/*QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER
speed	default 150

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 trigger, when it will lower and become a normal plat.

"speed"	overrides default 200.
"accel" overrides default 500
"lip"	overrides default 8 pixel lip

If the "height" key is set, that will determine the amount the plat moves, instead of being implicitly determoveinfoned by the model's height.

Set "sounds" to one of the following:
1) base fast
2) chain slow
*/


/*QUAKED func_rotating (0 .5 .8) ? START_ON REVERSE X_AXIS Y_AXIS TOUCH_PAIN STOP ANIMATED ANIMATED_FAST
You need to have an origin brush as part of this entity.  The center of that brush will be
the point around which it is rotated. It will rotate around the Z axis by default.  You can
check either the X_AXIS or Y_AXIS box to change that.

"speed" determines how fast it moves; default value is 100.
"dmg"	damage to inflict when blocked (2 default)

REVERSE will cause the it to rotate in the opposite direction.
STOP mean it will stop moving instead of pushing entities
*/


/*QUAKED func_button (0 .5 .8) ?
When a button is touched, it moves some distance in the direction of it's angle, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again.

"angle"		determines the opening direction
"target"	all entities with a matching targetname will be used
"speed"		override the default 40 speed
"wait"		override the default 1 second wait (-1 = never return)
"lip"		override the default 4 pixel lip remaining at end of move
"health"	if set, the button must be killed instead of touched
"sounds"
1) silent
2) steam metal
3) wooden clunk
4) metallic click
5) in-out
*/


/*QUAKED func_door (0 .5 .8) ? START_OPEN x CRUSHER NOMONSTER ANIMATED TOGGLE ANIMATED_FAST
TOGGLE		wait in both the start and end states for a trigger event.
START_OPEN	the door to moves to its destination when spawned, and operate in reverse.  It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors).
NOMONSTER	monsters will not trigger this door

"message"	is printed when the door is touched if it is a trigger door and it hasn't been fired yet
"angle"		determines the opening direction
"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
"health"	if set, door must be shot open
"speed"		movement speed (100 default)
"wait"		wait before returning (3 default, -1 = never return)
"lip"		lip remaining at end of move (8 default)
"dmg"		damage to inflict when blocked (2 default)
"sounds"
1)	silent
2)	light
3)	medium
4)	heavy
*/


/*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN REVERSE CRUSHER NOMONSTER ANIMATED TOGGLE X_AXIS Y_AXIS
TOGGLE causes the door to wait in both the start and end states for a trigger event.

START_OPEN	the door to moves to its destination when spawned, and operate in reverse.  It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors).
NOMONSTER	monsters will not trigger this door

You need to have an origin brush as part of this entity.  The center of that brush will be
the point around which it is rotated. It will rotate around the Z axis by default.  You can
check either the X_AXIS or Y_AXIS box to change that.

"distance" is how many degrees the door will be rotated.
"speed" determines how fast the door moves; default value is 100.

REVERSE will cause the door to rotate in the opposite direction.

"message"	is printed when the door is touched if it is a trigger door and it hasn't been fired yet
"angle"		determines the opening direction
"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
"health"	if set, door must be shot open
"speed"		movement speed (100 default)
"wait"		wait before returning (3 default, -1 = never return)
"dmg"		damage to inflict when blocked (2 default)
"sounds"
1)	silent
2)	light
3)	medium
4)	heavy
*/


/*QUAKED func_water (0 .5 .8) ? START_OPEN
func_water is a moveable water brush.  It must be targeted to operate.  Use a non-water texture at your own risk.

START_OPEN causes the water to move to its destination when spawned and operate in reverse.

