//=============================================================================
// STANDARD Q1 ENTITIES
// Designed for GTK Radiant 1.3+
//=============================================================================
//=============================================================================
//
// INFO entities
//
//=============================================================================
/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 24) x x x x x x x x Not_Easy Not_Normal Not_Hard Not_DM Dyn_Easy Dyn_Normal Dyn_Hard Dyn_Night
The normal starting point for a level.
-------- KEYS --------
angle : Yaw Angle viewing angle when spawning
-------- SPAWNFLAGS --------
-------- NOTES --------
The normal starting point for a level. Only one is allowed.
*/

//=============================================================================
/*QUAKED info_player_start2 (0.9 0 0) (-16 -16 -24) (16 16 24) x x x x x x x x Not_Easy Not_Normal Not_Hard Not_DM Dyn_Easy Dyn_Normal Dyn_Hard Dyn_Night
Only used on start map for the return point from an episode.
-------- KEYS --------
angle : Yaw Angle viewing angle when spawning
-------- SPAWNFLAGS --------
-------- NOTES --------
Only used on start map for the return point from an episode.
*/

//=============================================================================
/*QUAKED info_player_deathmatch (0 1 1) (-16 -16 -24) (16 16 24) x x x x x x x x Not_Easy Not_Normal Not_Hard Not_DM
Potential spawning position(s) for deathmatch games.
-------- KEYS --------
angle : Yaw Angle viewing angle when spawning
-------- SPAWNFLAGS --------
-------- NOTES --------
Potential spawning position(s) for deathmatch games.
*/

//=============================================================================
/*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 24) x x x x x x x x Not_Easy Not_Normal Not_Hard Not_DM
Potential spawning position(s) for coop games.
-------- KEYS --------
angle : Yaw Angle viewing angle when spawning
-------- SPAWNFLAGS --------
-------- NOTES --------
Potential spawning position(s) for coop games.
*/

//=============================================================================
/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4) x x x x x x x x Not_Easy Not_Normal Not_Hard Not_DM
Invisible entity
-------- KEYS --------
-------- SPAWNFLAGS --------
-------- NOTES --------
Invisible entity. Used as a positional target for spotlights, etc. Removes itself.
*/

//=============================================================================
/*QUAKED SUB_Null (0.5 0.5 0.5) (-4 -4 -4) (4 4 4)
Invisible entity
-------- KEYS --------
-------- SPAWNFLAGS --------
-------- NOTES --------
Invisible entity
*/

//=============================================================================
/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
// /*QUAKED info_notnull (0 0.5 0) ?
Invisible entity
-------- KEYS --------
-------- SPAWNFLAGS --------
-------- NOTES --------
Invisible entity. Used as a positional target for lightning.
*/

//=============================================================================
/*QUAKED info_intermission (1 0.5 0.5) (-16 -16 -16) (16 16 16) x x x x x x x x Not_Easy Not_Normal Not_Hard Not_DM
This is the camera point for the intermission
-------- KEYS --------
mangle : Pitch Yaw Roll
-------- SPAWNFLAGS --------
-------- NOTES --------
mangle = up/down, angle, tilt left/right 'pitch roll yaw'
up/left = negative value, down/right = positive value
*/

//=============================================================================
/*QUAKED info_teleport_destination (1 0.5 0.5) (-8 -8 -8) (8 8 32) x x x x x x x x Not_Easy Not_Normal Not_Hard Not_DM
This is the destination marker for a teleporter.  It should have a "targetname" field with the same value as a teleporter's "target" field.
-------- KEYS --------
targetname : value used by teleporter
mangle : Pitch Yaw Roll (new view angle after teleporting)
-------- SPAWNFLAGS --------
-------- NOTES --------
This is the destination marker for a teleporter.  It should have a "targetname" field with the same value as a teleporter's "target" field.
*/

//=============================================================================
//
// ITEM entities
//
//=============================================================================
/*QUAKED item_health (0.3 0.3 1) (0 0 0) (32 32 32) Rotten Mega x x x x x x NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
5-10, 25 or 100 Health
-------- KEYS --------
-------- SPAWNFLAGS --------
Rotten   : 15 health
Mega     : MegaHealth +100 health, rot down to 100
-------- NOTES --------
Health box gives 5-10, 25 or 100 points depending on spawnflags.
*/
//-----------------------------------------------------------------------------
/*QUAKED item_shells (0 .5 .8) (0 0 0) (32 32 32) big x x x x x x x NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
20 or 40 Shells
-------- KEYS --------
-------- SPAWNFLAGS --------
big : Double Ammo and different model
-------- NOTES --------
20 or 40 ammo points (shells) for the Shotgun and SuperShotgun.
*/

//-----------------------------------------------------------------------------
/*QUAKED item_spikes (0 .5 .8) (0 0 0) (32 32 32) big x x x x x x x NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
25 or 50 Spikes
-------- KEYS --------
-------- SPAWNFLAGS --------
big : Double Ammo and different model
-------- NOTES --------
25 or 50 ammo points (shells) for the Perforator and Super Perforator.
*/

//-----------------------------------------------------------------------------
/*QUAKED item_cells (0 .5 .8) (0 0 0) (32 32 32) big x x x x x x x NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
6 or 12 Cells
-------- KEYS --------
-------- SPAWNFLAGS --------
big : Double Ammo and different model
-------- NOTES --------
6 or 12 ammo points (cells) for the Thunderbolt (Lightning).
*/

//-----------------------------------------------------------------------------
/*QUAKED item_rockets (0 .5 .8) (0 0 0) (32 32 32) big x x x x x x x NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
5 or 10 Rockets
-------- KEYS --------
-------- SPAWNFLAGS --------
big : Double Ammo and different model
-------- NOTES --------
5 or 10 ammo points (rockets) for the Rocket/Grenade Launcher.
*/

//=============================================================================
/*QUAKED item_armor1 (0 0.5 0.8) (-16 -16 0) (16 16 56) x x x x x x x x NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
Green Armour with 100 points of protection
-------- KEYS --------
-------- SPAWNFLAGS --------
-------- NOTES --------
Green Armour with 100 points of protection
*/

//=============================================================================
/*QUAKED item_armor2 (0 0.5 0.8) (-16 -16 0) (16 16 56) x x x x x x x x NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
Yellow Armour with 150 points of protection
-------- KEYS --------
-------- SPAWNFLAGS --------
-------- NOTES --------
Yellow Armour with 150 points of protection
*/

