/*QUAKED misc_cut_scene (0 0 1) (-16 -16 -16) (16 16 16) Spawned, but dummy -- never used. */ /*QUAKED item_health (.3 .3 1) (-16 -16 -16) (16 16 16) Code leftovers, medium Q2 medkit. model="models/items/healing/medium/tris.md2" */ /*QUAKED item_health_small(.3 .3 1) (-16 -16 -16) (16 16 16) Code leftovers, small Q2 medkit. model="models/items/healing/stimpack/tris.md2" */ /*QUAKED item_health_large (.3 .3 1) (-16 -16 -16) (16 16 16) Code leftovers, large Q2 medkit. model="models/items/healing/large/tris.md2" */ /*QUAKED item_health_mega (.3 .3 1) (-16 -16 -16) (16 16 16) Code leftovers, very large Q2 medkit. model="models/items/mega_h/tris.md2" */ /*QUAKED item_jetpack (.3 .3 1) (-16 -16 -16) (16 16 16) Jetpack, incomplete code, unused. model="models/items_misc/jetpack/jetpack.mdx" */ /*QUAKED weapon_blackjack (.3 .3 1) (-16 -16 -16) (16 16 16) Pipe, always owned, never in the world -- Melee weapon. model="models/weapons/blakjak/blakjak.mdx" */ /*QUAKED cast_rosie (1 .5 0) (-16 -16 -24) (16 16 48) Alias for 'cast_bitch' */ /*QUAKED misc_fidela (1 .5 0) (-16 -16 -24) (16 16 32) Code leftovers, some actor test using missing models. model="models\actors\fidel_mdx\head.mdx;models\actors\fidel_mdx\lower_body.mdx;models\actors\fidel_mdx\upper_body.mdx;" */ /*QUAKED misc_grunt (1 .5 0) (-16 -16 -24) (16 16 48) Alias for 'cast_thug'. */ /*QUAKED cast_punk2 (1 .5 0) (-16 -16 -24) (16 16 48) Alias for 'cast_thug'. */ /*QUAKED cast_punk_window (1 0 0) (-16 -16 0) (16 16 40) Code leftovers, guy going through a window? must be triggered, uses missing models. model="models\actors\fidelC\tris.md2" "targetname" This entity's ID */ /*QUAKED ai_ty_mo_boundry (.5 .5 1) ? Is said to cause Moe, Larry and Curly to attack on touch, very likely dummy. */ /*QUAKED misc_car (1 .5 0) (-16 -16 -24) (16 16 32) Code leftovers, car model test. model="models\vehicles\cars\viper\tris.md2" */ /*QUAKED misc_explobox (0 .5 .8) (-16 -16 0) (16 16 40) Alias for 'props_trashcanA'. */ /*QUAKED func_subdoor_handle1 (0 .5 .8) ? X REVERSE X X X X X_AXIS Y_AXIS Supposed to be the rotating handle, before the doors open, but very likely bogus. You need to have an origin brush in the center 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. "duration" is how long the rotation will take place. */ /*QUAKED func_subdoor_handle2 (0 .5 .8) ? Supposed to be the handle attached to the door, but very likely bogus. Will rotate with door. It's origin should be the door's origin. */ /*QUAKED target_character (0 0 1) ? Digits place for target_string. "team" String team, must be the same ID as 'target_string' "count" Position in the string (default=1) */ /*QUAKED target_string (0 0 1) (-8 -8 -8) (8 8 8) String to display on 'target_character's "targetname" This entity's ID "team" String team, must be the same ID as 'target_character's "message" Message to display on 'target_character's */ /*QUAKED func_clock (0 0 1) (-8 -8 -8) (8 8 8) TIMER_UP TIMER_DOWN START_OFF MULTI_USE Clock timer with display "count" Time before triggering targeted entity "pathtarget" Target entity's ID "targetname" This entity's ID "target" 'target_string' entity's ID "style" Display style (0='xx', 1='xx:xx', 2='xx:xx:xx') */ /*QUAKED func_object_repair (1 .5 0) (-8 -8 -8) (8 8 8) Object to be repaired, very likely dummy. "delay" Time in seconds for sparks to occur (default=1) "target" Target entity ID to trigger on death */ /*QUAKED rotating_light (0 .5 .8) (-8 -8 -8) (8 8 8) START_OFF ALARM Code leftovers from Q2, a rotating light. model="models\objects\light\tris.md2" "targetname" This entity's ID "health" Strength, the light can be destroyed if set "speed" Light radius (default=32) */ /*QUAKED target_temp_entity (1 0 0) (-8 -8 -8) (8 8 8) Code leftovers from Q2, fire an origin-based temp entity event to the clients. "style" Type byte */ /*QUAKED target_secret (1 0 1) (-8 -8 -8) (8 8 8) Code leftovers from Q2, can be triggered once only, counts a secret found. "noise" Wav sound to play when triggered (default='misc/secret.wav') */ /*QUAKED target_goal (1 0 1) (-8 -8 -8) (8 8 8) Code leftovers from Q2, can be triggered once only, counts a goal completed. "noise" Wav sound to play when triggered (default='misc/secret.wav') */ /*QUAKED target_blaster (1 0 0) (-8 -8 -8) (8 8 8) NOTRAIL NOEFFECTS Code leftovers from Q2, fires a blaster bold in the set direction when triggered. "dmg" Damage inflicted (default=15) "speed" Bold speed (default=1000) */ /*QUAKED target_laser (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON RED GREEN BLUE YELLOW ORANGE FAT Code leftovers from Q2, fires a laser when triggered. "target" Target entity's ID -- shooting direction (overrides angle) "angle" Shooting direction "dmg" Damage inflicted when blocked (default=1) */ /*QUAKED target_mal_laser (1 0 0) (-8 -8 -8) (8 8 8) START_ON RED GREEN BLUE YELLOW ORANGE FAT Code leftovers from Q2 MP1, Mal's laser. "targetname" This entity's ID "angle" Shooting direction "delay" Delay before first shot (default=0.1) "wait" Time between two shots (default=0.1) "dmg" Damage inflicted when blocked (default=5) */ /*QUAKED trigger_gravity (.5 .5 .5) ? Code leftovers from Q2, changes the touching entities gravity. "gravity" Gravity factor (default=1.0) */ /*QUAKED viewthing (0 .5 .8) (-8 -8 -8) (8 8 8) Code leftovers from Q2, just for the debugging level. Don't use. model="models\objects\banner\tris.md2" */ /*QUAKED light_mine1 (0 1 0) (-2 -2 -12) (2 2 12) Code leftovers from Q2, decoration model. model="models\objects\minelite\light1\tris.md2" */ /*QUAKED light_mine2 (0 1 0) (-2 -2 -12) (2 2 12) Code leftovers from Q2, decoration model. model="models\objects\minelite\light2\tris.md2" */ /*QUAKED misc_gib_head (1 0 0) (-8 -8 -8) (8 8 8) Code leftovers from Q2, intended for use with the 'target_spawner'. model="models\objects\gibs\head\tris.md2" */ /*QUAKED misc_gib_arm (1 0 0) (-8 -8 -8) (8 8 8) Code leftovers from Q2, intended for use with the 'target_spawner'. model="models\objects\gibs\arm\tris.md2" */ /*QUAKED misc_gib_leg (1 0 0) (-8 -8 -8) (8 8 8) Code leftovers from Q2, intended for use with the 'target_spawner'. model="models\objects\gibs\leg\tris.md2" */ /*QUAKED sfx_beacon (0 0 1) (-16 -16 -16) (16 16 16) Code leftovers, some rotating beam. */ /*QUAKED refl (1 0 0) (-16 -16 -16) (16 16 16) Code leftovers, reflexion mapping on models testing. model="models\vehicles\cars\viper\tris.md2" */ /*QUAKED misc_amb4 (1 0 0) (-16 -16 -16) (16 16 16) Code leftovers, mal's amb4 loop entity, plays 'world/amb4.wav'. */ /*QUAKED misc_corky_fidel_mdx_pcx (0 0 1) (-16 -16 -24) (16 16 34) Code leftovers, thug test model. model="models\actors\thug\head.mdx;models\actors\thug\legs.mdx;models\actors\thug\body.mdx" */ /*QUAKED misc_corky_fidel_mdx_tga (0 0 1) (-16 -16 -24) (16 16 34) Code leftovers, some test model. model="models\actors\fidel_tga\head.mdx;models\actors\fidel_tga\legs.mdx;models\actors\fidel_tga\body.mdx" */ /*QUAKED misc_barry_bitch (0 0 1) (-16 -16 -24) (16 16 34) Code leftovers, bitch test. model="models\actors\bitch\head.mdx;models\actors\bitch\legs.mdx;models\actors\bitch\body.mdx;" */ /*QUAKED elps (1 0 0) (-64 -64 -64) (64 64 64) Test entity for mdx bbox hit test. model="models\actors\elps_seg\up.mdx;models\actors\elps_seg\rt.mdx;models\actors\elps_seg\fwd.mdx;models\actors\elps_seg\diag.mdx;" */ /*QUAKED cast_buma (1 .5 0) (-30 -16 -25) (31 43 13) Code leftovers, supposed to be a sitting bum?, model="models\actors\bum_seg" */ /*QUAKED cast_bumb (1 .5 0) (-30 -16 -25) (31 43 13) Code leftovers, supposed to be a sitting bum?, model="models\actors\bum_seg" */ /*QUAKED misc_skidrow_radio_repeater (.5 .5 1) (-16 -16 -24) (16 16 48) Use to tag the speaker inside the warehouse, very likely dummy. */