&gt;
Custom filter that lets you filter entities matching the key value. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $name &amp;lt;string&amp;gt;&lt;br /&gt;
** Name of the key to compare, example: health&lt;br /&gt;
* $value &amp;lt;any&amp;gt;&lt;br /&gt;
** Value to compare against&lt;br /&gt;
* $compare &amp;lt;string&amp;gt;&lt;br /&gt;
** The condition for passing the filter (default: equal). Should only be set for numeric values&lt;br /&gt;
** Possible values:&lt;br /&gt;
*** equal&lt;br /&gt;
*** less than&lt;br /&gt;
*** greater than&lt;br /&gt;
*** less than or equal&lt;br /&gt;
*** greater than or equal&lt;br /&gt;
&lt;br /&gt;
== $filter_variable ==&lt;br /&gt;
Custom filter that lets you filter entities matching the custom entity variable (declared by firing $SetVar$variablename input of the entity). Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $name &amp;lt;string&amp;gt;&lt;br /&gt;
** Name of the variable to compare, example: myvar&lt;br /&gt;
* $value &amp;lt;any&amp;gt;&lt;br /&gt;
** Value to compare against&lt;br /&gt;
* $compare &amp;lt;string&amp;gt;&lt;br /&gt;
** The condition for passing the filter (default: equal). Should only be set for numeric values&lt;br /&gt;
** Possible values:&lt;br /&gt;
*** equal&lt;br /&gt;
*** less than&lt;br /&gt;
*** greater than&lt;br /&gt;
*** less than or equal&lt;br /&gt;
*** greater than or equal&lt;br /&gt;
&lt;br /&gt;
== $filter_datamap ==&lt;br /&gt;
Custom filter that lets you filter entities matching the [https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $name &amp;lt;string&amp;gt;&lt;br /&gt;
** Name of the variable to compare, example: m_iHealth&lt;br /&gt;
* $value &amp;lt;any&amp;gt;&lt;br /&gt;
** Value to compare against&lt;br /&gt;
* $compare &amp;lt;string&amp;gt;&lt;br /&gt;
** The condition for passing the filter (default: equal). Should only be set for numeric values&lt;br /&gt;
** Possible values:&lt;br /&gt;
*** equal&lt;br /&gt;
*** less than&lt;br /&gt;
*** greater than&lt;br /&gt;
*** less than or equal&lt;br /&gt;
*** greater than or equal&lt;br /&gt;
&lt;br /&gt;
== $filter_prop ==&lt;br /&gt;
Custom filter that lets you filter entities matching the [https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop]. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $name &amp;lt;string&amp;gt;&lt;br /&gt;
** Name of the variable to compare, example: m_nCurrency&lt;br /&gt;
* $value &amp;lt;any&amp;gt;&lt;br /&gt;
** Value to compare against&lt;br /&gt;
* $compare &amp;lt;string&amp;gt;&lt;br /&gt;
** The condition for passing the filter (default: equal). Should only be set for numeric values&lt;br /&gt;
** Possible values:&lt;br /&gt;
*** equal&lt;br /&gt;
*** less than&lt;br /&gt;
*** greater than&lt;br /&gt;
*** less than or equal&lt;br /&gt;
*** greater than or equal&lt;br /&gt;
&lt;br /&gt;
== All entities ==&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $FireUserAsActivator1-4 &amp;lt;string&amp;gt;&lt;br /&gt;
** Acts like FireUser1-4, but the entity becomes the !activator, and the parameter is passed in OnUser1-4 output&lt;br /&gt;
*$FireUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
** Fires custom $onuser5-8 output&lt;br /&gt;
* $TakeDamage &amp;lt;int&amp;gt;&lt;br /&gt;
** Take specified amount of damage&lt;br /&gt;
* $TakeDamageFromActivator &amp;lt;int&amp;gt;&lt;br /&gt;
** Take specified amount of damage, the !activator is the damage inflictor&lt;br /&gt;
* $SetModel &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model&lt;br /&gt;
* $SetModelOverride &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model, only changes the appearence&lt;br /&gt;
* $SetModelSpecial &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model, in a special way, it does less additional changes to the entity&lt;br /&gt;
* $SetOwner &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity owner&lt;br /&gt;
* $InheritOwner &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity owner to the passed entity owner&lt;br /&gt;
* $InheritParent &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity parent to the passed entity parent&lt;br /&gt;
* $GetKeyValue &amp;lt;string&amp;gt;&lt;br /&gt;
** Fire OnUser1 output, with key value as a parameter&lt;br /&gt;
* $MoveType &amp;lt;int&amp;gt;,&amp;lt;int&amp;gt;&lt;br /&gt;
** Set move type&lt;br /&gt;
* $PlaySound &amp;lt;string&amp;gt;&lt;br /&gt;
** Play sound from this entity&lt;br /&gt;
* $StopSound &amp;lt;string&amp;gt;&lt;br /&gt;
** Stop playing sound from this entity&lt;br /&gt;
* $SetLocalOrigin &amp;lt;vector&amp;gt;&lt;br /&gt;
** Set origin relative to parent&lt;br /&gt;
* $SetLocalAngles &amp;lt;vector&amp;gt;&lt;br /&gt;
** Set angles relative to parent&lt;br /&gt;
* $SetLocalVelocity &amp;lt;vector&amp;gt;&lt;br /&gt;
** Set velocity relative to parent&lt;br /&gt;
* $TeleportToEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** Teleport to specified entity&lt;br /&gt;
* $MoveRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
** Move relative to parent (world)&lt;br /&gt;
* $RotateRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
** Rotate relative to parent (world)&lt;br /&gt;
*$SetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set keyvalue to specified value&lt;br /&gt;
*$GetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with keyvalue as a paramer (default value if not found)&lt;br /&gt;
*$SetVar$(variable name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set custom entity variable&lt;br /&gt;
*$GetVar$(variable name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with variable as a paramer (default value if not found)&lt;br /&gt;
*$SetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set datamap property to specified value&lt;br /&gt;
*$GetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with datamap prop as a paramer (default value if not found)&lt;br /&gt;
*$SetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set send property to specified value&lt;br /&gt;
*$GetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with send prop as a paramer (default value if not found)&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* $OnUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
** Called when $FireUser5-8 input is used&lt;br /&gt;
* $OnKilled&lt;br /&gt;
** Fired when the entity is killed. The calling entity no longer exist and cannot be accessed&lt;/div&gt;</summary>
		<author><name>Orin</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=User:Orin/Sandbox/Entity_Additions&amp;diff=204</id>
		<title>User:Orin/Sandbox/Entity Additions</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=User:Orin/Sandbox/Entity_Additions&amp;diff=204"/>
		<updated>2021-11-20T20:08:10Z</updated>

		<summary type="html">&lt;p&gt;Orin: minor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;WIP. Feel free to edit, but don&#039;t paste anything from here into the main page without my consent. If you have anything that needs to go there, edit it there.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
All entity-oriented feature additions from rafmod: Inputs, Outputs, Targetting, etc. are all documented here within their own heaps of lists.&lt;br /&gt;
&lt;br /&gt;
To traverse this page, use the &#039;&#039;Table of Contents&#039;&#039; at the right side, or use the CTRL+F shortcut for your Browser.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;clear:all;padding:0 1em;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
== I/O Expansions ==&lt;br /&gt;
=== Targetname Prefixes ===&lt;br /&gt;
When targetting entities, adding prefixes of the format &amp;lt;code&amp;gt;@name1@&amp;lt;/code&amp;gt; will instead target an entity relative to the given entity, usually by relationships.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;table-layout: fixed;&amp;quot;&lt;br /&gt;
! Prefix&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;@p@&amp;lt;targetname&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Targets the parent of an entity. Example: &amp;lt;code&amp;gt;@p@!activator&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;@c@&amp;lt;targetname&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Targets the child of an entity. Example: &amp;lt;code&amp;gt;@c@!activator&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;@bb&amp;lt;&#039;&#039;vector&#039;&#039; mins&amp;gt; &amp;lt;&#039;&#039;vector&#039;&#039; maxs&amp;gt;@&amp;lt;targetname&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Target &#039;&#039;all&#039;&#039; entiities within a [https://developer.valvesoftware.com/w/images/6/63/BoundingBoxMinsMaxs.png bounding box] relative to the given entity. Example: &amp;lt;code&amp;gt;@bb-100 -100 -100 100 100 100@prop_dynamic&amp;lt;/code&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Entity Expansions ==&lt;br /&gt;
=== [https://developer.valvesoftware.com/wiki/Point_viewcontrol point_viewcontrol] ===&lt;br /&gt;
==== Inputs ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;table-layout: fixed;&amp;quot;&lt;br /&gt;
! Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$EnableAll,&amp;lt;none&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Enable the camera for all players on the map.&lt;br /&gt;
: &#039;&#039;&#039;Warning:&#039;&#039;&#039; Spawmflag #512 may not do anything. (&amp;lt;code&amp;gt;Start At Player, Interruptable by Player&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$EnableAll,&amp;lt;none&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Disable the camera for all players on the map&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$SetTarget,&amp;lt;entity&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Set current target to entity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [https://developer.valvesoftware.com/wiki/Point_viewcontrol obj_sentrygun] (Sentry Gun) ===&lt;br /&gt;
==== Spawnflags ====&lt;br /&gt;
* &#039;&#039;&#039;[64]&#039;&#039;&#039; - Spawn as mini-sentry&lt;br /&gt;
&lt;br /&gt;
=== [https://developer.valvesoftware.com/wiki/Tf_point_weapon_mimic tf_point_weapon_mimic] (Weapon Mimic) ===&lt;br /&gt;
==== General ====&lt;br /&gt;
# Added projectile type 4 - Bullet.&lt;br /&gt;
## &amp;lt;code&amp;gt;SpeedMax&amp;lt;/code&amp;gt; keyvalue determines max distance (infinite if not specified).&lt;br /&gt;
## &amp;lt;code&amp;gt;SplashRadius&amp;lt;/code&amp;gt; determines knockback force.&lt;br /&gt;
# Shot projectiles are now team-assignable with &amp;lt;code&amp;gt;teamnum&amp;lt;/code&amp;gt; keyvalue (2 for RED, 3 for BLU).&lt;br /&gt;
## Previously they&#039;re always of BLU team.&lt;br /&gt;
# If a player owner is set with &amp;lt;code&amp;gt;$SetOwner&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;$InheritOwner&amp;lt;/code&amp;gt;, fired projectiles are assigned the same owner.&lt;br /&gt;
# Stickybombs are automatically removed if the mimic is killed.&lt;br /&gt;
&lt;br /&gt;
==== Spawnflags ====&lt;br /&gt;
* &#039;&#039;&#039;[1]&#039;&#039;&#039; - Shot projectile callback; fires the &amp;lt;code&amp;gt;OnUser4&amp;lt;/code&amp;gt; output whenever a projectile is shot, with &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt; as the projectile.&lt;br /&gt;
* &#039;&#039;&#039;[2]&#039;&#039;&#039; - Allow the keyvalues &amp;quot;&#039;&#039;FireSound&#039;&#039;&amp;quot; and &amp;quot;&#039;&#039;ParticleEffect&#039;&#039;&amp;quot; to have functionality.&lt;br /&gt;
&lt;br /&gt;
=== Tank (tank_boss) ===&lt;br /&gt;
* When a tank with &amp;lt;code&amp;gt;PointTemplate&amp;lt;/code&amp;gt;(s) starts deploying, &amp;quot;OnUser4&amp;quot; output is fired.&lt;br /&gt;
==== Outputs ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! Output&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;OnStartDeploy,&amp;lt;none&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Fired when the tank is deploying the bomb&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medic shield (entity_medigun_shield) ===&lt;br /&gt;
==== Spawnflags ====&lt;br /&gt;
* &#039;&#039;&#039;[1]&#039;&#039;&#039; - Never expire, and don&#039;t block LOS&lt;br /&gt;
* &#039;&#039;&#039;[2]&#039;&#039;&#039; - Spawn as LV2 Shield&lt;br /&gt;
&lt;br /&gt;
=== logic_case ===&lt;br /&gt;
==== Text formatter ====&lt;br /&gt;
With the use of the added inputs, logic_case can be transformed into a text formatter, replacing % in the format string into format parameters.&lt;br /&gt;
&lt;br /&gt;
Example point template usage:&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Formatter&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;formattest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$Format&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;formattest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;You have % out of % coins left. % %% done&amp;quot; // Formatter string&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;6&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;12&amp;quot; //Second argument&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;50&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,,0,-1&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;This would display &amp;quot;You have 6 out of 12 coins left. 50 % done&amp;quot; to all players&lt;br /&gt;
&lt;br /&gt;
==== Menus ====&lt;br /&gt;
You can use $DisplayMenu input to display a menu for the player, up to 15 entries&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Menu&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;menutest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$DisplayMenu&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
		Param &amp;quot;player&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;menutest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;Menu title|30|Cancel&amp;quot; // Title, menu duration (0 for infinite), display optional cancel button&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;option1&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;!disabled option&amp;quot; //Second argument, disabled&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;suicide&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;oncase03&amp;quot; &amp;quot;!activator,sethealth,0,0,-1&amp;quot; // Selected 3rd option&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,he,0,-1&amp;quot; // No option selected&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Inputs ====&lt;br /&gt;
&lt;br /&gt;
* $FormatString &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting string, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
* $FormatStringNoFire &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting string&lt;br /&gt;
* $FormatInput1 &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting input argument 1, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
* $FormatInput2-15 &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting input argument 2-15, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
* $FormatInputNoFire1 &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting input argument 1&lt;br /&gt;
* $Format&lt;br /&gt;
** Fires OnDefault output, with formatted string as parameter&lt;br /&gt;
* $TestSigsegv&lt;br /&gt;
** Fires OnUser1 output. Can be used to test if sigsegv extension is active&lt;br /&gt;
* $ToInt &amp;lt;any&amp;gt;&lt;br /&gt;
** Fires OnDefault output, converts parameter value from string/float to integer&lt;br /&gt;
* $ToFloat &amp;lt;any&amp;gt;&lt;br /&gt;
** Fires OnDefault output, converts value from string/int to real number&lt;br /&gt;
* $CallerToActivator &amp;lt;any&amp;gt;&lt;br /&gt;
** Fires OnDefault output, but the !caller entity is converted to !activator&lt;br /&gt;
* $GetKeyValueFromActivator &amp;lt;string&amp;gt;&lt;br /&gt;
** Fires OnDefault output, the key value from the !activator entity is the parameter&lt;br /&gt;
* $GetConVar &amp;lt;string&amp;gt;&lt;br /&gt;
** Fires OnDefault output, the convar (console variable) number value is the parameter&lt;br /&gt;
* $GetConVarString &amp;lt;string&amp;gt;&lt;br /&gt;
** Fires OnDefault output, the convar (console variable) string value is the parameter&lt;br /&gt;
*$DisplayMenu &amp;lt;entity&amp;gt;&lt;br /&gt;
**Display menu at player&lt;br /&gt;
*$HideMenu &amp;lt;entity&amp;gt;&lt;br /&gt;
**Hide menu at player&lt;br /&gt;
&lt;br /&gt;
== tf_gamerules ==&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $StopVO &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVO input&lt;br /&gt;
&lt;br /&gt;
* $StopVORed &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVORed input&lt;br /&gt;
&lt;br /&gt;
* $StopVOBlue &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVOBlue input&lt;br /&gt;
*$SetBossHealthPercentage &amp;lt;float&amp;gt;&lt;br /&gt;
**Set Halloween boss bar percentage to a value between 0 and 1. 0 hides the health bar, any other value makes the bar appear&lt;br /&gt;
*$SetBossState &amp;lt;int&amp;gt;&lt;br /&gt;
**If set to 1, makes the health bar green, like if Merasmus is hiding. If set to 0, the bar goes back to normal&lt;br /&gt;
*$AddCurrencyGlobal &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to all players&lt;br /&gt;
&lt;br /&gt;
== player ==&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $AllowClassAnimations &amp;lt;0|1&amp;gt;&lt;br /&gt;
** Allow class animations instead of using refpose when UseCustomModel input is fired to change player model&lt;br /&gt;
* $SwitchClass &amp;lt;string&amp;gt;&lt;br /&gt;
** Switch player class. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
*$SwitchClassInPlace &amp;lt;string&amp;gt;&lt;br /&gt;
**Switch player class in current position. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
* $ForceRespawn&lt;br /&gt;