//=============================================================================
/*QUAKED item_armorInv (0 0.5 0.8) (-16 -16 0) (16 16 56) x x x x x x x x NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
Red Armour with 200 points of protection
-------- KEYS --------
-------- SPAWNFLAGS --------
-------- NOTES --------
Red Armour with 200 points of protection
*/

//=============================================================================
/*QUAKED item_artifact_envirosuit (0 0.5 0.8) (-16 -16 -24) (16 16 32) x x x x x x x x NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
Player takes no damage from water or slime for 30 seconds
-------- KEYS --------
-------- SPAWNFLAGS --------
-------- NOTES --------
Player takes no damage from water or slime for 30 seconds
*/

//=============================================================================
/*QUAKED item_artifact_invulnerability (0 0.5 0.8) (-16 -16 -24) (16 16 32) x x x x x x x x NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
Player is invulnerable for 30 seconds
-------- KEYS --------
-------- SPAWNFLAGS --------
-------- NOTES --------
Player is invulnerable for 30 seconds
*/

//=============================================================================
/*QUAKED item_artifact_invisibility (0 0.5 0.8) (-16 -16 -24) (16 16 32) x x x x x x x x NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
Player is invisible for 30 seconds
-------- KEYS --------
-------- SPAWNFLAGS --------
-------- NOTES --------
Player is invisible for 30 seconds
*/

//=============================================================================
/*QUAKED item_artifact_super_damage (0 0.5 0.8) (-16 -16 -24) (16 16 32) x x x x x x x x NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
The next attack from the player will do 4x damage
-------- KEYS --------
-------- SPAWNFLAGS --------
-------- NOTES --------
The next attack from the player will do 4x damage
*/

//=============================================================================
/*QUAKED item_key1 (0 0.5 0.8) (-16 -16 -24) (16 16 32) x x x x x x x x NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
SILVER key.
-------- KEYS --------
-------- SPAWNFLAGS --------
-------- NOTES --------
SILVER key. In order for keys to work you MUST set your maps worldtype (see worldspawn).
*/

//=============================================================================
/*QUAKED item_key2 (0 0.5 0.8) (-16 -16 -24) (16 16 32) x x x x x x x x NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
GOLD key.
-------- KEYS --------
-------- SPAWNFLAGS --------
-------- NOTES --------
GOLD key. In order for keys to work you MUST set your maps worldtype (see worldspawn).
*/

//=============================================================================
/*QUAKED item_sigil (0 0.5 0.8) (-16 -16 -24) (16 16 32) Ep1 Ep2 Ep3 Ep4 Float Delay Particles Ambient
End of episode sigil, pick up at the end of an episode and return to start.
-------- KEYS --------
-------- SPAWNFLAGS --------
EP1 : Episode 1 Rune
EP2 : Episode 2 Rune
EP3 : Episode 3 Rune
EP4 : Episode 4 Rune
-------- NOTES --------
End of episode sigil.  If the player is in possession of a sigil, then the next time 
the player changes levels, all func_episodegate entities for that episode will appear.  
This is used to block access to slipgates that lead to episodes that the player has 
already completed.  If the player is in possession of the item_sigil for all four 
episodes, then the func_bossgate entity will NOT appear.  This is used to grant 
access to the final boss once the player has completed all episodes.
*/

//=============================================================================
//
// WEAPON entities
//
//=============================================================================
/*QUAKED weapon_supershotgun (0 0.5 0.8) (-16 -16 0) (16 16 56) x x x x x x x x NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
SuperShotgun.
-------- KEYS --------
-------- SPAWNFLAGS --------
-------- NOTES --------
SuperShotgun.
*/

//=============================================================================
/*QUAKED weapon_nailgun (0 0.5 0.8) (-16 -16 0) (16 16 56) x x x x x x x x NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
Perforator (Nailgun).
-------- KEYS --------
-------- SPAWNFLAGS --------
-------- NOTES --------
Perforator (Nailgun).
*/

//=============================================================================
/*QUAKED weapon_supernailgun (0 0.5 0.8) (-16 -16 0) (16 16 56) x x x x x x x x NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
Super Perforator (Super Nailgun).
-------- KEYS --------
-------- SPAWNFLAGS --------
-------- NOTES --------
Super Perforator (Super Nailgun).
*/

//=============================================================================
/*QUAKED weapon_grenadelauncher (0 0.5 0.8) (-16 -16 0) (16 16 56) x x x x x x x x NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
Grenade Launcher.
-------- KEYS --------
-------- SPAWNFLAGS --------
-------- NOTES --------
Grenade Launcher.
*/

//=============================================================================
/*QUAKED weapon_rocketlauncher (0 0.5 0.8) (-16 -16 0) (16 16 56) x x x x x x x x NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
Rocket Launcher.
-------- KEYS --------
-------- SPAWNFLAGS --------
-------- NOTES --------
Rocket Launcher.
*/

//=============================================================================
/*QUAKED weapon_lightning (0 0.5 0.8) (-16 -16 0) (16 16 56) x x x x x x x x NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
Thunderbolt Cannon.
-------- KEYS --------
-------- SPAWNFLAGS --------
-------- NOTES --------
Thunderbolt Cannon.
*/

//=============================================================================
//
// FUNCTIONS
//
//=============================================================================

/*QUAKED func_bossgate (0 .5 .8) ? x x x x x x x x Not_Easy Not_Normal Not_Hard Not_DM
This bmodel appears unless players have all of the episode sigils. Used to close the floor in start.map (stairs to Shub).
-------- KEYS --------
-------- SPAWNFLAGS --------
-------- NOTES --------
This bmodel appears unless players have all of the episode sigils. Used to close the floor in start.map (stairs to Shub).
*/

