/*QUAKED ammo_shells (.3 .3 1) (-16 -16 -16) (16 16 16) 
Smart Grenades (for Alien Smart Gun)
*/


/*QUAKED ammo_bullets (.3 .3 1) (-16 -16 -16) (16 16 16) 
Bullets (for Chaingun)
*/


/*QUAKED ammo_grenades (.3 .3 1) (-16 -16 -16) (16 16 16) 
Napalm (for Flame Thrower)
*/


/*QUAKED ammo_cells (.3 .3 1) (-16 -16 -16) (16 16 16) 
Cells (for Alien Beamgun, Alien Disruptor)
*/


/*QUAKED ammo_rockets (.3 .3 1) (-16 -16 -16) (16 16 16) 
Rockets (for Rocket Launcher)
*/


/*QUAKED func_group (0 0 0) ?
Used to group brushes together.
*/

/*QUAKED func_door (0 .5 .8) ? START_OPEN nofunc CRUSHER nofunc nofunc TOGGLE
TOGGLE                  Wait in both open and closed states to be triggered.
START_OPEN              Door starts open and operates in reverse. Should be targeted, do not set health.

"angle"                 Opening direction.
"targetname"            A remote button or trigger activates the door.
"speed"                 Movement speed (100 default).
"wait"                  Wait before returning to previous state (3 default, -1 = never return).
"lip"                   Lip remaining at end of move (8 default).
"dmg"                   Damage to inflict when blocked (2 default).
"message"               Display this when the door is touched if it is targeted and hasn't been triggered.
"health"                Amount of damage before door will open.
"sounds"                0 : Audible 1 : Silent.
"team"			Use this to group different parts of a door.
*/

/*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN REVERSE CRUSHER nofunc nofunc TOGGLE X_AXIS Y_AXIS
TOGGLE                  Wait in both open and closed states to be triggered.
START_OPEN              Door starts open and operates in reverse. Should be targeted, do not set health.
REVERSE                 Will cause the door to rotate in the opposite direction.

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"              Set how many degrees the door will be rotated.
"speed"                 Movement speed (100 default).
"message"               Display this when the door is touched if it is targeted and hasn't been triggered.
"angle"                 Opening direction.
"targetname"            A remote button or trigger activates the door.
"health"                Amount of damage before door will open.
"speed"                 Movement speed (100 default).
"wait"                  Wait before returning to previous state (3 default, -1 = never return).
"dmg"                   Damage to inflict when blocked. (2 default).
"sounds"                0 : Audible 1 : Silent.
*/


/*QUAKED func_door_secret (0 .5 .8) ? always_shoot 1st_left 1st_down
A secret door.  Slides back and then angle.

always_shoot            Door is shootable even if targeted.
1st_left                1st move is left of arrow.
1st_down                1st move is down from arrow.

"targetname"            A remote button or trigger activates the door.
"angle"                 Opening direction.
"dmg"                   Damage to inflict when blocked (2 default).
"wait"                  Wait before returning to previous state (5 default, -1 = never return).
*/


/*QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER
Plats are always drawn in the extended position so they will light correctly.

"targetname"            A remote button or trigger activates the door.
"lip"                   Lip remaining at end of move (8 default).
"height"                Total height of movement, defaults to model height.
"speed"                 Movement speed (100 default).
"accel"                 Acceleration.
"dmg"                   Damage to inflict when blocked (2 default).
*/


/*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"                 Opening direction.
"target"                Name of remote target to trigger.
"speed"		        Movement speed (100 default).
"wait"                  Wait before returning to previous state. (3 default, -1 = never return).
"lip"                   Lip remaining at end of move (8 default).
"health"                Amount of damage before door will open.
"delay"                 Delay amount before target is triggered.
*/


/*QUAKED func_train (0 .5 .8) ? START_ON TOGGLE BLOCK_STOPS nofunc nofunc nofunc PURPLE_STROBE
A train is a mover that moves between path_corner target points.
Trains MUST HAVE AN ORIGIN BRUSH.
The train spawns at the first target it is pointing at.

"speed"		        Movement speed (100 default).
"dmg"                   Damage to inflict when blocked (2 default).
"noise"                 Sound to play when the train is in motion.
"target"                Name of next path corner.
"model"                 Define a model as a train.
*/


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

TRIGGER_SPAWN   	The wall will not be present until triggered. Anything in its way will be killed.
TOGGLE                  Valid for TRIGGER_SPAWN walls only, turns the wall on and off.
START_ON                Valid for TRIGGER_SPAWN walls only, determines whether the wall will initially be present
*/


/*QUAKED func_rotating (0 .5 .8) ? START_ON REVERSE X_AXIS Y_AXIS TOUCH_PAIN BLOCK_STOPS 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"		        Movement speed (100 default).
"dmg"                   Damage to inflict when blocked (2 default).
"model"                 Define a model to rotate.
*/


/*QUAKED func_timer (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) START_ON
Toggled to repeatedly trigger its targets.

