/*QUAKED item_ammo (1 0 0) (-8 -8 -8) (8 8 8)
Real beta entity, do not use, left for historical purposes
*/
/*QUAKED item_health (1 0 0) (-8 -8 0) (8 8 16)
"targetname"	Name

Health pickup item for players that replenishes 25 health points and stops
any potential bleeding.

model="models/game_objects/obj_health_kit.vvm"
*/
/*QUAKED ammo_container (1 0 0) (-17 -17 0) (17 17 30)
"targetname"	Name

An ammunitions container, which fills up all weapons when used.

model="models/ammo/ammo_crate.vvm"
*/
/*QUAKED item_weapon (1 0 0) (-16 -16 0) (16 16 16)
"weapon"	Weapon to give the player.
"delay"		How big the magazine/clip is. Default is '-1'.

Weapon pickup item.
When the magazine size is set to '-1', the weapon will be filled up.
*/
/*QUAKED info_player_spectate (1 1 1) (-16 -16 -36) (16 16 36)

Random spectator starting spot.
*/
/*QUAKED info_player_start (1 0.5 0) (-16 -16 -36) (16 16 36)

Singleplayer starting spot for players.
*/
/*QUAKED info_player_deathmatch (1 1 0) (-16 -16 -36) (16 16 36)

Random multiplayer starting spot for players.
*/
/*QUAKED info_vehicle_start (0 1 1) (-50 -50 0) (-50 -50 70)

Random vehicle starting spot for players in the Vehicular Carnage mode.
*/
/*QUAKED info_player_team1 (1 0 0) (-16 -16 -36) (16 16 36)

Random multiplayer starting spot for players of team 1.
*/
/*QUAKED info_player_team2 (0 1 0) (-16 -16 -36) (16 16 36)

Random multiplayer starting spot for players of team 2.
*/
/*QUAKED sky_camera (1 0.3 1) (-8 -8 -8) (8 8 8)
"scale"		Scale modifier. Default is '16'.

Defines the position of a skyroom camera.
You want to put this into a dedicated room that contains a 3D skybox.
The scale modifier is more like a divider. You want to keep these
divisable by 2 to avoid any precision funky-ness.
*/
/*QUAKED prop_dynamic (1 0 0) (-8 -8 -8) (8 8 8)
"model"			Model file that will be displayed by the entity.
"modelscale"	Scale modifier of the model. Default is '1'.
"angles"		Sets the pitch, yaw and roll angles of the model.
"_cs"			Toggles if the prop casts a shadow or not.

Client-side decorative model entity.
*/
/*QUAKED worldspawn (0 0 0) ?
"message"	Level title.
"sounds"	Music track to play on the level.
"_fog"		Global fog defined in normalized distance, red, green blue, alpha
			values. Use the fog console command to test before comitting.
"team1"		Team 1 on this level.
"team2"		Team 2 on this level.

This is the main world entity definition.
Any structural brush belongs to it.

Team numbers:
	0 = Killshots
	1 = Regulators
	2 = Ronin
	3 = Tribals
	4 = USMC
	5 = Vagrants
*/
/*QUAKED env_glow (0 0.5 1) (-8 -8 -8) (8 8 8)
"shader"		Material to use for the glare/glow effect.
"model"			Sprite model to use for the glare/glow (idTech 2 only)
"scale"			Scale multiplier.
"rendercolor"	Material color override in RGB8.
"renderamt"		Material alpha override in A8.