"angle"		determines the opening direction (up or down only)
"speed"		movement speed (25 default)
"wait"		wait before returning (-1 default, -1 = TOGGLE)
"lip"		lip remaining at end of move (0 default)
"sounds"	(yes, these need to be changed)
0)	no sound
1)	water
2)	lava
*/


/*QUAKED func_train (0 .5 .8) ? START_ON TOGGLE BLOCK_STOPS
Trains are moving platforms that players can ride.
The targets origin specifies the min point of the train at each corner.
The train spawns at the first target it is pointing at.
If the train is the target of a button or trigger, it will not begin moving until activated.
speed	default 100
dmg		default	2
noise	looping sound to play when the train is in motion

*/


/*QUAKED func_timer (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) START_ON
"wait"			base time between triggering all targets, default is 1
"random"		wait variance, default is 0

so, the basic time between firing is a random time between
(wait - random) and (wait + random)

"delay"			delay before first firing when turned on, default is 0

"pausetime"		additional delay used only the very first time
				and only if spawned with START_ON

These can used but not touched.
*/


/*QUAKED func_conveyor (0 .5 .8) ? START_ON TOGGLE
Conveyors are stationary brushes that move what's on them.
The brush should be have a surface with at least one current content enabled.
speed	default 100
*/


/*QUAKED func_door_secret (0 .5 .8) ? always_shoot 1st_left 1st_down
A secret door.  Slide back and then to the side.

open_once		doors never closes
1st_left		1st move is left of arrow
1st_down		1st move is down from arrow
always_shoot	door is shootebale even if targeted

"angle"		determines the direction
"dmg"		damage to inflic when blocked (default 2)
"wait"		how long to hold in the open position (default 5, -1 means hold)
*/


/*QUAKED func_killbox (1 0 0) ?
Kills everything inside when fired, irrespective of protection.
*/


/*QUAKED item_armor_body (.3 .3 1) (-16 -16 -16) (16 16 16)
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/armor/body/tris.md3"
*/


/*QUAKED item_armor_combat (.3 .3 1) (-16 -16 -16) (16 16 16)
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/armor/combat/tris.md3"
*/


/*QUAKED item_armor_jacket (.3 .3 1) (-16 -16 -16) (16 16 16)
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/armor/jacket/tris.md3"
*/


/*QUAKED item_armor_shard (.3 .3 1) (-16 -16 -16) (16 16 16)
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/armor/shard/tris.md3"
*/


/*QUAKED weapon_shotgun (.3 .3 1) (-16 -16 -16) (16 16 16)
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/weapons/shotgun/tris.md2"
*/


/*QUAKED weapon_supershotgun (.3 .3 1) (-16 -16 -16) (16 16 16)
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/weapons/supershotgun/tris.md2"
*/


/*QUAKED weapon_machinegun (.3 .3 1) (-16 -16 -16) (16 16 16)
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/weapons/machinegun/tris.md2"
*/


/*QUAKED weapon_chaingun (.3 .3 1) (-16 -16 -16) (16 16 16)
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/weapons/chaingun/tris.md2"
*/


/*QUAKED weapon_grenadelauncher (.3 .3 1) (-16 -16 -16) (16 16 16)
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/weapons/grenadelauncher/tris.md2"
*/


/*QUAKED weapon_rocketlauncher (.3 .3 1) (-16 -16 -16) (16 16 16)
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/weapons/rocketlauncher/tris.md2"
*/


/*QUAKED weapon_hyperblaster (.3 .3 1) (-16 -16 -16) (16 16 16)
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/weapons/hyperblaster/tris.md2"
*/


/*QUAKED weapon_railgun (.3 .3 1) (-16 -16 -16) (16 16 16)
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/weapons/railgun/tris.md2"
*/


/*QUAKED weapon_bfg (.3 .3 1) (-16 -16 -16) (16 16 16)
model="models/weapons/bfg/tris.md2"
*/


/*QUAKED ammo_shells (.3 .3 1) (-16 -16 -16) (16 16 16)
model="models/ammo/shells/tris.md3"
*/


/*QUAKED ammo_bullets (.3 .3 1) (-16 -16 -16) (16 16 16)
model="models/ammo/bullets/tris.md3"
*/


/*QUAKED ammo_cells (.3 .3 1) (-16 -16 -16) (16 16 16)
model="models/ammo/cells/tris.md3"
*/


/*QUAKED ammo_grenades (.3 .3 1) (-16 -16 -16) (16 16 16)
model="models/ammo/grenades/tris.md3"
*/


