// Nexuiz  entity definition file for GTKRadiant
// Based on draft by Suicide 20 7.30.99 and inolen 9-3-99
// Upgraded by Jakob MG (tZork): jakob@webxpress.se
// (visible models added by raYGunn - paths provided by Suicide 20)
// (terrain information added to func_group entity by Paul Jaquays)
// Q3Map2 entitys/keys added by ydnar
// Version: 0.1
// Last updated: 2005-11-02

//=============================================================================

// Q3Map2 entities

//=============================================================================

/*QUAKED _decal (0 1.0 0) ?
-------- KEYS --------
"target" : the name of the entity targetted at for projection
-------- SPAWNFLAGS --------
(none)
-------- NOTES --------
Compiler-only entity that specifies a decal to be projected. Should contain 1 or more patch meshes (curves) and target an info_null entity. The distance between the center of the _decal entity and the target is the axis and distance of projection.
*/

/*QUAKED _skybox (0.77 0.88 1.0) (-4 -4 -4) (4 4 4)
-------- KEYS --------
"angle" : rotation angle of the sky surfaces.
"angles" : Individual control of PITCH, YAW, and ROLL (default 0 0 0).
"_scale" : scaling factor (default 64), good values are between 50 and 300, depending on the map.
-------- SPAWNFLAGS --------
(none)
-------- NOTES --------
Compiler-only entity that specifies a the origin of a skybox (a wholly contained, seperate area of the map), similar to some games' portal skies. When compiled with Q3Map2, the skybox surfaces will be visible from any place where sky is normally visible. It will cast shadows on the normal parts of the map, and can be used with cloud layers and other effects.
*/

//=============================================================================
FUNC_* ENTITIES
//=============================================================================

/*QUAKED func_bobbing (0 .5 .8) ? X_AXIS Y_AXIS
Solid entity that oscillates back and forth in a linear motion. By default, it will have an amount of displacement in either direction equal to the dimension of the brush in the axis in which it's bobbing. Entity bobs on the Z axis (up-down) by default. It can also emit sound if the "noise" key is set. Will crush the player when blocked.
-------- KEYS --------
speed : amount of time in seconds for one complete oscillation cycle (default 4).
height : sets the amount of travel of the oscillation movement (default 32). 
phase : sets the start offset of the oscillation cycle. Values must be 0 < phase < 1. Any integer phase value is the same as no offset (default 0).
noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav - See Notes).
model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3).
origin : alternate method of setting XYZ origin of sound and .md3 model included with entity (See Notes).
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).
-------- Q3MAP2 KEYS --------
_targetname : Used to attach a misc_model entity to this entity.
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).
_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
-------- Q3MAP2 TERRAIN KEYS --------
_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.
_layers OR layers : Integer value is the number unique root shaders that will be use on the terrain.
_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.
-------- SPAWNFLAGS --------
X_AXIS : entity will bob along the X axis.
Y_AXIS : entity will bob along the Y axis.
-------- NOTES --------
In order for the sound to be emitted from the entity, it is recommended to include a brush with an origin shader at its center, otherwise the sound will not follow the entity as it moves. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.

Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").*/

//=============================================================================

/*QUAKED func_button (0 .5 .8) ?
When a button is touched by a player, it moves in the direction set by the "angle" key, triggers all its targets, stays pressed by an amount of time set by the "wait" key, then returns to it's original position where it can be operated again.
-------- KEYS --------
angle : determines the direction in which the button will move (up = -1, down = -2).
target : all entities with a matching targetname will be triggered.
speed : speed of button's displacement (default 40).
wait : number of seconds button stays pressed (default 1, -1 = return immediately).
lip : lip remaining at end of move (default 4 units).
health : (default 0) if set to any non-zero value, the button must take damage (any amount) to activate.
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).
origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).
notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).
-------- Q3MAP2 KEYS --------
_targetname : Used to attach a misc_model entity to this entity.
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).
_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
-------- Q3MAP2 TERRAIN KEYS --------
_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.
_layers OR layers : Integer value is the number unique root shaders that will be use on the terrain.
_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.
-------- NOTES --------
Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.

Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").*/

//=============================================================================

/*QUAKED func_door (0 .5 .8) ? START_OPEN - CRUSHER
Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it.
-------- KEYS --------
angle : determines the opening direction of door (up = -1, down = -2).
speed : determines how fast the door moves (default 100).
wait : number of seconds before door returns (default 2, -1 = return immediately)
lip : lip remaining at end of move (default 8)
targetname : if set, a func_button or trigger is required to activate the door.
health : (default 0) if set to any non-zero value, the button must take damage (any amount) to activate.
dmg : damage to inflict on player when he blocks operation of door (default 4). Door will reverse direction when blocked unless CRUSHER spawnflag is set.
team: assign the same team name to multiple doors that should operate together (see Notes).
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).
origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).
notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).
-------- Q3MAP2 KEYS --------
_targetname : Used to attach a misc_model entity to this entity.
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).
_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
-------- Q3MAP2 TERRAIN KEYS --------
_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.
_layers OR layers : Integer value is the number unique root shaders that will be use on the terrain.
_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.
-------- SPAWNFLAGS --------
START_OPEN : the door will spawn in the open state and operate in reverse.
CRUSHER : door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way.
-------- NOTES --------
Unlike in Quake 2, doors that touch are NOT automatically teamed. If you want doors to operate together, you have to team them manually by assigning the same team name to all of them. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.

Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").*/

//=============================================================================

/*QUAKED func_group (0 .5 .8) ?
This is not an entity as such. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this.
-------- OLD TERRAIN KEYS (note: obsolete with Q3Map2) --------
alphamap : this is the path/name for the art file used to guide the mapping of textures on the terrain surface.
layers : this integer value is the number unique root shaders that will be use on the terrain.
shader : this is the path to the metashader used to assign textures to the terrain entity.
terrain : this is an on/off flag. When set to 1, the entity becomes a terrain entity. Note: unecessary when compiling with Q3Map2. See Q3Map2 keys.
-------- Q3MAP2 KEYS --------
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).
_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
-------- Q3MAP2 TERRAIN KEYS --------
_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.
_layers OR layers : Integer value is the number unique root shaders that will be use on the terrain.
_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.
-------- NOTES --------
The TAB key can be used to flip through the component pieces of a selected func_group entity, isolating individual components. To make a func_group into a terrain entity, refer to the Terrain Construction documentation.*/

//=============================================================================

/*QUAKED func_plat (0 .5 .8) ?
Rising platform the player can ride to reach higher places. Plats must always be drawn in the raised position, so they will operate and be lighted correctly but they spawn in the lowered position. The plat will stay in the raised position until the player steps off. There are no proper sounds for this entity, only beep noises. It will spawn in the game and work properly but it sounds silly (see Notes).
-------- KEYS --------
speed : determines how fast the plat moves (default 150).
lip : lip remaining at end of move (default 16). Has no effect if "height" is set.
height : if set, this will determine the total amount of vertical travel of the plat.
dmg : damage to inflict on player when he blocks operation of plat (default 4). Plat will reverse direction when blocked.
targetname : if set, the trigger that points to this will raise the plat each time it fires. The plat raises and comes back down a second later if no player is on it.
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).
origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).
notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).
-------- Q3MAP2 KEYS --------
_targetname : Used to attach a misc_model entity to this entity.
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).
_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
-------- Q3MAP2 TERRAIN KEYS --------
_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.
_layers OR layers : Integer value is the number unique root shaders that will be use on the terrain.
_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.
-------- NOTES --------
By default, the total amount of vertical travel of a platform is implicitly determined by the overall vertical size of the brushes of which it's made minus the lip value. But if the "height" key is used, then the total amount of vertical travel of the plat will be exactly that value regardless of the shape and size of the plat and regardless of the value of the "lip" key. Using the "height" key is the best method for any kind of platforms and the only possible one for thin plats which need to travel vertical distances many times their own thickness. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.

There is a way to make plats play proper sounds. Just create a sound\movers\plats folder under baseq3 and put 2 sounds named pt1_strt.wav and pt1_end.wav in it. Those can be the renamed sounds from the Q2 plats or renamed copies of the sound\movers\doors sounds you can extract from your pak0.pk3 file or new custom sounds if you're up to it. Thanks to Fragzilla for the tip.

Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").*/

//=============================================================================

/*QUAKED func_rotating (0 .5 .8) ? - - X_AXIS Y_AXIS
Solid entity that rotates continuously. Rotates on the Z axis by default and requires an origin brush. It will always start on in the game and is not targetable.
-------- KEYS --------
speed : determines how fast entity rotates (default 100).
noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).
model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).
origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default "0 0 0" - See Notes).
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).
-------- Q3MAP2 KEYS --------
_targetname : Used to attach a misc_model entity to this entity.
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).
_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
-------- Q3MAP2 TERRAIN KEYS --------
_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.
_layers OR layers : Integer value is the number unique root shaders that will be use on the terrain.
_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.
-------- SPAWNFLAGS --------
X_AXIS : entity will rotate along the X axis.
Y_AXIS : entity will rotate along the Y axis.
-------- NOTES --------
You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. It will rotate along the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.

Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").*/

//=============================================================================

/*QUAKED func_train (0 .5 .8) ?
Trains are moving solids that follow a string of path_corner entities. Trains in Q3A are very basic, they also require an origin brush (see Notes).
-------- KEYS --------
speed : speed of displacement of train (default 100 or overridden by speed value of path).
target : this points to the first path_corner of the path which is also the spawn location of the train's origin.
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).
origin : alternate method of setting XYZ origin of the train's brush(es) and .md3 model included with entity (See Notes).
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).
-------- Q3MAP2 KEYS --------
_targetname : Used to attach a misc_model entity to this entity.
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).
_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
-------- Q3MAP2 TERRAIN KEYS --------
_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.
_layers OR layers : Integer value is the number unique root shaders that will be use on the terrain.
_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.
-------- NOTES --------
1. Trains always start on in the game.
2. Trains do not damage the played when blocked.
3. Trains cannot emit sound.
4. Trains are not triggerable or toggle-able.
5. Trains cannot be block-stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it.

Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.

Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").*/

//=============================================================================
INFO_* ENTITIES
//=============================================================================

/*QUAKED info_player_team1 (1 0 1) (-16 -16 -24) (16 16 32) INITIAL
CTF Spawn Points for Nexuiz
-------- KEYS --------
angle : direction in which player will look when spawning in the game. Does not apply to bots.
-------- SPAWNFLAGS --------
INITIAL : makes the spawnpoint the initial place for the player to spawn at the beginning of the game.*/
---------NOTES----------
*note: These function just like info_player_deathmatch, but for one team only.  If you don't make team spawnpoints, info_player_deathmatch is used instead.

//=============================================================================

/*QUAKED info_player_team2 (1 0 1) (-16 -16 -24) (16 16 32) INITIAL
CTF Spawn Points for Nexuiz
-------- KEYS --------
angle : direction in which player will look when spawning in the game. Does not apply to bots.
------- SPAWNFLAGS --------
INITIAL : makes the spawnpoint the initial place for the player to spawn at the beginning of the game.*/
---------NOTES----------
*note: These function just like info_player_deathmatch, but for one team only.  If you don't make team spawnpoints, info_player_deathmatch is used instead.

//=============================================================================

/*QUAKED info_notnull (0 .5 0) (-8 -8 -8) (8 8 8)
Used as a positional target for entities that can use directional pointing. A target_position can be used instead of this but was kept in Q3A for legacy purposes.
-------- KEYS --------
targetname : must match the target key of entity that uses this for pointing.
notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/

//=============================================================================

/*QUAKED info_null (0 .5 0) (-8 -8 -8) (8 8 8)
Used as a positional target for light entities to create a spotlight effect. A target_position can be used instead of this but was kept in Q3A for legacy purposes.
-------- KEYS --------
targetname : must match the target key of entity that uses this for pointing.
notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/

//=============================================================================

/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32) INITIAL
Normal player spawning location for Q3A levels.
-------- KEYS --------
angle : direction in which player will look when spawning in the game. Does not apply to bots.
target : this can point at a target_give entity for respawn freebies.
nobots : when set to 1, bots will never use this spawn point to respawn in the game.
nohumans : when set to 1, human players will never use this spawn point to respawn in the game.
notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).
-------- SPAWNFLAGS --------
INITIAL : makes the spawnpoint the initial place for the player to spawn at the beginning of the game.*/

//=============================================================================


/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32)
Player spawn location. It works in Quake III Arena, but it is not used in the Id maps. Use info_player_deathmatch instead.
-------- KEYS --------
angle : direction in which player will look when spawning in the game.
target : this can point at a target_give entity for respawn freebies.*/

//=============================================================================

//QUAKED info_spectator_start (1 0 0) (-16 -16 -24) (16 16 32)
//Spectator spawn location. Doesn't appear to work in game. Commented out.
//-------- KEYS --------
//notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
//notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
//notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).

//=============================================================================
ITEM_* ENTITIES
//=============================================================================

/*QUAKED item_shells (.3 .3 1) (-16 -16 -16) (16 16 16)
ammo get over it, shall i say no more
-----------KEYS------------
-----------SPAWNFLAGS-----------
---------NOTES----------
ammo how hard can it be*/

//===================================================================


/*QUAKED item_rockets (.3 .3 1) (-16 -16 -16) (16 16 16)
ammo get over it, shall i say no more
-----------KEYS------------
-----------SPAWNFLAGS-----------
---------NOTES----------
ammo how hard can it be*/

//===================================================================

/*QUAKED item_cells (.3 .3 1) (-16 -16 -16) (16 16 16)
ammo get over it, shall i say no more
-----------KEYS------------
-----------SPAWNFLAGS-----------
---------NOTES----------
ammo how hard can it be*/