** The player instantly respawns&lt;br /&gt;
* $ForceRespawnDead&lt;br /&gt;
** The player instantly respawns, but only if they are dead&lt;br /&gt;
* $DisplayTextCenter &amp;lt;string&amp;gt;&lt;br /&gt;
** Display text in the middle of the screen&lt;br /&gt;
* $DisplayTextChat &amp;lt;string&amp;gt;&lt;br /&gt;
** Display text to the player&#039;s chat&lt;br /&gt;
* $Suicide&lt;br /&gt;
** Kill the player&lt;br /&gt;
* $ChangeAttributes &amp;lt;string&amp;gt;&lt;br /&gt;
** If the player is a bot, this can be used to change active EventChangeAttributes&lt;br /&gt;
* $RollCommonSpell&lt;br /&gt;
** Roll common spell&lt;br /&gt;
* $SetSpell &amp;lt;string&amp;gt;&lt;br /&gt;
** Set player current spell to one of the following:&lt;br /&gt;
*** Fireball&lt;br /&gt;
*** Ball O&#039; Bats&lt;br /&gt;
*** Healing Aura&lt;br /&gt;
*** Pumpkin MIRV&lt;br /&gt;
*** Superjump&lt;br /&gt;
*** Invisibility&lt;br /&gt;
*** Teleport&lt;br /&gt;
*** Tesla Bolt&lt;br /&gt;
*** Minify&lt;br /&gt;
*** Meteor Shower&lt;br /&gt;
*** Summon Monoculus&lt;br /&gt;
*** Summon Skeletons&lt;br /&gt;
* $AddSpell &amp;lt;string&amp;gt;&lt;br /&gt;
** Adds spell to the number of spells. If the spell is different than the current one, it replaces the spell. The parameter is the same as in $SetSpell&lt;br /&gt;
* $AddCond &amp;lt;int&amp;gt; [int]&lt;br /&gt;
** Add condition to player. If a second argument is present, the condition will only run for a specified duration&lt;br /&gt;
* $RemoveCond &amp;lt;int&amp;gt;&lt;br /&gt;
** Remove condition from player&lt;br /&gt;
* $AddPlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Add attribute to player, the parameter should be passed in this way: attribute|value. Example: &amp;quot;move speed bonus|1.2&amp;quot;&lt;br /&gt;
* $RemovePlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from player. Example: &amp;quot;move speed bonus&amp;quot;&lt;br /&gt;
* $AddItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Add attribute to item in slot, the parameter should be passed in this way: attribute|value|slot. Example &amp;quot;damage bonus|2|0&amp;quot; adds 100% damage bonus to primary weapon&lt;br /&gt;
* $RemoveItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from item in slot, the parameter should be passed in this way: attribute|slot. Example &amp;quot;damage bonus|0&amp;quot; removes damage bonus from primary weapon&lt;br /&gt;
* $PlaySoundToSelf &amp;lt;string&amp;gt;&lt;br /&gt;
** Play sound to the player&lt;br /&gt;
*$IgnitePlayerDuration &amp;lt;float&amp;gt;&lt;br /&gt;
**Ignite the player for a specified duration in seconds&lt;br /&gt;
*$WeaponSwitchSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Forcibly switches to weapon in slot&lt;br /&gt;
*$WeaponStripSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Removes weapon from a slot (-1 = current slot)&lt;br /&gt;
*$GiveItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Gives an item to the player&lt;br /&gt;
*$AddCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to the player&lt;br /&gt;
*$RemoveCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Remove currency from the player&lt;br /&gt;
*$SetCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Set currency to specified value&lt;br /&gt;
*$CurrencyOutputX &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is above specified value (the X in input name), the attribute should be passed in this way: target,input,parameter.&lt;br /&gt;
*$CurrencyInvertOutputX&amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is below specified value(the X in input name), the attribute should be passed in this way: target,input,parameter&lt;br /&gt;
*$DropItem &amp;lt;int&amp;gt;&lt;br /&gt;
**Drop item in slot (-1 = current slot)&lt;br /&gt;
*$RemoveItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Remove item with a name&lt;br /&gt;
*$Regenerate&lt;br /&gt;
**Regenerate the player, as if touching resupply cabinet&lt;br /&gt;
*$RefillAmmo&lt;br /&gt;
**Restore player ammo&lt;br /&gt;
&lt;br /&gt;
== trigger_hurt ==&lt;br /&gt;
If entity owner is set with $SetOwner or $InheritOwner, the owner will become the damage inflictor&lt;br /&gt;
&lt;br /&gt;
== Filter entities ==&lt;br /&gt;
The server will no longer crash if the activator entity got removed the time TestActivator is called&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $TestEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** Test any entity, rather than only the !activator&lt;br /&gt;
&lt;br /&gt;
== Trigger entities ==&lt;br /&gt;
The server will no longer crash if the caller entity got removed the time StartTouch or EndTouch is called&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $StartTouchEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** StartTouch any entity, rather than only the !caller&lt;br /&gt;
* $EndTouchEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** EndTouch any entity, rather than only the !caller&lt;br /&gt;
&lt;br /&gt;
== game_ui ==&lt;br /&gt;
The server will no longer crash if the player using the entity disconnected from the server&lt;br /&gt;
&lt;br /&gt;
== $filter_keyvalue ==&lt;br /&gt;
Custom filter that lets you filter entities matching the key value. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $name &amp;lt;string&amp;gt;&lt;br /&gt;
** Name of the key to compare, example: health&lt;br /&gt;
* $value &amp;lt;any&amp;gt;&lt;br /&gt;
** Value to compare against&lt;br /&gt;
* $compare &amp;lt;string&amp;gt;&lt;br /&gt;
** The condition for passing the filter (default: equal). Should only be set for numeric values&lt;br /&gt;
** Possible values:&lt;br /&gt;
*** equal&lt;br /&gt;
*** less than&lt;br /&gt;
*** greater than&lt;br /&gt;
*** less than or equal&lt;br /&gt;
*** greater than or equal&lt;br /&gt;
&lt;br /&gt;
== $filter_variable ==&lt;br /&gt;
Custom filter that lets you filter entities matching the custom entity variable (declared by firing $SetVar$variablename input of the entity). Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $name &amp;lt;string&amp;gt;&lt;br /&gt;
** Name of the variable to compare, example: myvar&lt;br /&gt;
* $value &amp;lt;any&amp;gt;&lt;br /&gt;
** Value to compare against&lt;br /&gt;
* $compare &amp;lt;string&amp;gt;&lt;br /&gt;
** The condition for passing the filter (default: equal). Should only be set for numeric values&lt;br /&gt;
** Possible values:&lt;br /&gt;
*** equal&lt;br /&gt;
*** less than&lt;br /&gt;
*** greater than&lt;br /&gt;
*** less than or equal&lt;br /&gt;
*** greater than or equal&lt;br /&gt;
&lt;br /&gt;
== $filter_datamap ==&lt;br /&gt;
Custom filter that lets you filter entities matching the [https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $name &amp;lt;string&amp;gt;&lt;br /&gt;
** Name of the variable to compare, example: m_iHealth&lt;br /&gt;
* $value &amp;lt;any&amp;gt;&lt;br /&gt;
** Value to compare against&lt;br /&gt;
* $compare &amp;lt;string&amp;gt;&lt;br /&gt;
** The condition for passing the filter (default: equal). Should only be set for numeric values&lt;br /&gt;
** Possible values:&lt;br /&gt;
*** equal&lt;br /&gt;
*** less than&lt;br /&gt;
*** greater than&lt;br /&gt;
*** less than or equal&lt;br /&gt;
*** greater than or equal&lt;br /&gt;
&lt;br /&gt;
== $filter_prop ==&lt;br /&gt;
Custom filter that lets you filter entities matching the [https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop]. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $name &amp;lt;string&amp;gt;&lt;br /&gt;
** Name of the variable to compare, example: m_nCurrency&lt;br /&gt;
* $value &amp;lt;any&amp;gt;&lt;br /&gt;
** Value to compare against&lt;br /&gt;
* $compare &amp;lt;string&amp;gt;&lt;br /&gt;
** The condition for passing the filter (default: equal). Should only be set for numeric values&lt;br /&gt;
** Possible values:&lt;br /&gt;
*** equal&lt;br /&gt;
*** less than&lt;br /&gt;
*** greater than&lt;br /&gt;
*** less than or equal&lt;br /&gt;
*** greater than or equal&lt;br /&gt;
&lt;br /&gt;
== All entities ==&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $FireUserAsActivator1-4 &amp;lt;string&amp;gt;&lt;br /&gt;
** Acts like FireUser1-4, but the entity becomes the !activator, and the parameter is passed in OnUser1-4 output&lt;br /&gt;
*$FireUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
** Fires custom $onuser5-8 output&lt;br /&gt;
* $TakeDamage &amp;lt;int&amp;gt;&lt;br /&gt;
** Take specified amount of damage&lt;br /&gt;
* $TakeDamageFromActivator &amp;lt;int&amp;gt;&lt;br /&gt;
** Take specified amount of damage, the !activator is the damage inflictor&lt;br /&gt;
* $SetModel &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model&lt;br /&gt;
* $SetModelOverride &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model, only changes the appearence&lt;br /&gt;
* $SetModelSpecial &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model, in a special way, it does less additional changes to the entity&lt;br /&gt;
* $SetOwner &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity owner&lt;br /&gt;
* $InheritOwner &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity owner to the passed entity owner&lt;br /&gt;
* $InheritParent &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity parent to the passed entity parent&lt;br /&gt;
* $GetKeyValue &amp;lt;string&amp;gt;&lt;br /&gt;
** Fire OnUser1 output, with key value as a parameter&lt;br /&gt;
* $MoveType &amp;lt;int&amp;gt;,&amp;lt;int&amp;gt;&lt;br /&gt;
** Set move type&lt;br /&gt;
* $PlaySound &amp;lt;string&amp;gt;&lt;br /&gt;
** Play sound from this entity&lt;br /&gt;
* $StopSound &amp;lt;string&amp;gt;&lt;br /&gt;
** Stop playing sound from this entity&lt;br /&gt;
* $SetLocalOrigin &amp;lt;vector&amp;gt;&lt;br /&gt;
** Set origin relative to parent&lt;br /&gt;
* $SetLocalAngles &amp;lt;vector&amp;gt;&lt;br /&gt;
** Set angles relative to parent&lt;br /&gt;
* $SetLocalVelocity &amp;lt;vector&amp;gt;&lt;br /&gt;
** Set velocity relative to parent&lt;br /&gt;
* $TeleportToEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** Teleport to specified entity&lt;br /&gt;
* $MoveRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
** Move relative to parent (world)&lt;br /&gt;
* $RotateRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
** Rotate relative to parent (world)&lt;br /&gt;
*$SetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set keyvalue to specified value&lt;br /&gt;
*$GetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with keyvalue as a paramer (default value if not found)&lt;br /&gt;
*$SetVar$(variable name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set custom entity variable&lt;br /&gt;
*$GetVar$(variable name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with variable as a paramer (default value if not found)&lt;br /&gt;
*$SetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set datamap property to specified value&lt;br /&gt;
*$GetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with datamap prop as a paramer (default value if not found)&lt;br /&gt;
*$SetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set send property to specified value&lt;br /&gt;
*$GetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with send prop as a paramer (default value if not found)&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* $OnUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
** Called when $FireUser5-8 input is used&lt;br /&gt;
* $OnKilled&lt;br /&gt;
** Fired when the entity is killed. The calling entity no longer exist and cannot be accessed&lt;/div&gt;</summary>
		<author><name>Orin</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=User:Orin/Sandbox/Entity_Additions&amp;diff=203</id>
		<title>User:Orin/Sandbox/Entity Additions</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=User:Orin/Sandbox/Entity_Additions&amp;diff=203"/>
		<updated>2021-11-20T19:57:08Z</updated>

		<summary type="html">&lt;p&gt;Orin: this is necessary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;WIP. Feel free to edit, but don&#039;t paste anything from here into the main page without my consent. If you have anything that needs to go there, edit it there.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
All entity-oriented feature additions from rafmod: Inputs, Outputs, Targetting, etc. are all documented here within their own heaps of lists.&lt;br /&gt;
&lt;br /&gt;
To traverse this page, use the &#039;&#039;Table of Contents&#039;&#039; at the right side, or use the CTRL+F shortcut for your Browser.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;clear:all;padding:0 1em;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
== I/O Expansions ==&lt;br /&gt;
=== Targetname Prefixes ===&lt;br /&gt;
When targetting entities, adding prefixes of the format &amp;lt;code&amp;gt;@name1@&amp;lt;/code&amp;gt; will instead target an entity relative to the given entity, usually by relationships.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right:auto;&amp;quot;&lt;br /&gt;
! Prefix Syntax&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;@p@&amp;lt;targetname&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Targets the parent of an entity. Example: &amp;lt;code&amp;gt;@p@!activator&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;@c@&amp;lt;targetname&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Targets the child of an entity. Example: &amp;lt;code&amp;gt;@c@!activator&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;@bb&amp;lt;&#039;&#039;vector&#039;&#039; mins&amp;gt; &amp;lt;&#039;&#039;vector&#039;&#039; maxs&amp;gt;@&amp;lt;targetname&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Target &#039;&#039;all&#039;&#039; entiities within a [https://developer.valvesoftware.com/w/images/6/63/BoundingBoxMinsMaxs.png bounding box] relative to the given entity. Example: &amp;lt;code&amp;gt;@bb-100 -100 -100 100 100 100@prop_dynamic&amp;lt;/code&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Entities ==&lt;br /&gt;
=== [https://developer.valvesoftware.com/wiki/Point_viewcontrol point_viewcontrol] ===&lt;br /&gt;
==== Inputs ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right:auto;&amp;quot;&lt;br /&gt;
! Input&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$EnableAll,&amp;lt;none&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Enable the camera for all players on the map.&lt;br /&gt;
: &#039;&#039;&#039;Warning:&#039;&#039;&#039; Spawmflag #512 may not do anything. (&amp;lt;code&amp;gt;Start At Player, Interruptable by Player&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$EnableAll,&amp;lt;none&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Disable the camera for all players on the map&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;$SetTarget,&amp;lt;entity&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Set current target to entity&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [https://developer.valvesoftware.com/wiki/Point_viewcontrol obj_sentrygun] (Sentry Gun) ===&lt;br /&gt;
==== Spawnflags ====&lt;br /&gt;
* &#039;&#039;&#039;[64]&#039;&#039;&#039; - Spawn as mini-sentry&lt;br /&gt;
&lt;br /&gt;
=== [https://developer.valvesoftware.com/wiki/Tf_point_weapon_mimic tf_point_weapon_mimic] (Weapon Mimic) ===&lt;br /&gt;
==== General ====&lt;br /&gt;
# Added projectile type 4 - Bullet.&lt;br /&gt;
## &amp;lt;code&amp;gt;SpeedMax&amp;lt;/code&amp;gt; keyvalue determines max distance (infinite if not specified).&lt;br /&gt;
## &amp;lt;code&amp;gt;SplashRadius&amp;lt;/code&amp;gt; determines knockback force.&lt;br /&gt;
# Shot projectiles are now team-assignable with &amp;lt;code&amp;gt;teamnum&amp;lt;/code&amp;gt; keyvalue (2 for RED, 3 for BLU).&lt;br /&gt;
## Previously they&#039;re always of BLU team.&lt;br /&gt;
# If a player owner is set with &amp;lt;code&amp;gt;$SetOwner&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;$InheritOwner&amp;lt;/code&amp;gt;, fired projectiles are assigned the same owner.&lt;br /&gt;
# Stickybombs are automatically removed if the mimic is killed.&lt;br /&gt;
&lt;br /&gt;
==== Spawnflags ====&lt;br /&gt;
* &#039;&#039;&#039;[1]&#039;&#039;&#039; - Shot projectile callback; fires the &amp;lt;code&amp;gt;OnUser4&amp;lt;/code&amp;gt; output whenever a projectile is shot, with &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt; as the projectile.&lt;br /&gt;
* &#039;&#039;&#039;[2]&#039;&#039;&#039; - Allow the keyvalues &amp;quot;&#039;&#039;FireSound&#039;&#039;&amp;quot; and &amp;quot;&#039;&#039;ParticleEffect&#039;&#039;&amp;quot; to have functionality.&lt;br /&gt;
&lt;br /&gt;
=== Tank (tank_boss) ===&lt;br /&gt;
* When a tank with &amp;lt;code&amp;gt;PointTemplate&amp;lt;/code&amp;gt;(s) starts deploying, &amp;quot;OnUser4&amp;quot; output is fired.&lt;br /&gt;
==== Outputs ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right:auto;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Syntax&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;OnStartDeploy,&amp;lt;none&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Fired when the tank is deploying the bomb&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medic shield (entity_medigun_shield) ===&lt;br /&gt;
==== Spawnflags ====&lt;br /&gt;
* &#039;&#039;&#039;[1]&#039;&#039;&#039; - Never expire, and don&#039;t block LOS&lt;br /&gt;
* &#039;&#039;&#039;[2]&#039;&#039;&#039; - Spawn as LV2 Shield&lt;br /&gt;
&lt;br /&gt;
=== logic_case ===&lt;br /&gt;
==== Text formatter ====&lt;br /&gt;
With the use of the added inputs, logic_case can be transformed into a text formatter, replacing % in the format string into format parameters.&lt;br /&gt;
&lt;br /&gt;
