/*QUAKED worldspawn (0 0 0) ?
Only used for the world entity.

musictrack - name of MP3 track to play when level starts

fog_value - fog on-off/intensity
fog_color - rgb color of fog
fog_start - start of fog volume
fog_end - end of fog volume

sky             - skybox name

cloudname       - name of cloud texture to use, no suffix
cloudxdir       - cloud x scroll value (-1 to 1, default 1.0)
cloudydir       - cloud y scroll value (-1 to 1, default 0.8)
cloud1tile      - number of repeats of layer 1 cloud texture (default 8)
cloud2tile      - number of repeats of layer 2 cloud texture (default 2)
cloud1speed     - scrolling speed for layer 1 (default 1)
cloud2speed     - scrolling speed for layer 2 (default 4)
cloud2alpha     - translucency of layer 2 (default 0.7, 0 means no layer 2)

lightningfreq   - min seconds between lightning flashes (default 0.25, 0 means no lightning)
cinematic_intro - min seconds between lightning flashes (default 0.25, 0 means no lightning)
*/

/*QUAKED viewthing (0 0.5 0.8) (-16 -16 -24) (16 16 32)
For debugging only.
*/

/*QUAKED view_rotate (1 0.5 0) (-16 -16 -16) (16 16 16)
For debugging only.
*/

/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF FLARE
light - intensity of light
style - number of style to use, 0-63
lightstyle - string to define lightstyle

To create a custom lightstle, set the style
key to a value between 12 and 63.  Then set
the lightstyle key.  Valid values for the
lightstyle key are a - z, a being the brightest
and z being the darkest.  Each value represents
1 server frame whihc is 1/10th of a second.
*/

/*QUAKED light_flare (0.9 0.9 0.9) (-8 -8 -8) (8 8 8) START_OFF
"modelname" "models/global/e_flare2.sp2"
"spritetype" "2"
model - name of sprite model for flare effect
        for example, \"models/global/e_flare1.sp2\"
scale - set the scale of the model (default is 1.0)
make sure you specify x y and z (seperated by spaces).
*/

/*QUAKED light_walltorch (0 1 0) (-8 -8 -8) (8 8 8) START_ON
style - number of style to use, 0-63
lightstyle - string to define lightstyle

To create a custom lightstle, set the style
key to a value between 12 and 63.  Then set
the lightstyle key.  Valid values for the
lightstyle key are a - z, a being the brightest
and z being the darkest.  Each value represents
1 server frame whihc is 1/10th of a second.
*/

/*QUAKED light_e1 (0 1 0) (-8 -8 -28) (8 8 8)
"modelname" "models/global/e2_firea.sp2"
"spritetype" "1"
scale - amount to scale (%f %f %f)
*/

/*QUAKED light_e2 (0 1 0) (-8 -8 -28) (8 8 8) D2_TORCH1 D2_TORCH1B D2_TORCH2 D2_TORCH3
"modelname" "models/global/e2_firea.sp2"
"spritetype" "1"
scale - amount to scale (%f %f %f)
*/

/*QUAKED light_e3 (0 1 0) (-8 -8 -28) (8 8 8) D3_FIRESHELF D3_CANDLE D3_FLAMHOLD
"modelname" "models/global/e3_firea.sp2"
"spritetype" "1"
scale - amount to scale (%f %f %f)
*/

/*QUAKED light_e4 (0 1 0) (-8 -8 -28) (8 8 8) D4_BARREL1
"modelname" "models/global/e4_firea.sp2"
"spritetype" "1"
scale - amount to scale (%f %f %f)
*/

/*QUAKED light_strobe (0 1 0) (-8 -8 -8) (8 8 8) START_ON
style - number of style to use, 0-63
lightstyle - string to define lightstyle

To create a custom lightstle, set the style
key to a value between 12 and 63.  Then set
the lightstyle key.  Valid values for the
lightstyle key are a - z, a being the brightest
and z being the darkest.  Each value represents
1 server frame whihc is 1/10th of a second.
*/

/*QUAKED effect_fog (0 1 0) ?
Duh, fog.
*/

/*QUAKED effect_snow (1 1 1) ? FALL_STRAIGHT
Creates a snow volume.. height is automatically
calculated from the size of the original brush
height - distance the snow/rain is supposed to fall
*/

/*QUAKED effect_rain (0 0.5 0.8) ? NORTH SOUTH EAST WEST
Creates a rain volume.. height is automatically
calculated from the size of the original brush
height - distance the snow/rain is supposed to fall
Flags:
  by default the rain falls straight down.. use the
  checkboxes to get the rain to fall at an angle
*/

/*QUAKED effect_lightning (1 1 1) (-8 -8 -8) (8 8 8) START_ON CYCLE GROUND_STRIKES RANDOM_DELAY SPAWN_LIGHT NO_CLIENTS TRACE_DMG STRIKE_ONCE NO_SPARKS CONSTANT SCORCH
"sndkeys" "sound,sound1,sound2,sound3"
target - attractors with targetname of target will get struck
  by this entity
targetname - allows this entity to be turned on and off
delay - time between strikes (default 2.0)
dmg - damage if a PLAYER gets hit (default 0.0) based on duration (default 0.5<meaning 5x dmg)
scale - set the scale of the lightning model (default 4.0)
chance - pct chance a player will be hit (default 0.10)
modulation - % of modulation to apply to lightning.  Scalar value.
_color - Color of lightning. (Use 'k')
gndchance - if GROUND STRIKES is checked, chance for ground hit (default 0.20)
duration - Period of time that lightning will exist during its strike.(scalar)
sound, sound1.. - wave file to play when lightning strikes (random if > 1 defined)
SpawnFlags:
  START ON - lightning strikes immediately
  CYCLE - strike attractors in attractor 'triggerindex' order
  GROUND STRIKES - strike the ground (no attractors are needed)
  RANDOM DELAY - randomize the delay value
  SPAWN LIGHT - spawns a dynamic light where the light hits
  NO CLIENTS - don't use clients as attractors
  TRACE DMG - electrocute an asshole walking thru the bolt
  STRIKE ONCE - strike only when triggered
  NO SPARKS - don't put the little sparks on the lightning
  CONSTANT - constant bolt. .more efficient than low delay times
  SCORCH - leave a scorch mark on the ground or on bmodels
*/

/*QUAKED effect_steam (1 0.6 0.3) ? RANDOM_DELAY START_ON JET_ONCE FREEZE_SPRAY
"sndkeys" "loop_sound"
effect_steam is a volume brush that generates steam blasts
delay    - time between jets (default 6.0)
duration - length of time to spray (default 2.0)
vector   - direction/distance to jet steam
damage   - damage if a PLAYER gets hit (default 0.0)
scale    - set the scale of the steam sprite (default 1.0)
sound    - sound played while steam is jetting
SpawnFlags:
  START ON     - steam jets immediately
  RANDOM DELAY - randomize the delay value
  JET ONCE     - jet only when triggered
  FREEZE SPRAY - damage is freeze effect
*/

/*QUAKED sfx_complex_particle (.65 0.65 0.15) (-8 -8 -8) (8 8 8) P_SIMPLE P_TRIANGLE P_RAIN P_SMOKE P_FLARE P_DEBRIS P_SOFTROUND P_BUBBLE TOGGLE_EMIT RANDOM_EMIT START_OFF TOGGLE
###################NSS#####################
#############Complex Particle##############
##################v1.4#####################
DEFINES:......................................................................
 COUNT:		Number of particles to spray(1 is normal for streams of particles)..(int) !> 10
 SPREAD:		Degrees of Conic spread for the particle stream (360 = a sphere)...(int)
 VELOCITY:		How fast the particles move..............(float)
 EMISSION:		Emission rate on a per frame basis.......(int) !<1 anything <1 will = 1
 EMISSIONTIME:	Active only if Toggle Emmision flag is set.  Amount of frames particle Emission occurs.(int)
 SCALE:		The size of the particles................(float) !< 0.01f !>200.0f
 DELTA_ALPHA:	The decay rate of the particle's life time.  The smaller the value(i.e. 0.10) the longer the life)(float)
 ALPHA_LEVEL:	The initial state of the Alpha level.....(float)
 TARGET:		Name of target to project towards with initial velocity..(chars)
 GRAVITY:		How much gravity to apply to particles. The value is rate of acceleration. This is scalar. Default is none.(float)
 GRAVITYDIR:	Name of target that gravity will be applied towards.(chars) Gets turned into normalized vector. Default is down.
 TARGETNAME:	Name of particle stream.  Can be used if targeted from other objects.
 STOPTIME:		Time for the SFX Particle generator to spit out particles before it completely shuts down.  It will not generate particles until triggered again.
 RADIUS:		Radius spread for spawning particles.  If you are not targeted then you will not get a clean cylindrical shape.
 RADIUS Notes:	Suggested use would be a targeted complex particle with, say, more than 3 particles being spawned at once.
 To get a clean cylinder make sure your spread is a very low value(i.e. 0 -5). If you emit more than 8 particles make SURE your emission time is higher than 3 if your delta_alpha is a low value.
 The color is set by the standard color selection window(hit k when entity is highlighted)
FLAGS:.......................................................................
 P_<Name>:		The type of particle to use. The last particle selection will be the one used.
 Toggle Emit:	This will toggle the particle stream off for 'Emission' number of frames.  This will also maintain the particle stream for 'EMISSIONTIME' number of frames.
 Random Emit:	Used in conjunction with Toggle Emission only, this will randomize the 'Emission' value, but does assure to hold off for at least 1/4th 'Emission'.
 Start Off:	This will start the particle generator in an off state and will not start until triggered.
##########################################
*/

/*QUAKED func_areaportal (0 0.5 0.8) ?
Splits two areas, hiding the other side when door is closed.
Place inside doors, totally covering the door area.
targetname- match to target of door(s)
*/

/*QUAKED func_group (0 0.5 0.8) ?
Just groups brushes together for editing convenience.
*/

/*QUAKED func_gib (0 0.5 0.8) (-4 -4 -4) (4 4 4) GIB_ROBOTIC GIB_BONE NO_BLOOD START_ON NO_TOGGLE
###################NSS#####################
###############GIB GENERATOR###############
##################v1.0#####################
DEFINES:......................................................................
 COUNT:		Number of gibs to throw out per think cycle..(int) !> 10
 SPREAD:		Degrees of Conic spread for the particle stream (360 = a sphere)...(int)
 VELOCITY:		How fast the gibs move..............(float)
 SCALE:		The size of the gibs................(float) !< 0.01f !>200.0f
 TARGET:		Name of target to project towards with initial velocity..(chars)
 TARGETNAME:	Name of gib stream.  Can be used if targeted from other objects.
 STOPTIME:		Time for the gib generator to spit out gibs before it toggles itself off.
 MIN:			Min range for sound.(distance)
 MAX:			Max range for sound.(distance)
 VOLUME:		Volume for sound.(scalar)
FLAGS:.......................................................................
 GIB_ROBOTIC:	Robitc type gibs(default is meaty chunks).
 GIB_BONE:		Bone type gibs.
 NO BLOOD:		Gib pieces will not have a blood stream following them.
 START ON:		Makes the gib generator start on.
 NO TOGGLE:	Assures a constant stream of gibs always.
##########################################
*/

/*QUAKED func_door (0 0.5 0.8) ? START_OPEN REVERSE DOOR_DONT_LINK TOGGLE AUTO_OPEN USE_TO_CLOSE CONTINUOUS LOOP_DOOR_SOUNDS STRUGGLE FORCEMOVE
"sndkeys" "sound_opening,sound_open_finish,sound_closing,sound_close_finish"
Doors that touch are linked together to operate as one.
  
message - 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.
keyname - if set, the player must have the specified item in their inventory i.e. 'item_crypt_key'
health - if set, door must be shot open
speed - movement speed (100 default)
wait - time to wait before returning (3 default, -1 = never return)
lip - amount of door visible remaining at end of move (8 default)
dmg - damage to inflict when blocked (2 default)
sound_opening - name of the sound to play during opening, ie. doors/creek.wav
sound_open_finish - name of the sound to play when opening completes, ie. doors/slam.wav
sound_closing - name of the sound to play when closing starts, ie. doors/creek.wav
sound_close_finish - name of the sound to play when closing completes, ie. doors/slam.wav
cinescript - name of the cinematic script to run
aiscript - name of the AI script to run
  
Spawnflags:
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).

