// Soldier of Fortune game entity definition file

/*QUAKED misc_ctf_base (1 0 0) (-32 -32 -24) (32 32 -16)
Stepping onto this base in possesion of the correct flag will end the current CTF game.
count = team base. 1 = team 1, 2 = team 2
*/


/*QUAKED script_runner (.5 .5 .5) (-8 -8 -8) (8 8 8) WILL_KILL_USER
set Script to the name of the script to run when triggered
use parm1 through parm16 to send parameters to the script

--------SPAWNFLAGS----------
WILL_KILL_USER: if used from a monster's killtarget, the monster won't kill itself and must be killed from the script
*/


/*QUAKED misc_bosnia_antipersonnel_jack (1 .5 0) (-15 -17 -10) (15 13 16) INVULNERABLE  NOPUSH x x x x FLUFF
Tri-pod shaped anti-personnel pointy things. 
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- hurts player when touching it
*/


/*QUAKED misc_bosnia_flag_wall (1 .5 0) (-45 -18 -25) (-39 42 77) INVULNERABLE  NOPUSH x x x x FLUFF
An animated banner hanging from a wall mounted arm.  
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_bosnia_landmine (1 .5 0) (-13 -13 -2) (13 13 2) INVULNERABLE  NOPUSH x x x x FLUFF
A landmine surrounded by dirt
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- blows up when touched
*/


/*QUAKED misc_bosnia_rubble1 (1 .5 0) (-13 -10 -5) (13 10 5) INVULNERABLE  NOPUSH x x x x FLUFF
Some broken bricks
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_bosnia_rubble2 (1 .5 0) (-31 -30 -9) (45 22 36) INVULNERABLE  NOPUSH x x x x FLUFF
Big twisted pipes
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - N/A can't ever be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_bosnia_searchbeam (1 .5 0)  (-8 -8 -8) (8 8 8) INVULNERABLE  NOPUSH x x x x FLUFF
A searchlight beam to be placed in the distance so it can scan the skies.
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_bosnia_searchlight (1 .5 0) (-40 -40 -8) (40 40 100) INVULNERABLE  NOPUSH CIRCLE RANDOM x x FLUFF
A searchlight which scans the sky.
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - N/A can't ever be pushed
CIRCLE - moves in circle 
RANDOM - move randomly 
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_bosnia_tank_jack (1 .5 0) (-28 -28 -19) (28 28 23) INVULNERABLE  NOPUSH x x x x FLUFF
A tank jack
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_bosnia_truck_chunks (1 .5 0) (-15 -18 -27) (15 18 27) INVULNERABLE  NOPUSH x x x x FLUFF
WWII-style covered transport truck chunks
------ KEYS ------
Skin - skin type
0 - green
1 - red
2 - tan
Style - which chunk to display
0 - grill
1 -door
2 - panel
3 - tire
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_bosnia_truck_old (1 .5 0) (-96 -39 -45) (96 39 45) INVULNERABLE  NOPUSH TRIGGERED LIGHTS WHEELS_ONLY x FLUFF
WWII-style covered transport truck
------ KEYS ------
Skin - type of truck
0 - green WWII skin
1 - red Iraq skin
2 - rusted ACME truck
Distance - distance the truck will move when triggered
Speed - max speed (default 200)
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
WHEELS_ONLY - wheels turn when used, stop turning when used again.
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_castle_armor (1 .5 0) (-4 -11 -38) (11 17 50)  INVULNERABLE  NOPUSH x x x x FLUFF
A suit of armor
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_castle_bust (1 .5 0) (-4 -6  -1) (4 3 13)  INVULNERABLE  NOPUSH x x x x FLUFF
A bust of a person
------ KEYS ------
skin - 
0 - guy bust
1 - girl bust 
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_castle_cannon (1 .5 0) (-27 -11 -13) (55 11 20)  INVULNERABLE  NOPUSH x x x x FLUFF
A cannon on wheels
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_castle_chair (1 .5 0) (-17 -14 -15) (11 13 38)  INVULNERABLE  NOPUSH x x x x FLUFF
A chair with a high back
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- falls apart when shot
*/