"wait"                  Delay amount before target is triggered.
"random"                Wait variance.
*/


/*QUAKED func_explosive (0 .5 .8) ?
Any brush that you want to explode or break apart.

"health"                Amount of damage before door will open.
"targetname"            A remote button or trigger activates the explosion.
"mass"                  This determines how much debris is emitted (default 75, max 800).
"dmg"                   Damage inflicted by explosion
*/


/*QUAKED func_water (0 .5 .8) ? START_OPEN 
A moveable water brush. Must be targeted to operate. 

START_OPEN              Water starts open and operates in reverse. Should be targeted, do not set health.


"angle"                 Opening direction (up or down only).
"speed"                 Movement speed (25 default).
"wait"                  Wait before returning to previous state (-1 default, -1 = toggle).
"lip"                   Lip remaining at end of move (0 default).
"sounds"                0) No sound 1) Water 2) Lava
*/


/*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 info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32) INITIAL
Spawn point for DM.

If set to 'INITIAL' it will be the first spawn point. It Will also be 
used as an info_player_intermission if one is not present in the map. 

*/


/*QUAKED info_player_red (1 0 0) (-16 -16 -16) (16 16 32)
Spawn point. Used for team games.
*/


/*QUAKED info_player_blue (0 0 1) (-16 -16 -16) (16 16 32)
Spawn point. Used for team games.
*/


/*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32)
Podium position at the end of the round.

"angle"                 Sets the direction the podium will face.
"angles"                Sets Pitch/Yaw/Roll.

*/


/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
Primarily used as a directional target for spotlights. 
*/


/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
This is similar to info_null, some entities require it.
*/


/*QUAKED item_armor_shard (.3 .3 1) (-16 -16 -16) (16 16 16)
2 points of armour.
*/


/*QUAKED item_armor_jacket (.3 .3 1) (-16 -16 -16) (16 16 16)
25 points of armour.
*/


/*QUAKED item_armor_combat (.3 .3 1) (-16 -16 -16) (16 16 16)
50 points of armour.
*/


/*QUAKED item_armor_body (.3 .3 1) (-16 -16 -16) (16 16 16)
100 points of armour.
*/


/*QUAKED item_health_small (.3 .3 1) (-16 -16 -16) (16 16 16)
5 points of health.
*/


/*QUAKED item_health (.3 .3 1) (-16 -16 -16) (16 16 16) 
10 points of health.
*/


/*QUAKED item_health_large (.3 .3 1) (-16 -16 -16) (16 16 16) 
25 points of health.
*/


/*QUAKED item_health_mega (.3 .3 1) (-16 -16 -16) (16 16 16) 
100 points of health.
*/


/*QUAKED item_quad (.3 .3 1) (-16 -16 -16) (16 16 16) 
Quad Damage.
*/


/*QUAKED item_invulnerability (.3 .3 1) (-16 -16 -16) (16 16 16) 
Alien Force. 
*/


/*QUAKED item_haste (.3 .3 1) (-16 -16 -16) (16 16 16) 
Haste.
*/


/*QUAKED item_adrenaline (.3 .3 1) (-16 -16 -16) (16 16 16) 
Adrenaline.
*/


/*QUAKED item_sproing (.3 .3 1) (-16 -16 -16) (16 16 16) 
Sproing.
*/

/*QUAKED item_jetpack (.3 .3 1) (-16 -16 -16) (16 16 16) 
Jetpack.
*/

/*QUAKED misc_decal (0 0.5 0) (-8 -8 -8) (8 8 8)

Add a decal.

"model"                 Select a decal.
*/


/*QUAKED misc_teleporter_dest (1 0 0) (-32 -32 -24) (32 32 -16)

"targetname"            Name of teleporter origin.
*/


/*QUAKED misc_teleporter (1 0 0) (-32 -32 -24) (32 32 -16)

"target"                Name of teleporter destination.
*/


/*QUAKED misc_spiderpod (1 0 0) (-32 -32 -24) (32 32 -16)
Spider Pod. Fires electricity at players.

*/


/*QUAKED misc_mapmodel (0 0.5 0) (-8 -8 -8) (8 8 8) NO_SHADOW nofunc nofunc nofunc INVISIBLE ANIMATED
NO_SHADOW		The mesh won't cast a shadow
INVISIBLE		Applies the invisibility powerup visual effect to the mesh
ANIMATED		If mesh contains animation frames use them, otherwise the mesh will be static

Add a model/mesh.

"model"                 Select a model.
*/


/*QUAKED misc_watersplash (1 0 0) (-8 -8 -8) (8 8 8)
Creates a particle splash effect.
*/


/*QUAKED misc_electroflash (0 0.5 0) (-8 -8 -8) (8 8 8)
Makes an electricity sound.
*/


/*QUAKED npc_deathray (0 0.5 0) (-16 -16 -16) (16 16 16)
The deathray fires at players, except the person who triggers it.
"angle"                 Sets the direction the deathray will face.