Example point template usage:&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Formatter&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;formattest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$Format&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;formattest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;You have % out of % coins left. % %% done&amp;quot; // Formatter string&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;6&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;12&amp;quot; //Second argument&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;50&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,,0,-1&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;This would display &amp;quot;You have 6 out of 12 coins left. 50 % done&amp;quot; to all players&lt;br /&gt;
&lt;br /&gt;
==== Menus ====&lt;br /&gt;
You can use $DisplayMenu input to display a menu for the player, up to 15 entries&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Menu&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;menutest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$DisplayMenu&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
		Param &amp;quot;player&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;menutest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;Menu title|30|Cancel&amp;quot; // Title, menu duration (0 for infinite), display optional cancel button&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;option1&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;!disabled option&amp;quot; //Second argument, disabled&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;suicide&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;oncase03&amp;quot; &amp;quot;!activator,sethealth,0,0,-1&amp;quot; // Selected 3rd option&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,he,0,-1&amp;quot; // No option selected&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Inputs ====&lt;br /&gt;
&lt;br /&gt;
* $FormatString &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting string, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
* $FormatStringNoFire &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting string&lt;br /&gt;
* $FormatInput1 &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting input argument 1, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
* $FormatInput2-15 &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting input argument 2-15, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
* $FormatInputNoFire1 &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting input argument 1&lt;br /&gt;
* $Format&lt;br /&gt;
** Fires OnDefault output, with formatted string as parameter&lt;br /&gt;
* $TestSigsegv&lt;br /&gt;
** Fires OnUser1 output. Can be used to test if sigsegv extension is active&lt;br /&gt;
* $ToInt &amp;lt;any&amp;gt;&lt;br /&gt;
** Fires OnDefault output, converts parameter value from string/float to integer&lt;br /&gt;
* $ToFloat &amp;lt;any&amp;gt;&lt;br /&gt;
** Fires OnDefault output, converts value from string/int to real number&lt;br /&gt;
* $CallerToActivator &amp;lt;any&amp;gt;&lt;br /&gt;
** Fires OnDefault output, but the !caller entity is converted to !activator&lt;br /&gt;
* $GetKeyValueFromActivator &amp;lt;string&amp;gt;&lt;br /&gt;
** Fires OnDefault output, the key value from the !activator entity is the parameter&lt;br /&gt;
* $GetConVar &amp;lt;string&amp;gt;&lt;br /&gt;
** Fires OnDefault output, the convar (console variable) number value is the parameter&lt;br /&gt;
* $GetConVarString &amp;lt;string&amp;gt;&lt;br /&gt;
** Fires OnDefault output, the convar (console variable) string value is the parameter&lt;br /&gt;
*$DisplayMenu &amp;lt;entity&amp;gt;&lt;br /&gt;
**Display menu at player&lt;br /&gt;
*$HideMenu &amp;lt;entity&amp;gt;&lt;br /&gt;
**Hide menu at player&lt;br /&gt;
&lt;br /&gt;
== tf_gamerules ==&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $StopVO &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVO input&lt;br /&gt;
&lt;br /&gt;
* $StopVORed &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVORed input&lt;br /&gt;
&lt;br /&gt;
* $StopVOBlue &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVOBlue input&lt;br /&gt;
*$SetBossHealthPercentage &amp;lt;float&amp;gt;&lt;br /&gt;
**Set Halloween boss bar percentage to a value between 0 and 1. 0 hides the health bar, any other value makes the bar appear&lt;br /&gt;
*$SetBossState &amp;lt;int&amp;gt;&lt;br /&gt;
**If set to 1, makes the health bar green, like if Merasmus is hiding. If set to 0, the bar goes back to normal&lt;br /&gt;
*$AddCurrencyGlobal &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to all players&lt;br /&gt;
&lt;br /&gt;
== player ==&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $AllowClassAnimations &amp;lt;0|1&amp;gt;&lt;br /&gt;
** Allow class animations instead of using refpose when UseCustomModel input is fired to change player model&lt;br /&gt;
* $SwitchClass &amp;lt;string&amp;gt;&lt;br /&gt;
** Switch player class. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
*$SwitchClassInPlace &amp;lt;string&amp;gt;&lt;br /&gt;
**Switch player class in current position. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
* $ForceRespawn&lt;br /&gt;
** The player instantly respawns&lt;br /&gt;
* $ForceRespawnDead&lt;br /&gt;
** The player instantly respawns, but only if they are dead&lt;br /&gt;
* $DisplayTextCenter &amp;lt;string&amp;gt;&lt;br /&gt;
** Display text in the middle of the screen&lt;br /&gt;
* $DisplayTextChat &amp;lt;string&amp;gt;&lt;br /&gt;
** Display text to the player&#039;s chat&lt;br /&gt;
* $Suicide&lt;br /&gt;
** Kill the player&lt;br /&gt;
* $ChangeAttributes &amp;lt;string&amp;gt;&lt;br /&gt;
** If the player is a bot, this can be used to change active EventChangeAttributes&lt;br /&gt;
* $RollCommonSpell&lt;br /&gt;
** Roll common spell&lt;br /&gt;
* $SetSpell &amp;lt;string&amp;gt;&lt;br /&gt;
** Set player current spell to one of the following:&lt;br /&gt;
*** Fireball&lt;br /&gt;
*** Ball O&#039; Bats&lt;br /&gt;
*** Healing Aura&lt;br /&gt;
*** Pumpkin MIRV&lt;br /&gt;
*** Superjump&lt;br /&gt;
*** Invisibility&lt;br /&gt;
*** Teleport&lt;br /&gt;
*** Tesla Bolt&lt;br /&gt;
*** Minify&lt;br /&gt;
*** Meteor Shower&lt;br /&gt;
*** Summon Monoculus&lt;br /&gt;
*** Summon Skeletons&lt;br /&gt;
* $AddSpell &amp;lt;string&amp;gt;&lt;br /&gt;
** Adds spell to the number of spells. If the spell is different than the current one, it replaces the spell. The parameter is the same as in $SetSpell&lt;br /&gt;
* $AddCond &amp;lt;int&amp;gt; [int]&lt;br /&gt;
** Add condition to player. If a second argument is present, the condition will only run for a specified duration&lt;br /&gt;
* $RemoveCond &amp;lt;int&amp;gt;&lt;br /&gt;
** Remove condition from player&lt;br /&gt;
* $AddPlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Add attribute to player, the parameter should be passed in this way: attribute|value. Example: &amp;quot;move speed bonus|1.2&amp;quot;&lt;br /&gt;
* $RemovePlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from player. Example: &amp;quot;move speed bonus&amp;quot;&lt;br /&gt;
* $AddItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Add attribute to item in slot, the parameter should be passed in this way: attribute|value|slot. Example &amp;quot;damage bonus|2|0&amp;quot; adds 100% damage bonus to primary weapon&lt;br /&gt;
* $RemoveItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from item in slot, the parameter should be passed in this way: attribute|slot. Example &amp;quot;damage bonus|0&amp;quot; removes damage bonus from primary weapon&lt;br /&gt;
* $PlaySoundToSelf &amp;lt;string&amp;gt;&lt;br /&gt;
** Play sound to the player&lt;br /&gt;
*$IgnitePlayerDuration &amp;lt;float&amp;gt;&lt;br /&gt;
**Ignite the player for a specified duration in seconds&lt;br /&gt;
*$WeaponSwitchSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Forcibly switches to weapon in slot&lt;br /&gt;
*$WeaponStripSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Removes weapon from a slot (-1 = current slot)&lt;br /&gt;
*$GiveItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Gives an item to the player&lt;br /&gt;
*$AddCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to the player&lt;br /&gt;
*$RemoveCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Remove currency from the player&lt;br /&gt;
*$SetCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Set currency to specified value&lt;br /&gt;
*$CurrencyOutputX &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is above specified value (the X in input name), the attribute should be passed in this way: target,input,parameter.&lt;br /&gt;
*$CurrencyInvertOutputX&amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is below specified value(the X in input name), the attribute should be passed in this way: target,input,parameter&lt;br /&gt;
*$DropItem &amp;lt;int&amp;gt;&lt;br /&gt;
**Drop item in slot (-1 = current slot)&lt;br /&gt;
*$RemoveItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Remove item with a name&lt;br /&gt;
*$Regenerate&lt;br /&gt;
**Regenerate the player, as if touching resupply cabinet&lt;br /&gt;
*$RefillAmmo&lt;br /&gt;
**Restore player ammo&lt;br /&gt;
&lt;br /&gt;
== trigger_hurt ==&lt;br /&gt;
If entity owner is set with $SetOwner or $InheritOwner, the owner will become the damage inflictor&lt;br /&gt;
&lt;br /&gt;
== Filter entities ==&lt;br /&gt;
The server will no longer crash if the activator entity got removed the time TestActivator is called&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $TestEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** Test any entity, rather than only the !activator&lt;br /&gt;
&lt;br /&gt;
== Trigger entities ==&lt;br /&gt;
The server will no longer crash if the caller entity got removed the time StartTouch or EndTouch is called&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $StartTouchEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** StartTouch any entity, rather than only the !caller&lt;br /&gt;
* $EndTouchEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** EndTouch any entity, rather than only the !caller&lt;br /&gt;
&lt;br /&gt;
== game_ui ==&lt;br /&gt;
The server will no longer crash if the player using the entity disconnected from the server&lt;br /&gt;
&lt;br /&gt;
== $filter_keyvalue ==&lt;br /&gt;
Custom filter that lets you filter entities matching the key value. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $name &amp;lt;string&amp;gt;&lt;br /&gt;
** Name of the key to compare, example: health&lt;br /&gt;
* $value &amp;lt;any&amp;gt;&lt;br /&gt;
** Value to compare against&lt;br /&gt;
* $compare &amp;lt;string&amp;gt;&lt;br /&gt;
** The condition for passing the filter (default: equal). Should only be set for numeric values&lt;br /&gt;
** Possible values:&lt;br /&gt;
*** equal&lt;br /&gt;
*** less than&lt;br /&gt;
*** greater than&lt;br /&gt;
*** less than or equal&lt;br /&gt;
*** greater than or equal&lt;br /&gt;
&lt;br /&gt;
== $filter_variable ==&lt;br /&gt;
Custom filter that lets you filter entities matching the custom entity variable (declared by firing $SetVar$variablename input of the entity). Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $name &amp;lt;string&amp;gt;&lt;br /&gt;
** Name of the variable to compare, example: myvar&lt;br /&gt;
* $value &amp;lt;any&amp;gt;&lt;br /&gt;
** Value to compare against&lt;br /&gt;
* $compare &amp;lt;string&amp;gt;&lt;br /&gt;
** The condition for passing the filter (default: equal). Should only be set for numeric values&lt;br /&gt;
** Possible values:&lt;br /&gt;
*** equal&lt;br /&gt;
*** less than&lt;br /&gt;
*** greater than&lt;br /&gt;
*** less than or equal&lt;br /&gt;
*** greater than or equal&lt;br /&gt;
&lt;br /&gt;
== $filter_datamap ==&lt;br /&gt;
Custom filter that lets you filter entities matching the [https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $name &amp;lt;string&amp;gt;&lt;br /&gt;
** Name of the variable to compare, example: m_iHealth&lt;br /&gt;
* $value &amp;lt;any&amp;gt;&lt;br /&gt;
** Value to compare against&lt;br /&gt;
* $compare &amp;lt;string&amp;gt;&lt;br /&gt;
** The condition for passing the filter (default: equal). Should only be set for numeric values&lt;br /&gt;
** Possible values:&lt;br /&gt;
*** equal&lt;br /&gt;
*** less than&lt;br /&gt;
*** greater than&lt;br /&gt;
*** less than or equal&lt;br /&gt;
*** greater than or equal&lt;br /&gt;
&lt;br /&gt;
== $filter_prop ==&lt;br /&gt;
Custom filter that lets you filter entities matching the [https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop]. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $name &amp;lt;string&amp;gt;&lt;br /&gt;
** Name of the variable to compare, example: m_nCurrency&lt;br /&gt;
* $value &amp;lt;any&amp;gt;&lt;br /&gt;
** Value to compare against&lt;br /&gt;
* $compare &amp;lt;string&amp;gt;&lt;br /&gt;
** The condition for passing the filter (default: equal). Should only be set for numeric values&lt;br /&gt;
** Possible values:&lt;br /&gt;
*** equal&lt;br /&gt;
*** less than&lt;br /&gt;
*** greater than&lt;br /&gt;
*** less than or equal&lt;br /&gt;
*** greater than or equal&lt;br /&gt;
&lt;br /&gt;
== All entities ==&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $FireUserAsActivator1-4 &amp;lt;string&amp;gt;&lt;br /&gt;
** Acts like FireUser1-4, but the entity becomes the !activator, and the parameter is passed in OnUser1-4 output&lt;br /&gt;
*$FireUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
** Fires custom $onuser5-8 output&lt;br /&gt;
* $TakeDamage &amp;lt;int&amp;gt;&lt;br /&gt;
** Take specified amount of damage&lt;br /&gt;
* $TakeDamageFromActivator &amp;lt;int&amp;gt;&lt;br /&gt;
** Take specified amount of damage, the !activator is the damage inflictor&lt;br /&gt;
* $SetModel &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model&lt;br /&gt;
* $SetModelOverride &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model, only changes the appearence&lt;br /&gt;
* $SetModelSpecial &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model, in a special way, it does less additional changes to the entity&lt;br /&gt;
* $SetOwner &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity owner&lt;br /&gt;
* $InheritOwner &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity owner to the passed entity owner&lt;br /&gt;
* $InheritParent &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity parent to the passed entity parent&lt;br /&gt;
* $GetKeyValue &amp;lt;string&amp;gt;&lt;br /&gt;
** Fire OnUser1 output, with key value as a parameter&lt;br /&gt;
* $MoveType &amp;lt;int&amp;gt;,&amp;lt;int&amp;gt;&lt;br /&gt;
** Set move type&lt;br /&gt;
* $PlaySound &amp;lt;string&amp;gt;&lt;br /&gt;
** Play sound from this entity&lt;br /&gt;
* $StopSound &amp;lt;string&amp;gt;&lt;br /&gt;
** Stop playing sound from this entity&lt;br /&gt;
* $SetLocalOrigin &amp;lt;vector&amp;gt;&lt;br /&gt;
** Set origin relative to parent&lt;br /&gt;
* $SetLocalAngles &amp;lt;vector&amp;gt;&lt;br /&gt;
** Set angles relative to parent&lt;br /&gt;
* $SetLocalVelocity &amp;lt;vector&amp;gt;&lt;br /&gt;
** Set velocity relative to parent&lt;br /&gt;
* $TeleportToEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** Teleport to specified entity&lt;br /&gt;
* $MoveRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
** Move relative to parent (world)&lt;br /&gt;
* $RotateRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
** Rotate relative to parent (world)&lt;br /&gt;
*$SetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set keyvalue to specified value&lt;br /&gt;
*$GetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with keyvalue as a paramer (default value if not found)&lt;br /&gt;
*$SetVar$(variable name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set custom entity variable&lt;br /&gt;
*$GetVar$(variable name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with variable as a paramer (default value if not found)&lt;br /&gt;
*$SetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set datamap property to specified value&lt;br /&gt;
*$GetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with datamap prop as a paramer (default value if not found)&lt;br /&gt;
*$SetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set send property to specified value&lt;br /&gt;
*$GetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with send prop as a paramer (default value if not found)&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* $OnUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
** Called when $FireUser5-8 input is used&lt;br /&gt;
* $OnKilled&lt;br /&gt;
** Fired when the entity is killed. The calling entity no longer exist and cannot be accessed&lt;/div&gt;</summary>
		<author><name>Orin</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=Spider_Tank&amp;diff=194</id>
		<title>Spider Tank</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=Spider_Tank&amp;diff=194"/>
		<updated>2021-11-06T09:37:46Z</updated>

		<summary type="html">&lt;p&gt;Orin: Feedback: Removed &amp;quot;&amp;lt;br clear=both&amp;gt;&amp;quot;; Removed expandable feature of the example, but it still is scrollable; Description updated to be less short.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Spidertank.png|thumb|Spider Tank]]&lt;br /&gt;
A Tank that shoots out movement slowing webs. The tank will also inflict bleed to any players that get too close, as if they&#039;re bit by the large Spiders.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Templates==&lt;br /&gt;
&#039;&#039;&#039; robot_spidertank.pop &#039;&#039;&#039;&lt;br /&gt;
* SpiderTank&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
[[File:Spider Tank Video.mp4|thumb|400px|Spider Tank in Action]]&lt;br /&gt;