AUTO_OPEN will spawn a trigger field around the door that can open it without
its being used.

DOOR_DONT_LINK will stop a door from being automatically linked to other doors
that it touches.

DOOR_CONTINUOUS will make the door keep opening and closing once it is triggered
If triggered again, it will stop.

LOOP_DOOR_SOUNDS will loop the opening and closing sounds.  Otherwise they will
only be played once.

STRUGGLE - plays struggle sound if object is not useable (locked, etc)
*/

/*QUAKED misc_hosportal (1 0 0) (-16 -16 -24) (16 16 32) ALLOW_HEALTH
"modelname" "models/e1/hosportal2"
"sndkeys" "sound_use,sound_healthup,sound_use_done,sound_use_out,sound_recharged"
style - 0=large (with walls), 1=medium (no walls), 2=small (monitor)
health - health of entity (0 if indestructable)
max_juice - max amount of health to restore before depleted (100)
*/

/*QUAKED misc_fountain (1 0 0) (-16 -16 -24) (16 16 32)
"modelname" "models/e2/a2_hlthfnt"
Greek health fountain.
*/

/*QUAKED misc_drugbox (1 0 0) (-16 -16 -24) (16 16 32)
"modelname" "models/e4/a4_dbox"
Crate of drugs.  Restores health.
*/

/*QUAKED misc_healthtree (1 0 0) (-16 -16 -24) (16 16 32)
"modelname" "models/e1/healthtree"
Healing fruit tree.
max_fruit   - max # of fruits on tree (5)
recharge_rate - recharge time (seconds) for tree
*/

/*QUAKED func_plat (0 0.5 0.8) ? PLAT_START_UP X X PLAT_TOGGLE
"sndkeys" "sound_up,sound_top,sound_down,sound_bottom"
Plats should be drawn in the up position to spawn correctly
 
message - 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 - time to wait before returning (3 default, -1 = never return)
height - number of units to move the platform up from spawn position.  If height is
not specified, then the movement distance is determined based on the vertical size of the platform.
dmg - damage to inflict when blocked (2 default)
sound_up - name of the sound to play when going up, ie. doors/creek.wav
sound_top - name of the sound to play when plat hits top, ie. doors/slam.wav
sound_down - name of the sound to play when going down, ie. doors/creek.wav
sound_bottom - name of the sound to play when plat hits bottom, ie. doors/slam.wav
volume - 0.0 to 1.0
min - 0 to 2040 - minimum distance (volume full)
max - 0 to 8160 - maximum distance (volume none)
 
Spawnflags:
PLAT_START_UP starts the platform in the up (drawn) position
  (height added to drawn position)
TOGGLE causes the platform to wait in both the start and end states for a
  trigger event.
*/

/*QUAKED func_door_rotate (0 0.5 0.8) ? START_OPEN REVERSE DOOR_DONT_LINK TOGGLE AUTO_OPEN USE_TO_CLOSE CONTINUOUS X_AXIS Y_AXIS SWING STRUGGLE ROTATE_LOOP_SOUNDS
"sndkeys" "sound_opening,sound_open_finish,sound_closing,sound_close_finish"
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.
  
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.
'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
'wait'	wait before returning (3 default, -1 = never return)
'damage'	damage to inflict when blocked (2 default)
sound_opening - name of the sound to play during opening, ie. doors/creek.wav
sound_open_finish - name of the sound to play when opening completes, ie. doors/slam.wav
sound_closing - name of the sound to play when closing starts, ie. doors/creek.wav
sound_close_finish - name of the sound to play when closing completes, ie. doors/slam.wav
volume - 0.0 to 1.0
min - 0 to 2040 - minimum distance (volume full)
max - 0 to 8160 - maximum distance (volume none)
AUTO_OPEN will spawn a trigger field around the door that can open it without
its being used.
DOOR_DONT_LINK will stop a door from being automatically linked to other doors
that it touches.
SWING - will allow a door to swing both ways
boing      - 0 = ignore (default)  1 = simulate bouncing physics 
accelerate - 0 = ignore (default)  1 = accelerate rotation from 0 to speed
mass       - 0 = ignore (default)  valid range is 1 = mass of player to 10
                 NOTE: dust and spawnquake are generated based on mass
dust       - 0 = ignore (default)  1 = create a dust cloud when the brush stops
spawnquake	- 0 = ignore (default)  1 = spawn a small quake when the brush stops
LOOP_DOOR_SOUNDS will loop the opening and closing sounds.  Otherwise they will
only be played once.
STRUGGLE- plays struggle sound if object is not useable (locked, etc)
FORCEMOVE- Since we ran out of flags, one must create this epair and set it to 1
*/

/*QUAKED func_rotate (0 0.5 0.8) ? START_ON REVERSE X_AXIS Y_AXIS
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.
*/

/*QUAKED func_wall (0 0.5 0.8) ? TRIGGER_SPAWN TOGGLE START_ON ANIMATED ANIMATED_FAST NOT_SOLID CTF_WALL_ONLY
targetname - the name of this wall if it is a target
target     - the next entity to trigger when this
             one is triggered
killtarget - the targetname of the entity to remove
             when triggered
cinescript - name of the cinematic script to run when
             toggled
aiscript   - name of the AI script to run when toggled
*/

/*QUAKED func_button (0 0.5 0.8) ? PUSH_TOUCH STRUGGLE
"sndkeys" "sound_use,sound_return"
targetname   - the name of this wall if it is a target
target       - the next entity to trigger when
               this one is triggered
killtarget   - the targetname of the entity
               to remove when triggered
keyname      - if set, the player must have the
               specified item in their inventory
               i.e. 'item_crypt_key'
sound_use    - the sound to play when the button
               is used (defaults to none)
sound_return - the sound to play when the button
               returns (defaults to none)
speed        - rate of travel when button moves
wait         - seconds to wait befor returning to useable
               (-1 = never return) (default 1.0)
angle        - direction of travel
lip          - amount of button left sticking out after
               being pushed (default 4)
health       - when > 0 the button must be killed
               in order to fire
cinescript   - name of the cinematic script to run
aiscript     - name of the AI script to run

PUSH_TOUCH will allow the button to be pushed by running into it, Quake style
STRUGGLE - plays struggle sound if object is not useable (locked, etc)
*/

/*QUAKED func_multi_button (0 0.5 0.8) ? PUSH_TOUCH CYCLE
"sndkeys" "sound_use,sound_return"
targetname   - the name of this wall if it is a target
target       - the next entity to trigger when
               this one is triggered
killtarget   - the targetname of the entity
               to remove when triggered
sound_use    - the sound to play when the button
               is used (defaults to none)
sound_return - the sound to play when the button
               returns (defaults to none)
speed        - rate of travel when button moves
wait         - seconds to wait befor returning to useable
               (-1 = never return)
angle        - direction of travel
health       - when > 0 the button must be killed
               in order to fire
distance     - distance button travels on each push
count        - number of positions this button has

PUSH_TOUCH will allow the button to be pushed
by running into it, Quake style
CYCLE - button will not return to top from last
position, but will go back through all positions
*/

/*QUAKED func_train (0 0.5 0.8) ? x x x x x x FORCEMOVE START_ON
"sndkeys" "sound"
targetname - the name of this train
target     - the path_corner that the
	          train will spawn at
killtarget - the targetname of the entity
             to remove when triggered

func_trains should have an origin brush.
They will spawn with the origin located at
the center of the first path_corner_train.
*/

/*QUAKED path_corner_train (0.5 0.3 0) (-8 -8 -8) (8 8 8) X_AXIS Y_AXIS Z_AXIS TRIGWAIT x TELEPORT x x
"sndkeys" "sound_start, sound_stop, sound"
killtarget - the targetname of the entity to remove when this
             path_corner is reached
speed      - rate of travel from this path_corner to the next
wait       - seconds to wait after the actions on this path_corner
             are complete
sound      - sound to play at this path corner
x_distance - distance in degrees to rotate around x axis
y_distance - distance in degrees to rotate around y axis
z_distance - distance in degrees to rotate around z axis
x_speed    - speed to rotate along x axis in degrees per second
y_speed    - speed to rotate along y axis in degrees per second
z_speed    - speed to rotate along z axis in degrees per second
health     - if health is set, the train will wait at this path corner
             until it is killed.
pathtarget - target to trigger when this path_corner is
             reached

Spawnflags:
X_AXIS     - when checked train will rotate continually
             around x axis at x_speed degrees per second
Y_AXIS     - when checked train will rotate continually around 
             around y axis at y_speed degrees per second
Z_AXIS     - when checked train will rotate continually around 
             around z axis at z_speed degrees per second
cinescript - name of the cinematic script to run
aiscript   - name of the AI script to run
TRIGWAIT   - wait here until triggered
TELEPORT   - teleport the func_train to the next target
LOOPSOUND  - specifies that the sound specified in 'sound
			  should loop.
*/

/*QUAKED func_door_secret (0 0.5 0.8) ? OPEN_ONCE 1ST_LEFT 1ST_DOWN NO_SHOOT YES_SHOOT
"sndkeys" "sound_opening,sound_open_finish,sound_closing,sound_close_finish"
message - 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 - time to wait before returning (3 default, -1 = never return)
dmg - damage to inflict when blocked (2 default)
lip - 
sound_opening - name of the sound to play during opening, ie. doors/creek.wav
sound_open_finish - name of the sound to play when opening completes, ie. doors/slam.wav
sound_closing - name of the sound to play when closing starts, ie. doors/creek.wav
sound_close_finish - name of the sound to play when closing completes, ie. doors/slam.wav
  
Spawnflags:
SECRET_OPEN_ONCE - door stays open (imagine that...)
SECRET_1ST_LEFT - first move is left of move direction
SECRET_1ST_DOWN - first move is down from move direction
SECRET_NO_SHOOT - only opened by a trigger
SECRET_YES_SHOOT - shootable even if targeted
*/

/*QUAKED func_wall_explode (0 0.5 0.8) ? ROCK_CHUNKS WOOD_CHUNKS EXTRA_CHUNKS EXTRA_VELOCITY NO_CHUNKS NO_SOUND METAL_CHUNKS NO_EXPLOSIONS
targetname - the name of this wall if it is a target
target - the next entity to trigger when this one is triggered
killtarget - the targetname of the entity to remove when triggered
health - ummm... this would be the health of the wall, if it is 0 then
the wall can only be exploded by targetting it
message - this prints out when wall go boom
model_1 - the specific pathname of the first model to throw when killed
if model_1 is set then spawnflags ROCK_CHUNKS and WOOD_CHUNKS are overridden
model_2 - the pathname of the second model
model_3 - I wouldn't bet on it, but this is probably the name of the 3rd model
group - you can add a name here and group func_wall_explodes.. use triggerindex
  to specify priority of which one blows up first 
triggerindex - the lower the index, the higher it's priority (i.e. it blows up 1st
  func_wall_explodes with the same triggerindex blow up randomly
mindamage - minimum damage it takes to destroy this wall.  Any damage less
  than mindamage will be healed instantly so wall cannot be warn down.
  