/*QUAKED ammo_rockets (.3 .3 1) (-16 -16 -16) (16 16 16)
model="models/ammo/rockets/tris.md3"
*/


/*QUAKED ammo_slugs (.3 .3 1) (-16 -16 -16) (16 16 16)
model="models/ammo/slugs/tris.md3"
*/


/*QUAKED item_adrenaline (.3 .3 1) (-16 -16 -16) (16 16 16)
model="models/items/adrenal/tris.md2"
*/


/*QUAKED item_bandolier (.3 .3 1) (-16 -16 -16) (16 16 16)
model="models/items/band/tris.md2"
*/


/*QUAKED item_pack (.3 .3 1) (-16 -16 -16) (16 16 16)
model="models/items/pack/tris.md2"
*/


/*QUAKED item_health (.3 .3 1) (-16 -16 -16) (16 16 16)
model="models/health/medium/tris.md3"
*/


/*QUAKED item_health_small (.3 .3 1) (-16 -16 -16) (16 16 16)
model="models/health/small/tris.md3"
*/


/*QUAKED item_health_large (.3 .3 1) (-16 -16 -16) (16 16 16)
model="models/health/large/tris.md3"
*/


/*QUAKED item_health_mega (.3 .3 1) (-16 -16 -16) (16 16 16)
model="models/health/mega/tris.md2"
*/


/*QUAKED func_group (0 0 0) ?
Used to group brushes together just for editor convenience.
*/


/*QUAKED func_areaportal (0 0 0) ?

This is a non-visible object that divides the world into
areas that are seperated when this portal is not activated.
Usually enclosed in the middle of a door.
*/


/*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8) TELEPORT
Target: next path corner
Pathtarget: gets used when an entity that has
	this path_corner targeted touches it
*/


/*QUAKED point_combat (0.5 0.3 0) (-8 -8 -8) (8 8 8) Hold
Makes this the target of a monster and it will head here
when first activated before going after the activator.  If
hold is selected, it will stay here.
*/


/*QUAKED viewthing (0 .5 .8) (-8 -8 -8) (8 8 8)
Just for the debugging level.  Don't use
*/


/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
Used as a positional target for spotlights, etc.
*/


/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
Used as a positional target for lightning.
*/


/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
Non-displayed light.
Default light value is 300.
If targeted, will toggle between on and off.
Default _cone value is 10 (used to set size of light for spotlights)
*/


/*QUAKED func_wall (0 .5 .8) ? TRIGGER_SPAWN TOGGLE START_ON ANIMATED ANIMATED_FAST
This is just a solid wall if not inhibited

TRIGGER_SPAWN	the wall will not be present until triggered
				it will then blink in to existance; it will
				kill anything that was in it's way

TOGGLE			only valid for TRIGGER_SPAWN walls
				this allows the wall to be turned on and off

START_ON		only valid for TRIGGER_SPAWN walls
				the wall will initially be present
*/


/*QUAKED func_object (0 .5 .8) ? TRIGGER_SPAWN ANIMATED ANIMATED_FAST
This is solid bmodel that will fall if it's support it removed.
*/


/*QUAKED target_string (0 0 1) (-8 -8 -8) (8 8 8)
*/


/*QUAKED misc_teleporter (1 0 0) (-32 -32 -24) (32 32 -16) ? 4
Stepping onto this disc will teleport players to the targeted misc_teleporter_dest object.

4				Inhibit normal teleporter effect
*/


/*QUAKED misc_teleporter_dest (1 0 0) (-32 -32 -24) (32 32 -16)
Point teleporters at these.
model="models/objects/dmspot/tris.md2"
*/


/*QUAKED misc_emit (1 0 0) (-8 -8 -8) (8 8 8) ? 1
Client sided source of particles, steam, light flashes, and coronas.
"angles"		The direction at which particles or steam are emitted.
"color"			The color for particles, light emission, and coronas.
"hz"			The emission rate, in events-per-second.
"drift"			The factor of randomized drift applied to the emission rate.
"radius"		The radius of the corona.
"count"			The number of particles to emit per event.
"sound"			The sound sample to accompany events.
"flags"			Determines emit type.
1 =				Emit a dynamic light flash.
2 =				Emit particle sparks.
4 =				Emit steam.
8 =				A corona.
16 =				A sound.
*/


/*QUAKED worldspawn (0 0 0) ?