&amp;lt;!-- Scrolling breaks with &amp;lt;syntaxhighlight&amp;gt; (was going to use PHP) --&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;max-height:30em;min-width:22em;tab-size:4;&amp;quot;&amp;gt;&lt;br /&gt;
#base robot_spidertank.pop&lt;br /&gt;
&lt;br /&gt;
WaveSchedule&lt;br /&gt;
{&lt;br /&gt;
	Wave&lt;br /&gt;
	{&lt;br /&gt;
		WaveSpawn&lt;br /&gt;
		{&lt;br /&gt;
			Name &amp;quot;wave01a&amp;quot;&lt;br /&gt;
			TotalCount 1&lt;br /&gt;
			WaitBeforeStarting 0&lt;br /&gt;
&lt;br /&gt;
			FirstSpawnOutput                                                                                                                                                            &lt;br /&gt;
			{&lt;br /&gt;
				Target boss_spawn_relay                                            &lt;br /&gt;
				Action Trigger                         &lt;br /&gt;
			}&lt;br /&gt;
&lt;br /&gt;
			Tank&lt;br /&gt;
			{&lt;br /&gt;
				Health 1000&lt;br /&gt;
				Speed 150&lt;br /&gt;
				Name &amp;quot;tankboss&amp;quot;&lt;br /&gt;
				StartingPathTrackNode &amp;quot;tank_path_a_1&amp;quot;&lt;br /&gt;
				Template SpiderTank [$SIGSEGV]&lt;br /&gt;
&lt;br /&gt;
				OnKilledOutput                                  &lt;br /&gt;
				{&lt;br /&gt;
					Target boss_dead_relay&lt;br /&gt;
					Action Trigger                         &lt;br /&gt;
				}&lt;br /&gt;
				&lt;br /&gt;
				OnBombDroppedOutput                             &lt;br /&gt;
				{&lt;br /&gt;
					Target boss_deploy_relay &lt;br /&gt;
					Action Trigger                         &lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Downloads==&lt;br /&gt;
&#039;&#039;&#039; Popfile &#039;&#039;&#039;&lt;br /&gt;
* https://testing.potatomvm.tf/tf/scripts/population/robot_spidertank.pop&lt;br /&gt;
&#039;&#039;&#039; Icons &#039;&#039;&#039;&lt;br /&gt;
* https://testing.potatomvm.tf/tf/materials/hud/leaderboard_class_tank_spider.vtf&lt;br /&gt;
* https://testing.potatomvm.tf/tf/materials/hud/leaderboard_class_tank_spider.vmt&lt;br /&gt;
[[Category:Templates]]&lt;/div&gt;</summary>
		<author><name>Orin</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=User:Orin&amp;diff=193</id>
		<title>User:Orin</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=User:Orin&amp;diff=193"/>
		<updated>2021-11-06T08:46:33Z</updated>

		<summary type="html">&lt;p&gt;Orin: Created page with &amp;quot;I&amp;#039;m in the Potato discord, and my ID is #0921.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;m in the Potato discord, and my ID is #0921.&lt;/div&gt;</summary>
		<author><name>Orin</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=Spider_Tank&amp;diff=192</id>
		<title>Spider Tank</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=Spider_Tank&amp;diff=192"/>
		<updated>2021-11-03T20:57:02Z</updated>

		<summary type="html">&lt;p&gt;Orin: important comment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Spidertank.png|thumb|Spider Tank]]&lt;br /&gt;
A Tank that shoots out movement slowing webs. The spiders inflict bleed to players that get too close to them. (touching the tank)&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Templates==&lt;br /&gt;
&#039;&#039;&#039; robot_spidertank.pop &#039;&#039;&#039;&lt;br /&gt;
* SpiderTank - Everything of the Spider Tank itself.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==Example==&lt;br /&gt;
[[File:Spider Tank Video.mp4|thumb|400px|Spider Tank in Action]]&lt;br /&gt;
&amp;lt;!-- BREAKS if you use &amp;lt;syntaxhighlight&amp;gt;, no php highlighting :( --&amp;gt;&lt;br /&gt;
&amp;lt;pre&lt;br /&gt;
  class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
  style=&amp;quot;max-height:30em; tab-size:4;&amp;quot;&lt;br /&gt;
&amp;gt;&lt;br /&gt;
#base robot_spidertank.pop&lt;br /&gt;
&lt;br /&gt;
WaveSchedule&lt;br /&gt;
{&lt;br /&gt;
	Wave&lt;br /&gt;
	{&lt;br /&gt;
		WaveSpawn&lt;br /&gt;
		{&lt;br /&gt;
			Name &amp;quot;wave01a&amp;quot;&lt;br /&gt;
			TotalCount 1&lt;br /&gt;
			WaitBeforeStarting 0&lt;br /&gt;
&lt;br /&gt;
			FirstSpawnOutput                                                                                                                                                            &lt;br /&gt;
			{&lt;br /&gt;
				Target boss_spawn_relay                                            &lt;br /&gt;
				Action Trigger                         &lt;br /&gt;
			}&lt;br /&gt;
&lt;br /&gt;
			Tank&lt;br /&gt;
			{&lt;br /&gt;
				Health 1000&lt;br /&gt;
				Speed 150&lt;br /&gt;
				Name &amp;quot;tankboss&amp;quot;&lt;br /&gt;
				StartingPathTrackNode &amp;quot;tank_path_a_1&amp;quot;&lt;br /&gt;
				Template SpiderTank [$SIGSEGV]&lt;br /&gt;
&lt;br /&gt;
				OnKilledOutput                                  &lt;br /&gt;
				{&lt;br /&gt;
					Target boss_dead_relay&lt;br /&gt;
					Action Trigger                         &lt;br /&gt;
				}&lt;br /&gt;
				&lt;br /&gt;
				OnBombDroppedOutput                             &lt;br /&gt;
				{&lt;br /&gt;
					Target boss_deploy_relay &lt;br /&gt;
					Action Trigger                         &lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Downloads==&lt;br /&gt;
&#039;&#039;&#039; Popfile &#039;&#039;&#039;&lt;br /&gt;
* https://testing.potatomvm.tf/tf/scripts/population/robot_spidertank.pop&lt;br /&gt;
&#039;&#039;&#039; Icons &#039;&#039;&#039;&lt;br /&gt;
* https://testing.potatomvm.tf/tf/materials/hud/leaderboard_class_tank_spider.vtf&lt;br /&gt;
* https://testing.potatomvm.tf/tf/materials/hud/leaderboard_class_tank_spider.vmt&lt;br /&gt;
[[Category:Templates]]&lt;/div&gt;</summary>
		<author><name>Orin</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=Spider_Tank&amp;diff=191</id>
		<title>Spider Tank</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=Spider_Tank&amp;diff=191"/>
		<updated>2021-11-03T20:47:50Z</updated>

		<summary type="html">&lt;p&gt;Orin: video description typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Spidertank.png|thumb|Spider Tank]]&lt;br /&gt;
A Tank that shoots out movement slowing webs. The spiders inflict bleed to players that get too close to them. (touching the tank)&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Templates==&lt;br /&gt;
&#039;&#039;&#039; robot_spidertank.pop &#039;&#039;&#039;&lt;br /&gt;
* SpiderTank - Everything of the Spider Tank itself.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==Example==&lt;br /&gt;
[[File:Spider Tank Video.mp4|thumb|400px|Spider Tank in Action]]&lt;br /&gt;
&amp;lt;pre&lt;br /&gt;
  class=&amp;quot;mw-collapsible mw-collapsed mw-collapsible-content&amp;quot;&lt;br /&gt;
  style=&amp;quot;max-height:30em; tab-size:4;&amp;quot;&lt;br /&gt;
&amp;gt;&lt;br /&gt;
#base robot_spidertank.pop&lt;br /&gt;
&lt;br /&gt;
WaveSchedule&lt;br /&gt;
{&lt;br /&gt;
	Wave&lt;br /&gt;
	{&lt;br /&gt;
		WaveSpawn&lt;br /&gt;
		{&lt;br /&gt;
			Name &amp;quot;wave01a&amp;quot;&lt;br /&gt;
			TotalCount 1&lt;br /&gt;
			WaitBeforeStarting 0&lt;br /&gt;
&lt;br /&gt;
			FirstSpawnOutput                                                                                                                                                            &lt;br /&gt;
			{&lt;br /&gt;
				Target boss_spawn_relay                                            &lt;br /&gt;
				Action Trigger                         &lt;br /&gt;
			}&lt;br /&gt;
&lt;br /&gt;
			Tank&lt;br /&gt;
			{&lt;br /&gt;
				Health 1000&lt;br /&gt;
				Speed 150&lt;br /&gt;
				Name &amp;quot;tankboss&amp;quot;&lt;br /&gt;
				StartingPathTrackNode &amp;quot;tank_path_a_1&amp;quot;&lt;br /&gt;
				Template SpiderTank [$SIGSEGV]&lt;br /&gt;
&lt;br /&gt;
				OnKilledOutput                                  &lt;br /&gt;
				{&lt;br /&gt;
					Target boss_dead_relay&lt;br /&gt;
					Action Trigger                         &lt;br /&gt;
				}&lt;br /&gt;
				&lt;br /&gt;
				OnBombDroppedOutput                             &lt;br /&gt;
				{&lt;br /&gt;
					Target boss_deploy_relay &lt;br /&gt;
					Action Trigger                         &lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Downloads==&lt;br /&gt;
&#039;&#039;&#039; Popfile &#039;&#039;&#039;&lt;br /&gt;
* https://testing.potatomvm.tf/tf/scripts/population/robot_spidertank.pop&lt;br /&gt;
&#039;&#039;&#039; Icons &#039;&#039;&#039;&lt;br /&gt;
* https://testing.potatomvm.tf/tf/materials/hud/leaderboard_class_tank_spider.vtf&lt;br /&gt;
* https://testing.potatomvm.tf/tf/materials/hud/leaderboard_class_tank_spider.vmt&lt;br /&gt;
[[Category:Templates]]&lt;/div&gt;</summary>
		<author><name>Orin</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=Spider_Tank&amp;diff=190</id>
		<title>Spider Tank</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=Spider_Tank&amp;diff=190"/>
		<updated>2021-11-03T20:45:10Z</updated>

		<summary type="html">&lt;p&gt;Orin: Replaced some headers with just bold text (no more annoying &amp;#039;[ Edit ]&amp;#039;); Made video larger; Enclosed example in an expandable box, with tab size of 4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Spidertank.png|thumb|Spider Tank]]&lt;br /&gt;
A Tank that shoots out movement slowing webs. The spiders inflict bleed to players that get too close to them. (touching the tank)&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Templates==&lt;br /&gt;
&#039;&#039;&#039; robot_spidertank.pop &#039;&#039;&#039;&lt;br /&gt;
* SpiderTank - Everything of the Spider Tank itself.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==Example==&lt;br /&gt;
[[File:Spider Tank Video.mp4|thumb|400px|pider Tank in Action]]&lt;br /&gt;
&amp;lt;pre&lt;br /&gt;
  class=&amp;quot;mw-collapsible mw-collapsed mw-collapsible-content&amp;quot;&lt;br /&gt;
  style=&amp;quot;max-height:30em; tab-size:4;&amp;quot;&lt;br /&gt;
&amp;gt;&lt;br /&gt;
#base robot_spidertank.pop&lt;br /&gt;
&lt;br /&gt;
WaveSchedule&lt;br /&gt;
{&lt;br /&gt;
	Wave&lt;br /&gt;
	{&lt;br /&gt;
		WaveSpawn&lt;br /&gt;
		{&lt;br /&gt;
			Name &amp;quot;wave01a&amp;quot;&lt;br /&gt;
			TotalCount 1&lt;br /&gt;
			WaitBeforeStarting 0&lt;br /&gt;
&lt;br /&gt;
			FirstSpawnOutput                                                                                                                                                            &lt;br /&gt;
			{&lt;br /&gt;
				Target boss_spawn_relay                                            &lt;br /&gt;
				Action Trigger                         &lt;br /&gt;
			}&lt;br /&gt;
&lt;br /&gt;
			Tank&lt;br /&gt;
			{&lt;br /&gt;
				Health 1000&lt;br /&gt;
				Speed 150&lt;br /&gt;
				Name &amp;quot;tankboss&amp;quot;&lt;br /&gt;
				StartingPathTrackNode &amp;quot;tank_path_a_1&amp;quot;&lt;br /&gt;
				Template SpiderTank [$SIGSEGV]&lt;br /&gt;
&lt;br /&gt;
				OnKilledOutput                                  &lt;br /&gt;
				{&lt;br /&gt;
					Target boss_dead_relay&lt;br /&gt;
					Action Trigger                         &lt;br /&gt;
				}&lt;br /&gt;
				&lt;br /&gt;
				OnBombDroppedOutput                             &lt;br /&gt;
				{&lt;br /&gt;
					Target boss_deploy_relay &lt;br /&gt;
					Action Trigger                         &lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Downloads==&lt;br /&gt;
&#039;&#039;&#039; Popfile &#039;&#039;&#039;&lt;br /&gt;
* https://testing.potatomvm.tf/tf/scripts/population/robot_spidertank.pop&lt;br /&gt;
&#039;&#039;&#039; Icons &#039;&#039;&#039;&lt;br /&gt;
* https://testing.potatomvm.tf/tf/materials/hud/leaderboard_class_tank_spider.vtf&lt;br /&gt;
* https://testing.potatomvm.tf/tf/materials/hud/leaderboard_class_tank_spider.vmt&lt;br /&gt;
[[Category:Templates]]&lt;/div&gt;</summary>
		<author><name>Orin</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=Additions_to_existing_entities&amp;diff=189</id>
		<title>Additions to existing entities</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=Additions_to_existing_entities&amp;diff=189"/>
		<updated>2021-11-03T20:14:47Z</updated>

		<summary type="html">&lt;p&gt;Orin: &amp;quot;__NOEDITSECTION__&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
== Targeting ==&lt;br /&gt;
&lt;br /&gt;
* You can target parent of specified entity by adding @p@. @p@!activator would target parent of the activator entity&lt;br /&gt;
* You can target children of specified entity by adding @c@ prefix. @c@!activator would target children of the activator entity&lt;br /&gt;
*Target all entities in a box by adding @bbxmin ymin zmin xmax ymax zmax@ prefix. @bb-100 -100 -100 100 100 100@prop_dynamic would target prop_dynamic entities inside -100 -100 -100 100 100 100 box&lt;br /&gt;
&lt;br /&gt;
== point_viewcontrol ==&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $EnableAll&lt;br /&gt;
** Enable the camera for all players on the map. Spawnflag [512] may not work properly. (&#039;&#039;Start At Player, Interruptable by Player&#039;&#039;)&lt;br /&gt;
* $DisableAll&lt;br /&gt;
** Disable the camera for all players on the map&lt;br /&gt;
* $SetTarget &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set current target to entity&lt;br /&gt;
&lt;br /&gt;
== Sentry Gun (obj_sentrygun) ==&lt;br /&gt;
=== Spawnflags ===&lt;br /&gt;
* &#039;&#039;&#039;[64]&#039;&#039;&#039; - Spawn as mini-sentry&lt;br /&gt;
&lt;br /&gt;
== Weapon Mimic (tf_point_weapon_mimic) ==&lt;br /&gt;
* Fired projectiles can have their team assigned with teamnum keyvalue (2 for RED and 3 for BLU). Previously all fired projectiles always belonged to the BLU team&lt;br /&gt;
* If the player owner is set with $SetOwner or $InheritOwner, fired projectiles are assigned to the owner&lt;br /&gt;
* Fired stickybombs are automatically removed if the mimic is removed&lt;br /&gt;
* Added projectile type 4 - Bullet.  SpeedMax keyvalue determines max distance (infinite if not specified). SplashRadius determines knockback force&lt;br /&gt;
&lt;br /&gt;
=== Spawnflags ===&lt;br /&gt;
* &#039;&#039;&#039;[4]&#039;&#039;&#039; - Fire &amp;quot;OnUser4&amp;quot; output when projectile is fired, with the projectile as &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Tank (tank_boss) ==&lt;br /&gt;
&lt;br /&gt;
* When tank starts deploying, and there is at least one PointTemplate assigned to it, &amp;quot;OnUser4&amp;quot; output is activated&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* OnStartDeploy&lt;br /&gt;
** Fired when the tank is deploying the bomb&lt;br /&gt;
&lt;br /&gt;
== Medic shield (entity_medigun_shield) ==&lt;br /&gt;
=== Spawnflags ===&lt;br /&gt;
* &#039;&#039;&#039;[1]&#039;&#039;&#039; - Don&#039;t expire and don&#039;t block LOS&lt;br /&gt;
* &#039;&#039;&#039;[2]&#039;&#039;&#039; - Use the LV2 Shield model&lt;br /&gt;
&lt;br /&gt;
== logic_case ==&lt;br /&gt;
&lt;br /&gt;
=== Text formatter ===&lt;br /&gt;
With the use of the added inputs, logic_case can be transformed into a text formatter, replacing % in the format string into format parameters. &lt;br /&gt;
&lt;br /&gt;
Example point template usage:&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Formatter&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;formattest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$Format&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;formattest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;You have % out of % coins left. % %% done&amp;quot; // Formatter string&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;6&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;12&amp;quot; //Second argument&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;50&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,,0,-1&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;This would display &amp;quot;You have 6 out of 12 coins left. 50 % done&amp;quot; to all players&lt;br /&gt;
&lt;br /&gt;
=== Menu ===&lt;br /&gt;
You can use $DisplayMenu input to display a menu for the player, up to 15 entries&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Menu&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;menutest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$DisplayMenu&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
		Param &amp;quot;player&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;menutest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;Menu title|30|Cancel&amp;quot; // Title, menu duration (0 for infinite), display optional cancel button&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;option1&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;!disabled option&amp;quot; //Second argument, disabled&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;suicide&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;oncase03&amp;quot; &amp;quot;!activator,sethealth,0,0,-1&amp;quot; // Selected 3rd option&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,he,0,-1&amp;quot; // No option selected&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $FormatString &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting string, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
* $FormatStringNoFire &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting string&lt;br /&gt;
* $FormatInput1 &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting input argument 1, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
* $FormatInput2-15 &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting input argument 2-15, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
* $FormatInputNoFire1 &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting input argument 1&lt;br /&gt;
* $Format &lt;br /&gt;
** Fires OnDefault output, with formatted string as parameter&lt;br /&gt;
* $TestSigsegv&lt;br /&gt;
** Fires OnUser1 output. Can be used to test if sigsegv extension is active&lt;br /&gt;
* $ToInt &amp;lt;any&amp;gt;&lt;br /&gt;
** Fires OnDefault output, converts parameter value from string/float to integer&lt;br /&gt;
* $ToFloat &amp;lt;any&amp;gt;&lt;br /&gt;
