Add QUAKED comments for entity_spritefod and sphere_explosion. These entities aren't well documented so Xylemon will have to cook up some more test maps.
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*QUAKED entity_spritegod (0 0.8 0.8) (-16 -16 -16) (16 16 16)
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Master entity for emitting a series of sprites.
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-------- KEYS --------
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"targetname" : Name
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"spritename" : Sprite model to emit
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"spritenoise" : Unknown.
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"spritestartstate" : Whether to start off (0) or on (1)
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"spritecount" : How many sprites to emit per interval
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"spritefreq" : Emitting frequency, defaults to 5.
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"spritex" : Direction on the X-Axis (?)
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"spritey" : Direction on the Y-Axis (?)
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"spritez" : Direction on the Z-Axis (?)
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"targetent" : Target entity, maybe used for setting the direction alternatively (?)
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-------- TRIVIA --------
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This entity was introduced in Gunman Chronicles (2000).
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*/
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class
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entity_spritegod:NSPointTrigger
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{
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*QUAKED sphere_explosion (0 0.8 0.8) (-16 -16 -16) (16 16 16)
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This is Gunman Chronicles' fancy explosion with its own set of parameters.
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Currently we just wrap it to call FX_Explosion.
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-------- KEYS --------
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"targetname" : Name
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"maxradius" : Explosion radius.
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"radiusstep" : Expansion step in units.
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"trans" : Starting transparency of the sphere (0-255)
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"transstep" : Fade out steps.
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"numtracers" : Number of traces, 0 = None, 1 = Fifteen.
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"shockwave" : Shockwave ring visible? 0 = No, 1 = Yes
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"implosion" : Implosion? 0 = No, 1 = Yes
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"shakeduration" : Duration of screen shake in seconds.
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"fadeholdtime" : Fade effect hold time.
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"fadetime" : Fade effect time.
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-------- TRIVIA --------
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This entity was introduced in Gunman Chronicles (2000).
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*/
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class
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sphere_explosion:NSPointTrigger
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{
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