Client-side glare/glow orb effect like the flares in Unreal.
*/
/*QUAKED env_sound (0 1 0) (-8 -8 -8) (8 8 8)
"radius"	Radius in units.
"roomtype"	Roomtype value:
				0 = DEFAULT
				1 = PADDEDCELL
				2 = ROOM
				3 = BATHROOM
				4 = LIVINGROOM
				5 = STONEROOM
				6 = AUDITORIUM
				7 = CONCERTHALL
				8 = CAVE
				9 = ARENA
				10 = HANGAR
				11 = CARPETEDHALLWAY
				12 = HALLWAY
				13 = STONECORRIDOR
				14 = ALLEY
				15 = FOREST
				16 = CITY
				17 = MOUNTAINS
				18 = QUARRY
				19 = PLAIN
				20 = PARKINGLOT
				21 = SEWERPIPE
				22 = UNDERWATER
				23 = DRUGGED
				24 = DIZZY
				25 = PSYCHOTIC
				26 = CITYSTREETS
				27 = SUBWAY
				28 = MUSEUM
				29 = LIBRARY
				30 = UNDERPASS
				31 = ABANDONED
				32 = DUSTYROOM
				33 = CHAPEL
				34 = SMALLWATERROOM

Client-side environmental reverb modifier.
This works only with the OpenAL sound backend.
*/
/*QUAKED point_message (0.2 1 0.2) (-8 -8 -8) (8 8 8)
"message"	The message to display.
"radius"	The radius in which it will appear.

Client-side overlay/message that is projected in relation to its position
in 3D space.
Used for zoo and test maps in which less interactive overlays are desired.
*/
/*QUAKED env_cubemap (0 0 1) (-8 -8 -8) (8 8 8)
"scale"		Texture dimension at which to render the cubemap. Default is '32'.

Specifies a location for which a cubemap will be generated when the 
dev_buildcubemaps console command is executed.
*/
/*QUAKED env_fade (0 0 0) (-8 -8 -8) (8 8 8) EVF_FADEDROM EVF_MODULATE EVF_ONLYUSER
"targetname"		Name
"target"			Target when triggered.
"killtarget"		Target to kill when triggered.
"rendercolor"	RGB8 Color of the fade effect.
"renderamt"		A8 alpha value we'll hit at max.
"duration"		Duration of the effect in seconds.
"holdtime"		How long we'll hold on the max color/alpha.

When triggered, creates a colored overlay that blinds all players, or just
the one who triggered it if EVF_ONLYUSER is set.
*/
/*QUAKED env_shake (1 0.5 0) (-8 -8 -8) (8 8 8) EVS_GLOBAL
"targetname"		Name
"target"			Target when triggered.
"killtarget"		Target to kill when triggered.
"radius"		Radius of the quake/shake effect.
"amplitude"		Amplitude of the effect.
"duration"		Duration of the effect in seconds.
"frequency"		The frequency of the shake.

Causes an earthquake/shaking effect when triggered.
Affects all clients (radius ignored) when EVS_GLOBAL is set.
*/
/*QUAKED func_conveyor (0 .5 .8) ?
"targetname"		Name
"target"			Target when triggered.
"killtarget"		Target to kill when triggered.

STUB!
*/
/*QUAKED func_lod (0 .5 .8) ?
"targetname"		Name
"DisappearDist" = Unit distance at which stuff disappears
"solid"				0 = Be solid (wtf volvo), 1 = non-solid

Disappearing entity for non VISable maps (ex. Valley)
*/
/*QUAKED trigger_once (0 .5 .8) ? TO_MONSTERS TO_NOCLIENTS TO_PUSHABLES
"targetname"		Name
"target"			Target when triggered.
"killtarget"		Target to kill when triggered.
"delay"				Delay until target is triggered.

A trigger volume which works only once.

None of the spawnflags are implemented yet.
*/
/*QUAKED trigger_teleport (0 .5 .8) ?
"targetname"		Name
"target"			Which target to teleport to.

Teleportation volume. Teleports anything it touches to the position of
any entity set as the "target". Works best with info_teleport_destination.
*/
/*QUAKED func_wall (0 .5 .8) ?
"targetname"		Name

Brush that lets light to pass through it.
On idTech 2 based levels, it will change texture variants when triggered.
*/
/*QUAKED path_track (1 0 1) (-8 -8 -8) (8 8 8)
"targetname"		Name
"target"			Target when triggered.
"killtarget"		Target to kill when triggered.