** Fires OnDefault output, converts value from string/int to real number&lt;br /&gt;
* $CallerToActivator &amp;lt;any&amp;gt;&lt;br /&gt;
** Fires OnDefault output, but the !caller entity is converted to !activator&lt;br /&gt;
* $GetKeyValueFromActivator &amp;lt;string&amp;gt;&lt;br /&gt;
** Fires OnDefault output, the key value from the !activator entity is the parameter&lt;br /&gt;
* $GetConVar &amp;lt;string&amp;gt;&lt;br /&gt;
** Fires OnDefault output, the convar (console variable) number value is the parameter&lt;br /&gt;
* $GetConVarString &amp;lt;string&amp;gt;&lt;br /&gt;
** Fires OnDefault output, the convar (console variable) string value is the parameter&lt;br /&gt;
*$DisplayMenu &amp;lt;entity&amp;gt;&lt;br /&gt;
**Display menu at player&lt;br /&gt;
*$HideMenu &amp;lt;entity&amp;gt;&lt;br /&gt;
**Hide menu at player&lt;br /&gt;
&lt;br /&gt;
== tf_gamerules ==&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $StopVO &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVO input&lt;br /&gt;
&lt;br /&gt;
* $StopVORed &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVORed input&lt;br /&gt;
&lt;br /&gt;
* $StopVOBlue &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVOBlue input&lt;br /&gt;
*$SetBossHealthPercentage &amp;lt;float&amp;gt;&lt;br /&gt;
**Set Halloween boss bar percentage to a value between 0 and 1. 0 hides the health bar, any other value makes the bar appear&lt;br /&gt;
*$SetBossState &amp;lt;int&amp;gt;&lt;br /&gt;
**If set to 1, makes the health bar green, like if Merasmus is hiding. If set to 0, the bar goes back to normal&lt;br /&gt;
*$AddCurrencyGlobal &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to all players&lt;br /&gt;
&lt;br /&gt;
== player ==&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $AllowClassAnimations &amp;lt;0|1&amp;gt;&lt;br /&gt;
** Allow class animations instead of using refpose when UseCustomModel input is fired to change player model&lt;br /&gt;
* $SwitchClass &amp;lt;string&amp;gt;&lt;br /&gt;
** Switch player class. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
*$SwitchClassInPlace &amp;lt;string&amp;gt;&lt;br /&gt;
**Switch player class in current position. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
* $ForceRespawn&lt;br /&gt;
** The player instantly respawns&lt;br /&gt;
* $ForceRespawnDead&lt;br /&gt;
** The player instantly respawns, but only if they are dead&lt;br /&gt;
* $DisplayTextCenter &amp;lt;string&amp;gt;&lt;br /&gt;
** Display text in the middle of the screen&lt;br /&gt;
* $DisplayTextChat &amp;lt;string&amp;gt;&lt;br /&gt;
** Display text to the player&#039;s chat&lt;br /&gt;
* $Suicide&lt;br /&gt;
** Kill the player&lt;br /&gt;
* $ChangeAttributes &amp;lt;string&amp;gt;&lt;br /&gt;
** If the player is a bot, this can be used to change active EventChangeAttributes&lt;br /&gt;
* $RollCommonSpell&lt;br /&gt;
** Roll common spell&lt;br /&gt;
* $SetSpell &amp;lt;string&amp;gt;&lt;br /&gt;
** Set player current spell to one of the following:&lt;br /&gt;
*** Fireball&lt;br /&gt;
*** Ball O&#039; Bats&lt;br /&gt;
*** Healing Aura&lt;br /&gt;
*** Pumpkin MIRV&lt;br /&gt;
*** Superjump&lt;br /&gt;
*** Invisibility&lt;br /&gt;
*** Teleport&lt;br /&gt;
*** Tesla Bolt&lt;br /&gt;
*** Minify&lt;br /&gt;
*** Meteor Shower&lt;br /&gt;
*** Summon Monoculus&lt;br /&gt;
*** Summon Skeletons&lt;br /&gt;
* $AddSpell &amp;lt;string&amp;gt;&lt;br /&gt;
** Adds spell to the number of spells. If the spell is different than the current one, it replaces the spell. The parameter is the same as in $SetSpell&lt;br /&gt;
* $AddCond &amp;lt;int&amp;gt; [int]&lt;br /&gt;
** Add condition to player. If a second argument is present, the condition will only run for a specified duration &lt;br /&gt;
* $RemoveCond &amp;lt;int&amp;gt;&lt;br /&gt;
** Remove condition from player&lt;br /&gt;
* $AddPlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Add attribute to player, the parameter should be passed in this way: attribute|value. Example: &amp;quot;move speed bonus|1.2&amp;quot;&lt;br /&gt;
* $RemovePlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from player. Example: &amp;quot;move speed bonus&amp;quot;&lt;br /&gt;
* $AddItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Add attribute to item in slot, the parameter should be passed in this way: attribute|value|slot. Example &amp;quot;damage bonus|2|0&amp;quot; adds 100% damage bonus to primary weapon&lt;br /&gt;
* $RemoveItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from item in slot, the parameter should be passed in this way: attribute|slot. Example &amp;quot;damage bonus|0&amp;quot; removes damage bonus from primary weapon&lt;br /&gt;
* $PlaySoundToSelf &amp;lt;string&amp;gt;&lt;br /&gt;
** Play sound to the player&lt;br /&gt;
*$IgnitePlayerDuration &amp;lt;float&amp;gt;&lt;br /&gt;
**Ignite the player for a specified duration in seconds&lt;br /&gt;
*$WeaponSwitchSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Forcibly switches to weapon in slot&lt;br /&gt;
*$WeaponStripSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Removes weapon from a slot (-1 = current slot)&lt;br /&gt;
*$GiveItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Gives an item to the player&lt;br /&gt;
*$AddCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to the player&lt;br /&gt;
*$RemoveCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Remove currency from the player&lt;br /&gt;
*$SetCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Set currency to specified value&lt;br /&gt;
*$CurrencyOutputX &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is above specified value (the X in input name), the attribute should be passed in this way: target,input,parameter.&lt;br /&gt;
*$CurrencyInvertOutputX&amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is below specified value(the X in input name), the attribute should be passed in this way: target,input,parameter&lt;br /&gt;
*$DropItem &amp;lt;int&amp;gt;&lt;br /&gt;
**Drop item in slot (-1 = current slot)&lt;br /&gt;
*$RemoveItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Remove item with a name&lt;br /&gt;
*$Regenerate&lt;br /&gt;
**Regenerate the player, as if touching resupply cabinet&lt;br /&gt;
*$RefillAmmo&lt;br /&gt;
**Restore player ammo&lt;br /&gt;
&lt;br /&gt;
== trigger_hurt ==&lt;br /&gt;
If entity owner is set with $SetOwner or $InheritOwner, the owner will become the damage inflictor&lt;br /&gt;
&lt;br /&gt;
== Filter entities ==&lt;br /&gt;
The server will no longer crash if the activator entity got removed the time TestActivator is called&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $TestEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** Test any entity, rather than only the !activator&lt;br /&gt;
&lt;br /&gt;
== Trigger entities ==&lt;br /&gt;
The server will no longer crash if the caller entity got removed the time StartTouch or EndTouch is called&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $StartTouchEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** StartTouch any entity, rather than only the !caller&lt;br /&gt;
* $EndTouchEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** EndTouch any entity, rather than only the !caller&lt;br /&gt;
&lt;br /&gt;
== game_ui ==&lt;br /&gt;
The server will no longer crash if the player using the entity disconnected from the server&lt;br /&gt;
&lt;br /&gt;
== $filter_keyvalue ==&lt;br /&gt;
Custom filter that lets you filter entities matching the key value. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $name &amp;lt;string&amp;gt;&lt;br /&gt;
** Name of the key to compare, example: health&lt;br /&gt;
* $value &amp;lt;any&amp;gt;&lt;br /&gt;
** Value to compare against&lt;br /&gt;
* $compare &amp;lt;string&amp;gt;&lt;br /&gt;
** The condition for passing the filter (default: equal). Should only be set for numeric values&lt;br /&gt;
** Possible values:&lt;br /&gt;
*** equal&lt;br /&gt;
*** less than&lt;br /&gt;
*** greater than&lt;br /&gt;
*** less than or equal&lt;br /&gt;
*** greater than or equal&lt;br /&gt;
&lt;br /&gt;
== $filter_variable ==&lt;br /&gt;
Custom filter that lets you filter entities matching the custom entity variable (declared by firing $SetVar$variablename input of the entity). Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $name &amp;lt;string&amp;gt;&lt;br /&gt;
** Name of the variable to compare, example: myvar&lt;br /&gt;
* $value &amp;lt;any&amp;gt;&lt;br /&gt;
** Value to compare against&lt;br /&gt;
* $compare &amp;lt;string&amp;gt;&lt;br /&gt;
** The condition for passing the filter (default: equal). Should only be set for numeric values&lt;br /&gt;
** Possible values:&lt;br /&gt;
*** equal&lt;br /&gt;
*** less than&lt;br /&gt;
*** greater than&lt;br /&gt;
*** less than or equal&lt;br /&gt;
*** greater than or equal&lt;br /&gt;
&lt;br /&gt;
== $filter_datamap ==&lt;br /&gt;
Custom filter that lets you filter entities matching the [https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $name &amp;lt;string&amp;gt;&lt;br /&gt;
** Name of the variable to compare, example: m_iHealth&lt;br /&gt;
* $value &amp;lt;any&amp;gt;&lt;br /&gt;
** Value to compare against&lt;br /&gt;
* $compare &amp;lt;string&amp;gt;&lt;br /&gt;
** The condition for passing the filter (default: equal). Should only be set for numeric values&lt;br /&gt;
** Possible values:&lt;br /&gt;
*** equal&lt;br /&gt;
*** less than&lt;br /&gt;
*** greater than&lt;br /&gt;
*** less than or equal&lt;br /&gt;
*** greater than or equal&lt;br /&gt;
&lt;br /&gt;
== $filter_prop ==&lt;br /&gt;
Custom filter that lets you filter entities matching the [https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop]. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $name &amp;lt;string&amp;gt;&lt;br /&gt;
** Name of the variable to compare, example: m_nCurrency&lt;br /&gt;
* $value &amp;lt;any&amp;gt;&lt;br /&gt;
** Value to compare against&lt;br /&gt;
* $compare &amp;lt;string&amp;gt;&lt;br /&gt;
** The condition for passing the filter (default: equal). Should only be set for numeric values&lt;br /&gt;
** Possible values:&lt;br /&gt;
*** equal&lt;br /&gt;
*** less than&lt;br /&gt;
*** greater than&lt;br /&gt;
*** less than or equal&lt;br /&gt;
*** greater than or equal&lt;br /&gt;
&lt;br /&gt;
== All entities ==&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $FireUserAsActivator1-4 &amp;lt;string&amp;gt;&lt;br /&gt;
** Acts like FireUser1-4, but the entity becomes the !activator, and the parameter is passed in OnUser1-4 output&lt;br /&gt;
*$FireUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
** Fires custom $onuser5-8 output&lt;br /&gt;
* $TakeDamage &amp;lt;int&amp;gt;&lt;br /&gt;
** Take specified amount of damage&lt;br /&gt;
* $TakeDamageFromActivator &amp;lt;int&amp;gt;&lt;br /&gt;
** Take specified amount of damage, the !activator is the damage inflictor&lt;br /&gt;
* $SetModel &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model&lt;br /&gt;
* $SetModelOverride &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model, only changes the appearence&lt;br /&gt;
* $SetModelSpecial &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model, in a special way, it does less additional changes to the entity&lt;br /&gt;
* $SetOwner &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity owner&lt;br /&gt;
* $InheritOwner &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity owner to the passed entity owner&lt;br /&gt;
* $InheritParent &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity parent to the passed entity parent&lt;br /&gt;
* $GetKeyValue &amp;lt;string&amp;gt;&lt;br /&gt;
** Fire OnUser1 output, with key value as a parameter&lt;br /&gt;
* $MoveType &amp;lt;int&amp;gt;,&amp;lt;int&amp;gt;&lt;br /&gt;
** Set move type&lt;br /&gt;
* $PlaySound &amp;lt;string&amp;gt;&lt;br /&gt;
** Play sound from this entity&lt;br /&gt;
* $StopSound &amp;lt;string&amp;gt;&lt;br /&gt;
** Stop playing sound from this entity&lt;br /&gt;
* $SetLocalOrigin &amp;lt;vector&amp;gt;&lt;br /&gt;
** Set origin relative to parent&lt;br /&gt;
* $SetLocalAngles &amp;lt;vector&amp;gt;&lt;br /&gt;
** Set angles relative to parent&lt;br /&gt;
* $SetLocalVelocity &amp;lt;vector&amp;gt;&lt;br /&gt;
** Set velocity relative to parent&lt;br /&gt;
* $TeleportToEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** Teleport to specified entity&lt;br /&gt;
* $MoveRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
** Move relative to parent (world)&lt;br /&gt;
* $RotateRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
** Rotate relative to parent (world)&lt;br /&gt;
*$SetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set keyvalue to specified value&lt;br /&gt;
*$GetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with keyvalue as a paramer (default value if not found)&lt;br /&gt;
*$SetVar$(variable name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set custom entity variable&lt;br /&gt;
*$GetVar$(variable name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with variable as a paramer (default value if not found)&lt;br /&gt;
*$SetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set datamap property to specified value&lt;br /&gt;
*$GetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with datamap prop as a paramer (default value if not found)&lt;br /&gt;
*$SetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set send property to specified value&lt;br /&gt;
*$GetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with send prop as a paramer (default value if not found)&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* $OnUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
** Called when $FireUser5-8 input is used&lt;br /&gt;
* $OnKilled&lt;br /&gt;
** Fired when the entity is killed. The calling entity no longer exist and cannot be accessed&lt;br /&gt;
&lt;br /&gt;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Orin</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=Additions_to_existing_entities&amp;diff=188</id>
		<title>Additions to existing entities</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=Additions_to_existing_entities&amp;diff=188"/>
		<updated>2021-11-03T14:40:21Z</updated>

		<summary type="html">&lt;p&gt;Orin: Corrected entity_medigun_shield spawnflags; Corrected tf_point_weapon_mimic spawnflags; Changed obj_sentrygun spawnflags format. Note the current &amp;quot;spawnflags&amp;quot; styling is not final.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Targeting ==&lt;br /&gt;
&lt;br /&gt;
* You can target parent of specified entity by adding @p@. @p@!activator would target parent of the activator entity&lt;br /&gt;
* You can target children of specified entity by adding @c@ prefix. @c@!activator would target children of the activator entity&lt;br /&gt;
*Target all entities in a box by adding @bbxmin ymin zmin xmax ymax zmax@ prefix. @bb-100 -100 -100 100 100 100@prop_dynamic would target prop_dynamic entities inside -100 -100 -100 100 100 100 box&lt;br /&gt;
&lt;br /&gt;
== point_viewcontrol ==&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $EnableAll&lt;br /&gt;
** Enable the camera for all players on the map. Spawnflag [512] may not work properly. (&#039;&#039;Start At Player, Interruptable by Player&#039;&#039;)&lt;br /&gt;
* $DisableAll&lt;br /&gt;
** Disable the camera for all players on the map&lt;br /&gt;
* $SetTarget &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set current target to entity&lt;br /&gt;
&lt;br /&gt;
== Sentry Gun (obj_sentrygun) ==&lt;br /&gt;
=== Spawnflags ===&lt;br /&gt;
* &#039;&#039;&#039;[64]&#039;&#039;&#039; - Spawn as mini-sentry&lt;br /&gt;
&lt;br /&gt;
== Weapon Mimic (tf_point_weapon_mimic) ==&lt;br /&gt;
* Fired projectiles can have their team assigned with teamnum keyvalue (2 for RED and 3 for BLU). Previously all fired projectiles always belonged to the BLU team&lt;br /&gt;
* If the player owner is set with $SetOwner or $InheritOwner, fired projectiles are assigned to the owner&lt;br /&gt;
* Fired stickybombs are automatically removed if the mimic is removed&lt;br /&gt;
* Added projectile type 4 - Bullet.  SpeedMax keyvalue determines max distance (infinite if not specified). SplashRadius determines knockback force&lt;br /&gt;
&lt;br /&gt;
=== Spawnflags ===&lt;br /&gt;
* &#039;&#039;&#039;[4]&#039;&#039;&#039; - Fire &amp;quot;OnUser4&amp;quot; output when projectile is fired, with the projectile as &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Tank (tank_boss) ==&lt;br /&gt;
&lt;br /&gt;
* When tank starts deploying, and there is at least one PointTemplate assigned to it, &amp;quot;OnUser4&amp;quot; output is activated&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* OnStartDeploy&lt;br /&gt;
** Fired when the tank is deploying the bomb&lt;br /&gt;
&lt;br /&gt;
== Medic shield (entity_medigun_shield) ==&lt;br /&gt;
=== Spawnflags ===&lt;br /&gt;
* &#039;&#039;&#039;[1]&#039;&#039;&#039; - Don&#039;t expire and don&#039;t block LOS&lt;br /&gt;
* &#039;&#039;&#039;[2]&#039;&#039;&#039; - Use the LV2 Shield model&lt;br /&gt;
&lt;br /&gt;
== logic_case ==&lt;br /&gt;
&lt;br /&gt;
=== Text formatter ===&lt;br /&gt;
With the use of the added inputs, logic_case can be transformed into a text formatter, replacing % in the format string into format parameters. &lt;br /&gt;
&lt;br /&gt;
Example point template usage:&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Formatter&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;formattest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$Format&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;formattest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;You have % out of % coins left. % %% done&amp;quot; // Formatter string&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;6&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;12&amp;quot; //Second argument&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;50&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,,0,-1&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;This would display &amp;quot;You have 6 out of 12 coins left. 50 % done&amp;quot; to all players&lt;br /&gt;
