/*QUAKED air_bubbles (0 .5 .8) (-8 -8 -8) (8 8 8)
Air bubbles.
*/
/*QUAKED ambient_light_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
Buzzing light.
*/
/*QUAKED ambient_drip (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
Dripping sound.
*/
/*QUAKED ambient_drone (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
Drone sound.
*/
/*QUAKED ambient_comp_hum (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
Computer sound.
*/
/*QUAKED ambient_flouro_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
Fluorescent light sound.
*/
/*QUAKED ambient_suck_wind (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
Wind sound.
*/
/*QUAKED ambient_swamp1 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
Swamp sound 1.
*/
/*QUAKED ambient_swamp2 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
Swamp sound 2.
*/
/*QUAKED ambient_thunder (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
Thunder sound.
*/
/*QUAKED event_lightning (0 1 1) (-16 -16 -16) (16 16 16)
Just for boss level.
*/
/*QUAKED func_bossgate (0 .5 .8) ?
This bmodel appears unless players
have all of the episode sigils.
*/
/*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"
0) steam metal
1) wooden clunk
2) metallic click
3) in-out
*/
/*QUAKED func_door (0 .5 .8) ? START_OPEN x DOOR_DONT_LINK GOLD_KEY SILVER_KEY TOGGLE
if two doors touch, they are assumed to
be connected and operate as a unit.
TOGGLE causes the door to wait in both
the start and end states for a trigger event.

START_OPEN causes the door to move to
its destination when spawned, and operate
in reverse.  It is used to temporarily
or permanently close off an area
when triggered (not usefull for touch
or takedamage doors).

Key doors are allways wait -1.

"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"
0)	no sound
1)	stone
2)	base
3)	stone chain
4)	screechy metal
*/
/*QUAKED func_door_secret (0 .5 .8) ? open_once 1st_left 1st_down no_shoot always_shoot
Basic secret door. Slides back, then to the
side. Angle determines direction.
wait  = # of seconds before coming back
1st_left = 1st move is left of arrow
1st_down = 1st move is down from arrow
always_shoot = even if targeted, keep shootable
t_width = override WIDTH to move back
	(or height if going down)
t_length = override LENGTH to move sideways
"dmg"		damage to inflict when blocked
	(2 default)

If a secret door has a targetname, it will only
be opened by it's botton or trigger, not by damage.
"sounds"
1) medieval
2) metal
3) base
*/
/*QUAKED func_episodegate (0 .5 .8) ? E1 E2 E3 E4
This bmodel will appear if the
episode has already been completed,
so players can't reenter it.
*/
/*QUAKED func_illusionary (0 .5 .8) ?
A simple entity that looks solid
but lets you walk through it.
*/
/*QUAKED func_wall (0 .5 .8) ?
This is just a solid wall if not inhibitted
*/
/*QUAKED func_train (0 .5 .8) ?
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.
If the train is the target of a
button or trigger, it will not
begin moving until activated.
speed	default 100
dmg		default	2
sounds
1) ratchet metal
*/
/*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.

