/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32)
Starting point for a player.
"team"	the number of the team for this player starting point
"0" is reserved for civilians and critters (use info_civilian_start instead)
"size"	size of the model 0=default 1=one unit 2=2x2 units
*/


/*QUAKED info_human_start (0 1 0) (-16 -16 -24) (16 16 32)
Starting point for a single player human.
"size"	size of the model 0=default 1=one unit 2=2x2 units
*/


/*QUAKED info_alien_start (0 0 1) (-16 -16 -24) (16 16 32)
Starting point for a single player alien.
"size"	size of the model 0=default 1=one unit 2=2x2 units
*/


/*QUAKED info_ugv_start (1 1 0) (-32 -32 -24) (32 32 32)
Starting point for a ugv 2x2 units.
*/


/*QUAKED info_civilian_start (0 1 1) (-16 -16 -24) (16 16 32)
Starting point for a civilian.
"size"	size of the model 0=default 1=one unit 2=2x2 units
*/


/*QUAKED misc_model (1 1 0) (-16 -16 -16) (16 16 16) level1 level2 level3 level4 level5 level6 level7 level8
Displays a md2 model.
Set the level flags correctly!
Use angles [pitch yaw roll] to rotate the model. pitch (up/down), yaw (left/right) and roll (fall over)
"model"		arbitrary .md2 file to display
"angles"	direction of the model [pitch yaw roll]
"angle"		direction of the model [yaw]
"skin"		skin nummer (default 0)
"frame"		frame nummer (default 0)
"anim"		is this an animated model (default empty otherwise fill the animname)
*/


/*QUAKED misc_particle (0 0 1) (-16 -16 -16) (16 16 16) level1 level2 level3 level4 level5 level6 level7 level8
Creates a particle. Particle properties can be set here with a preceding '-' or '+'.
'-' property is set before calling the particle init function
'+' do it afterwards
Wait times are of the format "a b". It spawns particles in random intervals ranging from (a) to (a+b) seconds. If no wait time is specified one particle is created at map start.
"particle"	name of the particle definition
"wait"		wait time
*/


/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) linear
Non-displayed light.
"style"		"1-32"
"_color"	Color for the light RGB
"light"		intensity 0-255
"target"	entity target name (info_null)
"_cone"
"origin"
"angle"
*/


/*QUAKED func_group (0 0 0) ?
Only for editor convenience.
*/

/*QUAKED func_breakable (0 0 0) ? level1 level2 level3 level4 level5 level6 level7 level8
"health"	damage until destroyed
"particle"	particle id
*/


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

"light"		intensity of the sun light
"_color"	color of the sun light (normalized) RGB
"angles"	direction of the sun light [pitch yaw roll] - pitch (up/down), yaw (left/right) and roll (fall over)
"ambient"	ambient light (NOT normalized)
"maxlevel"	highest selectable level
"maxteams"	max multiplayer teams (default is 2)
"fog"	activate fog
"fogcolor"	fogcolor (rgb)
*/

/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
Used as a positional target for spotlights, etc.
"targetname"	target name
*/

/*QUAKED info_civilian_target (0.5 0.8 0.1) (-16 -16 -24) (16 16 32)
Used as a target where civilians try to get in a mission (TODO: Implement me)
"count"	The priority of this waypoint - the lower the number, the nearer the end-target
*/

/*QUAKED misc_sound (0.5 1 0.5) (-4 -4 -4) (4 4 4)
Used to play ambient sounds (TODO: Implement me)
"radius"	the radius a player has to be within to play that sound
*/

/*QUAKED misc_mission (0.1 0.6 0.3) (-16 -16 -16) (16 16 16) level1 level2 level3 level4 level5 level6 level7 level8
Defines a mission target (TODO: Implement me)
"model"	display a model
"particle"	display a particle
"time"	if set the entity has to be occupied x rounds to win the mission
"radius"	if the entity has to be occupied this defines the radius that is needed
"health"	if set the entity has to be destroyed to win the mission - otherwise is has just to be reached (see time)
*/

/*QUAKED misc_mission_alien (0.1 0.6 0.3) (-16 -16 -16) (16 16 16) level1 level2 level3 level4 level5 level6 level7 level8
Defines the alien mission target (TODO: Implement me)
"model"	display a model
"particle"	display a particle
"time"	if set the entity has to be occupied x rounds to win the mission
"radius"	if the entity has to be occupied this defines the radius that is needed
"health"	if set the entity has to be destroyed to win the mission - otherwise is has just to be reached (see time)
*/

/*QUAKED misc_rope (0.2 0.6 0.9) (-4 -4 -4) (4 4 4)
Creates ropes - you always have to define a target (start- and endpoint) (TODO: Implement me)
"name"	name of this rope (see targetname)
"targetname"	info_null or another misc_rope
"slack"	slack paramter for this rope
*/