&lt;br /&gt;
=== Menu ===&lt;br /&gt;
You can use $DisplayMenu input to display a menu for the player, up to 15 entries&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Menu&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;menutest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$DisplayMenu&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
		Param &amp;quot;player&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;menutest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;Menu title|30|Cancel&amp;quot; // Title, menu duration (0 for infinite), display optional cancel button&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;option1&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;!disabled option&amp;quot; //Second argument, disabled&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;suicide&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;oncase03&amp;quot; &amp;quot;!activator,sethealth,0,0,-1&amp;quot; // Selected 3rd option&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,he,0,-1&amp;quot; // No option selected&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $FormatString &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting string, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
* $FormatStringNoFire &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting string&lt;br /&gt;
* $FormatInput1 &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting input argument 1, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
* $FormatInput2-15 &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting input argument 2-15, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
* $FormatInputNoFire1 &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting input argument 1&lt;br /&gt;
* $Format &lt;br /&gt;
** Fires OnDefault output, with formatted string as parameter&lt;br /&gt;
* $TestSigsegv&lt;br /&gt;
** Fires OnUser1 output. Can be used to test if sigsegv extension is active&lt;br /&gt;
* $ToInt &amp;lt;any&amp;gt;&lt;br /&gt;
** Fires OnDefault output, converts parameter value from string/float to integer&lt;br /&gt;
* $ToFloat &amp;lt;any&amp;gt;&lt;br /&gt;
** Fires OnDefault output, converts value from string/int to real number&lt;br /&gt;
* $CallerToActivator &amp;lt;any&amp;gt;&lt;br /&gt;
** Fires OnDefault output, but the !caller entity is converted to !activator&lt;br /&gt;
* $GetKeyValueFromActivator &amp;lt;string&amp;gt;&lt;br /&gt;
** Fires OnDefault output, the key value from the !activator entity is the parameter&lt;br /&gt;
* $GetConVar &amp;lt;string&amp;gt;&lt;br /&gt;
** Fires OnDefault output, the convar (console variable) number value is the parameter&lt;br /&gt;
* $GetConVarString &amp;lt;string&amp;gt;&lt;br /&gt;
** Fires OnDefault output, the convar (console variable) string value is the parameter&lt;br /&gt;
*$DisplayMenu &amp;lt;entity&amp;gt;&lt;br /&gt;
**Display menu at player&lt;br /&gt;
*$HideMenu &amp;lt;entity&amp;gt;&lt;br /&gt;
**Hide menu at player&lt;br /&gt;
&lt;br /&gt;
== tf_gamerules ==&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $StopVO &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVO input&lt;br /&gt;
&lt;br /&gt;
* $StopVORed &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVORed input&lt;br /&gt;
&lt;br /&gt;
* $StopVOBlue &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVOBlue input&lt;br /&gt;
*$SetBossHealthPercentage &amp;lt;float&amp;gt;&lt;br /&gt;
**Set Halloween boss bar percentage to a value between 0 and 1. 0 hides the health bar, any other value makes the bar appear&lt;br /&gt;
*$SetBossState &amp;lt;int&amp;gt;&lt;br /&gt;
**If set to 1, makes the health bar green, like if Merasmus is hiding. If set to 0, the bar goes back to normal&lt;br /&gt;
*$AddCurrencyGlobal &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to all players&lt;br /&gt;
&lt;br /&gt;
== player ==&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $AllowClassAnimations &amp;lt;0|1&amp;gt;&lt;br /&gt;
** Allow class animations instead of using refpose when UseCustomModel input is fired to change player model&lt;br /&gt;
* $SwitchClass &amp;lt;string&amp;gt;&lt;br /&gt;
** Switch player class. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
*$SwitchClassInPlace &amp;lt;string&amp;gt;&lt;br /&gt;
**Switch player class in current position. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
* $ForceRespawn&lt;br /&gt;
** The player instantly respawns&lt;br /&gt;
* $ForceRespawnDead&lt;br /&gt;
** The player instantly respawns, but only if they are dead&lt;br /&gt;
* $DisplayTextCenter &amp;lt;string&amp;gt;&lt;br /&gt;
** Display text in the middle of the screen&lt;br /&gt;
* $DisplayTextChat &amp;lt;string&amp;gt;&lt;br /&gt;
** Display text to the player&#039;s chat&lt;br /&gt;
* $Suicide&lt;br /&gt;
** Kill the player&lt;br /&gt;
* $ChangeAttributes &amp;lt;string&amp;gt;&lt;br /&gt;
** If the player is a bot, this can be used to change active EventChangeAttributes&lt;br /&gt;
* $RollCommonSpell&lt;br /&gt;
** Roll common spell&lt;br /&gt;
* $SetSpell &amp;lt;string&amp;gt;&lt;br /&gt;
** Set player current spell to one of the following:&lt;br /&gt;
*** Fireball&lt;br /&gt;
*** Ball O&#039; Bats&lt;br /&gt;
*** Healing Aura&lt;br /&gt;
*** Pumpkin MIRV&lt;br /&gt;
*** Superjump&lt;br /&gt;
*** Invisibility&lt;br /&gt;
*** Teleport&lt;br /&gt;
*** Tesla Bolt&lt;br /&gt;
*** Minify&lt;br /&gt;
*** Meteor Shower&lt;br /&gt;
*** Summon Monoculus&lt;br /&gt;
*** Summon Skeletons&lt;br /&gt;
* $AddSpell &amp;lt;string&amp;gt;&lt;br /&gt;
** Adds spell to the number of spells. If the spell is different than the current one, it replaces the spell. The parameter is the same as in $SetSpell&lt;br /&gt;
* $AddCond &amp;lt;int&amp;gt; [int]&lt;br /&gt;
** Add condition to player. If a second argument is present, the condition will only run for a specified duration &lt;br /&gt;
* $RemoveCond &amp;lt;int&amp;gt;&lt;br /&gt;
** Remove condition from player&lt;br /&gt;
* $AddPlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Add attribute to player, the parameter should be passed in this way: attribute|value. Example: &amp;quot;move speed bonus|1.2&amp;quot;&lt;br /&gt;
* $RemovePlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from player. Example: &amp;quot;move speed bonus&amp;quot;&lt;br /&gt;
* $AddItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Add attribute to item in slot, the parameter should be passed in this way: attribute|value|slot. Example &amp;quot;damage bonus|2|0&amp;quot; adds 100% damage bonus to primary weapon&lt;br /&gt;
* $RemoveItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from item in slot, the parameter should be passed in this way: attribute|slot. Example &amp;quot;damage bonus|0&amp;quot; removes damage bonus from primary weapon&lt;br /&gt;
* $PlaySoundToSelf &amp;lt;string&amp;gt;&lt;br /&gt;
** Play sound to the player&lt;br /&gt;
*$IgnitePlayerDuration &amp;lt;float&amp;gt;&lt;br /&gt;
**Ignite the player for a specified duration in seconds&lt;br /&gt;
*$WeaponSwitchSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Forcibly switches to weapon in slot&lt;br /&gt;
*$WeaponStripSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Removes weapon from a slot (-1 = current slot)&lt;br /&gt;
*$GiveItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Gives an item to the player&lt;br /&gt;
*$AddCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to the player&lt;br /&gt;
*$RemoveCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Remove currency from the player&lt;br /&gt;
*$SetCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Set currency to specified value&lt;br /&gt;
*$CurrencyOutputX &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is above specified value (the X in input name), the attribute should be passed in this way: target,input,parameter.&lt;br /&gt;
*$CurrencyInvertOutputX&amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is below specified value(the X in input name), the attribute should be passed in this way: target,input,parameter&lt;br /&gt;
*$DropItem &amp;lt;int&amp;gt;&lt;br /&gt;
**Drop item in slot (-1 = current slot)&lt;br /&gt;
*$RemoveItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Remove item with a name&lt;br /&gt;
*$Regenerate&lt;br /&gt;
**Regenerate the player, as if touching resupply cabinet&lt;br /&gt;
*$RefillAmmo&lt;br /&gt;
**Restore player ammo&lt;br /&gt;
&lt;br /&gt;
== trigger_hurt ==&lt;br /&gt;
If entity owner is set with $SetOwner or $InheritOwner, the owner will become the damage inflictor&lt;br /&gt;
&lt;br /&gt;
== Filter entities ==&lt;br /&gt;
The server will no longer crash if the activator entity got removed the time TestActivator is called&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $TestEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** Test any entity, rather than only the !activator&lt;br /&gt;
&lt;br /&gt;
== Trigger entities ==&lt;br /&gt;
The server will no longer crash if the caller entity got removed the time StartTouch or EndTouch is called&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $StartTouchEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** StartTouch any entity, rather than only the !caller&lt;br /&gt;
* $EndTouchEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** EndTouch any entity, rather than only the !caller&lt;br /&gt;
&lt;br /&gt;
== game_ui ==&lt;br /&gt;
The server will no longer crash if the player using the entity disconnected from the server&lt;br /&gt;
&lt;br /&gt;
== $filter_keyvalue ==&lt;br /&gt;
Custom filter that lets you filter entities matching the key value. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $name &amp;lt;string&amp;gt;&lt;br /&gt;
** Name of the key to compare, example: health&lt;br /&gt;
* $value &amp;lt;any&amp;gt;&lt;br /&gt;
** Value to compare against&lt;br /&gt;
* $compare &amp;lt;string&amp;gt;&lt;br /&gt;
** The condition for passing the filter (default: equal). Should only be set for numeric values&lt;br /&gt;
** Possible values:&lt;br /&gt;
*** equal&lt;br /&gt;
*** less than&lt;br /&gt;
*** greater than&lt;br /&gt;
*** less than or equal&lt;br /&gt;
*** greater than or equal&lt;br /&gt;
&lt;br /&gt;
== $filter_variable ==&lt;br /&gt;
Custom filter that lets you filter entities matching the custom entity variable (declared by firing $SetVar$variablename input of the entity). Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $name &amp;lt;string&amp;gt;&lt;br /&gt;
** Name of the variable to compare, example: myvar&lt;br /&gt;
* $value &amp;lt;any&amp;gt;&lt;br /&gt;
** Value to compare against&lt;br /&gt;
* $compare &amp;lt;string&amp;gt;&lt;br /&gt;
** The condition for passing the filter (default: equal). Should only be set for numeric values&lt;br /&gt;
** Possible values:&lt;br /&gt;
*** equal&lt;br /&gt;
*** less than&lt;br /&gt;
*** greater than&lt;br /&gt;
*** less than or equal&lt;br /&gt;
*** greater than or equal&lt;br /&gt;
&lt;br /&gt;
== $filter_datamap ==&lt;br /&gt;
Custom filter that lets you filter entities matching the [https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $name &amp;lt;string&amp;gt;&lt;br /&gt;
** Name of the variable to compare, example: m_iHealth&lt;br /&gt;
* $value &amp;lt;any&amp;gt;&lt;br /&gt;
** Value to compare against&lt;br /&gt;
* $compare &amp;lt;string&amp;gt;&lt;br /&gt;
** The condition for passing the filter (default: equal). Should only be set for numeric values&lt;br /&gt;
** Possible values:&lt;br /&gt;
*** equal&lt;br /&gt;
*** less than&lt;br /&gt;
*** greater than&lt;br /&gt;
*** less than or equal&lt;br /&gt;
*** greater than or equal&lt;br /&gt;
&lt;br /&gt;
== $filter_prop ==&lt;br /&gt;
Custom filter that lets you filter entities matching the [https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop]. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $name &amp;lt;string&amp;gt;&lt;br /&gt;
** Name of the variable to compare, example: m_nCurrency&lt;br /&gt;
* $value &amp;lt;any&amp;gt;&lt;br /&gt;
** Value to compare against&lt;br /&gt;
* $compare &amp;lt;string&amp;gt;&lt;br /&gt;
** The condition for passing the filter (default: equal). Should only be set for numeric values&lt;br /&gt;
** Possible values:&lt;br /&gt;
*** equal&lt;br /&gt;
*** less than&lt;br /&gt;
*** greater than&lt;br /&gt;
*** less than or equal&lt;br /&gt;
*** greater than or equal&lt;br /&gt;
&lt;br /&gt;
== All entities ==&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $FireUserAsActivator1-4 &amp;lt;string&amp;gt;&lt;br /&gt;
** Acts like FireUser1-4, but the entity becomes the !activator, and the parameter is passed in OnUser1-4 output&lt;br /&gt;
*$FireUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
** Fires custom $onuser5-8 output&lt;br /&gt;
* $TakeDamage &amp;lt;int&amp;gt;&lt;br /&gt;
** Take specified amount of damage&lt;br /&gt;
* $TakeDamageFromActivator &amp;lt;int&amp;gt;&lt;br /&gt;
** Take specified amount of damage, the !activator is the damage inflictor&lt;br /&gt;
* $SetModel &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model&lt;br /&gt;
* $SetModelOverride &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model, only changes the appearence&lt;br /&gt;
* $SetModelSpecial &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model, in a special way, it does less additional changes to the entity&lt;br /&gt;
* $SetOwner &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity owner&lt;br /&gt;
* $InheritOwner &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity owner to the passed entity owner&lt;br /&gt;
* $InheritParent &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity parent to the passed entity parent&lt;br /&gt;
* $GetKeyValue &amp;lt;string&amp;gt;&lt;br /&gt;
** Fire OnUser1 output, with key value as a parameter&lt;br /&gt;
* $MoveType &amp;lt;int&amp;gt;,&amp;lt;int&amp;gt;&lt;br /&gt;
** Set move type&lt;br /&gt;
* $PlaySound &amp;lt;string&amp;gt;&lt;br /&gt;
** Play sound from this entity&lt;br /&gt;
* $StopSound &amp;lt;string&amp;gt;&lt;br /&gt;
** Stop playing sound from this entity&lt;br /&gt;
* $SetLocalOrigin &amp;lt;vector&amp;gt;&lt;br /&gt;
** Set origin relative to parent&lt;br /&gt;
* $SetLocalAngles &amp;lt;vector&amp;gt;&lt;br /&gt;
** Set angles relative to parent&lt;br /&gt;
* $SetLocalVelocity &amp;lt;vector&amp;gt;&lt;br /&gt;
** Set velocity relative to parent&lt;br /&gt;
* $TeleportToEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** Teleport to specified entity&lt;br /&gt;
* $MoveRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
** Move relative to parent (world)&lt;br /&gt;
* $RotateRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
** Rotate relative to parent (world)&lt;br /&gt;
*$SetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set keyvalue to specified value&lt;br /&gt;
*$GetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with keyvalue as a paramer (default value if not found)&lt;br /&gt;
*$SetVar$(variable name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set custom entity variable&lt;br /&gt;
*$GetVar$(variable name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with variable as a paramer (default value if not found)&lt;br /&gt;
*$SetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set datamap property to specified value&lt;br /&gt;
*$GetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with datamap prop as a paramer (default value if not found)&lt;br /&gt;
*$SetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set send property to specified value&lt;br /&gt;
*$GetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with send prop as a paramer (default value if not found)&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* $OnUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
** Called when $FireUser5-8 input is used&lt;br /&gt;
* $OnKilled&lt;br /&gt;
** Fired when the entity is killed. The calling entity no longer exist and cannot be accessed&lt;br /&gt;
&lt;br /&gt;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Orin</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=Spider_Tank&amp;diff=187</id>
		<title>Spider Tank</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=Spider_Tank&amp;diff=187"/>
		<updated>2021-11-02T13:03:06Z</updated>

		<summary type="html">&lt;p&gt;Orin: Moved the &amp;quot;Spider Tank&amp;quot; image to the first section; &amp;quot;Templates&amp;quot; section for consistency, with popfile name as sub-section; Sub-sections to &amp;quot;Downloads&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Spidertank.png|thumb|Spider Tank]]&lt;br /&gt;
A Tank that shoots out movement slowing webs. The spiders inflict bleed to players that get too close to them. (touching the tank)&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Templates==&lt;br /&gt;
==== robot_spidertank.pop ====&lt;br /&gt;
* SpiderTank - Everything of the Spider Tank itself.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==Example==&lt;br /&gt;
[[File:Spider Tank Video.mp4|thumb|300x400px|Spider Tank in Action]]&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#base robot_spidertank.pop&lt;br /&gt;
&lt;br /&gt;
WaveSchedule&lt;br /&gt;
{&lt;br /&gt;
	Wave&lt;br /&gt;
	{&lt;br /&gt;
		WaveSpawn&lt;br /&gt;
		{&lt;br /&gt;
			Name &amp;quot;wave01a&amp;quot;&lt;br /&gt;
			TotalCount 1&lt;br /&gt;
			WaitBeforeStarting 0&lt;br /&gt;