//===================================================================

/*QUAKED item_bullets (.3 .3 1) (-16 -16 -16) (16 16 16)
ammo get over it, shall i say no more
-----------KEYS------------
-----------SPAWNFLAGS-----------
---------NOTES----------
ammo how hard can it be*/

//===================================================================

/*QUAKED item_speed (.3 .3 1) (-16 -16 -16) (16 16 16)
haste clone
-----------KEYS------------
-----------SPAWNFLAGS-----------
---------NOTES----------
makes user faster, and jump higher*/

//===================================================================                           

/*QUAKED item_strength (.3 .3 1) (-16 -16 -16) (16 16 16)
gibs are funny
-----------KEYS------------
-----------SPAWNFLAGS-----------
---------NOTES----------
quad damage clone*/

//===================================================================                           

/*QUAKED item_invincible (.3 .3 1) (-16 -16 -16) (16 16 16)
who touched my ass
-----------KEYS------------
-----------SPAWNFLAGS-----------
---------NOTES----------
can't damage the user*/

//===================================================================                    

/*QUAKED item_slowmo (.3 .3 1) (-16 -16 -16) (16 16 16)
i dunno
-----------KEYS------------
-----------SPAWNFLAGS-----------
---------NOTES----------
slows down the server for 5 seconds*/

//===================================================================      

/*QUAKED item_health1 (.3 .3 1) (-16 -16 -16) (16 16 16)
i dunno
-----------KEYS------------
-----------SPAWNFLAGS-----------
---------NOTES----------
health small*/

//===================================================================                            

/*QUAKED item_health25 (.3 .3 1) (-16 -16 -16) (16 16 16)
i dunno
-----------KEYS------------
-----------SPAWNFLAGS-----------
---------NOTES----------
health 25 points*/

//===================================================================     

/*QUAKED item_health100 (.3 .3 1) (-16 -16 -16) (16 16 16)
i dunno
-----------KEYS------------
-----------SPAWNFLAGS-----------
---------NOTES----------
health 100 points*/

//===================================================================     

/*QUAKED item_armor1 (.3 .3 1) (-16 -16 -16) (16 16 16)
i dunno
-----------KEYS------------
-----------SPAWNFLAGS-----------
---------NOTES----------
armor ? points*/

//===================================================================   

/*QUAKED item_armor25  (.3 .3 1) (-16 -16 -16) (16 16 16)
i dunno
-----------KEYS------------
-----------SPAWNFLAGS-----------
---------NOTES----------
armor ? points*/

//=================================================================== 
  
/*QUAKED item_flag_team1 (.3 .3 1) (-16 -16 -16) (16 16 16)
Team a CTF flag
-----------KEYS------------
angle	:	direction the flag will point
model	:	model of the flag (default: models/ctf/flag_red.md3 or models/ctf/flag_blue.md3)
noise	:	sound played when flag is stolen (default: "ctf/take.wav")
noise1	:	sound played when flag is returned by a teammate (default: "ctf/return.wav")
noise2	:	sound played when flag is captured (default: "ctf/capture.wav")
noise3	:	sound played when flag returns itself (default: "ctf/respawn.wav")
-----------SPAWNFLAGS-----------
---------NOTES----------
Team 1 flag*/
//===================================================================   

/*QUAKED item_flag_team2 (.3 .3 1) (-16 -16 -16) (16 16 16)
Team 2 CTF flag
-----------KEYS------------
angle	:	direction the flag will point
model	:	model of the flag (default: models/ctf/flag_red.md3 or models/ctf/flag_blue.md3)
noise	:	sound played when flag is stolen (default: "ctf/take.wav")
noise1	:	sound played when flag is returned by a teammate (default: "ctf/return.wav")
noise2	:	sound played when flag is captured (default: "ctf/capture.wav")
noise3	:	sound played when flag returns itself (default: "ctf/respawn.wav")
-----------SPAWNFLAGS-----------
---------NOTES----------
Team 2 flag*/
//===================================================================   


//=============================================================================
LIGHT ENTITY
//=============================================================================

/*QUAKED light (.65 .65 1) (-8 -8 -8) (8 8 8) LINEAR NOANGLE UNUSED1 UNUSED2 NOGRIDLIGHT
Non-displayed point light source. The -pointscale and -scale arguments to Q3Map2 affect the brightness of these lights. The -skyscale argument affects brightness of entity sun lights.
-------- KEYS --------
_light OR light: overrides the default 300 intensity.
_color : weighted RGB value of light color (default white - 1.0 1.0 1.0).
target : Lights pointed at a target will be spotlights.
radius: overrides the default 64 unit radius of a spotlight at the target point.
-------- Q3MAP2 KEYS --------
_sun : Set this key to 1 on a spotlight to make an infinite sun light.
fade : Fades light attenuation. Only affects linear lights.
scale : Scales light attentation, from SOF2/JK2. Scales the "light" value.
-------- SPAWNFLAGS --------
LINEAR : Use a linear falloff. Default is inverse distance squared (more realistic).
NOANGLE : Ignore angle attenuation.
NOGRIDLIGHT : Do not affect the lightgrid (dynamic entity lighting).*/