If the "height" key is set, that
will determine the amount the plat
moves, instead of being implicitly
determined by the model's height.
Set "sounds" to one of the following:
1) base fast
2) chain slow
*/
/*QUAKED func_dm_only (.0 .0 1.0) ?
A teleporter that only appears in deathmatch
*/
/*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 info_intermission (1 0.5 0.5) (-16 -16 -16) (16 16 16)
This is the camera point for the intermission.
Use mangle instead of angle, so you can set
pitch or roll as well as yaw.  'pitch roll yaw'
*/
/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 24)
The normal starting point for a level.
*/
/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 24)
Potential spawning position for deathmatch games
*/
/*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 24)
Potential spawning position for coop games
*/
/*QUAKED info_player_start2 (1 0 0) (-16 -16 -24) (16 16 24)
Only used on start map for the
return point from an episode.
*/
/*QUAKED info_teleport_destination (0.0 1.0 1.0) ?
This is the destination marker for a teleporter.
It should have a "targetname" field with the same
value as a teleporter's "target" field.
*/
/*QUAKED item_cells (0 .5 .8) (0 0 0) (32 32 32) big
Ammo for the Thunderbolt
*/
/*QUAKED item_rockets (0 .5 .8) (0 0 0) (32 32 32) big
Ammo for Rocket/Grenade Launcher
*/
/*QUAKED item_shells (0 .5 .8) (0 0 0) (32 32 32) big
Ammo for both Shotgun and SuperShotgun
*/
/*QUAKED item_spikes (0 .5 .8) (0 0 0) (32 32 32) big
Ammo for Perforator and Super Perforator
*/
/*QUAKED item_health (.3 .3 1) (0 0 0) (32 32 32) rotten megahealth
Health box. Normally gives 25 points.
Rotten box heals 5-10 points,
megahealth will add 100 health, then
rot you down to your maximum health limit,
one point per second.
*/
/*QUAKED item_artifact_envirosuit (0 .5 .8) (-16 -16 -24) (16 16 32)
Player takes no damage from water or slime for 30 seconds
*/
/*QUAKED item_artifact_super_damage (0.5 0.0 0.0) (-8 -8 -8) (8 8 24)
Quad Damage
*/
/*QUAKED item_artifact_invulnerability (0 .5 .8) (-16 -16 -24) (16 16 32)
Player is invulnerable for 30 seconds
*/
/*QUAKED item_artifact_invisibility (0 .5 .8) (-16 -16 -24) (16 16 32)
Player is invisible for 30 seconds
*/
/*QUAKED item_artifact_super_damage (0 .5 .8) (-16 -16 -24) (16 16 32)
The next attack from the player will do 4x damage
*/
/*QUAKED item_armorInv (0 .5 .8) (-16 -16 0) (16 16 32)
Red armor
*/
/*QUAKED item_armor2 (0 .5 .8) (-16 -16 0) (16 16 32)
Yellow armor
*/
/*QUAKED item_armor1 (0 .5 .8) (-16 -16 0) (16 16 32)
Green armor
*/
/*QUAKED item_key1 (0 .5 .8) (-16 -16 -24) (16 16 32)
SILVER key
In order for keys to work
you MUST set your maps
worldtype to one of the
following:
0: medieval
1: metal
2: base
*/
/*QUAKED item_key2 (0 .5 .8) (-16 -16 -24) (16 16 32)
GOLD key
In order for keys to work
you MUST set your maps
worldtype to one of the
following:
0: medieval
1: metal
2: base
*/
/*QUAKED item_sigil (0 .5 .8) (-16 -16 -24) (16 16 32) E1 E2 E3 E4
End of level sigil, pick up to end
episode and return to jrstart.
*/
/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
Non-displayed light.
Default light value is 300
Default style is 0
If targeted, it will toggle between on or off.
*/
/*QUAKED light_torch_small_walltorch (0 .5 0) (-10 -10 -20) (10 10 20)
Short wall torch
Default light value is 200
Default style is 0
*/
/*QUAKED light_flame_large_yellow (0 1 0) (-10 -10 -12) (12 12 18)
Large yellow flame ball
*/
/*QUAKED light_flame_small_yellow (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
Small yellow flame ball
*/
/*QUAKED light_flame_small_white (0 1 0) (-10 -10 -40) (10 10 40) START_OFF
Small white flame ball
*/
/*QUAKED light_fluoro (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
Non-displayed light.
Default light value is 300
Default style is 0
If targeted, it will toggle between on or off.
Makes steady fluorescent humming sound
*/
/*QUAKED light_fluorospark (0 1 0) (-8 -8 -8) (8 8 8)
Non-displayed light.
Default light value is 300
Default style is 10
Makes sparking, broken fluorescent sound
*/
/*QUAKED light_globe (0 1 0) (-8 -8 -8) (8 8 8)
Sphere globe light.
Default light value is 300
Default style is 0
*/
/*QUAKED misc_noisemaker (1 0.5 0) (-10 -10 -10) (10 10 10)
For optimization testing, starts
a lot of sounds.
*/
/*QUAKED monster_enforcer (1 0 0) (-16 -16 -24) (16 16 40) Ambush
Enforcer
*/
/*QUAKED monster_hell_knight (1 0 0) (-16 -16 -24) (16 16 40) Ambush
Hell Knight.
*/
/*QUAKED monster_army (1 0 0) (-16 -16 -24) (16 16 40) Ambush
Grunt
*/
/*QUAKED monster_dog (1 0 0) (-32 -32 -24) (32 32 40) Ambush
Attack dog
*/
/*QUAKED monster_ogre (1 0 0) (-32 -32 -24) (32 32 64) Ambush
Ogre
*/
/*QUAKED monster_knight (1 0 0) (-16 -16 -24) (16 16 40) Ambush
Knight
*/
/*QUAKED monster_zombie (1 0 0) (-16 -16 -24) (16 16 32) Crucified ambush
If crucified, stick the bounding
box 12 pixels back into a wall to look right.
*/
/*QUAKED monster_wizard (1 0 0) (-16 -16 -24) (16 16 40) Ambush
Scragg (Wizard)
