// This file consists of entites additional to the ones included with Radiant.
// The entity descriptions have been updated to better fit ET.
// Erik-Ftn, Stockholm, Sweden 2004-03-20

// ----------- mirror and camera  -----------------------------------

/*QUAKED misc_portal_surface (0 0 1) (-8 -8 -8) (8 8 8) 
Used for mirror and cameras
-------- KEYS -------- 
"target" - target a misc_portal_camera for portals, remove key for mirror
-------- SPAWNFLAGS -------- 
(none)
-------- NOTES -------- 
The portal surface nearest this entity will show a view from the targeted misc_portal_camera, or a mirror view if untargeted.
This must be within 64 world units of the surface!
*/

/*QUAKED misc_portal_camera (0 0 1) (-8 -8 -8) (8 8 8) slowrotate fastrotate
The target for a misc_portal_surface. 
-------- KEYS -------- 
"angles" this sets the pitch and yaw aiming angles of the portal camera (default 0 0)
"roll" an angle modifier to orient the camera around the target vector
-------- NOTES -------- 
You can set either angles or target another entity to determine the direction of view.
The spawnflags does not seem to work
*/

// ---------------------teleporting enteties --------------


/*QUAKED target_teleporter (1 0 0) (-8 -8 -8) (8 8 8)
The activator will be teleported away.
Unlike trigger_teleport, this entity must be activated by a trigger.
-------- KEYS --------
targetname : activating trigger points to this.
target : this must point to a misc_teleporter_dest entity.
*/

/*QUAKED trigger_teleport (.5 .5 .5) ?
Touching this will teleport players to the location of the targeted misc_teleporter_dest entity.
-------- KEYS --------
target : this should point to a misc_teleporter_dest entity.
*/

/*QUAKED misc_teleporter_dest (1 0 0) (-32 -32 -24) (32 32 -16)
Point teleporters at these.
-------- KEYS --------
angle : direction in which player will look when arriving.
targetname : make the trigger_- or target_teleporter point to this.
-------- NOTES -------- 
now that we don't have teleport destination pads, this is just an info_notnull
*/

// ---------------------displaying text --------------

/*QUAKED target_print (1 0 0) (-8 -8 -8) (8 8 8) AXIS_ONLY ALLIED_ONLY PRIVATE
This will display text on the lower part of players screens.
-------- KEYS --------
"message"	text to print
-------- SPAWNFLAGS --------
AXIS_ONLY 	axis only 
ALLIED_ONLY 	allies only
PRIVATE 	only the activator gets the message.  
-------- NOTES -------- 
If no spawnflag is checked, all clients get the message, specs also.
*/

// --------------------- locking and unlocking doors --------------

/*QUAKED target_lock (1 1 0) (-8 -8 -8) (8 8 8)
Locks and unlocks func_door and func_door_rotating
-------- KEYS -------- 
"key" is the required key
key:0  unlocks the door
key:-1 locks the door until a target_lock with key:0
*/

//------------------------ dust ---------------------------------

/*QUAKED props_dust (.7 .3 .16) (-8 -8 -8) (8 8 8) WHITE
A brief streak of dust.
-------- NOTES -------- 
you should target this entity at an info_not_null
or you could set its angles in the editor
*/


// ------------weapons -------------------------------

/*QUAKED weapon_panzerfaust (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
A weapon you can pick up
-------- KEYS -------- 
"targetname" if targeted, will spawn (and respawn) when triggered
"target" fires target when picked up
"count" amount of ammo included, default 0
-------- SPAWNFLAGS -------- 
SUSPENDED will stay where spawned and not fall to the ground
SPIN      spins until picked up
RESPAWN  does not seem to have a function in ET
-------- NOTES -------- 
Weapons can be pushed around by brushes and will fall down if pushed over an edge
*/

/*QUAKED weapon_thompson (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
A weapon you can pick up
-------- KEYS -------- 
"targetname" if targeted, will spawn (and respawn) when triggered
"target" fires target when picked up
"count" amount of ammo included, default 0
-------- SPAWNFLAGS -------- 
SUSPENDED will stay where spawned and does not fall to the ground
SPIN      spins until picked up
RESPAWN  does not seem to have a function in ET
-------- NOTES -------- 
weapons can be pushed around by brushes and will fall down if pushed over an edge
*/