Spawnflags:
ROCK_CHUNKS - makes rock chunk wall-gibs fly
WOOD_CHUNKS - makes wood chunk wall-gibs fly
EXTRA_CHUNKS - makes up to 3 chunks per explosion, instead of just one
EXTRA_VELOCITY - gives chunks a higher velocity (good for underwater)
NO_CHUNKS - um, no chunks
NO_SOUND - no sound, use when lots of func walls are activated simultaneously to keep the
Quake engine from choking with too many sounds at once.
*/

/*QUAKED func_debris (0 0.5 0.8) ? GO_TO_ACTIVATOR NO_ROTATE MOMENTUM_DAMAGE NO_ROTATION_ADJUST DROP_ONLY QUARTER_SIZE
"sndkeys" "fly_sound,hit_sound"
target - debris will fly towards targeted entity
fly_sound - sound to play while the entity flies through the air
hit_sound - sound to play when the entity hits something
volume - 0.0 to 1.0
min - 0 to 2040 - minimum distance (volume full)
max - 0 to 8160 - maximum distance (volume none)
damage - amount of damage to do when hitting another object
if MOMENTUM_DAMAGE is selected, then damage will be based on the
speed of the debris when it impacts the object and damage becomes
the divisor, so if speed at impact = 300 and damge = 3, then damage done
while 300 / 3 = 100 points.  If damage is not set, then momentum damage
will be the default with a damage divisor of 3.
Spawnflags:
GO_TO_ACTIVATOR - debris will fly at whoever activated it
NO_ROTATE - don't give this debris any random rotation
MOMENTUM_DAMAGE - damage based on velocity
DROP_ONLY - no upward velocity, debris just falls
QUARTER_SIZE - shrink bounding box by 1/4
Notes:
A func debris entity must have an origin brush contained in it,
otherwise it will rotate around the center of the level, not
its own center.  That is bad.
*/

/*QUAKED func_debris_visible (0 0.5 0.8) ? GO_TO_ACTIVATOR NO_ROTATE MOMENTUM_DAMAGE NO_ROTATION_ADJUST DROP_ONLY QUARTER_SIZE
"sndkeys" "fly_sound,hit_sound"
SAME AS FUNC_DEBRIS EXCEPT DEBRIS IS VISIBLE BEFORE TARGETTING
target - debris will fly towards targeted entity
fly_sound - sound to play while the entity flies through the air
hit_sound - sound to play when the entity hits something
volume - 0.0 to 1.0
min - 0 to 2040 - minimum distance (volume full)
max - 0 to 8160 - maximum distance (volume none)
damage - amount of damage to do when hitting another object
if MOMENTUM_DAMAGE is selected, then damage will be based on the
speed of the debris when it impacts the object and damage becomes
the divisor, so if speed at impact = 300 and damge = 3, then damage done
while 300 / 3 = 100 points.  If damage is not set, then momentum damage
will be the default with a damage divisor of 3.
Spawnflags:
GO_TO_ACTIVATOR - debris will fly at whoever activated it
NO_ROTATE - don't give this debris any random rotation
MOMENTUM_DAMAGE - damage based on velocity
DROP_ONLY - no upward velocity, debris just falls
QUARTER_SIZE - shrink bounding box by 1/4
Notes:
A func debris entity must have an origin brush contained in it,
otherwise it will rotate around the center of the level, not
its own center.  That is bad.
*/

/*QUAKED func_monitor (0 0.5 0.8) ?
target	- the info_camera that the view will be from
fov		- the field of view when looking through this camera
delay	- Amount of time to delay before showing the monitor display.
wait	- Amount of time to wait before allowing the user to esc from display.
*/

/*QUAKED func_dynalight (0 0.5 0.8) (-8 -8 -8) (8 8 8) START_ON SPOTLIGHT LIGHTFLARE X_AXIS Y_AXIS Z_AXIS REVERSE
_color - default 1.0  1.0  1.0
length - length of the light beam.. default is 2048
light - light brightness value
radius - radius of starting point, end radius is based on length
default SPOTLIGHT color is white.. click color checkboxes to change colors
_color - use the color selection dialog to select the color of the light
NOTE: this is not applicable to spotlights.. use the check boxes for them
NOTE: SPOTLIGHT and LIGHTFLARE are mutually exclusive
Check X_AXIS or Y_AXIS	or Z_AXIS to get the SPOTLIGHT to rotate
Check REVERSE to reverse the rotation
*/

/*QUAKED func_explosive (0 0.5 0.8) ? TRIGGER_SPAWN ANIMATED ANIMATED_FAST STONE WOOD METAL NO_CHUNKS NO_SOUND NO_EXPLOSION NOT_SOLID
-------------------------------------------------
Func_Explosive 2.0
-------------------------------------------------
Description: Any brush that you want to explode or break apart.
If you want an explosion.  If targeted it will not be shootable.
The default debris type is glass.
-------------------------------------------------
Key Values
-------------------------------------------------
damage - radius explosion of that amount, at center of brush
health - defaults to 100.
delay	- defaults to 1.0 to randomize the emission of debris chunks. The higher the number the longer it will take some chunks to chunk out.
count   - defaults to 10.  This determines how many chunks are emitted. 10 = maximum of 10 chunks but is random so could be 5-10, no less than 5.
rndcount  - defaults to 0. Random number of debris entities plus the count.
scale  - This is the scale factor of the chunks. 1.0 is current Size.
vectortarget - Sets the vector for the initial direction.  It will be random in a 180 degree spread.
speed  - is a scaled value. 1.0 is normal speed.
gravity    - Gravity to apply to debris. Default is 1.0.(normal)
cinescript - name of the cinematic script to run
aiscript   - name of the AI script to run
target - Determines what gets triggered next.
volume - 0.0 to 1.0
min - 0 to 2040 - minimum distance (volume full)
max - 0 to 8160 - maximum distance (volume none)
*/

/*QUAKED func_water (0 0.5 0.8) ? START_OPEN x x x x x x x x FORCEMOVE
"sndkeys" "sound_opening,sound_open_finish,sound_closing,sound_close_finish"
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)
sound_opening - name of the sound to play when rising
sound_open_finish - name of the sound to play when at the top
sound_closing - name of the sound to play when receeding
sound_close_finish - name of the sound to play when empty
*/

/*QUAKED func_timer (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) START_ON USE_ONCE
target		- the timer will trigger this target
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
*/

/*QUAKED func_event_generator (0 0.5 0.8) ? TRIGGER_ONCE TRIGGER_TOUCHABLE ALLOW_MONSTERS
"sndkeys" "sound"
sound - Sound to play when triggered.

The func_event_generator will trigger and event
or group of events after a specified delay
To use, set the key to the target name of the entity
you want to trigger and set the value to the delay.
TRIGGER_ONCE causes the trigger to be removed after
it has been triggered
TRIGGER_TOUCHABLE causes the trigger to be activated
when it is touched (as opposed to being targeted)
ALLOW_MONSTERS causes the trigger to be activated
when it is touched by a monster.
*/

/*QUAKED trigger_multiple (0.5 0.5 0.5) ? NOTOUCH ALLOW_MONSTERS ALLOW_SIDEKICKS
"sndkeys" "sound"
a repeatable trigger, targetted at the entity with the name
targetname.

health - if set the trigger must be killed to activate
delay - time to wait after activation before firing target
wait - time to wait between retriggering (default = 0.2 seconds)

Spawnflags:
NOTOUCH - if set the trigger is only fired by other entities and
not by touching.
ALLOW MONSTERS - if set the trigger will also be fired when monsters
touch it
ALLOW SIDEKICKS - if set the trigger will also be fired when sidekicks
touch it
*/

/*QUAKED trigger_console (0.5 0.5 0.5) ? USE_ONCE
message - the command to send to the console when triggered
Spawnflags:
USE ONCE - if set the trigger is deleted after it's first use
*/

/*QUAKED trigger_script (0.5 0.5 0.5) ? MULTIPLE NOTOUCH SUPERFLY_REQUIRED MIKIKO_REQUIRED
wait - time to wait between retriggering (default = 2.0 seconds)
delay - delay after triggering before script runs ** doesn't work
with touch triggers ** (default = 0.0 seconds)
cinescript - name of the cinematic script to run
aiscript - name of the AI script to run
scriptname - 
Flags:
  MULTIPLE - allows you to trigger the cinematic multiple
  times if checked.. otherwise it deletes itself
  NOTOUCH - if set the trigger is only fired by other entities
  and not by touching.
*/

/*QUAKED trigger_once (0.5 0.5 0.5) ? NOTOUCH ALLOW_MONSTERS ALLOW_SIDEKICKS
"sndkeys" "sound"
triggers once, then removes itself
 
health - if set the trigger must be killed to activate
delay - time to wait after activation before firing target
wait - time to wait between retriggering (default = 0.2 seconds)
sound - name of sound to play upon firing
targetname -
killtarget - the targetname of the entity to remove when triggered
message - text message to display when triggered

Spawnflags:
NOTOUCH - if set the trigger is only fired by other entities and
not by touching.
ALLOW MONSTERS - if set the trigger will also be fired when monsters
touch it
ALLOW SIDEKICKS - if set the trigger will also be fired when sidekicks
touch it
*/

/*QUAKED trigger_toggle (0.5 0.5 0.5) ? USE_ON_EXIT ALLOW_MONSTERS ALLOW_SIDEKICKS SIDEKICKS_ONLY
triggers once, then when you exit
resets itself to be triggered again
USE_ON_EXIT - if set the trigger will also be fired when you exit
ALLOW MONSTERS - if set, the trigger will also be fired when monsters
touch it
ALLOW SIDEKICKS - if set, the trigger will also be fired when sidekicks
touch it
SIDEKICKS ONLY - if set, the trigger can only be fired when sidekicks
touch it
*/

/*QUAKED trigger_relay (0.5 0.5 0.5) (-8 -8 -8) (8 8 8)
"sndkeys" "sound"
sound - name of sound to play upon firing
delay -
targetname -
killtarget - the targetname of the entity to remove when triggered
message - text message to display when triggered
*/

/*QUAKED trigger_changetarget (0.5 0.5 0.5) (-8 -8 -8) (8 8 8) USE_ONCE
targetname -
target - targetname of entity to change target on
newtarget - new target for the targetted entity
FLAGS: USE_ONCE - delete after first use
*/

/*QUAKED trigger_teleport (0.5 0.5 0.5) ? PLAYER_ONLY NO_FLASH NO_ANGLE_ADJUST
"sndkeys" "sound"
sound - name of sound to play upon firing, if not specified, then no
sound will be played
fog_value - sets fog_value to this when a teleporter is used
sound - 
targetname -
killtarget - the targetname of the entity to remove when triggered
message - text message to display when triggered

Spawnflags:
PLAYER_ONLY - will only teleport players (NOT bots)
NO_FLASH - no spawn fog will be generated when an object teleports
NO_ANGLE_ADJUST - the object's angle will not be adjusted when it is
teleported.
TELEPORT - This will turn the teleporter into a special cinescriptor teleporter.
TELEPORT - Enter in the target name of the entity you wish to spawn or just 'player' for the player.
*/

/*QUAKED trigger_changemusic (0.5 0.5 0.5) ?
path - path to mp3 to play relative to data/music. ( include the extension )
volume - the volume to play the mp3 at ( 0 - 1 ). 
*/

/*QUAKED trigger_superfly_spawn (0.5 0.5 0.5) ?
*/

/*QUAKED trigger_mikiko_spawn (0.5 0.5 0.5) ?
*/

/*QUAKED info_teleport_destination (0.5 0.5 0.5) (-8 -8 -8) (8 8 8)
Point teleporters at this. Duh.
*/

/*QUAKED trigger_hurt (0.5 0.5 0.5) ? ALLOW_TOGGLE START_DISABLED FLOWTHRU_DMG
"sndkeys" "sound"
message - text message to display when triggered
sound - name of sound to play upon firing
dmg - the amount of damage the trigger will do to an object
wait - the number of seconds between triggerings and
START_DISABLED - when checked, allows the trigger_hurt field
to be turned on and off by targeting it
FLOWTHRU DMG - when hitting the trigger, gibs flow in the
same dir of the player's velocity
*/

/*QUAKED trigger_push (0.5 0.5 0.5) ? PUSH_ONCE ALLOW_TOGGLE START_DISABLED
"sndkeys" "sound"
speed - the velocity to give the object (default 1000)
sound - the wave to play when triggered
message - text message to display when triggered
*/

/*QUAKED trigger_counter (0.5 0.5 0.5) ? NO_MESSAGE NO_TOUCH INCLUDE_MONSTERS
"sndkeys" "sound"
count - number of times to trigger before firing
sound - name of sound to play upon firing
message - message to display upon last triggering
when NO_MESSAGE is set, no messages are displayed upon triggering
NO_TOUCH - Does not get touched.
INCLUDE_MONSTERS - set so that monsters can trigger this.
*/