*/
/*QUAKED monster_demon1 (1 0 0) (-32 -32 -24) (32 32 64) Ambush
Fiend (Demon)
*/
/*QUAKED monster_oldone (1 0 0) (-16 -16 -24) (16 16 32)
*/
/*QUAKED monster_shambler (1 0 0) (-32 -32 -24) (32 32 64) Ambush
Shambler
*/
/*QUAKED monster_shalrath (1 0 0) (-32 -32 -24) (32 32 48) Ambush
*/
/*QUAKED monster_boss (1 0 0) (-128 -128 -24) (128 128 256)
Cthon (Boss of Shareware Quake)
*/
/*QUAKED monster_tarbaby (1 0 0) (-16 -16 -24) (16 16 24) Ambush
Tarbaby
*/
/*QUAKED monster_fish (1 0 0) (-16 -16 -24) (16 16 24) Ambush
Fish
*/
/*QUAKED misc_teleporttrain (0 .5 .8) (-8 -8 -8) (8 8 8)
This is used for the final bos
*/
/*QUAKED misc_fireball (0 .5 .8) (-8 -8 -8) (8 8 8)
Lava Balls
*/
/*QUAKED misc_explobox (0 .5 .8) (0 0 0) (32 32 64)
TESTING THING
*/
/*QUAKED misc_explobox2 (0 .5 .8) (0 0 0) (32 32 64)
Smaller exploding box, REGISTERED ONLY
*/
/*QUAKED noclass (0 0 0) (-8 -8 -8) (8 8 8)
prints a warning message when spawned
*/
/*QUAKED path_corner (0.5 0.3 0) (-8 -8 -8) (8 8 8)
Monsters will continue walking
towards the next target corner.
*/
/*QUAKED test_teleport (0 .5 .8) ?
Teleporter testing
*/
/*QUAKED test_fodder (0 .5 .8) ?
beating guy
*/
/*QUAKED trap_spikeshooter (0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser
When triggered, fires a spike in
the direction set in QuakeEd.
Laser is only for REGISTERED.
*/
/*QUAKED trap_shooter (0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser
Continuously fires spikes.
"wait" time between spike (1.0 default)
"nextthink" delay before firing first spike, so multiple shooters can be stagered.
*/
/*QUAKED trigger_teleport (0.5 0.0 0.5) ? PLAYER_ONLY
Any object touching this will be transported
to the corresponding info_teleport_destination
entity.  You must set the "target" field,
and create an object with a "targetname"
field that matches.
*/
/*QUAKED trigger_changelevel (0.5 0.5 0.5) ? NO_INTERMISSION
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 go to the info_intermission
spot and display stats.
*/
/*QUAKED trigger_setskill (0.5 0.0 0.5) ?
sets skill level to the value of "message".
Only used on start map.
*/
/*QUAKED trigger_counter (0.5 0.0 0.5) ? nomessage
Acts as an intermediary for an action
that takes multiple inputs.
If nomessage is not set, t will print "1 more.. "
etc when triggered and "sequence complete" when
finished.  After the counter has been triggered
"count" times (default 2), it will fire all of
it's targets and remove itself.
*/
/*QUAKED trigger_once (0.5 0.0 0.5) ? notouch
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 "health"
is set, the trigger must be killed to activate.
If notouch is set, the trigger is only fired
by other entities, not by touching.
if "killtarget" is set, any objects that
have a matching "target" will be removed
when the trigger is fired.  If "angle" is set,
the trigger will only fire when someone is
facing the direction of the angle.  Use
"360" for an angle of 0.
sounds
1)   secret
2)   beep beep
3)   large switch
4)
set "message" to text string
*/
/*QUAKED trigger_multiple (0.5 0.0 0.5) ? notouch
Variable sized repeatable trigger.  Must be
targeted at one or more entities.  If
"health" is set, the trigger must be killed
to activate each time.  If "delay" is set,
the trigger waits some time after activating
before firing.
"wait" : Seconds between triggerings. (.2 default)
If notouch is set, the trigger is only fired by
other entities, not by touching.
sounds
1)   secret
2)   beep beep
3)   large switch
4)
set "message" to text string
*/
/*QUAKED trigger_onlyregistered (0.5 0.0 0.5) ?
Only fires if playing the registered
version, otherwise prints the message
*/
/*QUAKED trigger_secret (0.5 0.0 0.5) ?
secret counter trigger
sounds
1)   secret
2)   beep beep
3)
4)
set "message" to text string
*/
/*QUAKED trigger_monsterjump (0.5 0.0 0.5) ?
Walking monsters that touch this will jump in
the direction of the trigger's angle
"speed" default to 200, the speed thrown forward
"height" default to 200, the speed thrown upwards
*/
/*QUAKED trigger_relay (0.5 0.0 0.5) ?
:
*/
/*QUAKED trigger_hurt (0.5 0.0 0.5) ?
Any object touching this will be hurt
set dmg to damage amount
defalt dmg = 5
*/
/*QUAKED trigger_push (0.5 0.0 0.5) ? PUSH_ONCE
Pushes the player
*/
/*QUAKED viewthing (0 .5 .8) (-8 -8 -8) (8 8 8)
Just for the debugging level.
Don't use.
*/
/*QUAKED weapon_supershotgun (0 .5 .8) (-16 -16 0) (16 16 32)
SuperShotgun
*/
/*QUAKED weapon_nailgun (0 .5 .8) (-16 -16 0) (16 16 32)
Perforator
*/
/*QUAKED weapon_supernailgun (0 .5 .8) (-16 -16 0) (16 16 32)
Super Perforator
*/
/*QUAKED weapon_grenadelauncher (0 .5 .8) (-16 -16 0) (16 16 32)
Grenade Launcher
*/
/*QUAKED weapon_rocketlauncher (0 .5 .8) (-16 -16 0) (16 16 32)
Rocket Launcher
*/
/*QUAKED weapon_lightning (0 .5 .8) (-16 -16 0) (16 16 32)
Thunderbolt Cannon
*/
/*QUAKED worldspawn (0 0 0) ?
Only used for the world entity.
Set message to the level name.
Set sounds to the cd track to play.
World Types:
0: medieval
1: metal
2: base
*/