STUB!
*/
/*QUAKED trigger_changelevel (0 .5 .8) ? LC_NOINTERMISSION LC_USEONLY
"targetname"		Name
"map"				Next .bsp file name to transition to.
"landmark"			Landmark name to target.
"changedelay"		Time in seconds until the transition happens.

When a Landmark is specified, you will have to position two info_landmark
entities across your two levels with the same name. They'll mark a translation
point for the coordinates in your levels.

When LC_NOINTERMISSION is set, there'll be no stats screen at the end of the
level.

When LC_USEONLY is set, it will not act as a trigger volume people can step in.
It'll have to be triggered by another entity.
*/
/*QUAKED func_tracktrain (0 .5 .8) ?
"targetname"		Name
"target"			Target when triggered.
"killtarget"		Target to kill when triggered.

Moving platform following along path_* entities that's fully user controlled.
Very unfinished.
*/
/*QUAKED env_message (1 0 0) (-8 -8 -8) (8 8 8) EMF_ONCE EMF_ALLPLAYERS
"targetname"		Name
"target"			Target when triggered.
"killtarget"		Target to kill when triggered.
"message"				Message to send to players
"messagesound"			PCM sample to play when triggered
"messagevolume"			PCM sample volume
"messageattenuation"	PCM sample attenuation

Sends a message to either one or all players, depending on if EMF_ALLPLAYERS
is set. An optional sound effect can be supplied as well.
*/
/*QUAKED item_food (1 0 0) (-8 -8 -8) (8 8 8)
"targetname"	Name
"angles"		Sets the pitch, yaw and roll angles of the model.
"model"			Model file that will be displayed by the entity.

This is a food item that will give the user 1 health when touched.
*/
/*QUAKED func_door (0 .5 .8) ?
"targetname"		Name
"target"			Target when triggered.
"killtarget"		Target to kill when triggered.

STUB!
*/
/*QUAKED func_pushable (0 .5 .8) ? SF_TRIGGER SF_TOUCH SF_PRESSURE
"targetname"		Name
"target"			Target when triggered.
"killtarget"		Target to kill when triggered.

STUB!
*/
/*QUAKED trigger_relay (0 .5 .8) ?
"targetname"		Name
"target"			Target when triggered.
"killtarget"		Target to kill when triggered.

See trigger_once.
*/
/*QUAKED game_text (1 0 0) (-8 -8 -8) (8 8 8) GTF_ALLPLAYERS
"targetname"	Name
"x"				Horizontal position of text. 
				(0 - 1.0 = left to right, -1 = center)
"y"				Vertical position of text.
				(0 - 1.0 = top to bottom, -1 = center)
"effect"		Effect to apply to the text.
				Valid values:
					0 = Fade In/Out
					1 = Credits
					2 = Scan Out
"color"			The main colour in RGB8.
"color2"		The highlight colour in RGB8.
"fadein"		Time taken to fade in each character.
"fadeout"		Time taken to fade out message.
"holdtime"		Length of time to hold message on screen after fading in.
"fxtime"		Time the highlight lags behind the leading edge of the text in
				seconds.
"channel"		Message channel to use. Meant for overriding messages.

This entity displays a message of your choice on-screen.
Line breaks can be added with a \n character.

If GTF_ALLPLAYERS is set, it'll display the message to not just the activator,
but all players on the level.
*/
/*QUAKED multi_manager (0.5 1 0.7) (-8 -8 -8) (8 8 8) MM_MULTITHREADED
"targetname"		Name

Triggers a maximum of 16 user defined entities with additonal timers.
Add a target's name as an entity key, with the value set to the time in seconds
that'll pass before the entity will be triggered.

If MM_MULTITHREADED is set, it'll allow the multi_manager to be triggered
again before it has finished triggering it's previous list of entities.
*/
/*QUAKED env_spark (1 0 0) (-8 -8 -8) (8 8 8) x x x x x EVSPARK_TOGGLE EVSPARK_STARTON
"targetname"		Name
"target"			Target when triggered.
"killtarget"		Target to kill when triggered.
"angles"		Sets the pitch, yaw and roll angles of the spark.
"MaxDelay"		Delay between sparks when start-on (or toggle) is set

Creates a series (or just one) spark effect with sound when triggered.
*/
/*QUAKED multisource (1 0 0) (-8 -8 -8) (8 8 8)
"targetname"		Name
"target"			Target when triggered.
"killtarget"		Target to kill when triggered.