/*QUAKED weapon_sten (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
A weapon you can pick up
-------- KEYS -------- 
"targetname" if targeted, will spawn (and respawn) when triggered
"target" fires target when picked up
"count" amount of ammo included, default 0
-------- SPAWNFLAGS -------- 
SUSPENDED will stay where spawned and does not fall to the ground
SPIN      spins until picked up
RESPAWN  does not seem to have a function in ET
-------- NOTES -------- 
weapons can be pushed around by brushes and will fall down if pushed over an edge
*/

/*QUAKED weapon_mp40 (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
A weapon you can pick up
-------- KEYS -------- 
"targetname" if targeted, will spawn (and respawn) when triggered
"target" fires target when picked up
"count" amount of ammo included, default 0
-------- SPAWNFLAGS -------- 
SUSPENDED will stay where spawned and does not fall to the ground
SPIN      spins until picked up
RESPAWN  does not seem to have a function in ET
-------- NOTES -------- 
weapons can be pushed around by brushes and will fall down if pushed over an edge
*/

/*QUAKED weapon_mortar (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
A weapon you can pick up
-------- KEYS -------- 
"targetname" if targeted, will spawn (and respawn) when triggered
"target" fires target when picked up
"count" amount of ammo included, default 0
-------- SPAWNFLAGS -------- 
SUSPENDED will stay where spawned and does not fall to the ground
SPIN      spins until picked up
RESPAWN  does not seem to have a function in ET
-------- NOTES -------- 
weapons can be pushed around by brushes and will fall down if pushed over an edge
SPIN does not seem to work
*/

/*QUAKED weapon_flamethrower (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
A weapon you can pick up
-------- KEYS -------- 
"targetname" if targeted, will spawn (and respawn) when triggered
"target" fires target when picked up
"count" amount of ammo included, default 0
-------- SPAWNFLAGS -------- 
SUSPENDED will stay where spawned and does not fall to the ground
SPIN      spins until picked up
RESPAWN  does not seem to have a function in ET
-------- NOTES -------- 
weapons can be pushed around by brushes and will fall down if pushed over an edge
SPIN does not seem to work
*/

/*QUAKED weapon_fg42 (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
A weapon you can pick up
-------- KEYS -------- 
"targetname" if targeted, will spawn (and respawn) when triggered
"target" fires target when picked up
"count" amount of ammo included, default 0
-------- SPAWNFLAGS -------- 
SUSPENDED will stay where spawned and does not fall to the ground
SPIN      spins until picked up
RESPAWN  does not seem to have a function in ET
-------- NOTES -------- 
weapons can be pushed around by brushes and will fall down if pushed over an edge
SPIN does not seem to work
*/


/*QUAKED weapon_mobile_mg42 (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
Pickup weapon
-------- KEYS -------- 
"targetname" if targeted, will spawn (and respawn) when triggered
"target" fires target when picked up
"count" amount of ammo included, default 0
-------- SPAWNFLAGS -------- 
SUSPENDED will stay where spawned and does not fall to the ground
SPIN      spins until picked up
RESPAWN  does not seem to have a function in ET
-------- NOTES -------- 
weapons can be pushed around by brushes and will fall down if pushed over an edge
*/

/*QUAKED weapon_kar43 (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
Axis sniperrifle
-------- KEYS -------- 
"targetname" if targeted, will spawn (and respawn) when triggered
"target" fires target when picked up
"count" amount of ammo included, default 0
-------- SPAWNFLAGS -------- 
SUSPENDED will stay where spawned and does not fall to the ground
SPIN      spins until picked up
RESPAWN  does not seem to have a function in ET
-------- NOTES -------- 
weapons can be pushed around by brushes and will fall down if pushed over an edge
*/