//=============================================================================
/*QUAKED func_button (0 .5 .8) ? Start_Off x x Gold_Key Silver_Key x x x Not_Easy Not_Normal Not_Hard Not_DM
button.
-------- KEYS --------
angle : Move Direction determines the opening direction
target : Target all entities with a matching targetname will be used
killtarget : Kill Target kills the target when fired
speed : Move Speed default is 40
wait : Return Delay default is 1 (-1 = never return) - does not apply to doors that open with a key
lip : Lip override the default 4 pixel lip remaining at end of move
health : Shootable if set, the button must be killed instead of touched
sounds : 0 = steam metal 1 = wooden clunk 2 = metallic click 3 = in-out
-------- SPAWNFLAGS --------
START_OFF : starts the button in the off state including any animated textures. Once triggered will work as normal.
GOLD_KEY : Will only work with the gold key (key is removed from inventory)
SILVER_KEY : Will only work with the silver key (key is removed from inventory)

-------- NOTES --------
When a button is touched, it moves some distance in the direction of its angle, triggers all of its targets, waits some time, then returns to its original position where it can be triggered again.
*/

//=============================================================================
/*QUAKED func_door (0 .5 .8) ? Start_Open x Dont_Link Gold_Key Silver_Key Toggle Crush x Not_Easy Not_Normal Not_Hard Not_DM
door.
-------- KEYS --------
targetname : if set, no touch field will be spawned, need remote trigger to open
killtarget : Kill Target kills the target when fired
message : printed when door is touched, removed after opened
angle  : determines the opening direction
health : if set, door must be shot open
speed  : movement speed (default = 100)
wait   : wait before returning (default = 3, -1 = never return)
lip    : lip remaining at end of move. (default = 8)
dmg    : damage to inflict when blocked. (default = 2)
sounds : 0 = no sound 1 = stone 2 = base 3 = stone chain 4 = screechy metal
-------- SPAWNFLAGS --------
START_OPEN : door opens in reverse state (moved to dest at spawn)
DONT_LINK  : Touching doors will not link into a single entity
GOLD_KEY   : Requires gold key to open
SILVER_KEY : Requires silver key to open
TOGGLE     : causes the door to wait in both the start and end states for a trigger event.
CRUSH      : Door will crush anything blocking doing 10K damage (regardless of wait or dmg)
-------- NOTES --------
door
*/

//=============================================================================
/*QUAKED func_door_secret (0 .5 .8) ? ONCE_ONLY 1ST_LEFT 1ST_DOWN NO_SHOOT ALWAYS_SHOOT x x x Not_Easy Not_Normal Not_Hard Not_DM
Basic secret door. Slides back, then to the side. Angle determines direction.
-------- KEYS --------
targetname : If a secret door has a targetname, it will only be opened by its button or trigger, not by damage.
killtarget : Kill Target kills the target when fired
wait : Return Delay # of seconds before coming back
t_width : First Distance, override Width to move back (or height if going down)
t_length : Second Distance, override Length to move sideways
dmg : damage to inflict when blocked (2 default)
sounds : 1 = medieval, 2 = metal, 3 = base
-------- SPAWNFLAGS --------
ONCE_ONLY : Stays Open
1ST_LEFT : 1st move is left of arrow
1ST_DOWN : 1st move is down from arrow
NO_SHOOT : only opened by trigger
ALWAYS_SHOOT : Always Shootable, even if targeted, keep shootable
-------- NOTES --------
Basic secret door. Slides back, then to the side. Angle determines direction.
*/

//=============================================================================
/*QUAKED func_episodegate (0 .5 .8) ? E1 E2 E3 E4 x x x x Not_Easy Not_Normal Not_Hard Not_DM
episode gate blockers
-------- KEYS --------
-------- SPAWNFLAGS --------
E1 : Episode 1
E2 : Episode 2
E3 : Episode 3
E4 : Episode 4
-------- NOTES --------
This entity will appear if the player was possession of the corresponding item_sigil entity at the time the level was started (it won't appear if the player acquires the sigil while playing the current level).  It is expected that the player acquires an item_sigil after completing an episode and that the func_episodegate entity is placed in front of the trigger_changelevel entity that changes to the corresponding episode.  This way, the game will block access to the episodes that the player has already completed.
*/

//=============================================================================
/*QUAKED func_illusionary (0 .5 .8) ?
A simple entity that looks solid but lets you walk through it. Does not block light.
-------- KEYS --------
-------- SPAWNFLAGS --------
-------- NOTES --------
A simple entity that looks solid but lets you walk through it. Does not block light.
*/

//=============================================================================
/*QUAKED func_wall (0 .5 .8) ?
This is just a solid wall if not inhibitted.
-------- KEYS --------
-------- SPAWNFLAGS --------
START_AFRAME : Start with the A frame first
-------- NOTES --------
This is just a solid wall if not inhibitted. Changes its texture(s) to alternate ones (e.g. basebtn), if targetted.
*/

//=============================================================================
/*QUAKED func_train (0 .5 .8) ? 
Trains are moving platforms that players can ride.
-------- KEYS --------
speed : moving speed, default is 100
dmg : damage, default is 2
sounds : 1 = ratchet metal
-------- SPAWNFLAGS --------
-------- NOTES --------
Trains are moving platforms that players can ride. The target's origin specifies the min point of the train at each corner. The train spawns at the first target it is pointing at. Use path_corner as targets. If the train itself is the target of a button or trigger, it will not begin moving until activated.
*/

//=============================================================================
/*QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER PLAT_REVERSE
Platform
-------- KEYS --------
speed : moving speed, default is 150
height : determines the amount the plat moves, instead of being implicitly determined by the model's height.
sounds : 1 = base fast, 2 = chain slow(medieval)
-------- SPAWNFLAGS --------
PLAT_LOW_TRIGGER : triggers in retracted position
PLAT_REVERSE : Reverse operation of platform
-------- NOTES --------
Plats are always drawn in the extended position, so they will light correctly. 
If the plat is the target of another trigger or button, it will start out disabled in the extended position until it is triggered, when it will lower and become a normal plat.
*/

//=============================================================================
//
// TRIGGERS
//
//=============================================================================
/*QUAKED trigger_once (0.5 0 0.5) ? NOTOUCH x x x x x x x Not_Easy Not_Normal Not_Hard Not_DM
Variable sized trigger. Triggers once, then removes itself.
-------- KEYS --------
targetname : activating trigger points to this.
target   : this points to the entity to activate.
wait     : Always -1
health   : 0/1 Shootable, can be shot to activate
angle    : Facing Direction, if set, the trigger will only fire when someone is facing the direction of the angle, use "360" for angle 0.
sounds   : 1 = secret, 2 = beep beep, 3 = large switch
message  : Message Text