STUB!
*/
/*QUAKED trigger_cdaudio (0 .5 .8) ?
"targetname"		Name
"health"			Music track to play.

Switches the background music track when triggered.
*/
/*QUAKED trigger_multiple (0 .5 .8) ? TM_MONSTERS TM_NOCLIENTS TM_PUSHABLES
"targetname"		Name
"target"			Target when triggered.
"killtarget"		Target to kill when triggered.
"delay"				Delay until target is triggered.
"wait"				Time until this entity can trigger again

A trigger volume which works more than once. 

None of the spawnflags are implemented yet.
*/
/*QUAKED func_recharge (0 .5 .8) ?
"targetname"		Name
"target"			Target when triggered.
"killtarget"		Target to kill when triggered.

STUB!
*/
/*QUAKED trigger_endsection (0 .5 .8) ?
"targetname"		Name

This trigger shuts down the server.
Useful for when a singleplayer game ends, as it takes you to the main menu.
*/
/*QUAKED func_door_rotating (0 .5 .8) ?
"targetname"		Name
"target"			Target when triggered.
"killtarget"		Target to kill when triggered.

STUB!
*/
/*QUAKED env_sprite (1 0 0) (-8 -8 -8) (8 8 8) ENVS_STARTON ENVS_PLAYONCE
"targetname"		Name
"target"			Target when triggered.
"killtarget"		Target to kill when triggered.
"angles"		Sets the pitch, yaw and roll angles of the sprite.
"model"			Path to the sprite in question.
"rendercolor"	Color modifier of the sprite.
"renderamt"		Alpha modifier of the sprite.
"rendermode"	Render mode of the sprite.
"framerate"		Rate between frames in seconds.
"scale"			Scale modifier of the sprite.

A sprite entity manager with fancy overrides.
Only used with an external sprite format, like SPR, SPRHL and SPR32.
*/
/*QUAKED func_wall_toggle (0 .5 .8) ? FTW_STARTHIDDEN
"targetname"		Name

Brush that can be hidden and reappear when triggered.

If FTW_STARTHIDDEN is set, it'll start hidden.
*/
/*QUAKED env_explosion (1 0 0) (-8 -8 -8) (8 8 8) ENVEXPLO_NODAMAGE ENVEXPLO_REPEATABLE ENVEXPLO_NOBALL ENVEXPLO_NOSMOKE ENVEXPLO_NODECAL ENVEXPLO_NOSPARKS
"targetname"		Name
"target"			Target when triggered.
"killtarget"		Target to kill when triggered.
"iMagnitude"	Magnitude of the explosion.

When triggered, creates an explosion at its location.
*/
/*QUAKED env_beverage (1 0 0) (-8 -8 -8) (8 8 8)
"targetname"		Name
"target"			Target when triggered.
"killtarget"		Target to kill when triggered.
"health"	Amount of soda-cans that can be dispensed at maximum
"angles"	Sets the pitch, yaw and roll angles of the soda

Upon triggered, the entity will spawn item_food in its place in
the shape of a soda can.
*/
/*QUAKED cycler_sprite (1 0 0) (-8 -8 -8) (8 8 8)
"targetname"		Name
"target"			Target when triggered.
"killtarget"		Target to kill when triggered.
"angles"		Sets the pitch, yaw and roll angles of the model.
"model"			Model file that will be displayed by the entity.

Decorative, does nothing yet.
*/
/*QUAKED light (1 0 0) (-8 -8 -8) (8 8 8) OFF_OR_LINEAR
"targetname"	Name

Infinitely small point of light illuminating the scene.

idTech3 relevant keys:
"light"		Light intensity value. Default is '300'.
"_color"	Normalized RGB color value. Default is '1 1 1'.
"radius"	Sets the light cone radius. Default is '64'.
"target"	When set, targets an enity instead, becoming a spotlight.

