// ---------------------------
// these entities work but are not recommended by SD staff because they affect network traffic negatively, or only semi-work, see below
// ---------------------------


// -------------------- boxes ---------------------------

/*QUAKED props_box_32 (1 0 0) (-16 -16 -16) (16 16 16) 
Pusheable, not destroyable
Modelpath: models\mapobjects\boxes\box32.md3
crates and boxes can be pushed over edges, their behaviour afterwards can be unpredictable though.

*/

/*QUAKED props_box_48 (1 0 0) (-24 -24 -24) (24 24 24) 
Pusheable, not destroyable
Modelpath: models\mapobjects\boxes\box48.md3
crates and boxes can be pushed over edges, their behaviour afterwards can be unpredictable though.

*/

/*QUAKED props_box_64 (1 0 0) (-32 -32 -32) (32 32 32)  
Pusheable, not destroyable
Modelpath: models\mapobjects\boxes\box64.md3
crates and boxes can be pushed over edges, their behaviour afterwards can be unpredictable though.

*/

// -------------------- crates -----------------------------

/*QUAKED props_crate_64 (.8 .6 .2) (-32 -32 0) (32 32 64) 
breakable pushable
-------- KEYS -------- 
health = default = 20
wait = defaults to 10 how many shards to spawn ( try not to exceed 20 )
shard =
	shard_glass = 0,
	shard_wood = 1,
	shard_metal = 2,
	shard_ceramic = 3
-------- NOTES -------- 
Shard only seem to work in RTCW SP
model: models/furniture/crate/crate64.md3
crates and boxes can be pushed over edges, their behaviour afterwards can be unpredictable though.
*/

/*QUAKED props_crate_32 (.8 .6 .2) (-16 -16 0) (16 16 32) 
breakable pushable
-------- KEYS -------- 
health = default = 20
wait = defaults to 10 how many shards to spawn ( try not to exceed 20 )
shard =
	shard_glass = 0,
	shard_wood = 1,
	shard_metal = 2,
	shard_ceramic = 3
-------- NOTES -------- 
Shard only seem to work in RTCW SP
model: models/furniture/crate/crate32.md3
crates and boxes can be pushed over edges, their behaviour afterwards can be unpredictable though.
*/


// -------------------- flamebarrel ---------------------

/*QUAKED props_flamebarrel (.8 .6 .2) (-13 -13 0) (13 13 40) SMOKING NOLID OIL -
angle will determine which way the lid will fly off when it explodes

when selecting the OIL spawnflag you have the option of giving it a target
this will ensure that the oil sprite will show up where you want it
( be sure to put it on the floor )
the default is in the middle of the barrel on the floor
models:
models\furniture\barrel\barrel_b.mdc
models\furniture\barrel\barrel_c.mdc
models\furniture\barrel\barrel_d.mdc
*/




// ------------------------------
// some trouble w these or only semi-working entities
// ------------------------------



//----------------------------leaky ------------------------------------

/*QUAKED func_leaky (0 .5 .8) ?
Leaks when shot by bullets - in that direction
-------- NOTES -------- 
Brush entity, should have trigger texture and origin.
A no-model indicator shows at origin or at map origin if no origin is set.
Only leaks oil/ black
can only have a limited amount of leak in the air at the same time.
*/

/*QUAKED props_smokedust (.8 .46 .16) (-8 -8 -8) (8 8 8)
Some brief clouds of smoke/dust.
-------- KEYS -------- 
health = how many pieces, 16 is default
-------- NOTES -------- 
only seem to blow smoke at 360 degrees
*/

// ------------ spawn items -------------------------------

/*QUAKED misc_spawner (.3 .7 .8) (-8 -8 -8) (8 8 8) 
When this entity gets used it will spawn an item that matches its spawnitem field
-------- KEYS -------- 
"spawnitem" name of item to spawn
-------- NOTES -------- 
confirmed working item-names in ET:
flamethrower 
mp40 
sten
thompson 
panzerfaust 
garand - allied sniper rifle
m1 garand - allied angy rifle
mortar 
K43 - axis engy rifle
k43 rifle - axis sniper rifle
med health
small health
hot meal
cold meal
fg42 paratroop rifle
mobile mg42

Using an invalid name may cause ET to crash
cant seem to get ammo into the weaps

*/

// ------------------- pistols --------------------

/*QUAKED weapon_colt (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
A weapon allies always have in ET. Can be used for colt only ammo pickups.
-------- 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
In ET, colt is not the same weapon as akimbo colt -> akimbo users cant pick this up.

You'll have to set this manually:
Model: models/weapons2/colt/ss_colt.mdc
*/

/*QUAKED weapon_luger (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
A weapon axis always have in ET. Can be used for luger only ammo pickups.
-------- 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
In ET, luger is not the same weapon as akimbo luger -> akimbo users cant pick this up.

You'll have to set this manually:
model: models/weapons2/luger/ss_luger.mdc
*/


// included only beacause its cool, not because it works, it flames and hurts in opposite directions so u need two of them and lots of space


/*QUAKED props_flamethrower (.6 .7 .3) (-8 -8 -8) (8 8 8) TRACKING
the effect occurs when this entity is used
needs to aim at a info_notnull
"duration" how long the effect is going to last for example 1.2 sec 2.7 sec
"random" how long of a random variance so the effect isnt exactly the same each time for example 1.1 sec or 0.2 sec
"size" valid ranges are 1.0 to 0.1
*/