/*QUAKED trigger_changelevel (0.5 0.5 0.5) ? INTERMISSION REQUIRES_SUPERFLY REQUIRES_MIKIKO THE_END KEEP_SIDEKICKS
"sndkeys" "sound"
sound     - name of sound to play upon firing
target    - the target of the info_player_start on the next level
map       - the name of the map to go to
cinematic - name of cinematic to play before exiting
Flags:
INTERMISSION	  - Go to intermission before changing level
REQUIRES_SUPERFLY - Requires Superfly to trigger
REQUIRES_MIKIKO   - Requires Mikiko to trigger
THE_END           - End of Game
KEEP_SIDEKICKS    - Transition sidekicks to next level, even if they're not required (put spawn points in a box)
*/

/*QUAKED target_crosslevel_target (0.5 0.5 0.5) (-8 -8 -8) (8 8 8) TARGET_1 TARGET_2 TARGET_3 TARGET_4 TARGET_5 TARGET_6 TARGET_7 TARGET_8
*/

/*QUAKED target_crosslevel_trigger (0.5 0.5 0.5) (-8 -8 -8) (8 8 8) TARGET_1 TARGET_2 TARGET_3 TARGET_4 TARGET_5 TARGET_6 TARGET_7 TARGET_8
*/

/*QUAKED trigger_remove_inventory_item (0.5 0.5 0.5) ?
item - the name of the item to remove 
  from the inventory of the entity that
  touches the trigger ( e.g. weapon_daikatana )
*/

/*QUAKED trigger_change_sfx (0.5 0.5 0.5) ? NORMAL PRESET1 PRESET2 PRESET3 PRESET4
fxstyle - the effect style to be activated
wait - the number of seconds to wait until triggering
reverb - 
volume - default 100
*/

/*QUAKED trigger_secret (0.5 0.5 0.5) ?
"sndkeys" "sound"
sound - name of sound to play upon firing
message - message to display upon last triggering
*/

/*QUAKED trigger_sidekick (0.5 0.5 0.5) ?
"sndkeys" "sound"
sidekick - sidekick to activate ('Mikiko' or 'Superfly')
toggle   - 0 = off, 1 = on
sound    - name of sound to play upon triggering
message  - message to display upon last triggering
*/

/*QUAKED trigger_sidekick_stop (0.5 0.5 0.5) ?
"sndkeys" "sound"
sound    - name of sound to play upon triggering
animation- animtion to play when triggered
x - x location of for the sidekicks to move when triggered
y - y location of for the sidekicks to move when triggered
z - z location of for the sidekicks to move when triggered
*/

/*QUAKED trigger_sidekick_teleport (0.5 0.5 0.5) ? TELEPORT_AND_STAY TELEPORT_AND_COME_TO_OWNER MULTIUSE
"sndkeys" "sound"
sound    - name of sound to play upon triggering
animation- animtion to play when triggered
wait     - seconds between activations if MULTIUSE flag is set
x - x location of for the sidekicks to move when triggered
y - y location of for the sidekicks to move when triggered
z - z location of for the sidekicks to move when triggered
The default state of the sidekick when teleported is just to IDLE

MULTIUSE - can be used more than once
*/

/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32) NO_OFFSET
"modelname" "models/global/m_hiro"
Location player starts in single play.
If NO_OFFSET is checked, then do not take into
account the offset from the changelevel
trigger on the previous level
*/

/*QUAKED info_player_intermission (1 0 0) (-8 -8 -8) (8 8 8)
Intermission camera point.
*/

/*QUAKED info_mikiko_start (1 0 0) (-16 -16 -24) (16 16 32)
"modelname" "models/global/m_mikiko"
Location Mikiko starts in single play.
*/

/*QUAKED info_superfly_start (1 0 0) (-16 -16 -24) (16 16 32) IDLE
"modelname" "models/global/m_superfly"
Location Superfly starts in single play.
By default, Superfly will look for the first
client that connects and start following them.
IDLE - Puts Superfly in idle (standing) mode
       he will not follow until triggered to do so.
*/

/*QUAKED info_mikikofly_start (1 0 0) (-16 -16 -24) (16 16 32) IDLE
Location mikikofly starts in single play.
By default, mikikofly will look for the first
client that connects and start following them.
IDLE - Puts mikikofly in idle (standing) mode
       he will not follow until triggered to do so.
*/

/*QUAKED info_null (1 0 0) (-8 -8 -8) (8 8 8)
Use only for lights.  info_nulls are removed
after all other entities spawn.
*/

/*QUAKED info_not_null (1 0 0) (-8 -8 -8) (8 8 8)
You can point anything to this as a target.
These are not removed when the level spawns.
*/

/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32) OVERRIDE_WEAPONS WEAPON_1 WEAPON_2 WEAPON_3 WEAPON_4 WEAPON_5 WEAPON_6 WEAPON_7
Location player starts in deathmatch.

Flags:
Override will force the player's starting weapons
to be set to the choices of WEAPON # flags.
*/

/*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 32) OVERRIDE_WEAPONS WEAPON_1 WEAPON_2 WEAPON_3 WEAPON_4 WEAPON_5 WEAPON_6 WEAPON_7
Location player starts in coop.
Flags:
Override will force the player's starting weapons
to be set to the choices of WEAPON # flags.
*/

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

/*QUAKED misc_lavaball_drop (1 0.5 0) (-8 -8 -8) (8 8 8)
*/

/*QUAKED misc_lavaball_toss (1 0.5 0) (-8 -8 -8) (8 8 8)
target = can be triggered
mintime = minimum time between tosses (default = 4.0 seconds)
maxtime = maximum time between tosses (default = 12.0 seconds)
damage = damage to do when an hitting something
upmin = minimum upward velocity (default = 200)
upmax = maximum upward velocity (default = 800)
*/

/*QUAKED sound_ambient (1 0 1) (-8 -8 -8) (8 8 8) x x x NON_DIRECTIONAL
"sndkeys" "sound1,sound2,sound3,sound4,sound5,sound6"
sound - path to ambient sound (ie. ambience/sound.wav.

Flags:
NON_DIRECTIONAL - doesn't play positionally, but still attenuates
*/

/*QUAKED node_node (0.5 0.5 1) (-8 -8 -8) (8 8 8)
number - the number of this node
link - the number of the node linked to (can be up to four link fields)
*/

/*QUAKED monster_froginator (1 0.5 0) (-8 -8 -16) (8 8 16) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e1/m_frog"
"modelscale" "0.65 0.65 0.65"
"episode" "1"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_rockgat (1 0.5 0) (-16 -16 -16) (16 16 16)
"modelname" "models/e1/a1_rockgun"
"episode" "1"
height/frames - number of frames in the popup animation
fire_rate - secs between firing default = 0.20
range - attack radius default = 512
basedmg - dmg done with a hit
rnddmg - random damage amount added on
health - health value
*/

/*QUAKED monster_slaughterskeet (1 0.5 0) (-16 -16 -8) (16 16 8) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e1/m_skeeter"
"episode" "1"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_thunderskeet (1 0.5 0) (-40 -40 0) (40 40 96)  WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e1/m_tskeet"
"episode" "1"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_venomvermin (1 0.5 0) (-16 -16 -8) (16 16 16) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e1/m_vermin"
"episode" "1"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_sludgeminion (1 0.5 0) (-40 -40 -40) (40 40 56) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e1/m_sludgeminion"
"episode" "1"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_prisoner (1 0.5 0) (-16 -16 -24) (16 16 32) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e1/m_priza"
"episode" "1"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_prisonerb (1 0.5 0) (-16 -16 -24) (16 16 32) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e1/m_prizb"
"episode" "1"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_inmater (1 0.5 0) (-32 -32 -40) (32 32 48) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e1/m_inmater"
"episode" "1"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_lasergat (1 0.5 0) (-16 -16 -8) (16 16 8) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e1/m_trakatak"
"modelscale" "1.5 1.5 1.5"
"episode" "1"
Track turrets need to have a target
which is the path_corner_track at which
they will start.

spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_psyclaw (1 0.5 0) (-24 -24 -24) (24 24 32) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e1/m_psyclaw"
"episode" "1"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_cryotech (1 0.5 0) (-16 -16 -24) (16 16 36) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e1/m_cryotech"
"episode" "1"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_battleboar (1 0.5 0) (-24 -24 -16) (24 24 24) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e1/m_bboar"
"episode" "1"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_ragemaster (1 0.5 0) (-40 -40 -40) (40 40 48) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e1/m_ragemaster"
"episode" "1"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_cambot (1 0.5 0) (-24 -24 -24) (24 24 24) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e1/m_cambot"
"episode" "1"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_deathsphere (1 0.5 0) (-24 -24 -16) (24 24 32) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e1/m_dsphere"
"episode" "1"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_protopod (1 0.5 0) (-12 -12 0) (12 12 24) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e1/m_proto"
"modelscale" "2.5 2.5 2.5"
"episode" "1"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_skinnyworker (1 0.5 0) (-16 -16 -24) (16 16 40) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e1/m_MWSkny"
"episode" "1"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_fatworker (1 0.5 0) (-16 -16 -24) (16 16 32) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e1/m_MWFaty"
"episode" "1"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_mishimaguard (1 0.5 0) (-16 -16 -24) (16 16 40) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e1/m_mwguard"
"episode" "1"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_surgeon (1 0.5 0) (-16 -16 -24) (16 16 40) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e1/m_mwsurgeon"
"episode" "1"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_crox (1 0.5 0) (-16 -16 -24) (16 16 8) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e1/m_croco"
"episode" "1"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_skeleton (1 0.5 0) (-16 -16 -24) (16 16 32) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e2/m_skeleton"
"episode" "2"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_spider (1 0.5 0) (-32 -32 -8) (32 32 24) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e2/m_spider"
"episode" "2"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_smallspider (1 0.5 0) (-8 -8 -8) (8 8 8) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e2/m_spider"
"modelscale" "0.2 0.2 0.2"
"episode" "2"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_griffon (1 0.5 0) (-40 -40 -24) (40 40 64) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e2/m_griffon"
"episode" "2"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_harpy (1 0.5 0) (-20 -20 -24) (20 20 40) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e2/m_harpy"
"episode" "2"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_ferryman (1 0.5 0) (-20 -20 -24) (20 20 32) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e2/m_ferryman"
"episode" "2"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_satyr (1 0.5 0) (-20 -20 -24) (20 20 40) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e2/m_satyr"
"episode" "2"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_column (1 0.5 0) (-24 -24 -24) (24 24 56) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e2/m_column"
"modelscale" "1.5 1.5 1.5"
"episode" "2"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_cerberus (1 0.5 0) (-16 -16 -24) (16 16 32) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e2/m_cerberus"
"episode" "2"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_thief (1 0.5 0) (-16 -16 -24) (16 16 32) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e2/m_thief"
"modelscale" "1.5 1.5 1.5"
"episode" "2"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_centurion (1 0.5 0) (-16 -16 -24) (16 16 32) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e2/m_centurion"
"episode" "2"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_medusa (1 0.5 0) (-32 -32 -24) (32 32 40) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e2/m_medusa
"episode" "2"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_cyclops (1 0.5 0) (-32 -32 -24) (32 32 64) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e2/m_cyclops"
"episode" "2"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_plague_rat (1 0.5 0) (-16 -16 -16) (16 16 8) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e3/m_prat"
"episode" "3"
I broke you!

spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_rotworm (1 0.5 0) (-12 -12 -8) (12 12 8) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e3/m_rotworm"
"episode" "3"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_buboid (1 0.5 0) (-16 -16 -24) (16 16 32) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e3/m_buboid"
"episode" "3"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_priest (1 0.5 0) (-16 -16 -24) (16 16 56) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e3/m_priest"
"episode" "3"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_doombat (1 0.5 0) (-12 -12 -8) (12 12 8) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e3/m_doombat"
"modelscale" "0.65 0.65 0.65"
"episode" "3"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_lycanthir (1 0.5 0) (-20 -20 -24) (20 20 32) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e3/m_lycanthir"
"modelscale" "1.2 1.2 1.2"
"episode" "3"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_fletcher (1 0.5 0) (-16 -16 -24) (16 16 40) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e3/m_fletcher"
"episode" "3"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_dwarf (1 0.5 0) (-20 -20 -24) (20 20 16) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e3/m_dwarf"
"episode" "3"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_dragon" (1 0.5 0) (-40 -40 -24) (40 40 96) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e3/m_dragon"
"episode" "3"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_garroth (1 0.5 0) (-20 -20 -24) (20 20 40) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e3/m_gharroth"
"episode" "3"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_knight1 (1 0.5 0) (-16 -16 -24) (16 16 32) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e3/m_knight1"
"episode" "3"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_knight2 (1 0.5 0) (-16 -16 -24) (16 16 32) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e3/m_knight2"
"episode" "3"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_nharre (1 0.5 0) (-20 -20 -24) (20 20 36) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e3/m_nharre"
"modelscale" "1.2 1.2 1.2"
"episode" "3"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_stavros (1 0.5 0) (-20 -20 -24) (20 20 40) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e3/m_stavros"
"modelscale" "1.625 1.625 1.625"
"episode" "3"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_wyndrax (1 0.5 0) (-16 -16 -24) (16 16 36) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname"  "models/e3/m_wyndrax"
"episode" "3"
Wyndrax: V1.12
Wyndrax needs two things in order to work properly.
For his lightning attack he needs to have the top lightning source set to a targetname of: WyndraxCharge.
For his Wisp attack he needs to have wisps out in his Wisp courtyard.
Don't forget the door ground nodes for the entrance and the secret entrance!!!

spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_piperat (1 0.5 0) (-8 -8 -16) (8 8 8) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e4/m_piperat"
"modelscale" "0.8 0.8 0.8"
"episode" "4"
I broke you!

spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_blackprisoner (1 0.5 0) (-16 -16 -24) (16 16 40) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e4/m_bpris"
"episode" "4"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_whiteprisoner (1 0.5 0) (-16 -16 -24) (16 16 40) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e4/m_wpris"
"episode" "4"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_femgang (1 0.5 0) (-16 -16 -24) (16 16 32) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e4/m_femgang"
"episode" "4"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_rocketdude (1 0.5 0) (-16 -16 -24) (16 16 32) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname"  "models/e4/m_rockgang"
"episode" "4"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_chaingang (1 0.5 0) (-20 -20 -24) (20 20 32) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e4/m_chgang"
"episode" "4"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_uzigang (1 0.5 0) (-16 -16 -24) (16 16 32) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e4/m_uzi"
"episode" "4"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_labmonkey (1 0.5 0) (-24 -24 -24) (24 24 24) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e4/m_labmonkey"
"episode" "4"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_sealcommando (1 0.5 0) (-16 -16 -24) (16 16 32) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e4/m_scomndo"
"episode" "4"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_sealcaptain (1 0.5 0) (-16 -16 -24) (16 16 32) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e4/m_sealcap"
"episode" "4"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_sealgirl (1 0.5 0) (-16 -16 -24) (16 16 32) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e4/m_sgirl"
"episode" "4"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_rocketmp (1 0.5 0) (-16 -16 -24) (16 16 32) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e4/m_rocketmp"
"episode" "4"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_shark (1 0.5 0) (-16 -16 -8) (16 16 16) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname"  "models/e4/m_shark"
"episode" "4"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_kage (1 0.5 0) (-16 -16 -24) (16 16 32) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"modelname" "models/e4/m_kage"
"episode" "4"
spawnname - classname of entity to throw out upon death
sight - Range that the monster can see the player and will react.
speak - Range that the monster can speak to other monsters so they can help out.
*/

/*QUAKED monster_firefly (1 0.5 0) (-8 -8 -8) (8 8 8) YELLOW GREEN BLUE WHITE RED
"modelname" "models/global/e_flare.sp2"
"episode" "1"
------------------------------------
Complex Fly Generator
------------------------------------
*all paramters have a default value*
count       - Number of fireflies(Max=10)
distance    - How far the fireflies will fly from point of placement(Max=200)
velocity    - How fast the fireflies will move(Max=200)
scale       - How big the fireflies will be<float value>(1 = normal, 0.5 = half, 2 = twice as big)
delta_alpha - frequency of Alpha blending change. <scalar>
alpha_level - Initial Setting for Alpha blending change.<scalar>
*/

/*QUAKED monster_wisp (1 0.5 0) (-8 -8 -8) (8 8 8)
"modelname" "models/global/e_sflblue.sp2"
"episode" "3"
-----------------------------------------------
Wisps to be sucked down by Wyndrax
-----------------------------------------------
*all paramters have a default value*
count       - Number of wisps(Max=10)
distance    - How far the wisps will fly from point of placement(Max=200)
velocity    - How fast the wisps will move(Max=200)
scale       - How big the wisps will be(1 = normal, 0.5 = half, 2 = twice as big)
delta_alpha - frequency of Alpha blending change(0-100%) where 0% means no change
alpha_level - Initial Setting for Alpha blending change(1-100%)
*/

/*QUAKED monster_path_corner (0.5 0.3 0) (-8 -8 -8) (8 8 8)
A path corner for a monster to travel along
target1 - target4: 
Can have up to 4 targets for the monster
to travel to.  If there is more than one target
the monster will randomly choose the next target
from those available.
pathtarget - target of entity that will get called upon hitting this pathcorner.  This is a one shot deal.
aiscript - name of the script to play when a monster hits this pathcorner node.
targetname - Name of this pathcorner so other entities can do things with it.
*/

/*QUAKED deco_e1 (1 0 0) (-8 -8 -32) (8 8 32) DECO_EXPLODE NO_EXPLODE_NO_BREAK DECO_PUSHABLE WOOD_DEBRIS METAL_DEBRIS GLASS_DEBRIS GIB_DEBRIS ROTATE DECO_TRANSLUCENT
"episode" "1"
damage - damage applied when exploding. Default is 15.
scale - Scale of deco. Default 1.0.
model  - choose model # -- see list.
mass   - *optional* - including this overrides the mass value in decoinfo.txt 
frame  - allows you to specify the starting frame for the model.
animseq - allows you to specify an animation sequence for the model if
  it has multiple sequences defined in decoinfo.txt.. this overrides
  the frame key.. valid sequences are 0-4  DEFAULT is 0
x_speed - speed to rotate along x axis in degrees per second
y_speed - speed to rotate along y axis in degrees per second
z_speed - speed to rotate along z axis in degrees per second
alpha - range 0.0-1.0.  Only used if TRANSLUCENT is flagged
spawnname - classname of entity to throw out upon death
movetype- none, toss, bounce, float, overrides value in e1decoinfo.csv
*/

/*QUAKED deco_e2 (1 0 0) (-8 -8 -32) (8 8 32) DECO_EXPLODE NO_EXPLODE_NO_BREAK DECO_PUSHABLE WOOD_DEBRIS METAL_DEBRIS GLASS_DEBRIS GIB_DEBRIS ROTATE DECO_TRANSLUCENT
"episode" "2"
damage - damage applied when exploding. Default is 15.
scale - Scale of deco. Default 1.0.
model  - choose model # -- see list.
mass   - *optional* - including this overrides the mass value in decoinfo.txt 
frame  - allows you to specify the starting frame for the model.
animseq - allows you to specify an animation sequence for the model if
  it has multiple sequences defined in decoinfo.txt.. this overrides
  the frame key.. valid sequences are 0-4  DEFAULT is 0
x_speed - speed to rotate along x axis in degrees per second
y_speed - speed to rotate along y axis in degrees per second
z_speed - speed to rotate along z axis in degrees per second
alpha - range 0.0-1.0.  Only used if TRANSLUCENT is flagged
spawnname - classname of entity to throw out upon death
movetype- none, toss, bounce, float, overrides value in e1decoinfo.csv
*/

/*QUAKED deco_e3 (1 0 0) (-8 -8 -32) (8 8 32) DECO_EXPLODE NO_EXPLODE_NO_BREAK DECO_PUSHABLE WOOD_DEBRIS METAL_DEBRIS GLASS_DEBRIS GIB_DEBRIS ROTATE DECO_TRANSLUCENT
"episode" "3"
damage - damage applied when exploding. Default is 15.
scale - Scale of deco. Default 1.0.
model  - choose model # -- see list.
mass   - *optional* - including this overrides the mass value in decoinfo.txt 
frame  - allows you to specify the starting frame for the model.
animseq - allows you to specify an animation sequence for the model if
  it has multiple sequences defined in decoinfo.txt.. this overrides
  the frame key.. valid sequences are 0-4  DEFAULT is 0
x_speed - speed to rotate along x axis in degrees per second
y_speed - speed to rotate along y axis in degrees per second
z_speed - speed to rotate along z axis in degrees per second
alpha - range 0.0-1.0.  Only used if TRANSLUCENT is flagged
spawnname - classname of entity to throw out upon death
movetype- none, toss, bounce, float, overrides value in e1decoinfo.csv
*/

/*QUAKED deco_e4 (1 0 0) (-8 -8 -32) (8 8 32) DECO_EXPLODE NO_EXPLODE_NO_BREAK DECO_PUSHABLE WOOD_DEBRIS METAL_DEBRIS GLASS_DEBRIS GIB_DEBRIS ROTATE DECO_TRANSLUCENT
"episode" "4"
damage - damage applied when exploding. Default is 15.
scale - Scale of deco. Default 1.0.
model  - choose model # -- see list.
mass   - *optional* - including this overrides the mass value in decoinfo.txt 
frame  - allows you to specify the starting frame for the model.
animseq - allows you to specify an animation sequence for the model if
  it has multiple sequences defined in decoinfo.txt.. this overrides
  the frame key.. valid sequences are 0-4  DEFAULT is 0
x_speed - speed to rotate along x axis in degrees per second
y_speed - speed to rotate along y axis in degrees per second
z_speed - speed to rotate along z axis in degrees per second
alpha - range 0.0-1.0.  Only used if TRANSLUCENT is flagged
spawnname - classname of entity to throw out upon death
movetype- none, toss, bounce, float, overrides value in e1decoinfo.csv
*/

/*QUAKED deco_custom (1 0 0) (-8 -8 -32) (8 8 32) DECO_EXPLODE NO_EXPLODE_NO_BREAK DECO_PUSHABLE WOOD_DEBRIS METAL_DEBRIS GLASS_DEBRIS GIB_DEBRIS ROTATE DECO_TRANSLUCENT
damage - damage applied when exploding. Default is 15.
scale - Scale of deco. Default 1.0.
model  - filename of .dkm model, e.g. models/e1/a_c4.dkm
mass   - default 1.0
frame  - allows you to specify the starting frame for the model.
x_speed - speed to rotate along x axis in degrees per second
y_speed - speed to rotate along y axis in degrees per second
z_speed - speed to rotate along z axis in degrees per second
alpha - range 0.0-1.0.  Only used if TRANSLUCENT is flagged
spawnname - classname of entity to throw out upon death
movetype- none, toss, bounce, float
solidtype- bbox, not
gibtype- wood, metal, glass, gibs, default is non-gibbable
hitpoints- default 20
exploding- 0 or 1
mins- bbox lower bounds, e.g. -8, -8, -32
maxs- bbox upper bounds, eg.g. 8, 8, 32
animseq - allows you to specifies an animation sequence for the model
  this overrides the frame key.. valid sequences are 0-4  DEFAULT is 0
seq0-seq4-  frames or frame sequences of animation  use "-" for a set of frames use "~" to loop the frames
*/

/*QUAKED target_laser (0 0.5 0.8) (-8 -8 -8) (8 8 8) START_ON RED GREEN BLUE YELLOW LIGHTRED WIDE_BEAM
"sndkeys" "sound"
angle - direction of laser
target - target laser will aim at.  Can be moving.
sound - the looping sound a laser will play when activated.
*/