If OFF_OR_LINEAR is set, the light will be cast with a linear falloff instead
of inverse square. This is useful for bright lights that'll travel long
distances.

idTech2 relevant keys:
"light"		Defines the brightness of the light.
"style"		Light style ID. 0-11 are defined, 12-32 are reserved for switched
			lights. List of pre-defined styles:
				0 = Normal
				1 = Flicker A
				2 = Slow strong pulse
				3 = Candle A
				4 = Fast strobe
				5 = Gentle pulse
				6 = Flicker B
				7 = Candle B
				8 = Candle C
				9 = Slow strobe
				10 = Fluorescent flicker
				11 = Slow pulse, no black
"pattern"	Custom light style pattern. Needs unique light style ID.
			Patterns are defined with letters of the alphabet.
			'a' being dark. 'z' being fully lit. Can be a string of characters
			that'll interpolate between at 10 FPS ingame.

If OFF_OR_LINEAR is set, it starts off/disabled.
*/
/*QUAKED trigger_auto (1 0 0) (-8 -8 -8) (8 8 8) TA_USEONCE
"targetname"		Name
"target"			Target when triggered.
"killtarget"		Target to kill when triggered.
"delay"				Time in seconds until it triggers its target.

Will automatically start working when the level has spawned.
If TA_USEONCE is set, it'll remove itself from the level permanently.
It will not survive round respawns, etc.
*/
/*QUAKED func_train (0 .5 .8) ?
"targetname"		Name
"target"			Target when triggered.
"killtarget"		Target to kill when triggered.

Moving platform following along path_* entities.
Very unfinished.
*/
/*QUAKED trigger_camera (1 0 0) (-8 -8 -8) (8 8 8)
"targetname"		Name
"angles"			Sets the pitch, yaw and roll angles of the camera
"target"			Which entity we're aiming at. Overrides angles.
"wait"				How long to hold onto the target.

Causes the activators first-person camera to switch to the view of this entity.
*/
/*QUAKED ambient_generic (1 0 0) (-8 -8 -8) (8 8 8) AS_SRADIUS AS_MRADIUS AS_LRADIUS AS_SILENT AS_NOTTOGGLED
"targetname"		Name
"target"			Target when triggered.
"killtarget"		Target to kill when triggered.
"message"	pcm file to play
"volume"	0.0 to 1.0
"pitch"		0.0 to 2.0

Plays a PCM sample of whatever format the engine is configured to support.
If you want it to loop, you have to give the file itself a loop flag.

TODO: Add a forced loop flag for non .wav samples?
*/
/*QUAKED func_ladder (0 .5 .8) ?
"targetname"	Name

Ladder volume. Only useful in idTech 2 based levels.
Use brushes with the common/climb texture instead.
*/
/*QUAKED func_illusionary (0 .5 .8) ?
"targetname"	Name

Brush that lets light to pass through it and is non-solid.
On idTech 2 based levels, it will change texture variants when triggered.
*/
/*QUAKED trigger_push (0 .5 .8) ? TP_ONCE TP_STARTOFF
"targetname"		Name
"speed"				The speed (units per second) it'll apply to touchers.
"angles"			Sets the direction of the push.

Pushes anything in its volume into a direction of your choosing.

If TP_ONCE is set, It'll only emit a single push once before disabling itself.
If TP_STARTOFF is set, it needs to be triggered first in order to function.
*/
/*QUAKED info_null (1 0 0) (-8 -8 -8) (8 8 8)
"targetname"	Name

Entity that does nothing and gets deleted upon level load.
This is used for map compiling stages only.
*/
/*QUAKED info_notnull (1 0 0) (-8 -8 -8) (8 8 8)
"targetname"	Name

It's like an info_null, it just does not got deleted upon level load.
Useful for any entities/triggers that need to target something.
*/
/*QUAKED func_group (.5 .5 .5) ?
"_lightmapscale"	Floating point value scaling the resolution of 
		lightmaps on brushes/patches in this entity. Default is '1.0'.
"_cs"		Cast shadows. Can either be 1 or 0. Default is '1'.
"_rs"		Receive shadows. Can either be 1 or 0. Default is '1'.