//=============================================================================

MISC_* ENTITIES

//=============================================================================

/*QUAKED misc_model (1 .5 .25) (-16 -16 -16) (16 16 16)
Generic placeholder for inserting MD3 models in game. Requires compilation of map geometry to be added to level. If the map is compiled with Q3Map2, then ASE, 3DS, OBJ and other model formats are supported.
-------- KEYS --------
angle: direction in which model will be oriented.
model : path/name of model to use (eg: models/mapobjects/teleporter/teleporter.md3).
-------- Q3MAP2 KEYS --------
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).
modelscale : Floating-point value used to scale a model up or down (default 1.0).
modelscale_vec : Floating-point vector used to scale a model's axes individually (default 1.0 1.0 1.0).
_remap : Used to remap textures/shaders in the model. To remap all shaders to a given shader, use "*;models/mymodel/mytexture". To remap a specific shader, use "models/mymodel/old;models/mymodel/new".
target : Used to attach the misc_model to a brush entity, where its "targetname" key is the same value.
_lightmapscale : Floating point value scaling the resolution of lightmaps on this model (if model is using lightmapped shaders) (default 1.0).
_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
*/

//=============================================================================

/*QUAKED misc_portal_camera (1 .5 .25) (-8 -8 -8) (8 8 8) SLOWROTATE FASTROTATE
Portal camera. This camera is used to project its view onto a portal surface in the level through the intermediary of a misc_portal_surface entity. Use the "angles" key or target a target_position or info_notnull entity to set the camera's pointing direction.
-------- KEYS --------
angles: this sets the pitch and yaw aiming angles of the portal camera (default 0 0). Use "roll" key to set roll angle.
target : point this to a target_position entity to set the camera's pointing direction.
targetname : a misc_portal_surface portal surface indicator must point to this.
roll: roll angle of camera. A value of 0 is upside down and 180 is the same as the player's view.
notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).
-------- SPAWNFLAGS --------
SLOWROTATE : makes the portal camera rotate slowly along the roll axis.
FASTROTATE : makes the portal camera rotate faster along the roll axis.
-------- NOTES --------
Both the setting "angles" key or "targeting a target_position" methods can be used to aim the camera. However, the target_position method is simpler. In both cases, the "roll" key must be used to set the roll angle. If either the SLOWROTATE or FASTROTATE spawnflag is set, then the "roll" value is irrelevant.*/

//=============================================================================

/*QUAKED misc_portal_surface (1 .5 .25) (-8 -8 -8) (8 8 8)
Portal surface indicator. This will "lock on" the brush face closest to it and identify as a portal. The view displayed on the portal surface is the view of the misc_portal_camera that this entity targets. Also used for mirrors (see Notes).
-------- KEYS --------
target : point this to a misc_portal_camera that "sees" the view you want to display on the portal.
notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).
-------- NOTES --------
The entity must be no farther than 64 units away from the portal surface to lock onto it. To make a mirror, apply the common/mirror shader to the surface, place this entity near it but don't target a misc_portal_camera.*/

//=============================================================================

/*QUAKED misc_teleporter_dest (1 .5 .25) (-32 -32 -24) (32 32 -16)
Teleport destination location point for trigger_teleporter entities.
-------- KEYS --------
angle : direction in which player will look when teleported.
targetname : make the trigger_teleporter point to this.
notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/

//=============================================================================

PATH_* ENTITIES

//=============================================================================

/*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8)
Path corner entity that func_trains can be made to follow.
-------- KEYS --------
target : point to next path_corner in the path.
targetname : the train following the path or the previous path_corner in the path points to this.
speed : speed of func_train while moving to the next path corner. This will override the speed value of the train.
wait : number of seconds func_train will pause on path corner before moving to next path corner (default 0 - see Notes).
notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).
-------- NOTES --------
Setting the wait key to -1 will not make the train stop on the path corner, it will simply default to 0.*/

//=============================================================================

//=============================================================================
TARGET_* ENTITIES
//=============================================================================


/*QUAKED target_position (0 .5 0) (-8 -8 -8) (8 8 8)
Aiming target for entities like light, misc_portal_camera and trigger_push (jump pads) in particular.
-------- KEYS --------
targetname : the entity that requires an aiming direction points to this.
notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).
-------- NOTES --------
To make a jump pad, place this entity at the highest point of the jump and target it with a trigger_push entity.*/