-------- SPAWNFLAGS --------
NOTOUCH : only triggered by other entities, not by touching
-------- NOTES --------
Variable sized trigger. Triggers once, then removes itself. You must set the key "target" to the name of another object in the level that has a matching "targetname". If notouch is set, the trigger is only fired by other entities, not by touching.
*/

//=============================================================================
/*QUAKED trigger_multiple (0.5 0 0.5) ? NOTOUCH x x x x x x x Not_Easy Not_Normal Not_Hard Not_DM
Variable sized repeatable trigger. Must be targeted at one or more entities.
-------- KEYS --------
targetname : activating trigger points to this.
target  : this points to the entity to activate.
wait    : delay between triggerings default is 0.2
health  : 0/1 Shootable, can be shot to activate
angle   : Facing Direction, if set, the trigger will only fire when someone is facing the direction of the angle, use "360" for angle 0.
sounds  : 1 = secret, 2 = beep beep, 3 = large switch
message : Message Text

-------- SPAWNFLAGS --------
NOTOUCH : only triggered by other entities, not by touching
-------- NOTES --------
Variable sized repeatable trigger. You must set the key "target" to the name of another object in the level that has a matching "targetname". If notouch is set, the trigger is only fired by other entities, not by touching.
*/

//=============================================================================
/*QUAKED trigger_secret (0.5 0 0.5) ? NOTOUCH x x x x x x x Not_Easy Not_Normal Not_Hard Not_DM
Secret counter trigger.
-------- KEYS --------
targetname : activating trigger points to this.
target     : fire all these targets
message    : message to display when triggered
sounds     : 1 = secret (default), 2 = beep beep
-------- SPAWNFLAGS --------
NOTOUCH : only triggered by other entities, not by touching
-------- NOTES --------
Secret counter trigger.
*/

//=============================================================================
/*QUAKED trigger_teleport (0.5 0 0.5) ? PLAYER_ONLY SILENT x x x x x x Not_Easy Not_Normal Not_Hard Not_DM
Any object touching this will be transported to the corresponding info_teleport_destination entity.
-------- KEYS --------
targetname : activating trigger points to this.
target : this points to the entity to activate.
-------- SPAWNFLAGS --------
PLAYER_ONLY : Player only
SILENT : Silent teleportation
-------- NOTES --------
Any object touching this will be transported to the corresponding info_teleport_destination entity.
*/

//=============================================================================
/*QUAKED trigger_changelevel (0.5 0 0.5) ? NO_INTERMIS
 When the player touches this, he gets sent to the map listed in the "map" variable.  
 Unless the NO_INTERMISSION flag is set, the view will randomly pick one of the
 info_intermission locations and display stats.
-------- KEYS --------
targetname : activating trigger points to this.
target : this points to the entity to activate.
map : set to name of next map (e.g. e1m1) if no map is set, the current map will be used
-------- SPAWNFLAGS --------
NO_INTERMIS : No Intermission screen 
-------- NOTES --------
 When the player touches this, he gets sent to the map listed in the "map" variable.  
 Unless the NO_INTERMISSION flag is set, the view will randomly pick one of the
 info_intermission locations and display stats.
*/

//=============================================================================
/*QUAKED trigger_setskill (0.5 0 0.5) ? x x x x x x x x Not_Easy Not_Normal Not_Hard Not_DM
Sets skill level to the value of "message". Only used on start map.
-------- KEYS --------
targetname : activating trigger points to this.
target : this points to the entity to activate.
message : Skill Level - 0 = easy, 1 = normal, 2 = hard, 3 = nightmare
-------- SPAWNFLAGS --------
-------- NOTES --------
Sets skill level to the value of "message". Only used on start map.
*/

//=============================================================================
/*QUAKED trigger_counter (0.5 0 0.5) (-8 -8 -8) (8 8 8) NOMESSAGE x x x x x x x Not_Easy Not_Normal Not_Hard Not_DM
Acts as an intermediary for an action that takes multiple inputs.
-------- KEYS --------
targetname : All triggers point to this entity name
target     : fire all these targets when complete
message    : Completion message
count      : number of triggers needed to fire own target, default is 2
-------- SPAWNFLAGS --------
NOMESSAGE : disables count display
-------- NOTES --------
Acts as an intermediary for an action that takes multiple inputs. If nomessage is not set, it will print "1 more.. " etc. when triggered and "sequence complete" when finished. After the counter has been triggered "count" times, it will fire all of its targets and remove itself.
*/

//=============================================================================
/*QUAKED trigger_monsterjump (0.5 0 0.5) ? x x x x x x x x Not_Easy Not_Normal Not_Hard Not_DM
Walking monsters that touch this will jump in the direction of the trigger's angle.
-------- KEYS --------
targetname : activating trigger points to this.
target : this points to the entity to activate.
direction : angle towards the monster jumps
speed : the speed thrown forward. default is 200
height : the speed thrown upwards. default is 200
-------- SPAWNFLAGS --------
-------- NOTES --------
Walking monsters that touch this will jump in the direction of the trigger's angle.
*/

//=============================================================================
/*QUAKED trigger_relay (0.5 0 0.5) (-8 -8 -8) (8 8 8) x x x x x x x x Not_Easy Not_Normal Not_Hard
This fixed size trigger cannot be touched, it can only be fired by other events.
-------- KEYS --------
targetname : activating trigger points to this.
target : this points to the entity to activate.
delay : delay before firing (after being triggered)
message : displayed when fired
-------- SPAWNFLAGS --------
-------- NOTES --------
This fixed size trigger cannot be touched, it can only be fired by other events.
*/

//=============================================================================
/*QUAKED trigger_spikeshooter (0.5 0.5 0.75) (-8 -8 -8) (8 8 8)
A special trigger to toggle the state of a spike trap between on and off
-------- KEYS --------
targetname : activating trigger points to this.
target : this points to the spike trap to toggle
-------- SPAWNFLAGS --------
-------- NOTES --------
A special trigger to toggle the state of a spike trap between on and off
*/

//=============================================================================
/*QUAKED trigger_hurt (0.5 0 0.5) ? x x x x x x x x Not_Easy Not_Normal Not_Hard Not_DM
Any object touching this will be hurt.
-------- KEYS --------
targetname : activating trigger points to this.
target : this points to the entity to activate.
dmg : sets damage, default is 5
-------- SPAWNFLAGS --------
-------- NOTES --------
Any object touching this will be hurt.
*/