These structural groups will simply result in static world geometry once the
map is compiled. It's not a true entity in itself and only needed at the
compile stage.
*/
/*QUAKED monster_furniture (1 0 0) (-8 -8 -8) (8 8 8)
"targetname"	Name
"angles"		Sets the pitch, yaw and roll angles of the model.
"model"			Model file that will be displayed by the entity.

Decorative, does nothing yet.
*/
/*QUAKED func_button (0 .5 .8) ?
"targetname"		Name
"target"			Target when triggered.
"killtarget"		Target to kill when triggered.

STUB!
*/
/*QUAKED func_dustmotes (0 .5 .8) ?
AHHHHHHHHHHHHHHHHHHH
*/
/*QUAKED env_render (1 0 0) (-8 -8 -8) (8 8 8) SF_NORENDERFX SF_NORENDERAMT SF_NORENDERMODE SF_NORENDERCOLOR
"targetname"		Name
"target"			Target when triggered.
"killtarget"		Target to kill when triggered.
"rendermode"	Render-Mode the target changes to
"renderamt"		Render-Alpha the target changes to
"rendercolor"	Render-Color the target changes to

Changes the visual appearance of a target.
*/
/*QUAKED monster_generic (1 0 0) (-8 -8 -8) (8 8 8)
"targetname"	Name
"angles"		Sets the pitch, yaw and roll angles of the model.
"model"			Model file that will be displayed by the entity.

Decorative, does nothing yet.
*/
/*QUAKED cycler (1 0 0) (-8 -8 -8) (8 8 8)
"targetname"		Name
"target"			Target when triggered.
"killtarget"		Target to kill when triggered.
"angles"			Sets the pitch, yaw and roll angles of the model.
"sequence"			Sets the animation the model should start in. 
"model"				Model file that will be displayed by the entity.

Upon damage, the cycler will switch between all available animation
sequences. This is really for test-maps and showroom entities.
*/
/*QUAKED env_shooter (1 0 0) (-8 -8 -8) (8 8 8)
"targetname"		Name
"target"			Target when triggered.
"killtarget"		Target to kill when triggered.
"angles"		Sets the pitch, yaw and roll direction of the shooter.
"shootmodel"	Model file to shoot.
"shootsounds"	PCM sample to play whenever a piece shoots out.
"m_iGibs"		Amount of models shot in total.
"m_flDelay"		Delay before being able to be fired again.
"m_flVelocity"	Speed of the models in units per second.
"m_flVariance"	Delay between shots.
"m_flGibLife"	Life of the individual model piece.
"scale"			Scale modifier of the model pieces.

Shoots model entities from its location.
*/
/*QUAKED scripted_sequence (1 0 0) (-8 -8 -8) (8 8 8) x x SSFL_REPEATABLE SSFL_LEAVECORPSE x SSFL_NOINTERRUPT SSFL_OVERRIDEAI SSFL_NOSCRIPTMOVE
"targetname"		Name
"target"			Target when triggered.
"killtarget"		Target to kill when triggered.
"m_iszEntity"		Entity targetname OR classname description to target
"m_iszPlay"			After the monster has moved to the action point, play this animation
"m_iszIdle"			Animation to play until the scripted_sequence is triggered
"m_flRadius"		Search radius for m_targetMonster if a classname is specified
"m_flRepeat"		Loop? Unused.
"m_fMoveTo"			How we move to perform m_iActionAnim

f_fMoveTo values:
0 = Don't move or turn
1 = Walk to the scripted_sequence
2 = Run to the scripted_sequence
3 = Unused/Not defined. Do not use this.
4 = Warp to the location of the scripted_sequence and perform the animation.
5 = Turn to the scripted_sequence's angle before performing the animation.