//=============================================================================

/*QUAKED target_push (.5 .5 .5) (-8 -8 -8) (8 8 8) BOUNCEPAD
This can be used to create jump pads and launch ramps. The direction of push can be set by the "angles" key or pointing to a target_position or info_notnull entity. Unlike trigger_push, this is NOT client side predicted and must be activated by a trigger.
-------- KEYS --------
angles: this sets the pitch and yaw aiming angles of push entity (default 0 0). The roll angle does not apply.
speed : speed of push (default 1000). Has no effect if entity targets an aiming entity.
targetname : the activating trigger points to this. Push originates from the location of the trigger.
target : this points to the aiming entity to which the player will jump.
notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).
-------- SPAWNFLAGS --------
BOUNCEPAD : if set, trigger will play bounce noise instead of beep noise when activated (recommended).
-------- NOTES --------
To make a jump pad or launch ramp, create a trigger_multiple where the jump must originate. Place the target_push directly above the trigger_multiple and place the target_position entity at the highest point of the jump. Target the trigger_multiple to the target_push and target the target_push to the target_position/info_notnull (or set the target_push's "angles" key). Note that the "angle" key also works.*/

//=============================================================================




/*QUAKED target_speaker (0 .7 .7) (-8 -8 -8) (8 8 8) LOOPED_ON LOOPED_OFF GLOBAL ACTIVATOR
Sound generating entity that plays .wav files. Normal non-looping sounds play each time the target_speaker is triggered. Looping sounds can be set to play by themselves (no activating trigger) or be toggled on/off by a trigger.
-------- KEYS --------
noise : path/name of .wav file to play (eg. sound/world/growl1.wav - see Notes).
wait : delay in seconds between each time the sound is played ("random" key must be set - see Notes).
random : random time variance in seconds added or subtracted from "wait" delay ("wait" key must be set - see Notes).
targetname : the activating button or trigger points to this.
notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).
-------- SPAWNFLAGS --------
LOOPED_ON : sound will loop and initially start on in level (will toggle on/off when triggered).
LOOPED_OFF : sound will loop and initially start off in level (will toggle on/off when triggered).
GLOBAL : sound will play full volume throughout the level.
ACTIVATOR : sound will play only for the player that activated the target.
-------- NOTES --------
The path portion value of the "noise" key can be replaced by the implicit folder character "*" for triggered sounds that belong to a particular player model. For example, if you want to create a "bottomless pit" in which the player screams and dies when he falls into, you would place a trigger_multiple over the floor of the pit and target a target_speaker with it. Then, you would set the "noise" key to "*falling1.wav". The * character means the current player model's sound folder. So if your current player model is Visor, * = sound/player/visor, if your current player model is Sarge, * = sound/player/sarge, etc. This cool feature provides an excellent way to create "player-specific" triggered sounds in your levels.

The combination of the "wait" and "random" keys can be used to play non-looping sounds without requiring an activating trigger but both keys must be used together. The value of the "random" key is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).*/

//=============================================================================

/*QUAKED target_teleporter (0 .5 0) (-8 -8 -8) (8 8 8)
Activating this will teleport players to the location of the targeted misc_teleporter_dest entity. Unlike trigger_teleport, this entity must be activated by a trigger and does NOT allow client prediction of events.
-------- KEYS --------
targetname : activating trigger points to this.
target : this must point to a misc_teleporter_dest entity.
notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/

//=============================================================================
TEAM_* ENTITIES
not in nexuiz.
//=============================================================================

TRIGGER_* ENTITIES

//=============================================================================


/*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF - SILENT NO_PROTECTION SLOW
Any player that touches this will be hurt by "dmg" points of damage once per server frame (very fast). A sizzling sound is also played while the player is being hurt.
-------- KEYS --------
dmg : number of points of damage inflicted to player per server frame (default 5 - integer values only).
notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).
-------- SPAWNFLAGS --------
START_OFF needs to be triggered (toggle) for damage
SILENT : supresses the sizzling sound while player is being hurt.
NO_PROTECTION : player will be hurt regardless of protection (see Notes).
SLOW : changes the damage rate to once per second.
-------- NOTES --------
The invulnerability power-up (item_enviro) does not protect the player from damage caused by this entity regardless of whether the NO_PROTECTION spawnflag is set or not. Triggering a trigger_hurt will have no effect if the START_OFF spawnflag is not set. A trigger_hurt always starts on in the game.*/