/*QUAKED misc_castle_chair_big (1 .5 0) (-18 -15 -18) (12 15 39)  INVULNERABLE  NOPUSH x x x x FLUFF
A big high back chair and arms
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- falls apart when shot
*/


/*QUAKED misc_castle_globe (1 .5 0) (-7 -9 -26) (15 9 12)  INVULNERABLE  NOPUSH x x x x FLUFF
A globe of the earth.  
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- spins when hit
*/


/*QUAKED misc_castle_hedge (1 .5 0) (-10 -14 -12) (9 11 11)  INVULNERABLE  NOPUSH x x x x FLUFF
A hedge 
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - N/A can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_castle_tree (1 .5 0) (-24 -21 -11) (24 21 74)  INVULNERABLE  NOPUSH x x x x FLUFF
A pine tree 
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - N/A can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED environ_snow (0 1 0) (-64 -64 0) (64 64 96) START_OFF
*/


/*QUAKED environ_player_snow (0 1 0) (-12 -12 -12) (12 12 12)
"count" whether this should turn the snow on or off
*/


/*QUAKED environ_steamgen (0 1 0) (-12 -12 -12) (12 12 12) START_OFF
"height" size of the puffs - (default is 35)
"wait"	 time in seconds the steam should blow... set to zero for constant steam...(default is 0)
"delay"  time in seconds the steam should stop... set to zero for steam to go once
"dmg"	amount of damage the steam generator does to folks per second of exposure(def is 0)

Be certain to set the "angles" key or you will die

*/


/*QUAKED environ_smokegen (0 1 0) (-12 -12 -12) (12 12 12) START_OFF
"height" size of the puffs - 60 is medium sized...
*/


/*QUAKED environ_sparkgen (0 1 0) (-12 -12 -12) (12 12 12) START_OFF ONE_SHOT
delay - frequency of sparks shooting out in seconds
wait  - randomness to how often the sparks shoot out in seconds(should be less than delay)
lip	  - color of sparks... 0 = yellow, 1 = blue
use angles to determine what direction you want the little folks to go
*/


/*QUAKED environ_waterglobgen (0 1 0) ? START_OFF
Drips from a 30 by 30 region around the origin of the entity
*/


/*QUAKED environ_raingen (0 1 0) ? START_OFF
"count" - amount of rain(100 is default)
"wait" - length of the rain pieces(90 is default)
"delay" - speed that the rain falls at(90 is default)
"lip" - light level(200 is default)
*/


/*QUAKED environ_rain_worldtrigger (0 1 0) (-12 -12 -12) (12 12 12)
"count" - amount of rain(100 is default)
"wait" - length of the rain pieces(90 is default)
*/


/*QUAKED environ_cloudtrigger (0 1 0) (-12 -12 -12) (12 12 12)
"wait" - density of clouds (default = .1)
"count" speed of the clouds (default 10)
*/


/*QUAKED environ_windgen (0 1 0) (-12 -12 -12) (12 12 12) START_OFF
not in yet, chump
*/


/*QUAKED environ_bloodrain (0 1 0) (-4 -4 -4) (4 4 4)
Rains from a 30 by 30 region. Put the bloodrain entity 
at the x-y center of the region you 
want the blood to rain on. Put it at the height you
want the rain to start at.
*/


/*QUAKED environ_linefountain (1 0 1) (-8 -8 -8) (8 8 8) START_OFF
count - power of the fountain (between 0 and 635)
Be certain to set the "angles" key or you will die
*/


/*QUAKED environ_splashfountain (0 1 0) (-8 -8 -8) (8 8 8)
Nope, doesn't work yet, so don't use it ;(
*/


/*QUAKED environ_lightning (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
random = how often the lightning should strike, roughly, in seconds... - default 10...

triggering this will turn it off and on
*/


/*QUAKED environ_emergency_lights (0 1 0) (-8 -8 -8) (8 8 8)
*/


/*QUAKED environ_skyfade (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
"color" initial color of the sky in red green blue format, from 0.0 to 2.0, with 1.0 being normal (like "1.0 1.0 1.0" for white)
"endpoint" like color, but this is the ending color
"delay" time in seconds for the fade to take
*/