/*QUAKED target_blaster (0 0.5 0.8) (-8 -8 -8) (8 8 8) NO_LIGHTFX
Fires a blaster bolt in the set direction when triggered.
"angles" direction to fire
"damage" Default= 15
"speed"	Default=1000
"target" name of ent to shoot at
"targetname" when triggered
*/

/*QUAKED target_earthquake (0 0.5 0.8) (-8 -8 -8) (8 8 8)
severity or speed - severity of quake
duration or count - length of quake in seconds
damage - damage amount per frame
radius - radius quake effects
mins - mins attenuation start point from earthquake spawn point(for sound)(default 2000.0f)
maxs - maxs attenuation end point from earthquake spawn point(end of sound)(default 2024.0f)
*/

/*QUAKED target_spotlight (0 0.5 0.8) (-8 -8 -8) (8 8 8) START_ON RED GREEN BLUE YELLOW LIGHTRED
length - length of the light beam.. default is 2048
radius - radius of starting point, end radius is based on length
default color is white.. click color checkboxes to change colors
*/

/*QUAKED target_lightramp (0 0.5 0.8) (-8 -8 -8) (8 8 8) TOGGLE
speed - How many seconds the ramping will take
message - two letters; starting lightlevel and ending lightlevel
TOGGLE - make it toggle on and off
*/

/*QUAKED target_effect (0 0.5 0.8) (-8 -8 -8) (8 8 8) START_ON TARGET_EFFECT_BEAMS TARGET_EFFECT_RANDOM TARGET_EFFECT_BEAMS_SMOKE
"sndkeys" "sound"
angle     - determines the direction the
            particles will go
gravity   - gravity type
            0 = FALL
            1 = RISE (default)
            2 = FLOAT
_color    - color of the particles
speed     - speed of particles (default=5)
count     - number of particles to create
            (default=10) (max=64)
type      - particle type
            0 = SIMPLE
            1 = SNOW
            2 = RAIN
            3 = BLOOD
            4 = BUBBLE
            5 = SMOKE (default)
            6 = SPARKS
            7 = BIG SPARKS
            8 = POISON
            9 = BLUE SPARKS
            10 = ICE
length    - length in seconds to spawn
            particles (default = 1 frame)
frametime - length of time between
            particle spawns (default=0.10)
sound     - wave file to play when the
            particles are spawned
RANDOM_SPREAD   
 when checked creates a random
 dispersement of particles around the 
 entity's origin
TARGET_EFFECT_BEAMS
 use beams instead of partices
TARGET_EFFECT_RANDOM
 fire off effects pseudo-randomly
*/

/*QUAKED target_attractor (1 1 0) (-8 -8 -8) (8 8 8)
target - target to trigger when attractor is hit
targetname - necessary so emitters can link with this attractor
triggerindex - the lower the index, the higher it's priority (i.e. it attracts 1st
*/

/*QUAKED target_monster_spawn (0 1 1) (-8 -8 -24) (8 8 8) WANDER PATHFOLLOW NODE_WANDER RANDOM_WANDER IGNORE_PLAYER SNIPE DO_NOT_FLY DO_NOT_MOVE x TAKE_COVER ALWAYS_GIB
"sndkeys" "sound"
NOTE: each time this entity is targeted, it will spawn a monster
      of type monsterclass
monsterclass - exact classname of monster to spawn
sound - wave file to play when the monster is spawned
aistate - AI state (see list) for monster to immediately do
*/

/*QUAKED target_speaker (0 1 0.5) (-8 -8 -8) (8 8 8) LOOPED_ON LOOPED_OFF RELIABLE NON_DIRECTIONAL START_OFF
"sndkeys" "sound1,sound2,sound3,sound4,sound5,sound6"
sound# - wav file to play, where # represents 1-6
         multiple wav files activate random play mode
delay - 0 default - seconds between random play
mindelay - 0 default - minimum seconds between random playings
volume - 0.0 to 1.0
min - 0 to 2040 - minimum distance (volume full)
max - 0 to 8160 - maximum distance (volume none)
LOOPED_ON - Sound will loop
LOOPED_OFF - Sound will loop but will start off
RELIABLE - guaranteed delivery to client
NON_DIRECTIONAL - doesn't play positionally, but still attenuates
START_OFF - Sound will start in the off state.
*/

/*QUAKED e_seagull (0.5 0.5 0) (-8 -8 -8) (8 8 8) WANDER PATHFOLLOW
"modelname" "models/global/d4_gull"
"modelscale" "0.5 0.5 0.5"
*/

/*QUAKED fish_goldfish (0.5 0.5 0) (-8 -8 -8) (8 8 8) WANDER PATHFOLLOW
"modelname" "models/global/e_goldfish"
*/

/*QUAKED fish_dopefish (0.5 0.5 0) (-40 -40 -40) (40 40 40) WANDER PATHFOLLOW
"modelname" "models/global/dopefish"
"modelscale" "3 3 3"
*/

/*QUAKED fish_grayfish (0.5 0.5 0) (-8 -8 -8) (8 8 8) WANDER PATHFOLLOW
"modelname" "models/global/e_greyfish"
*/

/*QUAKED fish_guppy1 (0.5 0.5 0) (-8 -8 -8) (8 8 8) WANDER PATHFOLLOW
"modelname" "models/global/e_guppy"
*/

/*QUAKED fish_guppy2 (0.5 0.5 0) (-8 -8 -8) (8 8 8) WANDER PATHFOLLOW
"modelname" "models/global/e_guppy2"
*/

/*QUAKED item_health_25 (0 0.5 0.8) (-16 -16 -24) (16 16 8) SUPERFLY MIKIKO
"modelname"  "models/e1/a1_hlth"
"modelname_e1" "models/e1/a1_hlth"
"modelname_e2" "models/e2/a2_hlth"
"modelname_e3" "models/e3/a3_hlth"
"modelname_e4" "models/e4/a4_hlth"
Gives 25 health
*/

/*QUAKED item_health_50 (0 0.5 0.8) (-16 -16 -24) (16 16 8) SUPERFLY MIKIKO
"modelname" "models/e1/a1_hlth2"
"modelname_e1" "models/e1/a1_hlth2"
"modelname_e3" "models/e3/a3_hlth2"
"modelname_e4" "models/e4/a4_hlth2"
Gives 50 health
*/

/*QUAKED item_goldensoul (0 0.5 0.8) (-16 -16 -24) (16 16 8) SUPERFLY MIKIKO
"modelname" "models/global/a_gsoul"
Maxes health to twice vitality.
*/

/*QUAKED item_megashield (0 0.5 0.8) (-16 -16 -16) (16 16 24)
"modelname" "models/global/a_mshield"
Gives 400 armor.
*/

/*QUAKED item_invincibility (0 0.5 0.8) (-16 -16 -16) (16 16 16)
"modelname" "models/global/a_invincibility"
30 seconds of invulnerability.
*/

/*QUAKED item_wraithorb (0 0.5 0.8) (-16 -16 -24) (16 16 8)
"modelname" "models/global/a_wraithorb"
20% translucency, unlessed stopped, in which case
the player is completely invisible.  Lasts 60 seconds.
*/

/*QUAKED item_savegem (0.3 0.5 0.8) (-16 -16 -16) (16 16 16)
"modelname" "models/global/a_savegem"
Save gems are stored in the inventory, and used to save games.
*/

/*QUAKED item_power_boost (0 0.5 0.8) (-16 -16 -16) (16 16 16)
"modelname" "models/global/a_pwrb"
"modelname2" "models/global/a_pwrc"
30 second boost to attack power.
*/

/*QUAKED item_attack_boost (0 0.5 0.8) (-16 -16 -16) (16 16 16)
"modelname" "models/global/a_atkb"
"modelname2" "models/global/a_atkc"
30 second boost to attack speed.
*/

/*QUAKED item_speed_boost (0 0.5 0.8) (-16 -16 -16) (16 16 16)
"modelname" "models/global/a_spdb"
"modelname2" "models/global/a_spdc"
30 second boost to movement speed.
*/

/*QUAKED item_acro_boost (0 0.5 0.8) (-16 -16 -16) (16 16 16)
"modelname" "models/global/a_acrb"
"modelname2" "models/global/a_acrc"
30 second boost to jump height.
*/

/*QUAKED item_vita_boost (0 0.5 0.8) (-16 -16 -16) (16 16 16)
"modelname" "models/global/a_vtlb"
"modelname2" "models/global/a_vtlc"
30 second boost to vitality.
*/

/*QUAKED item_antidote (0 0.5 0.8) (-16 -16 -16) (16 16 16) x x USE_TARGETS
"modelname" "models/e2/a_antidote"
"episode" "2"
Cures poisonous wound.
*/

/*QUAKED item_drachma (0 0.5 0.8) (-16 -16 -16) (16 16 16) USE_ONCE UNLOCK USE_TARGETS
"modelname" "models/e2/a2_drachma"
"episode" "2"
Needed for the Ferryman.
*/

/*QUAKED item_horn (0 0.5 0.8) (-16 -16 -16) (16 16 16) USE_ONCE UNLOCK USE_TARGETS
"modelname" "models/e2/a2_horn"
"episode" "2"
Needed to call the Ferryman.
*/

/*QUAKED item_purifier_shard1 (0 0.5 0.8) (-16 -16 -16) (16 16 16) x x USE_TARGETS
"modelname" "models/e3/purifier_1"
"episode" "3"
One of the three shard types of the 
Purifier sword.
*/

/*QUAKED item_purifier_shard2_1 (0 0.5 0.8) (-16 -16 -16) (16 16 16) x x USE_TARGETS
"modelname" "models/e3/purifier_2"
"episode" "3"
One of the three shard types of the 
Purifier sword.
*/

/*QUAKED item_purifier_shard2_2 (0 0.5 0.8) (-16 -16 -16) (16 16 16) x x USE_TARGETS
"modelname" "models/e3/purifier_2"
"episode" "3"
One of the three shard types of the 
Purifier sword.
*/

/*QUAKED item_purifier_shard2_3 (0 0.5 0.8) (-16 -16 -16) (16 16 16) x x USE_TARGETS
"modelname" "models/e3/purifier_2"
"episode" "3"
One of the three shard types of the 
Purifier sword.
*/

/*QUAKED item_purifier_shard2_4 (0 0.5 0.8) (-16 -16 -16) (16 16 16) x x USE_TARGETS
"modelname" "models/e3/purifier_2"
"episode" "3"
One of the three shard types of the 
Purifier sword.
*/

/*QUAKED item_purifier_shard2_5 (0 0.5 0.8) (-16 -16 -16) (16 16 16) x x USE_TARGETS
"modelname" "models/e3/purifier_2"
"episode" "3"
One of the three shard types of the 
Purifier sword.
*/

/*QUAKED item_purifier_shard3 (0 0.5 0.8) (-16 -16 -16) (16 16 16) x x USE_TARGETS
"modelname" "models/e3/purifier_3"
"episode" "3"
One of the three shard types of the 
Purifier sword.
*/

/*QUAKED item_black_chest (0 0.5 0.8) (-16 -16 0) (16 16 32)
"modelname" "models/e3/a_blackchest"
"episode" "3"
There is a 50% chance of explosion.
Otherwise an atrifact will appear.
*/

/*QUAKED item_wood_chest (0 0.5 0.8) (-16 -16 0) (16 16 32)
"modelname" "models/e3/a_chest"
"episode" "3"
When opened will spawn a 1 of the 5 boosts.
*/

/*QUAKED item_ring_of_fire (0 0.5 0.8) (-16 -16 -16) (16 16 16)
"modelname" "models/e3/a_ring_fire"
"episode" "3"
You take no damage from fire-based attacks.
Absorbs 500 HP before breaking.
*/

/*QUAKED item_ring_of_undead (0 0.5 0.8) (-16 -16 -16) (16 16 16)
"modelname" "models/e3/a_ringund"
"episode" "3"
You take no damage from Nharre's undead attacks.
Absorbs 500 HP before breaking.
*/

/*QUAKED item_ring_of_lightning (0 0.5 0.8) (-16 -16 -16) (16 16 16)
"modelname" "models/e3/a_ringlig"
"episode" "3"
You take no damage from lightning attacks.
Absorbs 500 HP before breaking.
*/