/*QUAKED weapon_kar98Rifle(.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
Axis engy rifle
-------- KEYS -------- 
"targetname" if targeted, will spawn (and respawn) when triggered
"target" fires target when picked up
"count" amount of ammo included, default 0
-------- SPAWNFLAGS -------- 
SUSPENDED will stay where spawned and does not fall to the ground
SPIN      spins until picked up
RESPAWN  does not seem to have a function in ET
-------- NOTES -------- 
weapons can be pushed around by brushes and will fall down if pushed over an edge
entity name is case sensitive
*/

/*QUAKED weapon_garandRifle(.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
Allied sniperrifle
-------- KEYS -------- 
"targetname" if targeted, will spawn (and respawn) when triggered
"target" fires target when picked up
"count" amount of ammo included, default 0
-------- SPAWNFLAGS -------- 
SUSPENDED will stay where spawned and does not fall to the ground
SPIN      spins until picked up
RESPAWN  does not seem to have a function in ET
-------- NOTES -------- 
weapons can be pushed around by brushes and will fall down if pushed over an edge
entity name is case sensitive
*/

/*QUAKED weapon_M1CarbineRifle(.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
Allied engy rifle
-------- KEYS -------- 
"targetname" if targeted, will spawn (and respawn) when triggered
"target" fires target when picked up
"count" amount of ammo included, default 0
-------- SPAWNFLAGS -------- 
SUSPENDED will stay where spawned and does not fall to the ground
SPIN      spins until picked up
RESPAWN  does not seem to have a function in ET
-------- NOTES -------- 
weapons can be pushed around by brushes and will fall down if pushed over an edge
entity name is case sensitive
*/

/*QUAKED weapon_magicammo (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
Pickup Ammo pack
-------- KEYS -------- 
"targetname" if targeted, will spawn (and respawn) when triggered
"target" fires target when picked up
"count" amount of ammo-packs included, default 0
-------- SPAWNFLAGS -------- 
SUSPENDED will stay where spawned and does not fall to the ground
SPIN      spins until picked up
RESPAWN  does not seem to have a function in ET
-------- NOTES -------- 
weapons can be pushed around by brushes and will fall down if pushed over an edge
*/

/*QUAKED weapon_magicammo2 (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
Pickup Mega Ammo pack 
-------- KEYS -------- 
"targetname" if targeted, will spawn (and respawn) when triggered
"target" fires target when picked up
"count" amount of ammo-packs included, default 0
-------- SPAWNFLAGS -------- 
SUSPENDED will stay where spawned and does not fall to the ground
SPIN      spins until picked up
RESPAWN  does not seem to have a function in ET
-------- NOTES -------- 
weapons can be pushed around by brushes and will fall down if pushed over an edge

This doesn't have more ammo in it by default, you need to set it manually.
*/




// ---------------- firetrails ------------------------

/*QUAKED misc_firetrails (.4 .9 .7) (-16 -16 -16) (16 16 16)
This will produce fire and smoke and look like a jetengine blowout if its tagged or attached to another entity.
-------- KEYS -------- 
"target" This entity must target the airplane/ entity its going to be attached to
"scriptname" script routine in wich "attachtotag" or "attatchtotrain" command is used
-------- NOTES -------- 
its use function will turn the fire stream effect on and off
an alert entity call will kill it
use scripting to tag or attach
*/

// -------------------- chairs -------------------------

/*QUAKED props_chair_side (.8 .6 .2) (-16 -16 0) (16 16 32)
Shootable, pusheable chair
-------- KEYS -------- 
health = default = 10
wait = defaults to 5 how many shards to spawn ( try not to exceed 20 )
shard =
	shard_glass = 0,
	shard_wood = 1,
	shard_metal = 2,
	shard_ceramic = 3
-------- NOTES -------- 
point entity
*/

/*QUAKED props_chair_hiback (.8 .6 .2) (-16 -16 0) (16 16 32)
Shootable, pusheable chair
-------- KEYS -------- 
health = default = 10
wait = defaults to 5 how many shards to spawn ( try not to exceed 20 )
shard =
	shard_glass = 0,
	shard_wood = 1,
	shard_metal = 2,
	shard_ceramic = 3
-------- NOTES -------- 
point entity
*/