//=============================================================================
/*QUAKED trigger_push (0.5 0 0.5) ? PUSH_ONCE x x x x x x x Not_Easy Not_Normal Not_Hard Not_DM
Pushes the player and Grenades.
-------- KEYS --------
target : this points to the entity to activate.
targetname : activating trigger points to this.
direction : direction of push (-2 is down, -1 up)
speed : speed of push, default is 1000
-------- SPAWNFLAGS --------
PUSH_ONCE : removes itself after firing
-------- NOTES --------
Pushes the player and Grenades.
*/

//=============================================================================
//
// MISC entities
//
//=============================================================================
/*QUAKED misc_fireball (0 0.5 0.8) (-8 -8 -8) (8 8 8) x x x x x x x x Not_Easy Not_Normal Not_Hard Not_DM
Lava Ball.
-------- KEYS --------
speed : speed of ball, default is 100
-------- SPAWNFLAGS --------
-------- NOTES --------
Lava Ball.
*/

//=============================================================================
/*QUAKED misc_explobox (0 0.5 0.8) (0 0 0) (32 32 64) x x x x x x x x Not_Easy Not_Normal Not_Hard Not_DM
Exploding box.
-------- KEYS --------
-------- SPAWNFLAGS --------
-------- NOTES --------
Exploding box.
*/

//=============================================================================
/*QUAKED misc_explobox2 (0 0.5 0.8) (0 0 0) (32 32 64) x x x x x x x x Not_Easy Not_Normal Not_Hard Not_DM
Smaller exploding box.
-------- KEYS --------
-------- SPAWNFLAGS --------
-------- NOTES --------
Smaller exploding box.
*/

//=============================================================================
/*QUAKED trap_spikeshooter (0 0.5 0.8) (-8 -8 -8) (8 8 8) SUPERSPIKE LASER x x x x x x Not_Easy Not_Normal Not_Hard Not_DM
When triggered, fires a spike in the direction determined by angle.
-------- KEYS --------
angle : angle to fire
-------- SPAWNFLAGS --------
SUPERSPIKE : fires large spike
LASER : fire laser
-------- NOTES --------
When triggered, fires a spike in the direction determined by angle.
*/

//=============================================================================
/*QUAKED trap_shooter (0 0.5 0.8) (-8 -8 -8) (8 8 8) SUPERSPIKE LASER x x x x x x Not_Easy Not_Normal Not_Hard Not_DM Dyn_Easy Dyn_Normal Dyn_Hard Dyn_Night
Continuously fires spikes.
-------- KEYS --------
angle : angle to fire
wait : time between spikes (1.0 default)
nextthink : >delay before firing first spike, so multiple shooters can be staggered
-------- SPAWNFLAGS --------
SUPERSPIKE : fires large spike
LASER : fire laser
-------- NOTES --------
Continuously fires spikes.
*/

//=============================================================================
//
// LIGHT entities
//
//=============================================================================
/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF x x x x x x x Not_Easy Not_Normal Not_Hard Not_DM
Non-displayed light.
-------- KEYS --------
light : sets brightness, 300 is default
style : 0 = normal
1 = flicker (first variety)
2 = slow strong pulse
3 = candle (first variety)
4 = fast strobe
5 = gentle pulse
6 = flicker (second variety)
7 = candle (second variety)
8 = candle (third variety)
9 = slow strobe
10 = flourescent flicker
11 = slow pulse, not fading to black

styles 32-62 are assigned by the light program for switchable lights. 0 is default
-------- SPAWNFLAGS --------
START_OFF : starts off until triggered
-------- NOTES --------
Non-displayed light. If targeted, it will toggle between on or off.
*/

//=============================================================================
/*QUAKED light_torch_small_walltorch (0 0.5 0) (-10 -10 -20) (10 10 20) x x x x x x x x Not_Easy Not_Normal Not_Hard Not_DM
Short wall torch.
-------- KEYS --------
light : sets brightness, 300 is default
style : 0 = normal
1 = flicker (first variety)
2 = slow strong pulse
3 = candle (first variety)
4 = fast strobe
5 = gentle pulse
6 = flicker (second variety)
7 = candle (second variety)
8 = candle (third variety)
9 = slow strobe
10 = flourescent flicker
11 = slow pulse, not fading to black

styles 32-62 are assigned by the light program for switchable lights. 0 is default
-------- SPAWNFLAGS --------
-------- NOTES --------
Short wall torch.
*/

//=============================================================================
/*QUAKED light_flame_large_yellow (0 1 0) (-8 -8 -8) (8 8 8) x x x x x x NO_SOUND PARTICLES Not_Easy Not_Normal Not_Hard Not_DM
Large yellow flames.
-------- KEYS --------
light : sets brightness, 300 is default
-------- SPAWNFLAGS --------
NO_SOUND  : No ambient sound
PARTICLES : Automatically generate flame particles
-------- NOTES --------
Large yellow flames.
*/

//=============================================================================
/*QUAKED light_flame_small_yellow (0 1 0) (-8 -8 -8) (8 8 8) x x x x x x NO_SOUND PARTICLES Not_Easy Not_Normal Not_Hard Not_DM
Small yellow flames.
-------- KEYS --------
light : sets brightness, 300 is default
-------- SPAWNFLAGS --------
NO_SOUND  : No ambient sound
PARTICLES : Automatically generate flame particles
-------- NOTES --------
Small yellow flames.
*/

//=============================================================================
/*QUAKED light_flame_small_white (0 1 0) (-8 -8 -8) (8 8 8) x x x x x x NO_SOUND PARTICLES Not_Easy Not_Normal Not_Hard Not_DM
Small white flames.
-------- KEYS --------
light : sets brightness, 300 is default
-------- SPAWNFLAGS --------
NO_SOUND  : No ambient sound
PARTICLES : Automatically generate flame particles
-------- NOTES --------
Small white flames.
*/