&lt;br /&gt;
			FirstSpawnOutput                                                                                                                                                            &lt;br /&gt;
			{&lt;br /&gt;
				Target boss_spawn_relay                                            &lt;br /&gt;
				Action Trigger                         &lt;br /&gt;
			}&lt;br /&gt;
&lt;br /&gt;
			Tank&lt;br /&gt;
			{&lt;br /&gt;
				Health 1000&lt;br /&gt;
				Speed 150&lt;br /&gt;
				Name &amp;quot;tankboss&amp;quot;&lt;br /&gt;
				StartingPathTrackNode &amp;quot;tank_path_a_1&amp;quot;&lt;br /&gt;
				Template SpiderTank [$SIGSEGV]&lt;br /&gt;
&lt;br /&gt;
				OnKilledOutput                                  &lt;br /&gt;
				{&lt;br /&gt;
					Target boss_dead_relay&lt;br /&gt;
					Action Trigger                         &lt;br /&gt;
				}&lt;br /&gt;
				&lt;br /&gt;
				OnBombDroppedOutput                             &lt;br /&gt;
				{&lt;br /&gt;
					Target boss_deploy_relay &lt;br /&gt;
					Action Trigger                         &lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Downloads==&lt;br /&gt;
==== Popfile ====&lt;br /&gt;
* https://testing.potatomvm.tf/tf/scripts/population/robot_spidertank.pop&lt;br /&gt;
==== Icons ====&lt;br /&gt;
* https://testing.potatomvm.tf/tf/materials/hud/leaderboard_class_tank_spider.vtf&lt;br /&gt;
* https://testing.potatomvm.tf/tf/materials/hud/leaderboard_class_tank_spider.vmt&lt;br /&gt;
[[Category:Templates]]&lt;/div&gt;</summary>
		<author><name>Orin</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=Reverse_MvM_Beginners_Guide&amp;diff=186</id>
		<title>Reverse MvM Beginners Guide</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=Reverse_MvM_Beginners_Guide&amp;diff=186"/>
		<updated>2021-11-02T12:01:00Z</updated>

		<summary type="html">&lt;p&gt;Orin: Category Consistency (Tutorials)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Reverse MvM refers to a combination of [https://sigwiki.potatomvm.tf/index.php/WaveSchedule custom keyvalues] that flips the teams and win conditions.  Instead of defending against hordes of robots, players are spawned on the blue team and must fight their way to the hatch and deliver the bomb.  Designing missions around this concept can be very complex and requires heavy usage of [https://sigwiki.potatomvm.tf/index.php/Design_PointTemplate_with_hammer_map_editor Point Templates].  It is highly recommended that you have a basic understanding of hammer and map logic beforehand.&lt;br /&gt;
&lt;br /&gt;
An example popfile for Rottenburg can be found [https://www.dropbox.com/s/iu84axj1r0vhg0y/mvm&amp;amp;#x20;rottenburg&amp;amp;#x20;reverse&amp;amp;#x20;core&amp;amp;#x20;logic.pop?dl=1rial&amp;amp;#x20;mission here]&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
Because many maps were not designed for this mode, it is recommended that you go through your map of choice and remove unwanted map entities, cover up holes in bot spawn with [https://developer.valvesoftware.com/wiki/Prop_dynamic prop_dynamic], and generally prepare your map beforehand.  For the bulk of custom logic, a [https://developer.valvesoftware.com/wiki/Logic_auto logic_auto] in combination with [https://developer.valvesoftware.com/wiki/AddOutput AddOutputs] is recommended, as it will instantly trigger when a new wave loads.  For example, if your mission gives the blue team infinite ammo, it wouldn&#039;t hurt to remove redundant ammo packs from the map like so  &amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
logic_auto &lt;br /&gt;
{&lt;br /&gt;
     &amp;quot;origin&amp;quot; &amp;quot;0 0 0&amp;quot; &lt;br /&gt;
     &amp;quot;targetname&amp;quot; &amp;quot;mainrelay&amp;quot;&lt;br /&gt;
     &amp;quot;OnMapSpawn&amp;quot; &amp;quot;item_ammopack*,Kill,,0,-1&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
Many maps do not have gates or doors blocking the blue spawn area and will require you to add your own blockades.  This can be as simple as placing a prop in front of the spawn and killing it when the wave starts, or as complex as creating a moving gate using [https://developer.valvesoftware.com/wiki/Func_tracktrain func_tracktrain].  For our example, we&#039;ll be using a [https://developer.valvesoftware.com/wiki/Func_forcefield func_forcefield], an invisible wall which can be disabled and enabled when wave start/end relays trigger using some basic AddOutputs&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
PointTemplates [$SIGSEGV]&lt;br /&gt;
{&lt;br /&gt;
	corelogic&lt;br /&gt;
	{&lt;br /&gt;
		NoFixup 1&lt;br /&gt;
		logic_auto &lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;origin&amp;quot; &amp;quot;0 0 0&amp;quot; &lt;br /&gt;
			&amp;quot;targetname&amp;quot; &amp;quot;mainrelay&amp;quot;&lt;br /&gt;
			&amp;quot;OnMapSpawn&amp;quot; &amp;quot;item_ammopack*,Kill,,0,-1&amp;quot;&lt;br /&gt;
				 &lt;br /&gt;
			&amp;quot;OnMapSpawn&amp;quot; &amp;quot;wave_start_relay*,AddOutput,OnTrigger spawnbarrier:Disable:0:-1,0,-1&amp;quot;&lt;br /&gt;
			&amp;quot;OnMapSpawn&amp;quot; &amp;quot;wave_finished_relay*,AddOutput,OnTrigger spawnbarrier:Enable:0:-1,0,-1&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
	forcefield&lt;br /&gt;
	{  &lt;br /&gt;
		NoFixup 1&lt;br /&gt;
		func_forcefield&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;disablereceiveshadows&amp;quot; &amp;quot;0&amp;quot;&lt;br /&gt;
			&amp;quot;origin&amp;quot; &amp;quot;2724.365479 -2303.941650 -143.139458&amp;quot; //rottenburg spawn&lt;br /&gt;
			&amp;quot;angles&amp;quot; &amp;quot;0 90 0&amp;quot;&lt;br /&gt;
			&amp;quot;renderamt&amp;quot; &amp;quot;255&amp;quot;&lt;br /&gt;
			&amp;quot;rendercolor&amp;quot; &amp;quot;255 255 255&amp;quot;&lt;br /&gt;
			&amp;quot;renderfx&amp;quot; &amp;quot;0&amp;quot;&lt;br /&gt;
			&amp;quot;rendermode&amp;quot; &amp;quot;10&amp;quot; //10 = don&#039;t render&lt;br /&gt;
			&amp;quot;TeamNum&amp;quot; &amp;quot;2&amp;quot; //2 for red, 3 for blu&lt;br /&gt;
			&amp;quot;targetname&amp;quot; &amp;quot;spawnbarrier&amp;quot;&lt;br /&gt;
			&amp;quot;mins&amp;quot; &amp;quot;-300 -300 -300&amp;quot;&lt;br /&gt;
			&amp;quot;maxs&amp;quot; &amp;quot;300 300 300&amp;quot; //300x300 hu cube&lt;br /&gt;
			&amp;quot;StartDisabled&amp;quot; &amp;quot;0&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&#039;&#039;* is a [https://developer.valvesoftware.com/wiki/Wildcard wildcard] that can be used to reference multiple entities with the same prefix.  It is only limited to suffixes (*_start_relay* would not work)&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more complex maps with a lot of entities, it may be beneficial to strip away unnecessary decorative elements of the map to avoid hitting the edict limit.  move_rope and keyframe_rope for example.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Lose Condition==&lt;br /&gt;
In order to fail the wave when players lose, you will need to add your own game_round_win entity like so:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
PointTemplates [$SIGSEGV]&lt;br /&gt;
{&lt;br /&gt;
	LoseRelay &lt;br /&gt;
	{&lt;br /&gt;
		NoFixup 1&lt;br /&gt;
		game_round_win //ignore this&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;origin&amp;quot; &amp;quot;0 0 0&amp;quot;&lt;br /&gt;
			&amp;quot;TeamNum&amp;quot; &amp;quot;2&amp;quot;&lt;br /&gt;
			&amp;quot;targetname&amp;quot; &amp;quot;bots_win_red&amp;quot;&lt;br /&gt;
			&amp;quot;switch_teams&amp;quot; &amp;quot;0&amp;quot;&lt;br /&gt;
			&amp;quot;force_map_reset&amp;quot; &amp;quot;1&amp;quot;&lt;br /&gt;
			&amp;quot;classname&amp;quot; &amp;quot;game_round_win&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
		logic_relay //trigger this&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;origin&amp;quot; &amp;quot;0 0 0&amp;quot;&lt;br /&gt;
			&amp;quot;targetname&amp;quot; &amp;quot;redwin_relay&amp;quot;&lt;br /&gt;
			&amp;quot;OnTrigger&amp;quot; &amp;quot;bots_win_red,RoundWin,,0,-1&amp;quot;&lt;br /&gt;
		}	&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It&#039;s up to you to decide how you want players to lose.  Timers, VIP Escort, and Tanks are popular ways to do so.&lt;br /&gt;
&lt;br /&gt;
== Upgrade Station ==&lt;br /&gt;
Upgrade stations will need to be placed in blue spawns.  Do your best to strategically place these in areas that don&#039;t interfere with spawn points and use them to cover up holes in the map.&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		station&lt;br /&gt;
		{&lt;br /&gt;
			NoFixup 1&lt;br /&gt;
			func_upgradestation //upgrade station entity&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;mins&amp;quot; &amp;quot;-105 -100 0&amp;quot; &lt;br /&gt;
				&amp;quot;maxs&amp;quot; &amp;quot;105 100 242&amp;quot;&lt;br /&gt;
				&amp;quot;solid&amp;quot; &amp;quot;0&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
			prop_dynamic //blu upgrade station model, can be found on potato servers&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;targetname&amp;quot; &amp;quot;upgradestation&amp;quot;&lt;br /&gt;
				&amp;quot;angles&amp;quot; &amp;quot;0 0 0&amp;quot;&lt;br /&gt;
				&amp;quot;DisableBoneFollowers&amp;quot; &amp;quot;0&amp;quot;&lt;br /&gt;
				&amp;quot;disablereceiveshadows&amp;quot; &amp;quot;0&amp;quot;&lt;br /&gt;
				&amp;quot;disableshadows&amp;quot; &amp;quot;1&amp;quot;&lt;br /&gt;
				&amp;quot;ExplodeDamage&amp;quot; &amp;quot;0&amp;quot;&lt;br /&gt;
				&amp;quot;ExplodeRadius&amp;quot; &amp;quot;0&amp;quot;&lt;br /&gt;
				&amp;quot;fademaxdist&amp;quot; &amp;quot;0&amp;quot;&lt;br /&gt;
				&amp;quot;fademindist&amp;quot; &amp;quot;-1&amp;quot;&lt;br /&gt;
				&amp;quot;fadescale&amp;quot; &amp;quot;1&amp;quot;&lt;br /&gt;
				&amp;quot;MaxAnimTime&amp;quot; &amp;quot;10&amp;quot;&lt;br /&gt;
				&amp;quot;maxdxlevel&amp;quot; &amp;quot;0&amp;quot;&lt;br /&gt;
				&amp;quot;MinAnimTime&amp;quot; &amp;quot;5&amp;quot;&lt;br /&gt;
				&amp;quot;mindxlevel&amp;quot; &amp;quot;0&amp;quot;&lt;br /&gt;
				&amp;quot;model&amp;quot; &amp;quot;models\props_mvm\mvm_upgrade_blu.mdl&amp;quot;&lt;br /&gt;
				&amp;quot;modelscale&amp;quot; &amp;quot;1&amp;quot;&lt;br /&gt;
				&amp;quot;PerformanceMode&amp;quot; &amp;quot;0&amp;quot;&lt;br /&gt;
				&amp;quot;pressuredelay&amp;quot; &amp;quot;0&amp;quot;&lt;br /&gt;
				&amp;quot;RandomAnimation&amp;quot; &amp;quot;0&amp;quot;&lt;br /&gt;
				&amp;quot;renderamt&amp;quot; &amp;quot;255&amp;quot;&lt;br /&gt;
				&amp;quot;renderfx&amp;quot; &amp;quot;0&amp;quot;&lt;br /&gt;
				&amp;quot;rendermode&amp;quot; &amp;quot;0&amp;quot;&lt;br /&gt;
				&amp;quot;SetBodyGroup&amp;quot; &amp;quot;0&amp;quot;&lt;br /&gt;
				&amp;quot;skin&amp;quot; &amp;quot;0&amp;quot;&lt;br /&gt;
				&amp;quot;solid&amp;quot; &amp;quot;0&amp;quot;&lt;br /&gt;
				&amp;quot;spawnflags&amp;quot; &amp;quot;0&amp;quot;&lt;br /&gt;
				&amp;quot;origin&amp;quot; &amp;quot;0 0 0&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
			prop_dynamic //invisible collision prop &lt;br /&gt;
			{&lt;br /&gt;
				&lt;br /&gt;
				&amp;quot;targetname&amp;quot; &amp;quot;shopcollision&amp;quot;&lt;br /&gt;
				&amp;quot;angles&amp;quot; &amp;quot;0 -90 0&amp;quot;&lt;br /&gt;
				&amp;quot;DisableBoneFollowers&amp;quot; &amp;quot;1&amp;quot;&lt;br /&gt;
				&amp;quot;disablereceiveshadows&amp;quot; &amp;quot;1&amp;quot;&lt;br /&gt;
				&amp;quot;model&amp;quot; &amp;quot;models/props_vehicles/train_flatcar_container.mdl&amp;quot;&lt;br /&gt;
				&amp;quot;disableshadows&amp;quot; &amp;quot;1&amp;quot;&lt;br /&gt;
				&amp;quot;ExplodeDamage&amp;quot; &amp;quot;0&amp;quot;&lt;br /&gt;
				&amp;quot;ExplodeRadius&amp;quot; &amp;quot;0&amp;quot;&lt;br /&gt;
				&amp;quot;fademaxdist&amp;quot; &amp;quot;0&amp;quot;&lt;br /&gt;
				&amp;quot;fademindist&amp;quot; &amp;quot;-1&amp;quot;&lt;br /&gt;
				&amp;quot;fadescale&amp;quot; &amp;quot;1&amp;quot;&lt;br /&gt;
				&amp;quot;MaxAnimTime&amp;quot; &amp;quot;10&amp;quot;&lt;br /&gt;
				&amp;quot;maxdxlevel&amp;quot; &amp;quot;0&amp;quot;&lt;br /&gt;
				&amp;quot;MinAnimTime&amp;quot; &amp;quot;5&amp;quot;&lt;br /&gt;
				&amp;quot;mindxlevel&amp;quot; &amp;quot;0&amp;quot;&lt;br /&gt;
				&amp;quot;modelscale&amp;quot; &amp;quot;1&amp;quot;&lt;br /&gt;
				&amp;quot;PerformanceMode&amp;quot; &amp;quot;0&amp;quot;&lt;br /&gt;
				&amp;quot;pressuredelay&amp;quot; &amp;quot;0&amp;quot;&lt;br /&gt;
				&amp;quot;RandomAnimation&amp;quot; &amp;quot;0&amp;quot;&lt;br /&gt;
				&amp;quot;renderamt&amp;quot; &amp;quot;0&amp;quot;&lt;br /&gt;
				&amp;quot;renderfx&amp;quot; &amp;quot;0&amp;quot;&lt;br /&gt;
				&amp;quot;rendermode&amp;quot; &amp;quot;10&amp;quot;&lt;br /&gt;
				&amp;quot;SetBodyGroup&amp;quot; &amp;quot;0&amp;quot;&lt;br /&gt;
				&amp;quot;skin&amp;quot; &amp;quot;0&amp;quot;&lt;br /&gt;
				&amp;quot;CollisionGroup&amp;quot; &amp;quot;5&amp;quot;&lt;br /&gt;
				&amp;quot;solid&amp;quot; &amp;quot;6&amp;quot;&lt;br /&gt;
				&amp;quot;spawnflags&amp;quot; &amp;quot;0&amp;quot;&lt;br /&gt;
				&amp;quot;StartDisabled&amp;quot; &amp;quot;0&amp;quot;&lt;br /&gt;
				&amp;quot;origin&amp;quot; &amp;quot;0 0 0&amp;quot;	&lt;br /&gt;
			}		&lt;br /&gt;
		}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pacing and Structure ==&lt;br /&gt;
[[File:Rotten.png|thumb|Custom spawn and sub-wave layout example for Rottenburg.]]&lt;br /&gt;
While the majority of existing mvm maps are suitable, longer maps that have more complex paths to the hatch are best suited for reverse.  Bigrock, Mannhattan, and Rottenburg are examples of valve maps where it is relatively easy to stop players from blast jumping directly to hatch, due to their layouts and/or overall length.  Shorter and more open-ended maps such as Decoy, Mannworks, and Coaltown are still completely valid options, however they will require ample counter-measures to avoid players bypassing the map and camping at the hatch, usually by blocking the hatch until the last subwave is ended and/or adding very strong defenses.   &lt;br /&gt;
   &lt;br /&gt;
Once you&#039;ve identified a map you feel is best for your mission, the next step is to create bot spawns that move progressively closer to the hatch, combined with sub-waves that give players adequate time to move forward and engage in the next sub-wave after it.  If each sub-wave and spawn location is balanced correctly, players will not spend the majority of their time in one part of the map.  If spawns are too fast and too close together, the mission will be a slog and players will struggle to progress.  If new sub-waves are too slow to begin and spawns are spread too far apart, the threat will be too spread out and players can simply ignore the next sub-wave, head straight to the hatch, and let everything come to them.  Do your best to strike a balance between these two extremes.&lt;br /&gt;
&lt;br /&gt;
Maps with gates are very useful for structuring your waves at the cost of simplicity.  You can enable/disable bot spawns and connect your own custom logic to the outputs of the maps [https://developer.valvesoftware.com/wiki/Trigger_timer_door trigger_timer_door] entity using AddOutput, giving you the option to add rewards or enable new mission mechanics when capturing a gate.&lt;br /&gt;
&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
[[Category: Tutorials]]&lt;/div&gt;</summary>
		<author><name>Orin</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=Additions_to_existing_entities&amp;diff=175</id>
		<title>Additions to existing entities</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=Additions_to_existing_entities&amp;diff=175"/>
		<updated>2021-10-19T07:20:14Z</updated>

		<summary type="html">&lt;p&gt;Orin: &amp;#039;$filter_variable&amp;#039; - fixed typo of example using $SetData when it should be $SetVar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Targeting ==&lt;br /&gt;
&lt;br /&gt;
* You can target parent of specified entity by adding @p@. @p@!activator would target parent of the activator entity&lt;br /&gt;
* You can target children of specified entity by adding @c@ prefix. @c@!activator would target children of the activator entity&lt;br /&gt;
*Target all entities in a box by adding @bbxmin ymin zmin xmax ymax zmax@ prefix. @bb-100 -100 -100 100 100 100@prop_dynamic would target prop_dynamic entities inside -100 -100 -100 100 100 100 box&lt;br /&gt;
&lt;br /&gt;
== point_viewcontrol ==&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $EnableAll&lt;br /&gt;
** Enable the camera for all players on the map. &#039;&#039;&#039;Start At Player, Interruptable by Player&#039;&#039;&#039; spawnflags will not work properly&lt;br /&gt;
* $DisableAll&lt;br /&gt;
** Disable the camera for all players on the map&lt;br /&gt;
* $SetTarget &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set current target to entity&lt;br /&gt;
&lt;br /&gt;
== Sentry Gun (obj_sentrygun) ==&lt;br /&gt;
&lt;br /&gt;
* You can spawn mini sentry by adding spawnflags 64 keyvalue&lt;br /&gt;
&lt;br /&gt;
== Weapon Mimic (tf_point_weapon_mimic) ==&lt;br /&gt;
&lt;br /&gt;
* Fired projectiles can have their team assigned with teamnum keyvalue (2 for RED and 3 for BLU). Previously all fired projectiles always belonged to the BLU team&lt;br /&gt;
* If the player owner is set with $SetOwner or $InheritOwner, fired projectiles are assigned to the owner&lt;br /&gt;
* Fired stickybombs are automatically removed if the mimic is removed&lt;br /&gt;
* If the ParticleEffect keyvalue is set to &amp;quot;Callback&amp;quot;, &amp;quot;OnUser4&amp;quot; output is activated whenever a projectile is fired, with the projectile being the !activator&lt;br /&gt;
* Added projectile type 4 - Bullet.  SpeedMax keyvalue determines max distance (infinite if not specified). SplashRadius determines knockback force&lt;br /&gt;