/*QUAKED props_chair_chat(.8 .6 .2) (-16 -16 0) (16 16 32)
Shootable, pusheable chair
-------- KEYS -------- 
health = default = 10
wait = defaults to 5 how many shards to spawn ( try not to exceed 20 )
shard =
	shard_glass = 0,
	shard_wood = 1,
	shard_metal = 2,
	shard_ceramic = 3
-------- NOTES -------- 
point entity
model: models\furniture\chair\chair_chat.mdc
*/

/*QUAKED props_chair_chatarm(.8 .6 .2) (-16 -16 0) (16 16 32)
Shootable, pusheable chair
-------- KEYS -------- 
health = default = 10
wait = defaults to 5 how many shards to spawn ( try not to exceed 20 )
shard =
	shard_glass = 0,
	shard_wood = 1,
	shard_metal = 2,
	shard_ceramic = 3
-------- NOTES -------- 
point entity
model:models\furniture\chair\chair_chatarm.mdc
*/


// ---------------- gunsparks --------------------

/*QUAKED props_gunsparks (.8 .46 .16) (-8 -8 -8) (8 8 8)
Some tiny gunsparks
-------- KEYS -------- 
"speed" default is 20
"health" number to spawn, default is 4
-------- NOTES -------- 
target an info_no_null for direction, sparks will fly in the opposite direction
this entity must be used to see the effect
*/

// --------------------- mines ------------------

/*QUAKED misc_landmine (.7 .3 .16) (-8 -8 -8) (8 8 24)Axis Allied
Landmine entity. 
-------- KEYS -------- 
"angle"		landmine orientation
----NOTES----
Make sure it is placed less than 64 units above an appropiate, landmine placement
compatible surface. It will drop down on spawn and then settle itself.

There is a team limit of 10 landmines. With this entity you can place more landmines for  that team in the map on start, but none of the engineers will be able to place landmines until there are less than 10 left. The counter that limits each team to 10 mines will also look strange.

Needs to have one spawnflag set
*/

// ------------------- secret door -------------------------------

/*QUAKED func_secret (0 .5 .8) ? REVERSE - - TOUCH
Secret door which opens inwards, then to the side. No usefield.
-------- KEYS --------
"key"       -1 for locked, 0 for open.  default '0' unless door is targeted.  
"angle"	 determines the opening direction
"targetname" target this entity to open it
"speed"	movement speed (100 default)
"wait"      wait before returning (2 default, -1 = never return)
"lip"       lip remaining at end of move (8 default)
"dmg"       damage to inflict when blocked (2 default)
"health"	if set, the door will also open when hurt
"team" 	doors with the same "team" value will open at the same time
"model2"    .md3 model to also draw 
"color"     constantLight color
"light"     constantLight radius
-------- SPAWNFLAGS --------
REVERSE - changes sliding direction left/right
TOUCH - opens when touched or hurt - can't be targeted
-------- NOTES --------
Seems to always be crusher
*/

// ----------------------- button --------------------------

/*QUAKED func_button (0 .5 .8) ? - - - TOUCH
When a button is used, it moves some distance in the direction of it's angles, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again.
-------- KEYS --------
"target"	all entities with a matching targetname will be used
"angle"	does NOT work in ET, use "angles"
"angles" 	direction to move, x y z (eg 45 45 45)
"model2"	.md3 model to also draw - use an origin 
"speed"	override the default 40 speed
"wait"	override the default 1 second wait (-1 = never return)
"lip"		override the default 4 pixel lip remaining at end of move
"health"	if set, the button will also open when hurt
"color"	constantLight color
"light"	constantLight radius
-------- SPAWNFLAGS --------
TOUCH 	activates when player is close enough
-------- NOTES --------
*/