//=============================================================================
/*QUAKED light_fluoro (0 1 0) (-8 -8 -8) (8 8 8) START_OFF x x x x x x x Not_Easy Not_Normal Not_Hard Not_DM
Non-displayed light. Makes steady fluorescent humming sound.
-------- KEYS --------
light : sets brightness, 300 is default
style : 0 = normal
1 = flicker (first variety)
2 = slow strong pulse
3 = candle (first variety)
4 = fast strobe
5 = gentle pulse
6 = flicker (second variety)
7 = candle (second variety)
8 = candle (third variety)
9 = slow strobe
10 = flourescent flicker
11 = slow pulse, not fading to black

styles 32-62 are assigned by the light program for switchable lights. 0 is default
-------- SPAWNFLAGS --------
START_OFF : starts off until triggered
-------- NOTES --------
Non-displayed light. Makes steady fluorescent humming sound.
*/

//=============================================================================
/*QUAKED light_fluorospark (0 1 0) (-8 -8 -8) (8 8 8) x x x x x x x x Not_Easy Not_Normal Not_Hard Not_DM
Non-displayed light. Makes sparking, broken fluorescent sound.
-------- KEYS --------
light : sets brightness, 300 is default
style : 0 = normal
1 = flicker (first variety)
2 = slow strong pulse
3 = candle (first variety)
4 = fast strobe
5 = gentle pulse
6 = flicker (second variety)
7 = candle (second variety)
8 = candle (third variety)
9 = slow strobe
10 = flourescent flicker
11 = slow pulse, not fading to black

styles 32-62 are assigned by the light program for switchable lights. 0 is default
-------- SPAWNFLAGS --------
-------- NOTES --------
Non-displayed light. Makes sparking, broken fluorescent sound.
*/

//=============================================================================
/*QUAKED light_globe (0 1 0) (-8 -8 -8) (8 8 8) x x x x x x x x Not_Easy Not_Normal Not_Hard Not_DM
Sphere globe light (sprite).
-------- KEYS --------
light : sets brightness, 300 is default
style : 0 = normal
1 = flicker (first variety)
2 = slow strong pulse
3 = candle (first variety)
4 = fast strobe
5 = gentle pulse
6 = flicker (second variety)
7 = candle (second variety)
8 = candle (third variety)
9 = slow strobe
10 = flourescent flicker
11 = slow pulse, not fading to black

styles 32-62 are assigned by the light program for switchable lights. 0 is default
-------- SPAWNFLAGS --------
-------- NOTES --------
Sphere globe light (sprite).
*/

//=============================================================================
/*QUAKED path_corner (0.5 0.3 0) (-8 -8 -24) (8 8 48) 
Monsters will continue walking towards the next target corner. Also used by func_train.
-------- KEYS --------
targetname : needs to exist otherwise error
target : Name of next path corner
angle  : Angle to face when reaching this path corner
-------- SPAWNFLAGS --------
-------- NOTES --------
Monsters will continue walking towards the next target corner. Also used by func_train.
*/

//=============================================================================
//
// MONSTERS
//
// ( 25) monster_dog - Dog (Rottweiler)
// ( 25) monster_fish - Rotfish
// ( 30) monster_army - Soldier
// ( 60) monster_zombie - Zombie
// ( 75) monster_knight - Knight
// ( 80) monster_enforcer - Enforcer
// ( 80) monster_wizard - Scrag (Wizard)
// ( 80) monster_tarbaby - Spawn (Tarbaby)
//
// (200) monster_ogre - Ogre
// (250) monster_hell_knight - Hell Knight
// (300) monster_demon1 - Fiend (Demon)
//
// (400) monster_shalrath - Vore (Shalrath)
// (600) monster_shambler - Shambler
//
//-----------------------------------------------------------------------------
/*QUAKED monster_dog (1 0 0) (-32 -32 -24) (32 32 40) AMBUSH x x SILENT_WAKEUP x x x x Not_Easy Not_Normal Not_Hard Not_DM
Dog (Rottweiler), 25 health points.
-------- KEYS --------
targetname : monster/trigger name
target : Starting position or path_corner to walk towards (always define)
-------- SPAWNFLAGS --------
AMBUSH : the monster will only wake up on seeing the player, not by another monster
SILENT_WAKEUP : No wakeup sound
-------- NOTES --------
Dog (Rottweiler), 25 health points.
*/

//-----------------------------------------------------------------------------
/*QUAKED monster_fish (1 0 0) (-16 -16 -24) (16 16 24) AMBUSH x x SILENT_WAKEUP x x x x Not_Easy Not_Normal Not_Hard Not_DM
Rotfish, 25 health points.
-------- KEYS --------
targetname : monster/trigger name
target : Starting position or path_corner to walk towards (always define)
-------- SPAWNFLAGS --------
AMBUSH : the monster will only wake up on seeing the player, not by another monster
SILENT_WAKEUP : No wakeup sound (ninja attacks)
-------- NOTES --------
Rotfish, 25 health points. 
*/

//-----------------------------------------------------------------------------
/*QUAKED monster_army (1 0 0) (-32 -32 -24) (32 32 40) AMBUSH x x SILENT_WAKEUP x x x x Not_Easy Not_Normal Not_Hard Not_DM
Soldier, 30 health points.
-------- KEYS --------
targetname : monster/trigger name
target : Starting position or path_corner to walk towards (always define)
-------- SPAWNFLAGS --------
AMBUSH : the monster will only wake up on seeing the player, not by another monster
SILENT_WAKEUP : No wakeup sound (ninja attacks)
-------- NOTES --------
Soldier, 30 health points.
*/

//-----------------------------------------------------------------------------
/*QUAKED monster_zombie (1 0 0) (-16 -16 -24) (16 16 32) Crucified Ambush x SILENT_WAKEUP x x x x Not_Easy Not_Normal Not_Hard Not_DM
Zombie, 60 health points.
-------- KEYS --------
targetname : monster/trigger name
target : Starting position or path_corner to walk towards (always define)
-------- SPAWNFLAGS --------
Crucified : If crucified, stick the bounding box 12 pixels back into a wall to look right.
AMBUSH : the monster will only wake up on seeing the player, not by another monster
SILENT_WAKEUP : No wakeup sound
-------- NOTES --------
Zombie, 60 health points. 
If crucified, stick the bounding box 12 pixels back into a wall to look right.
*/