/*QUAKED environ_explosion (0 1 0) (-8 -8 -8) (8 8 8) NO_BLIND NO_DAMAGE
"health" size of the explosion (default 150)
*/


/*QUAKED environ_smoke_burst (0 1 0) (-8 -8 -8) (8 8 8)
"health" size of the smoke burst (default 50)
*/


/*QUAKED environ_fire (0 1 0) (-8 -8 -8) (8 8 8) START_OFF SILENT
a fire
-------KEYS--------
health - size of the fire burst (default is 12)
count -  lifetime of the fire in 100th's of a second (default is 64)
delay - life of actual fire in seconds from being triggered (default is 0, which means don't turn off)
----SPAWNFLAGS---
START_OFF - starts off
SILENT - makes no noise (use this on fires that will always be far away from player)
*/


/*QUAKED environ_linetrap (0 1 0) (-8 -8 -8) (8 8 8) SINGLE_TRIGGER START_OFF DAMAGE
A red laser beam trip wire.  Runs from point origin till it hits something.
------ SPAWNFLAGS ------
SINGLE_TRIGGER - goes away after tripped once
START_OFF - line won't turn on until triggered
DAMAGE - do damage
------ KEYS ------
"angles" - Direction of the beam from where it starts...
dmg - amount of damage done by beam (default 2)
*/


/*QUAKED environ_inferno (0 1 0) ? START_OFF
"count" intensity(default 100)
"delay" windspeed (default 0)

"angles" is the direction of the wind
*/


/*QUAKED environ_invisible_attack (0 1 0) (-8 -8 -8) (8 8 8) START_OFF NO_DAMAGE
"count" is the attack type (I'll have a list somewhere for you guys to get the right attack - or just ask me)(default is 3, which is the glock)
"delay" is how long between shots in seconds (default is .2)
"random" how much the shots should waver, in degrees (default is 5)
"angles" is the direction of the attack
"wait" of -1 will pop the head off of "target"

trigger this to turn it on and off
*/


/*QUAKED environ_trainarm_spawn (0 1 0) (-8 -8 -8) (8 8 8)
*/


/*QUAKED environ_dustsource (0 1 0) (-8 -8 -8) (8 8 8) MAKEASBITS
"delay" frequency at which the dust should fall - set to -1 to make trigger only.  Default is 10
"health" size of the dust puffs to poop out... - default is 5
*/


/*QUAKED environ_effect (0 1 0) (-8 -8 -8) (8 8 8)
"soundName" name of the effect to execute
look for more parameters here in the future
*/


/*QUAKED environ_effect_continual (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
"soundName" name of the effect to execute
use to trigger this on and off
*/


/*QUAKED environ_chunk_spewer (0 1 0) (-4 -4 -4) (4 4 4) TRIGGER_SPAWN
uses an info_notnull as a target, like a func_remote_camera.
----------------KEY----------------
count -- number of chunks to spew when this spewer is used. if negative, number of seconds between spewing chunks.
*/


/*QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER
speed	default 150

Plats are always drawn in the extended position, so they will light correctly.

If the plat is the target of another trigger or button, it will start out disabled in the extended position until it is trigger, when it will lower and become a normal plat.

"speed"	overrides default 200.
"accel" overrides default 500
"lip"	overrides default 8 pixel lip

If the "height" key is set, that will determine the amount the plat moves, instead of being implicitly determoveinfoned by the model's height.

SoundName - Name of the sound type of the plat

Set "sounds" to one of the following:
1) base fast
2) chain slow
*/


/*QUAKED func_rotating (0 .5 .8) ? START_ON REVERSE X_AXIS Y_AXIS TOUCH_PAIN STOP ANIMATED ANIMATED_FAST
You need to have an origin brush as part of this entity.  The center of that brush will be
the point around which it is rotated. It will rotate around the Z axis by default.  You can
check either the X_AXIS or Y_AXIS box to change that.

"speed" determines how fast it moves; default value is 100.
"dmg"	damage to inflict when blocked (2 default)
"soundname" this will determine the sound that is played while the object rotates

REVERSE will cause the it to rotate in the opposite direction.
STOP mean it will stop moving instead of pushing entities
*/


/*QUAKED func_button (0 .5 .8) ? AUTOUSE NOTQUAD
When a button is touched, it moves some distance in the direction of it's angle, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again.
Buttons cannot be used by player if they have a targetname.