/*QUAKED item_envirosuit (0 0.5 0.8) (-16 -16 -16) (16 16 16)
"modelname" "models/e4/a_envsuit"
"episode" "4"
60 seconds of air and protection from harmful liquids.
*/

/*QUAKED item_bottle (0 0.5 0.8) (-16 -16 -24) (16 16 8)
"modelname" "models/e4/a_bottle"
"episode" "4"
Bottle for e4m1 explosives.
*/

/*QUAKED item_sulphur (0 0.5 0.8) (-16 -16 -24) (16 16 8)
"modelname" "models/e4/a_sulphur"
"episode" "4"
Sulphur pouch for e4m1 explosives.
*/

/*QUAKED item_charcoal (0 0.5 0.8) (-16 -16 -24) (16 16 8)
"modelname" "models/e4/a_charcoal
"episode" "4"
Charcoal for e4m1 explosives.
*/

/*QUAKED item_saltpeter (0 0.5 0.8) (-16 -16 -24) (16 16 8)
"modelname" "models/e4/a_saltp"
"episode" "4"
Saltpeter for e4m1 explosives.
*/

/*QUAKED item_keycard_cell (0 0.5 0.8) (-16 -16 -16) (16 16 16) USE_ONCE UNLOCK USE_TARGETS
"modelname" "models/e1/a1_clcrd"
"episode" "1"
"sndkeys" "sound"
E1 prison cell key
sound - sound played when the key is used
Flags:\n
  USE ONCE - deleted from the players inv after use
  UNLOCK - removes target and key req. on affected entity
    i.e. you don't need a key or button after unlocking the door
  USE TARGETS - use the keys target when it is picked up
*/

/*QUAKED item_rune_a (0 0.5 0.8) (-16 -16 -16) (16 16 16) USE_ONCE UNLOCK USE_TARGETS
"modelname" "models/e2/c_runea"
"episode" "2"
One of five needed to open the Parthenon gates.
*/

/*QUAKED item_rune_e (0 0.5 0.8) (-16 -16 -16) (16 16 16) USE_ONCE UNLOCK USE_TARGETS
"modelname" "models/e2/c_runee"
"episode" "2"
One of five needed to open the Parthenon gates.
*/

/*QUAKED item_rune_g (0 0.5 0.8) (-16 -16 -16) (16 16 16) USE_ONCE UNLOCK USE_TARGETS
"modelname" "models/e2/c_runeg"
"episode" "2"
One of five needed to open the Parthenon gates.
*/

/*QUAKED item_rune_i (0 0.5 0.8) (-16 -16 -16) (16 16 16) USE_ONCE UNLOCK USE_TARGETS
"modelname" "models/e2/c_runei"
"episode" "2"
One of five needed to open the Parthenon gates.
*/

/*QUAKED item_rune_s (0 0.5 0.8) (-16 -16 -16) (16 16 16) USE_ONCE UNLOCK USE_TARGETS
"modelname" "models/e2/c_runes"
"episode" "2"
One of five needed to open the Parthenon gates.
*/

/*QUAKED item_crypt_key (0 0.5 0.8) (-16 -16 0) (16 16 40) USE_ONCE UNLOCK USE_TARGETS
"modelname" "models/e3/a3_crkey"
"episode" "3"
"sndkeys" "sound"
E3 crypt key
sound - sound played when the key is used
Flags:\n
  USE ONCE - deleted from the players inv after use
  UNLOCK - removes target and key req. on affected entity
  i.e. you don't need a key or button after unlocking the door
  USE TARGETS - use the keys target when it is picked up
*/

/*QUAKED item_wyndrax_key (0 0.5 0.8) (-16 -16 0) (16 16 40) USE_ONCE UNLOCK USE_TARGETS
"modelname" "models/e3/a3_ltkey"
"episode" "3"
"sndkeys" "sound"
E3 wyndrax key
sound - sound played when the key is used
Flags:\n
  USE ONCE - deleted from the players inv after use
  UNLOCK - removes target and key req. on affected entity
  i.e. you don't need a key or button after unlocking the door
  USE TARGETS - use the keys target when it is picked up
*/

/*QUAKED item_spellbook (0 0.5 0.8) (-16 -16 0) (16 16 40) USE_ONCE UNLOCK USE_TARGETS
"modelname" "models/e3/a3_bookw"
"episode" "3"
"sndkeys" "sound"
E3 wyndrax spell book
sound - sound played when the key is used
Flags:\n
  USE ONCE - deleted from the players inv after use
  UNLOCK - removes target and key req. on affected entity
  i.e. you don't need a key or button after unlocking the door
  USE TARGETS - use the keys target when it is picked up
*/

/*QUAKED item_hex_keystone (0 0.5 0.8) (-16 -16 -16) (16 16 16) USE_ONCE UNLOCK USE_TARGETS
"modelname" "models/e3/a_hex"
"episode" "3"
"sndkeys" "sound"
One of the three keystones needed to
open the village gates.
	
Hex keystone
sound - sound played when the key is used
Flags:\n
  USE ONCE - deleted from the players inv after use
  UNLOCK - removes target and key req. on affected entity
  i.e. you don't need a key or button after unlocking the door
  USE TARGETS - use the keys target when it is picked up
*/

/*QUAKED item_quad_keystone (0 0.5 0.8) (-16 -16 -16) (16 16 16) USE_ONCE UNLOCK USE_TARGETS
"modelname" "models/e3/a_quad"
"episode" "3"
"sndkeys" "sound"
One of the three keystones needed to
open the village gates.

Quad keystone
sound - sound played when the key is used
Flags:\n
  USE ONCE - deleted from the players inv after use
  UNLOCK - removes target and key req. on affected entity
  i.e. you don't need a key or button after unlocking the door
  USE TARGETS - use the keys target when it is picked up
*/

/*QUAKED item_trigon_keystone (0 0.5 0.8) (-16 -16 -16) (16 16 16) USE_ONCE UNLOCK USE_TARGETS
"modelname" "models/e3/a_tri"
"episode" "3"
"sndkeys" "sound"
One of the three keystones needed to
open the village gates.

Trigon keystone
sound - sound played when the key is used
Flags:\n
  USE ONCE - deleted from the players inv after use
  UNLOCK - removes target and key req. on affected entity
  i.e. you don't need a key or button after unlocking the door
  USE TARGETS - use the keys target when it is picked up
*/

/*QUAKED item_control_card_blue (0 0.5 0.8) (-16 -16 -16) (16 16 16) USE_ONCE UNLOCK USE_TARGETS
"modelname" "models/e4/a4_clcbl"
"episode" "4"
"sndkeys" "sound"
Blue control card
sound - sound played when the key is used
Flags:\n
  USE ONCE - deleted from the players inv after use
  UNLOCK - removes target and key req. on affected entity
  i.e. you don't need a key or button after unlocking the door
  USE TARGETS - use the keys target when it is picked up
*/

/*QUAKED item_control_card_yellow (0 0.5 0.8) (-16 -16 -16) (16 16 16) USE_ONCE UNLOCK USE_TARGETS
"modelname", "models/e4/a4_clcyl"
"episode" "4"
"sndkeys" "sound"
Yellow control card
sound - sound played when the key is used
Flags:\n
  USE ONCE - deleted from the players inv after use
  UNLOCK - removes target and key req. on affected entity
  i.e. you don't need a key or button after unlocking the door
  USE TARGETS - use the keys target when it is picked up
*/

/*QUAKED item_control_card_green (0 0.5 0.8) (-16 -16 -16) (16 16 16) USE_ONCE UNLOCK USE_TARGETS
"modelname" "models/e4/a4_clcgr"
"episode" "4"
"sndkeys" "sound"
Green control card
sound - sound played when the key is used
Flags:\n
  USE ONCE - deleted from the players inv after use
  UNLOCK - removes target and key req. on affected entity
  i.e. you don't need a key or button after unlocking the door
  USE TARGETS - use the keys target when it is picked up
*/

/*QUAKED item_chromatic_armor (0 0.5 0.8) (-16 -16 -16) (16 16 16) SUPERFLY MIKIKO
"modelname" "models/e1/a1_ar2"
"episode" "1"
VALUE: 100
EFFECT: Absorbs 50% damage.
SPECIAL: Reflects lasers, but you take 25% damage
from laser.
*/

/*QUAKED item_plasteel_armor (0 0.5 0.8) (-16 -16 -16) (16 16 16) SUPERFLY MIKIKO
"modelname" "models/e1/a1_ar1"
"episode" "1"
VALUE: 200
EFFECT: Absorbs 75% damage.
*/

/*QUAKED item_silver_armor (0 0.5 0.8) (-16 -16 -16) (16 16 16) SUPERFLY MIKIKO
"modelname" "models/e2/a2_ar1"
"episode" "2"
VALUE: 150
EFFECT: Absorbs 65% damage.
*/

/*QUAKED item_gold_armor (0 0.5 0.8) (-16 -16 -16) (16 16 16) SUPERFLY MIKIKO
"modelname" "models/e2/a2_ar2"
"episode" "2"
VALUE: 200
EFFECT: Absorbs 75% damage.
*/

/*QUAKED item_chainmail_armor (0 0.5 0.8) (-16 -16 -16) (16 16 16) SUPERFLY MIKIKO
"modelname" "models/e3/a3_ar1"
"episode" "3"
VALUE: 125
EFFECT: Absorbs 50% damage.
*/

/*QUAKED item_black_adamant_armor (0 0.5 0.8) (-16 -16 -16) (16 16 16) SUPERFLY MIKIKO
"modelname" "models/e3/a3_ar2"
"episode" "3"
VALUE: 250
EFFECT: Absorbs 80% damage.
SPECIAL: Fire protection.  Absorbs 75% damage.
from fire.
*/

/*QUAKED item_kevlar_armor (0 0.5 0.8) (-16 -16 -16) (16 16 16) SUPERFLY MIKIKO
"modelname" "models/e4/a4_ar1"
"episode" "4"
VALUE: 100%
EFFECT: Absorbs 40% damage.
*/

/*QUAKED item_ebonite_armor (0 0.5 0.8) (-16 -16 -16) (16 16 16) SUPERFLY MIKIKO
"modelname" "models/e4/a4_ar2"
"episode" "4"
VALUE: 200
EFFECT: Absorbs 75% damage.
SPECIAL: Tazerhook can't grab.
  50% of rocket radius damage.
*/

/*QUAKED NPCtrigger_waithere (0.5 0.5 0.5) ? ANY_DIR
Only NPCs can trigger this.  When an NPC hits this trigger
while going in the direction specified by ANGLE, the NPC will
stop and begin waiting for it's owner to give it a new task.
Use this trigger along with NPCtrigger_stopwaithere to have an
NPC wait for the client to complete a difficult area of a map.
 