//-----------------------------------------------------------------------------
/*QUAKED monster_enforcer (1 0 0) (-32 -32 -24) (32 32 40) AMBUSH x x SILENT_WAKEUP x x x x Not_Easy Not_Normal Not_Hard Not_DM
Enforcer, 80 health points.
-------- KEYS --------
targetname : monster/trigger name
target : Starting position or path_corner to walk towards (always define)
-------- SPAWNFLAGS --------
AMBUSH : the monster will only wake up on seeing the player, not by another monster
SILENT_WAKEUP : No wakeup sound (ninja attacks)
-------- NOTES --------
Enforcer, 80 health points.
*/

//-----------------------------------------------------------------------------
/*QUAKED monster_knight (1 0 0) (-16 -16 -24) (16 16 40) AMBUSH x x SILENT_WAKEUP x x x x Not_Easy Not_Normal Not_Hard Not_DM
Knight, 75 health points.
-------- KEYS --------
targetname : monster/trigger name
target : Starting position or path_corner to walk towards (always define)
-------- SPAWNFLAGS --------
AMBUSH : the monster will only wake up on seeing the player, not by another monster
SILENT_WAKEUP : No wakeup sound (ninja attacks)
-------- NOTES --------
Knight, 75 health points.
*/

//-----------------------------------------------------------------------------
/*QUAKED monster_wizard (0.8 0 0.2) (-16 -16 -24) (16 16 40) AMBUSH x x SILENT_WAKEUP x x x x Not_Easy Not_Normal Not_Hard Not_DM
Scrag (Wizard), 80 health points.
-------- KEYS --------
targetname : monster/trigger name
target : Starting position or path_corner to walk towards (always define)
-------- SPAWNFLAGS --------
AMBUSH : the monster will only wake up on seeing the player, not by another monster
SILENT_WAKEUP : No wakeup sound (ninja attacks)
-------- NOTES --------
Scrag (Wizard), 80 health points.
*/

//-----------------------------------------------------------------------------
/*QUAKED monster_tarbaby (1 0 0) (-16 -16 -24) (16 16 24) AMBUSH x x SILENT_WAKEUP x x x x Not_Easy Not_Normal Not_Hard Not_DM
Spawn (Tarbaby), 80 health points.
-------- KEYS --------
targetname : monster/trigger name
target : Starting position or path_corner to walk towards (always define)
-------- SPAWNFLAGS --------
AMBUSH : the monster will only wake up on seeing the player, not by another monster
SILENT_WAKEUP : No wakeup sound (ninja attacks)
-------- NOTES --------
Spawn (Tarbaby), 80 health points.
*/

//-----------------------------------------------------------------------------
/*QUAKED monster_ogre (0.5 0.5 0) (-32 -32 -24) (32 32 64) AMBUSH x x SILENT_WAKEUP x x x x Not_Easy Not_Normal Not_Hard Not_DM
Ogre, 200 health points.
-------- KEYS --------
targetname : monster/trigger name
target : Starting position or path_corner to walk towards (always define)
-------- SPAWNFLAGS --------
AMBUSH : the monster will only wake up on seeing the player, not by another monster
SILENT_WAKEUP : No wakeup sound (ninja attacks)
-------- NOTES --------
Ogre, 200 health points.
*/

//-----------------------------------------------------------------------------
/*QUAKED monster_hell_knight (1 0 0) (-16 -16 -24) (16 16 40) AMBUSH x x SILENT_WAKEUP x x x x Not_Easy Not_Normal Not_Hard Not_DM
Hell Knight, 250 health points.
-------- KEYS --------
targetname : monster/trigger name
target : Starting position or path_corner to walk towards (always define)
-------- SPAWNFLAGS --------
AMBUSH : the monster will only wake up on seeing the player, not by another monster
SILENT_WAKEUP : No wakeup sound (ninja attacks)
-------- NOTES --------
Hell Knight, 250 health points.
*/

//-----------------------------------------------------------------------------
/*QUAKED monster_demon1 (1 0 0) (-24 -24 -24) (24 24 40) AMBUSH x x SILENT_WAKEUP x x x x Not_Easy Not_Normal Not_Hard Not_DM
Fiend (Demon), 300 health points.
-------- KEYS --------
targetname : monster/trigger name
target : Starting position or path_corner to walk towards (always define)
-------- SPAWNFLAGS --------
AMBUSH : the monster will only wake up on seeing the player, not by another monster
SILENT_WAKEUP : No wakeup sound (ninja attacks)
-------- NOTES --------
Fiend (Demon), 300 health points.
*/

//-----------------------------------------------------------------------------
/*QUAKED monster_shalrath (1 0 0.5) (-32 -32 -24) (32 32 64) AMBUSH x x SILENT_WAKEUP x x x x Not_Easy Not_Normal Not_Hard Not_DM
Vore (Shalrath), 400 health points.
-------- KEYS --------
targetname : monster/trigger name
target : Starting position or path_corner to walk towards (always define)
-------- SPAWNFLAGS --------
AMBUSH : the monster will only wake up on seeing the player, not by another monster
SILENT_WAKEUP : No wakeup sound (ninja attacks)
-------- NOTES --------
Vore (Shalrath), 400 health points.
*/

//-----------------------------------------------------------------------------
/*QUAKED monster_shambler (1 0 0) (-32 -32 -24) (32 32 40) AMBUSH x x SILENT_WAKEUP x x x x Not_Easy Not_Normal Not_Hard Not_DM
Shambler, 600 health points. Rockets only have half damage when hitting the Shambler.
-------- KEYS --------
targetname : monster/trigger name
target : Starting position or path_corner to walk towards (always define)
-------- SPAWNFLAGS --------
AMBUSH : the monster will only wake up on seeing the player, not by another monster
SILENT_WAKEUP : No wakeup sound (ninja attacks)
-------- NOTES --------
Shambler, 600 health points. Rockets only have half damage when hitting the Shambler.
*/

//-----------------------------------------------------------------------------
/*QUAKED monster_boss (1 0 0) (-128 -128 -24) (128 128 256)
Cthon (Boss of Shareware Quake)
-------- KEYS --------
-------- SPAWNFLAGS --------
-------- NOTES --------
Cthon (Boss of Shareware Quake)
*/
//-----------------------------------------------------------------------------
/*QUAKED event_lightning (0 1 1) (-16 -16 -16) (16 16 16)
Just for boss level. Used for killing Cthon.
-------- KEYS --------
-------- SPAWNFLAGS --------
-------- NOTES --------
Just for boss level. Used for killing Cthon.
*/