//=============================================================================

/*QUAKED trigger_multiple (.5 .5 .5) ?
Variable size repeatable trigger. It will fire the entities it targets when touched by player. Can be made to operate like a trigger_once entity by setting the "wait" key to -1. It can also be activated by another trigger that targets it.
-------- KEYS --------
target : this points to the entity to activate.
targetname : activating trigger points to this.
wait : time in seconds until trigger becomes re-triggerable after it's been touched (default 0.2, -1 = trigger once).
random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes).
notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).
-------- NOTES --------
When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).*/

//=============================================================================

/*QUAKED trigger_push (.5 .5 .5) ?
This is used to create jump pads and launch ramps. It MUST point to a target_position or info_notnull entity to work. Unlike target_push, this is client side predicted.
-------- KEYS --------
target : this points to the target_position to which the player will jump.
notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).
-------- NOTES --------
To make a jump pad or launch ramp, place the target_position/info_notnull entity at the highest point of the jump and target it with this entity.*/

//=============================================================================

/*QUAKED trigger_teleport (.5 .5 .5) ?
Touching this will teleport players to the location of the targeted misc_teleporter_dest entity. This entity allows client prediction of events.
-------- KEYS --------
target : this must point to a misc_teleporter_dest entity.
notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/

//=============================================================================
WEAPON_* ENTITIES
//=============================================================================

/*QUAKED weapon_shotgun (1 0 .5) (-16 -16 -16) (16 16 16)
shot gun, shall i say no more
-----------KEYS------------
-----------SPAWNFLAGS-----------
---------NOTES----------
a weapon how hard can it be*/

//===================================================================

/*QUAKED weapon_machinegun (1 0 .5) (-16 -16 -16) (16 16 16)
machinegun, shall i say no more
-----------KEYS------------
-----------SPAWNFLAGS-----------
---------NOTES----------
a weapon how hard can it be*/

//===================================================================

/*QUAKED weapon_grenadelauncher (1 0 .5) (-16 -16 -16) (16 16 16)
grenade launcher, shall i say no more
-----------KEYS------------
-----------SPAWNFLAGS-----------
---------NOTES----------
a weapon how hard can it be*/

//===================================================================

/*QUAKED weapon_electro (1 0 .5) (-16 -16 -16) (16 16 16)
electro, shall i say no more
-----------KEYS------------
-----------SPAWNFLAGS-----------
---------NOTES----------
a weapon how hard can it be*/

//===================================================================

/*QUAKED weapon_crylink (1 0 .5) (-16 -16 -16) (16 16 16)
crylink, shall i say no more
-----------KEYS------------
-----------SPAWNFLAGS-----------
---------NOTES----------
a weapon how hard can it be*/

//===================================================================

/*QUAKED weapon_hagar (1 0 .5) (-16 -16 -16) (16 16 16)
hagar, shall i say no more
-----------KEYS------------
-----------SPAWNFLAGS-----------
---------NOTES----------
a weapon how hard can it be*/

//===================================================================

/*QUAKED weapon_rocketlauncher (1 0 .5) (-16 -16 -16) (16 16 16)
rocketlauncher, shall i say no more
-----------KEYS------------
-----------SPAWNFLAGS-----------
---------NOTES----------
a weapon how hard can it be*/

//===================================================================

/*QUAKED weapon_nex (1 0 .5) (-16 -16 -16) (16 16 16)
nexgun launcher, shall i say no more
-----------KEYS------------
-----------SPAWNFLAGS-----------
---------NOTES----------
a weapon how hard can it be*/

//===================================================================

//=============================================================================
WORLDSPAWN ENTITY
//=============================================================================

/*QUAKED worldspawn (0 0 0) ?
Only used for the world.
-------- KEYS --------
message : text to print at user logon. Used for name of level.
music : path/name of looping .wav file used for level's music (eg. music/sonic5.wav).
_ambient OR ambient : Adds a constant value to overall lighting. Use is not recommended. Ambient light will have a tendency to flatten out variations in light and shade.
_color : RGB value for ambient light color (default is 0 0 0).
gravity : gravity of level (default is normal gravity: 800).
gridsize : granularity of the lightgrid created by q3map. Value is three integers separated by spaces, representing number of units between grid points in X Y Z. Default gridsize value is 128 128 256. Use larger powers of 2 to reduce BSP size and compile time on very large maps.
_blocksize : q3map always splits the BSP tree along the planes X=_blocksize*n and Y=_blocksize*n. Default _blocksize value is 1024. Increase the blocksize using larger powers of 2 to reduce compile times on very large maps with a low structural brush density.
-------- Q3MAP2 KEYS --------
_minlight : Minimum light value, levelwide. Uses the _color key to set color. Does not add unlike ambient.
_minvertexlight : Minimum vertex lighting, levelwide.
_mingridlight : Minimum lightgrid (dynamic entity lighting) levelwide.
_keeplights : Keep light entities in the BSP. Normally stripped out by the BSP process and read from the .map file by the lighting phase.
_noshadersun : Ignore q3map_sun/sun directives in sky shaders and ONLY use entity sun lights.
_farplanedist : Limit on how many units the vis phase of compilation can see. Used in combination with level-wide fog, it can help reduce r_speeds on large, open maps.
_foghull : Shader to use for "fog hull." Foghull shader should be a sky shader. Omit the "textures/" prefix.
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in the world. Can be overridden in func_group (or other entities) (default 1.0).
_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. Overridable in entities.
-------- Q3MAP2 TERRAIN KEYS --------
_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.
_layers OR layers : Integer value is the number unique root shaders that will be use on the terrain.
_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.*/