*/

/*QUAKED npc_piranha (0 0 1) (-16 -16 -16) (16 16 16)
Flesh eating piranha.

*/

/*QUAKED worldspawn (0 0 0) ?
Every map should have only one worldspawn.

"gravity"               800 is default gravity.
"message"               Text to print during loading screen.
"sky"                   Sky to render.
"skyrotate"		Speed of rotation in degrees/second. Be sure to set skyaxis.
"skyaxis"		Axis on which to rotate sky. Example value 0 0 1 would rotate on Z.
These are options use during compile by qrad.

"_sun"                  Defines the targetname of the light entity which will act as the sun.
"_sun_ambient"          Amount of ambient lighting emitted by the sun.
_sun_color"             RGB color value of the sun.
_sun_light"             Amount of direct light emitted by the sun.
*/


/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) LINEAR
Lights pointed at a target will be spotlights.
Linear checkbox gives linear fall off instead of inverse square.

"_color"                Color of light, defined in RGB. Example: 1 0 0 would make the light red.
"_cone"                 Default 10.
"light"                 Amount of light.
"radius"                Radius of spotlight (default 64).
*/


/*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8)
Train path corners.

"targetname"            Name of this target.
"target"                Name of next path corner.
"pathtarget"            Name of target to trigger
"speed"                 Movement speed (100 default).
"wait"                  Wait at this point before moving to next target.
*/


/*QUAKED target_speaker (1 0 0) (-8 -8 -8) (8 8 8) looped-on looped-off reliable
Normal sounds play each time the target is used.  The reliable flag can be set for crucial voiceovers.
Looped sounds are always attenuation 3 / vol 1, targetting toggles sound on/off.
Multiple identical looping sounds will just increase volume without any speed cost.

"targetname"            A remote button or trigger activates the door.
"noise"                 Sound file to play.
"sounds"                0) No sound 1) Water 2) Lava.
"attenuation"           -1) None, whole map. 1) Normal 2) Idle sound 3) Ambient.
"volume"                0.0 to 1.0
*/


/*QUAKED target_laser (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON nofunc nofunc Lightning Vaporbeam
When triggered, fires a laser. Target an info_notnull for direction. 

Notes: 
The beam doesn't end at the info_notnull. Using lightning and vaporbeam causes strange 
behaviour in brushes.
*/


/*QUAKED target_steam (0 .5 .8) (-8 -8 -8) (8 8 8)
Emits steam.
"angle"                 Sets the direction of the steam.
*/


/*QUAKED target_fire (1 0 0) (-8 -8 -8) (8 8 8) START_ON
Emits fire.
*/


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


/*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.

"target"                Name of the target to trigger.
"targetname"            Name of this target.
*/

/*QUAKED trigger_multiple (.5 .5 .5) ?
Variable sized repeatable trigger.

"wait"                  Time between triggerings (0.5 default, -1 = Only trigger once).
"target"                Name of the target to trigger.
"delay"                 Delay amount before target is triggered.
"sounds"                0) Beep 1) Secret 2) F1 Prompt 3) Silent
*/


/*QUAKED trigger_push (.5 .5 .5) ?
"speed"		        Push speed.
"angle"                 Direction of push.
"angles"                Sets Pitch/Yaw/Roll.
*/


/*QUAKED trigger_monsterjump (.5 .5 .5) ?
"speed"                 Speed forward.
"height"                Speed upward.
"angle"                 Direction of jump.
*/


/*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF TOGGLE SILENT NO_PROTECTION SLOW
Any entity that touches this will be hurt. Targeting the trigger will toggle it on/off.

SILENT			Supresses noise.
SLOW			Changes the damage rate to once per second.
NO_PROTECTION	        Nothing will stop the damage.

"dmg"                   Damage to inflict. (5 default).
*/


/*QUAKED trigger_once (.5 .5 .5) ?

"target"                Name of entity to trigger.
*/

/*QUAKED weapon_smartgun (.3 .3 1) (-16 -16 -16) (16 16 16) 
Alien Smart Gun
*/


/*QUAKED weapon_chaingun (.3 .3 1) (-16 -16 -16) (16 16 16) 
Chaingun
*/


/*QUAKED weapon_rocketlauncher (.3 .3 1) (-16 -16 -16) (16 16 16) 
Rocket Launcher
*/


/*QUAKED weapon_disruptor (.3 .3 1) (-16 -16 -16) (16 16 16) 
Alien Disruptor
*/


/*QUAKED weapon_beamgun (.3 .3 1) (-16 -16 -16) (16 16 16) 
Alien Beamgun
*/


/*QUAKED weapon_flamethrower (.3 .3 1) (-16 -16 -16) (16 16 16) 
Flame Thrower
*/


/*QUAKED weapon_vaporizer (.3 .3 1) (-16 -16 -16) (16 16 16) 
Alien Vaporizer
*/