&lt;br /&gt;
== Tank (tank_boss) ==&lt;br /&gt;
&lt;br /&gt;
* When tank starts deploying, and there is at least one PointTemplate assigned to it, &amp;quot;OnUser4&amp;quot; output is activated&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* OnStartDeploy&lt;br /&gt;
** Fired when the tank is deploying the bomb&lt;br /&gt;
&lt;br /&gt;
== Medic shield (entity_medigun_shield) ==&lt;br /&gt;
If you set spawnflags keyvalue to 1, the shield will stay if spawned manually. Setting spawnflags keyvalue to 3 creates a lvl 2 shield&lt;br /&gt;
&lt;br /&gt;
== logic_case ==&lt;br /&gt;
&lt;br /&gt;
=== Text formatter ===&lt;br /&gt;
With the use of the added inputs, logic_case can be transformed into a text formatter, replacing % in the format string into format parameters. &lt;br /&gt;
&lt;br /&gt;
Example point template usage:&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
Formatter&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;formattest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$Format&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;formattest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;You have % out of % coins left. % %% done&amp;quot; // Formatter string&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;6&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;12&amp;quot; //Second argument&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;50&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,,0,-1&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;This would display &amp;quot;You have 6 out of 12 coins left. 50 % done&amp;quot; to all players&lt;br /&gt;
&lt;br /&gt;
=== Menu ===&lt;br /&gt;
You can use $DisplayMenu input to display a menu for the player, up to 15 entries&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
Menu&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;menutest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$DisplayMenu&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
		Param &amp;quot;player&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;menutest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;Menu title|30|Cancel&amp;quot; // Title, menu duration (0 for infinite), display optional cancel button&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;option1&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;!disabled option&amp;quot; //Second argument, disabled&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;suicide&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;oncase03&amp;quot; &amp;quot;!activator,sethealth,0,0,-1&amp;quot; // Selected 3rd option&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,he,0,-1&amp;quot; // No option selected&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $FormatString &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting string, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
* $FormatStringNoFire &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting string&lt;br /&gt;
* $FormatInput1 &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting input argument 1, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
* $FormatInput2-15 &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting input argument 2-15, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
* $FormatInputNoFire1 &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting input argument 1&lt;br /&gt;
* $Format &lt;br /&gt;
** Fires OnDefault output, with formatted string as parameter&lt;br /&gt;
* $TestSigsegv&lt;br /&gt;
** Fires OnUser1 output. Can be used to test if sigsegv extension is active&lt;br /&gt;
* $ToInt &amp;lt;any&amp;gt;&lt;br /&gt;
** Fires OnDefault output, converts parameter value from string/float to integer&lt;br /&gt;
* $ToFloat &amp;lt;any&amp;gt;&lt;br /&gt;
** Fires OnDefault output, converts value from string/int to real number&lt;br /&gt;
* $CallerToActivator &amp;lt;any&amp;gt;&lt;br /&gt;
** Fires OnDefault output, but the !caller entity is converted to !activator&lt;br /&gt;
* $GetKeyValueFromActivator &amp;lt;string&amp;gt;&lt;br /&gt;
** Fires OnDefault output, the key value from the !activator entity is the parameter&lt;br /&gt;
* $GetConVar &amp;lt;string&amp;gt;&lt;br /&gt;
** Fires OnDefault output, the convar (console variable) number value is the parameter&lt;br /&gt;
* $GetConVarString &amp;lt;string&amp;gt;&lt;br /&gt;
** Fires OnDefault output, the convar (console variable) string value is the parameter&lt;br /&gt;
*$DisplayMenu &amp;lt;entity&amp;gt;&lt;br /&gt;
**Display menu at player&lt;br /&gt;
*$HideMenu &amp;lt;entity&amp;gt;&lt;br /&gt;
**Hide menu at player&lt;br /&gt;
&lt;br /&gt;
== tf_gamerules ==&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $StopVO &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVO input&lt;br /&gt;
&lt;br /&gt;
* $StopVORed &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVORed input&lt;br /&gt;
&lt;br /&gt;
* $StopVOBlue &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVOBlue input&lt;br /&gt;
*$SetBossHealthPercentage &amp;lt;float&amp;gt;&lt;br /&gt;
**Set Halloween boss bar percentage to a value between 0 and 1. 0 hides the health bar, any other value makes the bar appear&lt;br /&gt;
*$SetBossState &amp;lt;int&amp;gt;&lt;br /&gt;
**If set to 1, makes the health bar green, like if Merasmus is hiding. If set to 0, the bar goes back to normal&lt;br /&gt;
*$AddCurrencyGlobal &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to all players&lt;br /&gt;
&lt;br /&gt;
== player ==&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $AllowClassAnimations &amp;lt;0|1&amp;gt;&lt;br /&gt;
** Allow class animations instead of using refpose when UseCustomModel input is fired to change player model&lt;br /&gt;
* $SwitchClass &amp;lt;string&amp;gt;&lt;br /&gt;
** Switch player class. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
*$SwitchClassInPlace &amp;lt;string&amp;gt;&lt;br /&gt;
**Switch player class in current position. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
* $ForceRespawn&lt;br /&gt;
** The player instantly respawns&lt;br /&gt;
* $ForceRespawnDead&lt;br /&gt;
** The player instantly respawns, but only if they are dead&lt;br /&gt;
* $DisplayTextCenter &amp;lt;string&amp;gt;&lt;br /&gt;
** Display text in the middle of the screen&lt;br /&gt;
* $DisplayTextChat &amp;lt;string&amp;gt;&lt;br /&gt;
** Display text to the player&#039;s chat&lt;br /&gt;
* $Suicide&lt;br /&gt;
** Kill the player&lt;br /&gt;
* $ChangeAttributes &amp;lt;string&amp;gt;&lt;br /&gt;
** If the player is a bot, this can be used to change active EventChangeAttributes&lt;br /&gt;
* $RollCommonSpell&lt;br /&gt;
** Roll common spell&lt;br /&gt;
* $SetSpell &amp;lt;string&amp;gt;&lt;br /&gt;
** Set player current spell to one of the following:&lt;br /&gt;
*** Fireball&lt;br /&gt;
*** Ball O&#039; Bats&lt;br /&gt;
*** Healing Aura&lt;br /&gt;
*** Pumpkin MIRV&lt;br /&gt;
*** Superjump&lt;br /&gt;
*** Invisibility&lt;br /&gt;
*** Teleport&lt;br /&gt;
*** Tesla Bolt&lt;br /&gt;
*** Minify&lt;br /&gt;
*** Meteor Shower&lt;br /&gt;
*** Summon Monoculus&lt;br /&gt;
*** Summon Skeletons&lt;br /&gt;
* $AddSpell &amp;lt;string&amp;gt;&lt;br /&gt;
** Adds spell to the number of spells. If the spell is different than the current one, it replaces the spell. The parameter is the same as in $SetSpell&lt;br /&gt;
* $AddCond &amp;lt;int&amp;gt; [int]&lt;br /&gt;
** Add condition to player. If a second argument is present, the condition will only run for a specified duration &lt;br /&gt;
* $RemoveCond &amp;lt;int&amp;gt;&lt;br /&gt;
** Remove condition from player&lt;br /&gt;
* $AddPlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Add attribute to player, the parameter should be passed in this way: attribute|value. Example: &amp;quot;move speed bonus|1.2&amp;quot;&lt;br /&gt;
* $RemovePlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from player. Example: &amp;quot;move speed bonus&amp;quot;&lt;br /&gt;
* $AddItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Add attribute to item in slot, the parameter should be passed in this way: attribute|value|slot. Example &amp;quot;damage bonus|2|0&amp;quot; adds 100% damage bonus to primary weapon&lt;br /&gt;
* $RemoveItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from item in slot, the parameter should be passed in this way: attribute|slot. Example &amp;quot;damage bonus|0&amp;quot; removes damage bonus from primary weapon&lt;br /&gt;
* $PlaySoundToSelf &amp;lt;string&amp;gt;&lt;br /&gt;
** Play sound to the player&lt;br /&gt;
*$IgnitePlayerDuration &amp;lt;float&amp;gt;&lt;br /&gt;
**Ignite the player for a specified duration in seconds&lt;br /&gt;
*$WeaponSwitchSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Forcibly switches to weapon in slot&lt;br /&gt;
*$WeaponStripSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Removes weapon from a slot (-1 = current slot)&lt;br /&gt;
*$GiveItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Gives an item to the player&lt;br /&gt;
*$AddCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to the player&lt;br /&gt;
*$RemoveCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Remove currency from the player&lt;br /&gt;
*$SetCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Set currency to specified value&lt;br /&gt;
*$CurrencyOutputX &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is above specified value (the X in input name), the attribute should be passed in this way: target,input,parameter.&lt;br /&gt;
*$CurrencyInvertOutputX&amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is below specified value(the X in input name), the attribute should be passed in this way: target,input,parameter&lt;br /&gt;
*$DropItem &amp;lt;int&amp;gt;&lt;br /&gt;
**Drop item in slot (-1 = current slot)&lt;br /&gt;
*$RemoveItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Remove item with a name&lt;br /&gt;
*$Regenerate&lt;br /&gt;
**Regenerate the player, as if touching resupply cabinet&lt;br /&gt;
*$RefillAmmo&lt;br /&gt;
**Restore player ammo&lt;br /&gt;
&lt;br /&gt;
== trigger_hurt ==&lt;br /&gt;
If entity owner is set with $SetOwner or $InheritOwner, the owner will become the damage inflictor&lt;br /&gt;
&lt;br /&gt;
== Filter entities ==&lt;br /&gt;
The server will no longer crash if the activator entity got removed the time TestActivator is called&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $TestEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** Test any entity, rather than only the !activator&lt;br /&gt;
&lt;br /&gt;
== Trigger entities ==&lt;br /&gt;
The server will no longer crash if the caller entity got removed the time StartTouch or EndTouch is called&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $StartTouchEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** StartTouch any entity, rather than only the !caller&lt;br /&gt;
* $EndTouchEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** EndTouch any entity, rather than only the !caller&lt;br /&gt;
&lt;br /&gt;
== game_ui ==&lt;br /&gt;
The server will no longer crash if the player using the entity disconnected from the server&lt;br /&gt;
&lt;br /&gt;
== $filter_keyvalue ==&lt;br /&gt;
Custom filter that lets you filter entities matching the key value. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $name &amp;lt;string&amp;gt;&lt;br /&gt;
** Name of the key to compare, example: health&lt;br /&gt;
* $value &amp;lt;any&amp;gt;&lt;br /&gt;
** Value to compare against&lt;br /&gt;
* $compare &amp;lt;string&amp;gt;&lt;br /&gt;
** The condition for passing the filter (default: equal). Should only be set for numeric values&lt;br /&gt;
** Possible values:&lt;br /&gt;
*** equal&lt;br /&gt;
*** less than&lt;br /&gt;
*** greater than&lt;br /&gt;
*** less than or equal&lt;br /&gt;
*** greater than or equal&lt;br /&gt;
&lt;br /&gt;
== $filter_variable ==&lt;br /&gt;
Custom filter that lets you filter entities matching the custom entity variable (declared by firing $SetVar$variablename input of the entity). Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $name &amp;lt;string&amp;gt;&lt;br /&gt;
** Name of the variable to compare, example: myvar&lt;br /&gt;
* $value &amp;lt;any&amp;gt;&lt;br /&gt;
** Value to compare against&lt;br /&gt;
* $compare &amp;lt;string&amp;gt;&lt;br /&gt;
** The condition for passing the filter (default: equal). Should only be set for numeric values&lt;br /&gt;
** Possible values:&lt;br /&gt;
*** equal&lt;br /&gt;
*** less than&lt;br /&gt;
*** greater than&lt;br /&gt;
*** less than or equal&lt;br /&gt;
*** greater than or equal&lt;br /&gt;
&lt;br /&gt;
== $filter_datamap ==&lt;br /&gt;
Custom filter that lets you filter entities matching the [https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $name &amp;lt;string&amp;gt;&lt;br /&gt;
** Name of the variable to compare, example: m_iHealth&lt;br /&gt;
* $value &amp;lt;any&amp;gt;&lt;br /&gt;
** Value to compare against&lt;br /&gt;
* $compare &amp;lt;string&amp;gt;&lt;br /&gt;
** The condition for passing the filter (default: equal). Should only be set for numeric values&lt;br /&gt;
** Possible values:&lt;br /&gt;
*** equal&lt;br /&gt;
*** less than&lt;br /&gt;
*** greater than&lt;br /&gt;
*** less than or equal&lt;br /&gt;
*** greater than or equal&lt;br /&gt;
&lt;br /&gt;
== $filter_prop ==&lt;br /&gt;
Custom filter that lets you filter entities matching the [https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop]. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $name &amp;lt;string&amp;gt;&lt;br /&gt;
** Name of the variable to compare, example: m_nCurrency&lt;br /&gt;
* $value &amp;lt;any&amp;gt;&lt;br /&gt;
** Value to compare against&lt;br /&gt;
* $compare &amp;lt;string&amp;gt;&lt;br /&gt;
** The condition for passing the filter (default: equal). Should only be set for numeric values&lt;br /&gt;
** Possible values:&lt;br /&gt;
*** equal&lt;br /&gt;
*** less than&lt;br /&gt;
*** greater than&lt;br /&gt;
*** less than or equal&lt;br /&gt;
*** greater than or equal&lt;br /&gt;
&lt;br /&gt;
== All entities ==&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $FireUserAsActivator1-4 &amp;lt;string&amp;gt;&lt;br /&gt;
** Acts like FireUser1-4, but the entity becomes the !activator, and the parameter is passed in OnUser1-4 output&lt;br /&gt;
*$FireUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
** Fires custom $onuser5-8 output&lt;br /&gt;
* $TakeDamage &amp;lt;int&amp;gt;&lt;br /&gt;
** Take specified amount of damage&lt;br /&gt;
* $TakeDamageFromActivator &amp;lt;int&amp;gt;&lt;br /&gt;
** Take specified amount of damage, the !activator is the damage inflictor&lt;br /&gt;
* $SetModel &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model&lt;br /&gt;
* $SetModelOverride &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model, only changes the appearence&lt;br /&gt;
* $SetModelSpecial &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model, in a special way, it does less additional changes to the entity&lt;br /&gt;
* $SetOwner &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity owner&lt;br /&gt;
* $InheritOwner &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity owner to the passed entity owner&lt;br /&gt;
* $InheritParent &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity parent to the passed entity parent&lt;br /&gt;
* $GetKeyValue &amp;lt;string&amp;gt;&lt;br /&gt;
** Fire OnUser1 output, with key value as a parameter&lt;br /&gt;
* $MoveType &amp;lt;int&amp;gt;,&amp;lt;int&amp;gt;&lt;br /&gt;
** Set move type&lt;br /&gt;
* $PlaySound &amp;lt;string&amp;gt;&lt;br /&gt;
** Play sound from this entity&lt;br /&gt;
* $StopSound &amp;lt;string&amp;gt;&lt;br /&gt;
** Stop playing sound from this entity&lt;br /&gt;
* $SetLocalOrigin &amp;lt;vector&amp;gt;&lt;br /&gt;
** Set origin relative to parent&lt;br /&gt;
* $SetLocalAngles &amp;lt;vector&amp;gt;&lt;br /&gt;
** Set angles relative to parent&lt;br /&gt;
* $SetLocalVelocity &amp;lt;vector&amp;gt;&lt;br /&gt;
** Set velocity relative to parent&lt;br /&gt;
* $TeleportToEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
** Teleport to specified entity&lt;br /&gt;
* $MoveRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
** Move relative to parent (world)&lt;br /&gt;
* $RotateRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
** Rotate relative to parent (world)&lt;br /&gt;
*$SetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set keyvalue to specified value&lt;br /&gt;
*$GetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with keyvalue as a paramer (default value if not found)&lt;br /&gt;
*$SetVar$(variable name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set custom entity variable&lt;br /&gt;
*$GetVar$(variable name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with variable as a paramer (default value if not found)&lt;br /&gt;
*$SetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set datamap property to specified value&lt;br /&gt;
*$GetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with datamap prop as a paramer (default value if not found)&lt;br /&gt;
*$SetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set send property to specified value&lt;br /&gt;
*$GetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with send prop as a paramer (default value if not found)&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* $OnUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
** Called when $FireUser5-8 input is used&lt;br /&gt;
* $OnKilled&lt;br /&gt;
** Fired when the entity is killed. The calling entity no longer exist and cannot be accessed&lt;br /&gt;
&lt;br /&gt;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Orin</name></author>
	</entry>
</feed>