Allow a monster to be selected and given an action to perform.
This is done in the form of olaying an animation.
*/
/*QUAKED func_healthcharger (0 .5 .8) ?
"targetname"		Name
"target"			Target when triggered.
"killtarget"		Target to kill when triggered.

STUB!
*/
/*QUAKED func_breakable (0 .5 .8) ? SF_TRIGGER SF_TOUCH SF_PRESSURE
"targetname"		Name
"target"			Target when triggered.
"killtarget"		Target to kill when triggered.
"material"			Material it's made of.
"delay"				Delay in seconds of when it breaks under pressure.
"explodemagnitude"	Strength of the explosion.

Brush volume that can break into lots of little pieces.

When SF_TOUCH is set, it'll break when an entity runs into it at high
velocities (damage is speed in units * 0.01).

When SF_PRESSURE is set, it'll collapse once someone is standing on top of it.
At that point the "delay" key will decide after how many seconds the object
breaks.

The strength of the explosion decides the radius (magnitude * 2.5) and the
maximum damage the explosion will do (you have to stand in the center for that).
*/
/*QUAKED infodecal (1 0 0) (-8 -8 -8) (8 8 8)
"texture"	Name of the texture inside decals.wad it projects onto a surface.

This entity only works on BSP version 30 levels.
Projects a decals.wad texture onto the nearest surface.
It'll automatically figure out the surface based on distance.
The texture will be aligned along the surface texture normals.
*/
/*QUAKED trigger_hurt (0 .5 .8) ? SF_HURT_ONCE SF_HURT_OFF x SF_HURT_NOPLAYERS SF_HURT_FIREONPLAYER SF_HURT_TOUCHPLAYER
"targetname"		Name
"target"			Target when triggered.
"delay"				Delay until target is triggered.
"killtarget"		Target to kill when triggered.
"dmg"				Damage inflicted.

Trigger volume that damages everything it touches.

If SF_HURT_ONCE is set, it'll stop once it's been triggered the first time.
If SF_HURT_OFF is set, it needs to be triggered in order to work again.
If SF_HURT_NOPLAYERS is set, it will only NPCs.
If SF_HURT_TOUCHPLAYER is set, it'll only hurt players.
If SF_HURT_FIREONPLAYER is set, it'll only trigger a target if a player
activates it.
*/
/*QUAKED path_corner (1 0 0) (-8 -8 -8) (8 8 8)
"targetname"		Name
"target"			Target when triggered.
"killtarget"		Target to kill when triggered.

STUB!
*/
/*QUAKED env_global (1 0 0) (-8 -8 -8) (8 8 8) GLOBAL_SETSPAWN
"targetname"		Name
"target"			Target when triggered.
"killtarget"		Target to kill when triggered.
"globalstate"	The variable name in which we hold information in.
"initialstate"	Initial mode: 0 = off, 1 = on, 2 = dead
"triggermode"	Mode when triggered: 0 = off, 1 = on, 2 = dead

Sets/kills a global variable that carries across levels.
Without GLOBAL_SETSPAWN set, it'll only modify existing values when
triggered.
*/
/*QUAKED env_beam (1 0 0) (-8 -8 -8) (8 8 8)
"targetname"	Name

This entity is incomplete. Purely stub.
*/
/*QUAKED trigger_transition (0 .5 .8) ?
"targetname"		Name

Currently unused. This is meant for defining level transition regions.
All entities touching this volume would carry across to the next level.
*/
/*QUAKED func_rotating (0 .5 .8) ? FR_STARTON FR_REVERSE FR_ZAXIS FR_XAXIS FR_ACCDCC FR_FANPAIN FR_NOTSOLID FR_SMALLRADIUS FR_MRADIUS FR_LRADIUS
"targetname"		Name
"target"			Target when triggered.
"killtarget"		Target to kill when triggered.
"speed"				Speed in units per second.
"dmg"				Damage applied to entity blocking its rotational path.

Rotating brush object. Useful for fans, etc.
*/