Makes superfly and/or Mikiko stop and wait until a new goal is
given to them, usually by NPCtrigger_stopwaithere.
angle -    the angle the NPC must be moving to activate the
           trigger, +/- 45 degrees.
sfly_msg - message for superfly to say when hitting this trigger
miko_msg - message for mikiko to say when hitting this trigger
ANY_DIR  - NPC can trigger from any direction.  USE CAREFULLY.
           using this incorerctly can cause NPC to toggle this
           trigger when the player is not going to where there
           is a NPCtrigger_stopwaithere.
*/

/*QUAKED NPCtrigger_stopwaithere (0.5 0.5 0.5) ? ANY_DIR
Only clients can trigger this.  It will inform all waiting NPCs
that they should begin following the player again.
 
angle -    the angle the client must be moving to activate the
           trigger, +/- 45 degrees.
sfly_msg - message for superfly to say when hitting this trigger
miko_msg - message for mikiko to say when hitting this trigger
ANY_DIR  - NPC can trigger from any direction.  USE CAREFULLY.
           using this incorerctly can cause the client to toggle
           this trigger before it is safe for the NPC to continue.
*/

/*QUAKED NPCtrigger_teleport (0.5 0.5 0.5) ? ANY_DIR
Only clients can trigger this.  It will teleport all NPCs owned
by that client to their respective target entities.
angle -    the angle the client must be moving to activate the
           trigger, +/- 45 degrees.
sfly_msg - message for superfly to say when hitting this trigger
miko_msg - message for mikiko to say when hitting this trigger
sfly_target - targetname of entity Superfly will teleport to
miko_target - targetname of entity Mikiko will teleport to
ANY_DIR  - NPC can trigger from any direction.  USE CAREFULLY.
           using this incorerctly can cause the client to toggle
           this trigger before it is safe for the NPC to continue.
*/

/*QUAKED NPCteleport_dest (0.5 0.5 0.5) (-16 -16 -24) (16 16 32)
*/

/*QUAKED item_flag_team1 (0.8 0 0) (-8 -8 -8) (8 8 8)
Team 1 Flag
FLAGCOLOR
Default is red
1 - red
2 - blue
3 - chrome
4 - metal
5 - green
6 - orange
7 - purple
8 - yellow
*/

/*QUAKED item_flag_team2 (0 0 0.8) (-8 -8 -8) (8 8 8)
Team 2 Flag
FLAGCOLOR
Default is blue
1 - red
2 - blue
3 - chrome
4 - metal
5 - green
6 - orange
7 - purple
8 - yellow
*/

/*QUAKED trigger_capture (0.5 0.5 0.5) ? TEAM1 TEAM2
Specifies a capture area for ctf/deathtag.
POINTS:  Number of points awarded for a capture.
Flags:
      TEAM1:  team 1 can capture on this area.
      TEAM2:  team 2 can capture on this area.
      (Specifying both or neither team allows either to capture)
*/

/*QUAKED info_player_team1 (1 0 0) (-16 -16 -24) (16 16 32) OVERRIDE_WEAPONS WEAPON_1 WEAPON_2 WEAPON_3 WEAPON_4 WEAPON_5 WEAPON_6 WEAPON_7
Location player on team 1 starts.
Flags:
Override will force the player's starting weapons
to be set to the choices of WEAPON # flags.
*/

/*QUAKED info_player_team2 (0 0 1) (-16 -16 -24) (16 16 32) OVERRIDE_WEAPONS WEAPON_1 WEAPON_2 WEAPON_3 WEAPON_4 WEAPON_5 WEAPON_6 WEAPON_7
Location player on team 2 starts.
Flags:
Override will force the player's starting weapons
to be set to the choices of WEAPON # flags.
*/

/*QUAKED weapon_daikatana (0 0.5 0.8) (-20 -20 0) (20 20 32) SUPERFLY MIKIKO
"modelname" "models/global/a_daikatana"
"episode" "1"
*/

/*QUAKED weapon_disruptor (0 0.5 0.8) (-20 -20 0) (20 20 32) SUPERFLY MIKIKO
"modelname" "models/e1/a_tazer"
"episode" "1"
*/

/*QUAKED weapon_ionblaster (0 0.5 0.8) (-20 -20 0) (20 20 32) SUPERFLY MIKIKO
"modelname" "models/e1/a_ion"
"episode" "1"
ION blaster thingy
*/

/*QUAKED weapon_shotcycler (0 0.5 0.8) (-20 -20 0) (20 20 32) SUPERFLY MIKIKO
"modelname" "models/e1/a_shot"
"episode" "1"
*/

/*QUAKED weapon_c4viz  (0 0.5 0.8) (-20 -20 0) (20 20 32) SUPERFLY MIKIKO
"modelname" "models/e1/a_c4"
"episode" "1"
*/

/*QUAKED weapon_sidewinder (0 0.5 0.8) (-20 -20 0) (20 20 32) SUPERFLY MIKIKO
"modelname" "models/e1/a_swindr"
"episode" "1"
*/

/*QUAKED weapon_shockwave (0 0.5 0.8) (-20 -20 0) (20 20 32) SUPERFLY MIKIKO
"modelname" "models/e1/a_shokwv"
"episode" "1"
*/

/*QUAKED weapon_gashands (0 0.5 0.8) (-20 -20 0) (20 20 32) SUPERFLY MIKIKO
"modelname" "models/e1/a_gashand"
"episode" "1"
*/

/*QUAKED weapon_discus (0 0.5 0.8) (-20 -20 0) (20 20 32) SUPERFLY MIKIKO
"modelname" "models/e2/a_disk"
"episode" "2"
*/

/*QUAKED weapon_venomous (0 0.5 0.8) (-20 -20 0) (20 20 32) SUPERFLY MIKIKO
"modelname" "models/e2/a_venom"
"episode" "2"
*/

/*QUAKED weapon_sunflare (0 0.5 0.8) (-20 -20 0) (20 20 32) SUPERFLY MIKIKO
"modelname" "models/e2/a_sflare"
"episode" "2"
*/

/*QUAKED weapon_hammer (0 0.5 0.8) (-20 -20 0) (20 20 32) SUPERFLY MIKIKO
"modelname" "models/e2/a_hammer"
"episode" "2"
*/

/*QUAKED weapon_trident (0 0.5 0.8) (-20 -20 0) (20 20 32) SUPERFLY MIKIKO
"modelname" "models/e2/a_tri"
"episode" "2"
*/

/*QUAKED weapon_zeus (0 0.5 0.8) (-20 -20 0) (20 20 32) SUPERFLY MIKIKO
"modelname" "models/e2/a_zeus"
"episode" "2"
*/

/*QUAKED weapon_silverclaw (0 0.5 0.8) (-20 -20 0) (20 20 32) SUPERFLY MIKIKO
"modelname" "models/e3/a_claw"
"episode" "3"
*/

/*QUAKED weapon_bolter (0 0.5 0.8) (-20 -20 0) (20 20 32) SUPERFLY MIKIKO
"modelname" "models/e3/a_bolter"
"episode" "3"
*/

/*QUAKED weapon_stavros (0 0.5 0.8) (-20 -20 0) (20 20 32) SUPERFLY MIKIKO
"modelname" "models/e3/a_stav"
"episode" "3"
*/

/*QUAKED weapon_ballista (0 0.5 0.8) (-20 -20 0) (20 20 32) SUPERFLY MIKIKO
"modelname" "models/e3/a_bal"
"episode" "3"
*/

/*QUAKED weapon_wyndrax (0 0.5 0.8) (-20 -20 0) (20 20 32) SUPERFLY MIKIKO
"modelname" "models/e3/a_wyndrx"
"episode" "3"
*/

/*QUAKED weapon_nightmare (0 0.5 0.8) (-20 -20 0) (20 20 32) SUPERFLY MIKIKO
"modelname" "models/e3/a_nmare"
"episode" "3"
*/

/*QUAKED weapon_glock (0 0.5 0.8) (-20 -20 0) (20 20 32) SUPERFLY MIKIKO
"modelname" "models/e4/a_glock"
"episode" "4"
Glock Pistol of Love
*/

/*QUAKED weapon_slugger (0 0.5 0.8) (-20 -20 0) (20 20 32) SUPERFLY MIKIKO
"modelname" "models/e4/a_slugger"
"episode" "4"
*/

/*QUAKED weapon_kineticore (0 0.5 0.8) (-20 -20 0) (20 20 32) SUPERFLY MIKIKO
"modelname" "models/e4/a_kcore"
"episode" "4"
*/

/*QUAKED weapon_ripgun (0 0.5 0.8) (-20 -20 0) (20 20 32) SUPERFLY MIKIKO
"modelname" "models/e4/a_ripgun"
"episode" "4"
Pulse Rifle
*/

/*QUAKED weapon_novabeam (0 0.5 0.8) (-20 -20 0) (20 20 32) SUPERFLY MIKIKO
"modelname" "models/e4/a_nova"
"episode" "4"
*/

/*QUAKED weapon_metamaser (0 0.5 0.8) (-20 -20 0) (20 20 32) SUPERFLY MIKIKO
"modelname" "models/e4/a_mmaser"
"episode" "4"
*/

/*QUAKED ammo_ionpack (0 0.5 0.8) (-16 -16 0) (16 16 32) SUPERFLY MIKIKO
"modelname" "models/e1/wa_ion"
"episode" "1"
50 ion cells.
*/

/*QUAKED ammo_c4 (0 0.5 0.8) (-16 -16 0) (16 16 32) SUPERFLY MIKIKO
"modelname" "models/e1/wa_c4"
"episode" "1"
8 C4 Modules.
*/

/*QUAKED ammo_shells (0 0.5 0.8) (-16 -16 0) (16 16 32) SUPERFLY MIKIKO
"modelname" "models/e1/wa_shot6"
"episode" "1"
24 shotcycler shells.
*/

/*QUAKED ammo_rockets (0 0.5 0.8) (-16 -16 0) (16 16 32) SUPERFLY MIKIKO
"modelname" "models/e1/wa_swindr"
"episode" "1"
18 rockets.
*/

/*QUAKED ammo_shocksphere (0 0.5 0.8) (-16 -16 0) (16 16 32) SUPERFLY MIKIKO
"modelname" "models/e1/wa_shokwv"
"episode" "1"
2 ShockSpheres.
*/

/*QUAKED ammo_tritips (0 0.5 0.8) (-16 -16 0) (16 16 32) SUPERFLY MIKIKO
"modelname" "models/e2/wa_trident"
"episode" "2"
30 trident tips.
*/

/*QUAKED ammo_venomous (0 0.5 0.8) (-16 -16 0) (16 16 32) SUPERFLY MIKIKO
"modelname" "models/e2/wa_venom"
"episode" "2"
25 cobra venom for Venomous.
*/

/*QUAKED ammo_zeus (0 0.5 0.8) (-16 -16 0) (16 16 32) SUPERFLY MIKIKO
"modelname" "models/e2/wa_zeus"
"episode" "2"
1 mystic eye for Zeus.
*/

/*QUAKED ammo_bolts (0 0.5 0.8) (-16 -16 0) (16 16 32) SUPERFLY MIKIKO
"modelname" "models/e3/wa_bolt"
"episode" "3"
50 crossbow bolts.
*/

/*QUAKED ammo_stavros (0 0.5 0.8) (-16 -16 0) (16 16 32) SUPERFLY MIKIKO
"modelname" "models/e3/wa_stav"
"episode" "3"
2 lava rocks.
*/

/*QUAKED ammo_ballista (0 0.5 0.8) (-16 -16 0) (16 16 32) SUPERFLY MIKIKO
"modelname" "models/e3/wa_bal"
"episode" "3"
10 Ballista logs.
*/

/*QUAKED ammo_wisp (0 0.5 0.8) (-16 -16 0) (16 16 32) SUPERFLY MIKIKO
"modelname" "models/e3/we_wisp"
"episode" "3"
Wyndrax ammo.
*/

/*QUAKED ammo_bullets (0 0.5 0.8) (-16 -16 0) (16 16 32) SUPERFLY MIKIKO
"modelname" "models/e4/wa_glock"
"episode" "4"
A loaded magazine for the glock.
*/

/*QUAKED ammo_slugger (0 0.5 0.8) (-16 -16 0) (16 16 32) SUPERFLY MIKIKO
"modelname" "models/e4/wa_rip"
"episode" "4"
15 slugs.
*/

/*QUAKED ammo_cordite (0 0.5 0.8) (-16 -16 0) (16 16 32) SUPERFLY MIKIKO
"modelname" "models/e4/wa_rip2"
"episode" "4"
4 cordite grenades.
*/

/*QUAKED ammo_kineticore (0 0.5 0.8) (-16 -16 0) (16 16 32) SUPERFLY MIKIKO
"modelname" "models/e4/wa_kcore"
"episode" "4"
50 freeze things.
*/

/*QUAKED ammo_ripgun (0 0.5 0.8) (-16 -16 0) (16 16 32) SUPERFLY MIKIKO
"modelname" "models/e4/wa_slug"
"episode" "4"
50 Rip-Ups (tm).
*/

/*QUAKED ammo_novabeam (0 0.5 0.8) (-16 -16 0) (16 16 32) SUPERFLY MIKIKO
"modelname" "models/e4/wa_nova"
"episode" "4"
50 nova cell units.
*/
