% This file contains the names of valid values, and is used
% during level verification.
% Use a '%' at the begining of a line to specify a comment
% Use a single "%d" in a value to mean "any sequence of digits",
% Eg. to match "Model00, Model01, Model02, ..." use Model%d
% WARNING: There is no error checking, so make sure names contain
% no more than one '%' character.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% These are values used by GeomAdd and TresEd.
% Trespasser ignores any unrecognised values such as these.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

ext_GeometryType
ext_IsOnTerrain
ext_Model%d

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% These are all of the values that are used in the original
% Trespasser levels, except for ones that are use the incorect
% capitalization, as values are case-sensitive
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

A%d
AI
AIMass
AIType
ActApproach
ActBite
ActCower
ActCroon
ActDie
ActDrink
ActDying
ActEat
ActFlee
ActGetOut
ActGlare
ActHowl
ActLookAround
ActMoveBy
ActMoveToward
ActMoveTowards
ActNothing
ActOuch
ActPursue
ActRam
ActRearBack
ActSnarl
ActSniffTarget
ActStayNear
ActWander
ActionType
AlphaChannel
AltAmmoCount
AlwaysFace
AmbientLight
Ammo
Anger
Anim%d
AnimSubMaterial
Archetype
Armour
Attach
Attenuation
AudioEnvironment
AutoFire
B
Barrel
BiteTargetDistance
Body
BoundBol
BoundVol
Bravery
BreakStrength
Breakable
Breakstrength
Bumpiness
Bumpmaps
CachIntersecting
CacheIntersecting
CacheMul
Class
Climb
CreatureDie
CreatureEnterTrigger
CreatureInTrigger
CriticalHit
CrouchUnder
Culling
Curved
Damage
DamageAnger
DamageFear
DamageHunger
DamageMultiplier
Danger
Delay
DeltaX
DeltaY
Density
Detail1
Detail2
DetailShadow
DieRate
Diffuse
Dinosaur
DownAngle
Drive
Elasticity
Element1
Element2
Emissive
Emitter
EmptyClipSample
Enable
EvaluateAll
FarClipPlane
Fear
File
FireCount
FireDelay
FireExpression
Floats
FogFar
FogHalf
FogNear
FogPower
Foot
Frame
FreezeFrame
Friction
Frozen
G
Gravity
GravityStuck
Hand
HandPickup
Head
HeadReach
Height
HeightRelative
HintID
HitPoints
Hunger
Impulse
Instance
Interval
JumpDistance
JumpDown
JumpOver
JumpUp
Length
LevelName
Lifespan
Looped
MFlashDuration
MFlashObject0
MFlashObject1
MFlashObject2
MFlashOrg
Mass
MasterObject
MasterVolumeMax
MasterVolumeMin
MaxAmmo
MaxHighTime
MaxLowTime
MaxVelocity
MaxVolDistance
Merge
Mesh
MinHighTime
MinLowTime
MipMap
Model%d
Movable
MoveAway
Moveable
MoveableMass
NoCache
Normals
NumDoubleJoints
NumJoints
Number
ObjectEnterTrigger
ObjectInTrigger
ObjectLeaveTrigger
ObjectName
OutsideVolume
OverlayText
PVA
Pathfinding
Physics
PickUpObject
Planted
PlayerEnterTrigger
PlayerInTrigger
PlayerLeaveTrigger
PointTrigger
Priority
ProcessStyle
Push
PutDownObject
R
ROF
RandomRotate
Range
Ratio
ReallyDie
RecoilForce
RecoilOrg
Reflect
RefractIndex
Regeneration
RepeatPeriod
ResolutionRatio
RestoringForce
Reverb
ReverbDamping
ReverbDecay
ReverbVolume
RingSample
RotationRatio
Sample
Scale
SequenceDelayMax
SequenceDelayMin
SequenceFalseTriggerName
SetOrientation
SetPosition
Shadow
ShadowCulling
Shadows
ShoulderHold
Size
SkyFlatColour
SlaveObject
Sleep
Solid
SoundMaterial
SoundMaterial1
SoundMaterial2
SpatialType
Specular
SpecularAngle
Speed
Split
Spread
StayAwayMin
StayAwayOK
StayAwayTarget
StayNear
StayNearMax
StayNearOK
StayNearTarget
Strength
Subdivision
Substitute
Tail
TailReach
Tangible
Target
Team
TeleportDestObjectName
TerrainPathFinding
TerrainPathfinding
Threshold
TrackTwo
TranqDamage
TriggerActivate
TriggerName
TrrNoDynTextureDist
TrrNoTextureDist
TrrPixelTol
TrrPixelTolFar
Type
Unlit
UpAngle
UseObject
Value
Velocity
Visible
Vocal
Volume
WakeUp
Wakeup
WalkOver
WalkUnder
Wander
Width
WindSpeedX
WindSpeedY
Wrap
X
XFree
Y
YFree
Z
ZFree
ZTFree
aitype
culling
curved
meat
refract
shadow