// ---------------- alarmbox ------------------------

/*QUAKED alarm_box (1 0 1) START_ON
A model with a toggleable button and a soundalarm
-------- KEYS -------- 
"health" defaults to 10
"noise" the sound to play over the system (this would be the siren sound)
"team" key/value is valid for teamed alarm boxes
-------- SPAWNFLAGS -------- 
START_ON means the button is pushed in, any dlights are cycling, and alarms are sounding
-------- NOTES -------- 
You need to have an origin brush as part of this entity
place the origin at the center of your trigger box
current alarm box model is (8 x 16 x 28)

target a box to dlights to have them activate/deactivate with the system (use a stylestring that matches the cycletime for the alarmbox sound)
alarm sound locations are also placed in the dlights, so wherever you place an attached dlight, you will hear the alarm

teamed alarm_boxes work in tandem (tswitches/lights syncronize)

model path: models\mapobjects\electronics\alarmbox.md3
*/

// ----------- health powerups -------------------------------

/*QUAKED item_health_small (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
A health powerup, gives 5 HP
-------- KEYS -------- 
"targetname" if targeted, will spawn (and respawn) when triggered
"target" fires target when picked up
-------- SPAWNFLAGS -------- 
SUSPENDED will stay where spawned and does not fall to the ground
SPIN      spins until picked up
RESPAWN  does not seem to have a function in ET
-------- NOTES --------

-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/health/health_s.md3"
*/

/*QUAKED item_health (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
A health powerup, gives 20 HP
-------- KEYS -------- 
"targetname" if targeted, will spawn (and respawn) when triggered
"target" fires target when picked up
-------- SPAWNFLAGS -------- 
SUSPENDED will stay where spawned and does not fall to the ground
SPIN      spins until picked up
RESPAWN  does not seem to have a function in ET
-------- NOTES --------

-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/multiplayer/medpack/medpack_pickup.md3"
*/

/*QUAKED item_health_large (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
A health powerup, gives 50 HP
-------- KEYS -------- 
"targetname" if targeted, will spawn (and respawn) when triggered
"target" fires target when picked up
-------- SPAWNFLAGS -------- 
SUSPENDED will stay where spawned and does not fall to the ground
SPIN      spins until picked up
RESPAWN  does not seem to have a function in ET
-------- NOTES --------

-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/multiplayer/medpack/medpack_pickup.md3"
*/

/*QUAKED item_health_turkey (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
A health powerup
-------- KEYS -------- 
"targetname" if targeted, will spawn (and respawn) when triggered
"target" fires target when picked up
-------- SPAWNFLAGS -------- 
SUSPENDED will stay where spawned and does not fall to the ground
SPIN      spins until picked up
RESPAWN  does not seem to have a function in ET
-------- NOTES --------
Seems to always be +20HP in ET.

This from RTCW:
multi-stage health item.
gives amount on first use based on skill:
skill 1: 50
skill 2: 50
skill 3: 50
skill 4: 40
skill 5: 30

then gives 15 on "finishing up"

player will only eat what he needs.  health at 90, turkey fills up and leaves remains (leaving 15).  health at 5 you eat the whole thing.
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/health/health_t1.md3"
*/

/*QUAKED item_health_breadandmeat (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
A health powerup, seems to be +15 in ET.
-------- KEYS -------- 
"targetname" if targeted, will spawn (and respawn) when triggered
"target" fires target when picked up
-------- SPAWNFLAGS -------- 
SUSPENDED will stay where spawned and does not fall to the ground
SPIN      spins until picked up
RESPAWN  does not seem to have a function in ET
-------- NOTES --------
Seems to always be +15 HP in ET.
This from RTCW:
multi-stage health item.
amount on first use is based on skill:

then gives 10 on "finishing up"
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/health/health_b1.md3"
*/

/*QUAKED item_health_wall (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED - - RESPAWN
A health powerup, 25 HP
-------- KEYS -------- 
"targetname" if targeted, will spawn (and respawn) when triggered
"target" fires target when picked up
-------- SPAWNFLAGS -------- 
SUSPENDED will stay where spawned and does not fall to the ground
SPIN      spins until picked up
RESPAWN  does not seem to have a function in ET
-------- NOTES --------

you will probably want to check the 'suspended' box to keep it from falling to the ground
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/health/health_w.md3"
*/