AUTOUSE - Not implemented
QUAD - Use frames 0-1 when up, 2-3 when down

"angle"		determines the opening direction
"target"	all entities with a matching targetname will be used
"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 must be killed instead of touched
"soundname"	sounds to be used for this button...
"sp_message" is for a string package ID (numerical)
*/


/*QUAKED func_water (0 .5 .8) ? START_OPEN
func_water is a moveable water brush.  It must be targeted to operate.  Use a non-water texture at your own risk.

START_OPEN causes the water to move to its destination when spawned and operate in reverse.

"angle"		determines the opening direction (up or down only)
"speed"		movement speed (25 default)
"wait"		wait before returning (-1 default, -1 = TOGGLE)
"lip"		lip remaining at end of move (0 default)
"soundName"	(yes, these need to be changed) - this has got to be fixed later...
0)	no sound
1)	water
2)	lava
*/


/*QUAKED func_train (0 .5 .8) ? START_ON TOGGLE BLOCK_STOPS
Trains are moving platforms that players can ride.
The targets origin specifies the min point of the train at each corner.
The train spawns at the first target it is pointing at.
If the train is the target of a button or trigger, it will not begin moving until activated.
speed	default 100
dmg		default	2
"soundname" sound for the train

*/


/*QUAKED trigger_elevator (0.3 0.1 0.6) (-8 -8 -8) (8 8 8)
*/


/*QUAKED func_timer (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) START_ON
"wait"			base time between triggering all targets, default is 1
"random"		wait variance, default is 0

so, the basic time between firing is a random time between
(wait - random) and (wait + random)

"delay"			delay before first firing when turned on, default is 0

"pausetime"		additional delay used only the very first time
				and only if spawned with START_ON

These can used but not touched.
*/


/*QUAKED func_conveyor (0 .5 .8) ? START_ON TOGGLE
Conveyors are stationary brushes that move what's on them.
The brush should be have a surface with at least one current content enabled.
speed	default 100
*/


/*QUAKED func_killbox (1 0 0) ?
Kills everything inside when fired, irrespective of protection.
*/


/*QUAKED func_pushkillbox (1 0 0) ?

volume - speed things are shot out at
count - angle they're shot out at

*/


/*QUAKED func_door (0 .5 .8) ? START_OPEN x CRUSHER NOMONSTER LOCKED TOGGLE ANIMATED_FAST AUTOOPEN  USE_TARGET	x  DUAL_TARGET
TOGGLE		wait in both the start and end states for a trigger event.
START_OPEN	the door to moves to its destination when spawned, and operate in reverse.  It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors).
NOMONSTER	monsters will not trigger this door
LOCKED - door won't open until used by a non-player entity
USE_TARGET - door can be used by player even if it has a targetname
DUAL_TARGET - door fires target on both open AND closed, instead of just open

"message"	is printed when the door is touched if it is a trigger door and it hasn't been fired yet
"sp_message" is for a string package ID (numerical)
"angle"		determines the opening direction
"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
"health"	if set, door must be shot open
"speed"		movement speed (100 default)
"wait"		wait before returning (3 default, -1 = never return)
"lip"		lip remaining at end of move (8 default)
"dmg"		damage to inflict when blocked (2 default)
"soundName"	- name of the sound type for the door
*/


/*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN REVERSE CRUSHER NOMONSTER LOCKED TOGGLE X_AXIS Y_AXIS USE_TARGET IGNORE_HACK
TOGGLE causes the door to wait in both the start and end states for a trigger event.

START_OPEN	the door to moves to its destination when spawned, and operate in reverse.  It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors).
NOMONSTER	monsters will not trigger this door
LOCKED - door won't open until used by a non-player entity
USE_TARGET - door can be used by player even if it has a targetname
IGNORE_HACK	- use this flag if the door's origin is not at the edge (hope you're happy, Zuk)

You need to have an origin brush as part of this entity.  The center of that brush will be
the point around which it is rotated. It will rotate around the Z axis by default.  You can
check either the X_AXIS or Y_AXIS box to change that.