Only used for the world.
"message"		map title
"sky"   			environment map name, unit1_
"ambient_light" 	ambient light, r g b values 0-1
"weather"		none, rain, snow, fog
"gravity"  		800 default gravity
"gameplay"		deathmatch, instagib, arena
"teams"	        	1 enabled, 2 balanced
"ctf"    			1 enabled, 2 balanced
"match" 			1 enabled, players must ready
"fraglimit"		20
"roundlimit"		20
"capturelimit"		8
"timelimit"		20
"give"   			comma-delimited item string
*/


/*QUAKED target_speaker (1 0 0) (-8 -8 -8) (8 8 8) looped-on looped-off reliable
"noise"		wav file to play
"attenuation"
-1 = none, send to whole level
1 = normal fighting sounds
2 = idle sound level
3 = ambient sound level
"volume"	0.0 to 1.0

Normal sounds play each time the target is used.  The reliable flag can be set for crucial voiceovers.

Looped sounds are allways atten 3 / vol 1, and the use function toggles it on/off.
Multiple identical looping sounds will just increase volume without any speed cost.
*/


/*QUAKED target_explosion (1 0 0) (-8 -8 -8) (8 8 8)
Spawns an explosion temporary entity when used.

"delay"		wait this long before going off
"dmg"		how much radius damage should be done, defaults to 0
*/


/*QUAKED target_splash (1 0 0) (-8 -8 -8) (8 8 8)
Creates a particle splash effect when used.
*/


/*QUAKED trigger_multiple (.5 .5 .5) ? MONSTER NOT_PLAYER TRIGGERED
Variable sized repeatable trigger.  Must be targeted at one or more entities.
If "delay" is set, the trigger waits some time after activating before firing.
"wait" : Seconds between triggerings. (.2 default)
sounds
1)	secret
2)	beep beep
3)	large switch
4)
set "message" to text string
*/


/*QUAKED trigger_once (.5 .5 .5) ? x x TRIGGERED
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 TRIGGERED, this trigger must be triggered before it is live.

sounds
 1)	secret
 2)	beep beep
 3)	large switch
 4)

"message"	string to be displayed when triggered
*/


/*QUAKED trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8)
This fixed size trigger cannot be touched, it can only be fired by other events.
*/


/*QUAKED trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8)
This trigger will always fire.  It is activated by the world.
*/


/*QUAKED trigger_push (.5 .5 .5) ? PUSH_ONCE 4
Pushes the player
"speed"		defaults to 100

4				Emit teleporter effect for visual identification.
*/


/*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF TOGGLE SILENT NO_PROTECTION SLOW
Any entity that touches this will be hurt.

It does dmg points of damage each server frame

SILENT			supresses playing the sound
SLOW			changes the damage rate to once per second
NO_PROTECTION	*nothing* stops the damage

"dmg"			default 5 (whole numbers only)

*/


/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32)
The normal starting point for a level.
*/


/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32)
potential spawning position for deathmatch games
*/


/*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32)
The deathmatch intermission point will be at one of these
Use 'angles' instead of 'angle', so you can set pitch or roll as well as yaw.  'pitch yaw roll'
*/


/*QUAKED info_player_team1 (0 0 1) (-16 -16 -24) (16 16 32)
potential team1 spawning position for ctf games
*/


/*QUAKED info_player_team2 (1 0 0) (-16 -16 -24) (16 16 32)
potential team2 spawning position for ctf games
*/


/*QUAKED item_flag_team1 (0.2 0.2 1) (-16 -16 -24) (16 16 32)
team1 flag location for ctf games
*/


/*QUAKED item_flag_team2 (1 0.2 0.2) (-16 -16 -24) (16 16 32)
team2 flag location for ctf games
*/