//===================================================================

/*QUAKED func_ladder (0 .5 .8)?
a ladder, need i say no more
------- KEYS ---------
------- NOTES --------
graba trigger brush and put it infront of the part that you want the player to climb
*/

//=============================================================================
/*QUAKED dynlight (0 1 0) (-8 -8 -8) (8 8 8) START_OFF NOSHADOW FOLLOW
Dynamic light.
Can do one of these things: sit still and be just a silly light, travel along a path, follow an entity around, attach to a tag on an entity.
It can spin around it's own axis in all the above cases.
If targeted, it will toggle between on or off.
keys:
"light_lev" light radius, default 200
"color" light color in rgb and brightness, 1 1 1 produces bright white, up to 255 255 255 (nuclear blast), recommended values up to 1 1 1, default 1 1 1
"style" lightstyle, same as for static lights
"angles" initial orientation
"avelocity" a vector value, the direction and speed it rotates in
"skin" cubemap number, must be 16 or above
"dtagname" will attach to this tag on the entity which "targetname" matches "target". If the "target" is either not an md3 model or is missing tags, it will attach to the targets origin. Note that the "target" must be visible to the light
"targetname" will toggle on and off when triggered
"target" if issued with a target, preferrably path_corner, it will move along the path. If also issued with the FOLLOW spawnflag, then this is the entity it will follow. If issued with the "tagname" key it will attach it to this targets tag called "tagname", does not work together with FOLLOW or path movement
"speed" the speed it will travel along the path, default 100
flags:
"START_OFF" light will be in off state until targeted
"NOSHADOW" will not cast shadows in realtime lighting mode
"FOLLOW" will follow the entity which "targetname" matches "target"
*/

/*QUAKED trigger_cmd (.5 .5 .5) ? 
Any player that touches this will have the .cdm command executed
-------- KEYS --------
cmd : the command
-------- NOTES --------
*/

//=============================================================================
	Runematch ents
//=============================================================================

/*QUAKED runematch_spawn_point (.3 .3 1) (-16 -16 -16) (16 16 16)
Spawnpoiny for runes in a runematch.
-----------KEYS------------
-----------SPAWNFLAGS-----------
---------NOTES----------
rune spwanpoint.
*/

//=============================================================================
	Domination ents
//=============================================================================

/*QUAKED dom_team (.3 .3 1) (-16 -16 -16) (16 16 16)
Domination  team
-----------KEYS------------
netname		name of team (Red Team).  Set to "" or don't define for the required blank team.
cnt		color of the team.  See the "Helpful Extras" section for info.
model		When this team captures control points, the points turn to this model.  If this is the neutral team, points start out as this model.
noise		Sound to be played on the control point when it's captured.  Only players nearby will hear it.
noise1		Sound to be played to all players when the control point is captured.  Also good for an annoncer voice ("Red Team has captured a control point")
-----------SPAWNFLAGS-----------
---------NOTES----------
In order to get Domination working well in your map, you need to place dom_team and dom_controlpoint entites.  You *must* have at least 3 dom_team entities - 2 minimum teams and one blank one (empty netname and no team).  You can have up to 4 teams (5 dom_team entities).
*/

/*QUAKED dom_controlpoint (.3 .3 1) (-16 -16 -16) (16 16 16)
Domination  controlpoint
-----------KEYS------------
message		message to be displayed to all players when this point is captured, preceded by the team's name.  This defaults to " has captured a control point".  You can specify different names for each point, for example " has captured the Lava Room".
origin		where in the map this point is
wait		How often this point gives its controlling team frags.
frags		How many frags this point gives each wait cycle.
-----------SPAWNFLAGS-----------
---------NOTES----------
In order to get Domination working well in your map, you need to place dom_team and dom_controlpoint entites.  You *must* have at least 3 dom_team entities - 2 minimum teams and one blank one (empty netname and no team).  You can have up to 4 teams (5 dom_team entities).
*/