"distance" is how many degrees the door will be rotated.
"speed" determines how fast the door moves; default value is 100.

REVERSE will cause the door to rotate in the opposite direction.

"message"	is printed when the door is touched if it is a trigger door and it hasn't been fired yet
"sp_message" is for a string package ID (numerical)
"angle"		determines the opening direction
"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
"health"	if set, door must be shot open
"speed"		movement speed (100 default)
"wait"		wait before returning (3 default, -1 = never return)
"dmg"		damage to inflict when blocked (2 default)
"soundName"	- sound type for the door
*/


/*QUAKED func_door_rotating_smart (0 .5 .8) ? START_OPEN REVERSE CRUSHER NOMONSTER LOCKED TOGGLE X_AXIS Y_AXIS USE_TARGET IGNORE_HACK

TOGGLE causes the door to wait in both the start and end states for a trigger event.

START_OPEN	the door to moves to its destination when spawned, and operate in reverse.  It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors).
NOMONSTER	monsters will not trigger this door
LOCKED - door won't open until used by a non-player entity
USE_TARGET - door can be used by player even if it has a targetname
IGNORE_HACK	- use this flag if the door's origin is not at the edge (hope you're happy, Zuk)

You need to have an origin brush as part of this entity.  The center of that brush will be
the point around which it is rotated. It will rotate around the Z axis by default.  You can
check either the X_AXIS or Y_AXIS box to change that.

"distance" is how many degrees the door will be rotated.
"speed" determines how fast the door moves; default value is 100.

The door will open in the direction opposite that of its activator.

"message"	is printed when the door is touched if it is a trigger door and it hasn't been fired yet
"sp_message" is for a string package ID (numerical)
"angle"		determines the opening direction
"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
"health"	if set, door must be shot open
"speed"		movement speed (100 default)
"wait"		wait before returning (3 default, -1 = never return)
"dmg"		damage to inflict when blocked (2 default)
"soundName"	- Sound type for the door
*/


/*QUAKED func_door_secret (0 .5 .8) ? always_shoot 1st_left 1st_down
A secret door.  Slide back and then to the side.

open_once		doors never closes
1st_left		1st move is left of arrow
1st_down		1st move is down from arrow
always_shoot	door is shootebale even if targeted

"angle"		determines the direction
"dmg"		damage to inflic when blocked (default 2)
"wait"		how long to hold in the open position (default 5, -1 means hold)
*/


/*QUAKED func_remote_camera (0 0.5 0.8) (-4 -4 -4) (4 4 4) ACTIVATOR_ONLY SCRIPTED NO_DELETE LW_ANIMATE

	pathtarget		- holds the name of the camera's owner entity (if any).
	target			- holds the name of the entity to be looked at.
	style			- changes the player's FOV to assigned value while in camera if defined
	volume			- defines the cinematic mode:
		0			- normal (standard FPS, player can shoot)
		1			- third person
		2			- letterbox
		4			- monitor (graphic overlay border)
		8			- remote with no special features
		16			- sniper scope
	ACTIVATOR_ONLY	- only the activating client will see the remote camera view.
	SCRIPTED		- puts player in godmode while camera is running and makes player non-solid
	NO_DELETE		- don't delete camera
	LW_ANIMATE		- camera will animate without a target after its initial spawn,
					  but it still needs a target for its initial position
					  This should ONLY be used for one-shot cameras.  
*/


/*QUAKED func_alarm (0 .5 .8) (-8 -8 -8) (8 8 8)
Alerts everybody on the level that there is an intruder
*/


/*QUAKED func_ignite (0 .5 .8) (-8 -8 -8) (8 8 8)
Roast folks
"Health" Radius of igniting
*/


/*QUAKED func_Dekker_console (1 .4 .4) (-8 -8 -8) (8 8 8)
Where Dekkers will go to turn on autoguns and make cool stuff happen...
*/


/*QUAKED func_Dekker_diehere (1 .4 .4) (-8 -8 -8) (8 8 8)
Where Good Dekkers go when they die...
*/


/*QUAKED func_Dekker_jumphere (1 .4 .4) (-8 -8 -8) (8 8 8)
Spot for Dekker to hop up to...
*/


/*QUAKED func_Dekker_split (1 .4 .4) (-8 -8 -8) (8 8 8)
Split Dekker in half...
*/


/*QUAKED func_door_portcullis (0 .5 .8) ? x x CRUSHER 
can only be opened by a trigger_keep_using.

