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Old Map Entities

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This is a sub-page of Proto:Half-Life (Windows)/September 1997 Prototype/Entities.

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Verify whether certain entities are in the game's code.

Base Flags#

Four flags seem to be used with a majority of the entities in the prototype: "Not in Easy," "Not in Normal," "Not in Hard," and "Not in Deathmatch," which were all leftovers from Quake. Of these four flags, only "Not in Deathmatch" would be included in the final game.

Cut blur effect#

Blur is a cut render FX parameter visible only in Software renderer. FX amount specifies how intense blur is.

Point Entities#

Point entities are entities that occupy only a single space in a map.

AI Hints#

Several point entities that were designed to help NPCs navigate difficult terrain. Only "hint_stairsup" and "hint_stairsdown" exist in the game's code. In the final game, these would all be consolidated into one entity, "info_node."

Entity Name

Comment

hint_cover

Hint - Cover

hint_stairsup

Hint - StairsUp

hint_stairsdown

Hint - StairsDown

hint_liftup

Hint - LiftUp

hint_liftdown

Hint - LiftDown

hint_exit

Hint - Exit

hint_repel

Hint - Repel

"item"#

Mentioned in the game code, entity named "item" has no functionality and no model.

Quake 1 Items#

Both the .fgd and the game's code make references to Quake's items. Despite this, however, their entities have been removed from the game's code.

Entity Name

Comment

item_cells

Thunderbolt ammo

item_rockets

Rockets

item_shells

Shells

item_spikes

Perforator/Nailgun ammo

item_health

Health pak

Quake 1 Lights#

In addition to the aforementioned item entities, there also exists a number of light entities that came from Quake 1 that were removed from the final game.

Entity Name

Comment

light_fluoro

Fluorescent light

light_fluorospark

Sparking fluorescent light

light_globe

Globe light

light_flame_large_yellow

Large yellow flame

light_flame_small_yellow

Small yellow flame

light_flame_small_white

Small white flame

light_torch_small_walltorch

Small walltorch

air_bubbles#

What appears to be a deprecated point entity version of the "env_bubbles" entity. Does not exist in the game's code.

env_sound#

Same as retail, except the .fgd file misspells the room type parameter "Concrete Medium" as "Concrete Meejum."

env_spark#

Fading sparks effect. Despite the fact that you can use "Sparks" flag on func_button and see them in-game, env_spark does not exists in the game's code.

explode#

Shows gunshot effect upon triggering. No mention in FGD.

item_book#

A book item that's mentioned in the .fgd, but not included in the game's code. Its comments indicate that it was part of a demo of some kind. It's likely a leftover from the cancelled game Prospero, as both it and Half-Life were being developed by Valve in tandem at the time, and Prospero would've taken place in a library.

(Source: Half-Life 2: Raising the Bar Uncorrected Proof, page 25)

info_player_start2#

A leftover entity from Quake 1, where it was used as a player's spawnpoint when returning to the hub after completing a level.

weapon_supershotgun#

The Quake super shotgun is mentioned in the prototype's .fgd, albeit commented out. There are no mentions of the code for the weapon.

//@PointClass base(Weapon) = weapon_supershotgun : "Super shotgun" []

Solid Entities#

Solid entities are entities that can be tied to world geometry, giving the brushes they're paired with unique properties.

func_glass#

A brush that drops sprite shards upon destruction. Uses sound that is different from func_breakable's glass material.

func_dm_only#

A teleporter for the Deathmatch gamemode. Left over from Quake 1.

func_door#

Aside from missing several properties that were added into the final version, the prototype's func_door has a flag that was removed from the final game: "Silver Key Required," which is left over from Quake 1. Interestingly, the "Gold Key required" flag from Quake 1 was not included in the prototype's func_door flags.

func_door_secret#

Doors that, as their name implies, hide secrets — they're fake walls that open and reveal a hidden room upon being shot. Left over from Quake 1, and does not work in-game.

func_forcefield#

A forcefield entity. There's no mentions of it in the code, but several parameters in the .fgd file imply that the forcefield would create spark particles and deal damage on contact. It's possibly a Prospero leftover.

@SolidClass base(RenderFields) = func_forcefield : "Force Field" 
[
    spawnflags(flags) =
    [
        1 : "Don't Spark" : 0
    ]
    
    targetname(target_source) : "Name"
    colormap(integer) : "Spark Color" : 255
    health(integer) : "Touch Damage" : 0
    delay(integer) : "Off Time" : 5
]

john_train#

Not mentioned in FGD, it is unknown what this entity does exactly. Reverse engineering shows that it contains 5-9 strings of code.

trigger_libraryportal#

A brush trigger that was likely a leftover from Prospero. Though no code for it exists in the game's files, its .fgd file parameters indicate that the Library Portal functioned the same as "trigger_changelevel," with the only difference being that its targetname could be changed, a property that the prototype's trigger_changelevel had been missing at the time.

trigger_changelevel (0.52) Properties

trigger_libraryportal Properties

trigger_changelevel (Final) Properties

targetname

targetname

map

map

map

landmark

changetarget

changedelay

spawnflags: No Intermission

spawnflags: No Intermission

spawnflags: No Intermission, USE Only

trigger_onlyregistered#

A Quake leftover.

trigger_secret#

The "trigger_secret" brush entity from Quake 1. As well as having an entry in the .fgd, a string still exists for it in the code. However, it does not have an entity and cannot work in-game.