/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32)
Starting point for a player.
"team"	the number of the team for this player starting point. 0 is reserved for civilians and critters (use info_civilian_start instead)
*/


/*QUAKED info_human_start (0 1 0) (-16 -16 -24) (16 16 32)
Starting point for a single player human.
*/


/*QUAKED info_alien_start (0 0 1) (-16 -16 -24) (16 16 32)
Starting point for a single player alien.
*/


/*QUAKED info_2x2_start (1 1 0) (-32 -32 -24) (32 32 32)
Starting point for a ugv 2x2 units.
"team"	the number of the team for this player starting point. Only for multiplayer teams.
*/


/*QUAKED info_civilian_start (0 1 1) (-16 -16 -24) (16 16 32)
Starting point for a civilian.
*/


/*QUAKED misc_model (1 1 0) (-16 -16 -16) (16 16 16) level1 level2 level3 level4 level5 level6 level7 level8 server_solid glow
Displays a md2 model.
Set the level flags correctly!
Use angles [pitch yaw roll] to rotate the model. pitch (up/down), yaw (left/right) and roll (fall over)
"model"		arbitrary .md2 file to display
"angles"	direction of the model [pitch yaw roll]
"angle"		direction of the model [yaw]
"skin"		skin number (default 0)
"frame"		frame number (default 0) - use frame or anim - but not both
"anim"		is this an animated model (default empty otherwise fill the animname)
*/


/*QUAKED misc_particle (0 0 1) (-16 -16 -16) (16 16 16) level1 level2 level3 level4 level5 level6 level7 level8 noday
Creates a particle. Particle properties can be set here with a preceding '-' or '+'.
'-' property is set before calling the particle init function
'+' do it afterwards
noday means that the particle is not shown at the day version of the map. E.g. useful for flare particles around streetlight.
Wait times are of the format "a b". It spawns particles in random intervals ranging from (a) to (a+b) seconds. If no wait time is specified one particle is created at map start.
"particle"	name of the particle definition
"wait"		wait time
*/


/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) day
Non-displayed light. All lights are for the night version. If you want them to show up in the day version, too - mark the day flag
"_color"	Color for the light RGB
"light"		intensity 0-255
"target"	entity target name (info_null)
"_cone"
"origin"
"angle"		Special values: UP -1; DOWN -2;
*/

/*QUAKED light_spot (0 1 0) (-8 -8 -8) (8 8 8) day
Non-displayed light. All lights are for the night version. If you want them to show up in the day version, too - mark the day flag
"_color"	Color for the light RGB
"light"		intensity 0-255
"_cone"
"origin"
"angle"		Special values: UP -1; DOWN -2;
*/

/*QUAKED worldspawn (0 0 0) ?
Only used for the world.
"maxteams"	max. teams for multiplayer
"maxlevel"	highest selectable level
*/

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

/*QUAKED info_civilian_target (0.5 0.8 0.1) (-16 -16 -24) (16 16 32)
Used as a target where civilians try to get in a mission (TODO: Implement me)
"count"	The priority of this waypoint - the lower the number, the nearer the end-target
*/

/*QUAKED misc_sound (0.5 1 0.5) (-8 -8 -8) (8 8 8) level1 level2 level3 level4 level5 level6 level7 level8
Used to play ambient sounds (looped sounds)
"noise"		sound file name relative to sound/ambience
"volume"	0 - 128
*/

/*QUAKED misc_mission (0.1 0.6 0.3) (-16 -16 -16) (16 16 16) level1 level2 level3 level4 level5 level6 level7 level8
Defines a mission target
"particle"	display a particle
"time"	if set the entity has to be occupied x rounds to win the mission
"radius"	if the entity has to be occupied this defines the radius that is needed
"health"	if set the entity has to be destroyed to win the mission - otherwise is has just to be reached (see time)
*/

/*QUAKED misc_mission_alien (0.1 0.6 0.3) (-16 -16 -16) (16 16 16) level1 level2 level3 level4 level5 level6 level7 level8
Defines the alien mission target
"particle"	display a particle
"time"	if set the entity has to be occupied x rounds to win the mission
"radius"	if the entity has to be occupied this defines the radius that is needed
"health"	if set the entity has to be destroyed to win the mission - otherwise is has just to be reached (see time)
*/

/*QUAKED func_door (0 .5 .8) ? level1 level2 level3 level4 level5 level6 level7 level8
"angle"		determines the opening direction
"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)
*/

/*QUAKED func_group (0 0 0) ?
Only for editor and terrain convenience.
"terrain"
"gensurf"
"phongshading"
*/

/*QUAKED func_breakable (0 0 0) ? level1 level2 level3 level4 level5 level6 level7 level8
"health"	damage until destroyed
"particle"	particle id
"material"	material id MAT_GLASS = 0 (default), MAT_METAL = 1, MAT_ELECTRICAL = 2, MAT_WOOD = 3
*/

/*QUAKED func_rotating (0 0 0) ? level1 level2 level3 level4 level5 level6 level7 level8
"health"	damage until destroyed
"particle"	particle id
"speed"		rotation speed
"angle"		rotate around this angle - pitch = 0, yaw = 1, roll = 2
*/

/*QUAKED trigger_hurt (0 0 0) ? KILL STUN DAZE
Any entity that touches this will be hurt. It does dmg points of damage each server frame
"dmg"		default 5 (whole numbers only)
*/