//-----------------------------------------------------------------------------
/*QUAKED monster_oldone (1 0 0) (-160 -128 -24) (160 128 256)
Shub-Niggurath, 40000 health points
-------- KEYS --------
-------- SPAWNFLAGS --------
-------- NOTES --------
Shub-Niggurath, 40000 health points
*/
//-----------------------------------------------------------------------------
/*QUAKED misc_teleporttrain (0 0.5 0.8) (-8 -8 -8) (8 8 8)
This is used for the final boss. Flying ball needed to teleport kill Shub-Niggurath.
-------- KEYS --------
-------- SPAWNFLAGS --------
-------- NOTES --------
This is used for the final boss. Flying ball needed to teleport kill Shub-Niggurath.
*/

//=============================================================================
//
// AMBIENT SOUNDS
//
//=============================================================================
/*QUAKED air_bubbles (0 .5 .8) (-8 -8 -8) (8 8 8)
Air bubbles.
-------- KEYS --------
-------- SPAWNFLAGS --------
-------- NOTES --------
Air bubbles. They disappear in Deathmatch.
*/
//-----------------------------------------------------------------------------
/*QUAKED ambient_drip (0.3 0.1 0.6) (-16 -16 -8) (16 16 8)
Dripping sound.
-------- KEYS --------
-------- SPAWNFLAGS --------
-------- NOTES --------
Dripping sound.
*/
//-----------------------------------------------------------------------------
/*QUAKED ambient_thunder (0.3 0.1 0.6) (-16 -16 -8) (16 16 8)
Thunder sound.
-------- KEYS --------
-------- SPAWNFLAGS --------
-------- NOTES --------
Thunder sound.
*/
//-----------------------------------------------------------------------------
/*QUAKED ambient_thunder2 (0.3 0.1 0.6) (-16 -16 -8) (16 16 8)
New and improved thunder sound v2
-------- KEYS --------
-------- SPAWNFLAGS --------
-------- NOTES --------
New and improved thunder sound v2
*/
//-----------------------------------------------------------------------------
/*QUAKED ambient_comp_hum (0.3 0.1 0.6) (-16 -16 -8) (16 16 8)
Computer sound.
-------- KEYS --------
-------- SPAWNFLAGS --------
-------- NOTES --------
Computer sound.
*/
//-----------------------------------------------------------------------------
/*QUAKED ambient_drone (0.3 0.1 0.6) (-16 -16 -8) (16 16 8)
Drone sound. (slipgate)
-------- KEYS --------
-------- SPAWNFLAGS --------
-------- NOTES --------
Drone sound. (slipgate)
*/
//-----------------------------------------------------------------------------
/*QUAKED ambient_flouro_buzz (0.3 0.1 0.6) (-16 -16 -8) (16 16 8)
Fluorescent light sound.
-------- KEYS --------
-------- SPAWNFLAGS --------
-------- NOTES --------
Fluorescent light sound.
*/
//-----------------------------------------------------------------------------
/*QUAKED ambient_hum1 (0.3 0.1 0.6) (-16 -16 -8) (16 16 8)
Teleporter Hum sound.
-------- KEYS --------
-------- SPAWNFLAGS --------
-------- NOTES --------
Teleporter Hum sound.
*/
//-----------------------------------------------------------------------------
/*QUAKED ambient_light_buzz (0.3 0.1 0.6) (-16 -16 -8) (16 16 8)
Buzzing light.
-------- KEYS --------
-------- SPAWNFLAGS --------
-------- NOTES --------
Buzzing light.
*/
//-----------------------------------------------------------------------------
/*QUAKED ambient_swamp1 (0.3 0.1 0.6) (-16 -16 -8) (16 16 8)
Swamp sound 1.
-------- KEYS --------
-------- SPAWNFLAGS --------
-------- NOTES --------
Swamp sound 1.
*/
//-----------------------------------------------------------------------------
/*QUAKED ambient_swamp2 (0.3 0.1 0.6) (-16 -16 -8) (16 16 8)
Swamp sound 2.
-------- KEYS --------
-------- SPAWNFLAGS --------
-------- NOTES --------
Swamp sound 2.
*/
//-----------------------------------------------------------------------------
/*QUAKED ambient_suck_wind (0.3 0.1 0.6) (-16 -16 -8) (16 16 8)
Wind sound.
-------- KEYS --------
-------- SPAWNFLAGS --------
-------- NOTES --------
Wind sound.
*/

//=============================================================================
//
// WORLDSPAWN
//
//=============================================================================
/*QUAKED worldspawn (0 0 0) ?
Only used for the world.
-------- KEYS --------
worldtype : World type 0 = medieval, 1 = metal, 2 = base
wad : list of Wad Files used by compiler (; for seperation)
message : Title of map
sounds : CD Music track to play
light : Ambient light level (eg 5) 
_sunlight : Brightness of SUN (eg 100)
_sunlight_mangle : Angle of sunlight (eg 0 -90 0)
gravity : gravity of level (default is normal gravity: 800).
-------- SPAWNFLAGS --------
*/

//-----------------------------------------------------------------------------
/*QUAKED func_group (0 .5 .8) ?
Editor entity only
-------- KEYS --------
-------- NOTES --------
Editor entity only

//=============================================================================
// Testing/debug entities only (should not be active in finished maps)
//=============================================================================
/*QUAKED noclass (0 0 0) (-8 -8 -8) (8 8 8) 
For testing only. Don't use it.
*/
/*QUAKED test_teleport (0 0.5 0.8) ? 
For testing only. Don't use it.
*/
/*QUAKED test_fodder (0 0.5 0.8) ? 
For testing only. Don't use it.
*/
/*QUAKED misc_noisemaker (1 0.5 0) (-10 -10 -10) (10 10 10)
For testing only. Don't use it.
*/
/*QUAKED trigger_onlyregistered (0.5 0 0.5) ?
Not Used anymore
*/
/*QUAKED viewthing (0.1 0.1 0.1) (-8 -8 -8) (8 8 8)
A model will be spawned at the position of this entity.
-------- KEYS --------
-------- SPAWNFLAGS --------
-------- NOTES --------
A model will be spawned at the position of this entity. (default - player) Use the console commands
'viewmodel', 'viewframe', 'viewnext', 'viewprev' to view frames of model.
*/