"message"	is printed when the door is touched if it is a trigger door and it hasn't been fired yet
"sp_message" is for a string package ID (numerical)
"angle"		determines the opening direction
"targetname" needs a name so the trigger_keep_using can open it
"wait"		wait before returning (3 default, -1 = never return)
"lip"		lip remaining at end of move (8 default)
"dmg"		damage to inflict when blocked (2 default)
"soundName"	- name of the sound type for the door

ch-ch-ch-ch-changes...
"speed"		UPWARD movement speed (20 default)
"volume"	DOWNWARD movement speed (10 default)
*/


/*QUAKED func_hide_the_players_gun (0 1 0) (-4 -4 -4) (4 4 4)
health -- 1 if you're disguised, 0 if you're not
if you set wait to -1 then use, count will indicate if we're currently disguised, 1 == disguised, 0 == not
*/


/*QUAKED func_snipercam_zoom (0 1 0) (-4 -4 -4) (4 4 4)

  ------------ KEYS ------------
  count		desired fov, clamped to [6,60]. -1 resets to normal fov. "use" to update.
*/


/*QUAKED func_mission_status (0 1 0) (-4 -4 -4) (4 4 4)

  ------------ KEYS ------------
  count		actual status of the mission. 0 = nothing yet, 1 = success. "use" to update.


  ----------- NOTES ------------
  near the end of a level, set up 2 trigger_multiples to target this func_mission_status.
  one of the triggers should have a targetname of "exitwarning_on", the other should be
  called "exitwarning_off". place "exitwarning_off" a short distance from the exit. place
  "exitwarning_on" in between "exitwarning_off" and the exit itself.
*/


/*QUAKED func_player_health (0 1 0) (-4 -4 -4) (4 4 4)

  ------------ KEYS ------------
  count					add this to the player's health when this func_player_health is used
*/


/*QUAKED func_player_armor (0 1 0) (-4 -4 -4) (4 4 4)

  ------------ KEYS ------------
  count					add this to the player's armor when this func_player_armor is used
*/


/*QUAKED func_player_item (0 1 0) (-4 -4 -4) (4 4 4)

  ------------ KEYS ------------
  count				number of items to be added to player's inventory when this func_player_item is used
  health			item to be added to player's inventory when this func_player_item is used

  	SFE_FLASHPACK		1
	SFE_C4				2
	SFE_LIGHT_GOGGLES	3
	SFE_MEDKIT			5
	SFE_GRENADE			6

*/


/*QUAKED misc_generic_access_card (1 .5 0) (-2.95 -3.71 -1.18) (5.99 3.71 1.18)  INVULNERABLE  NOPUSH x x x x FLUFF
An access card
------ SPAWNFLAGS ------
INVULNERABLE - N/A, can't be damaged.
NOPUSH - N/A, can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_banner (1 .5 0) (-4.2 -50.12 -125.3) (4.01 51 126)  INVULNERABLE  NOPUSH  NOANIMATE x x x FLUFF
2 story tall wall banner that waves in the wind
------ KEYS ------
Skin - 
0 - symbol of "Ugandan organization" 
1 - Iraq flag
2 - Saddam
3 - Siberia
------ SPAWNFLAGS ------
INVULNERABLE - N/A, can't be damaged.
NOPUSH - N/A, can't be pushed
NOANIMATE - won't flutter
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_barbwire_coil (1 .5 0) (-15 -59 -17) (15 59 17)  VULNERABLE  NOPUSH x x x x FLUFF
Roll of barbed-wire.  Belongs atop a fence.  
------ KEYS ------
message - text printed when killed
------ SPAWNFLAGS ------
VULNERABLE - can be damaged.
NOPUSH - N/A, can't be pushed
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
Hurts player when touched, causes player to jerk back.
*/


/*QUAKED misc_generic_barrel_burning (1 .5 0) (-10 -10 -12) (10 10 19) VULNERABLE NOPUSH ON_FIRE x x x FLUFF
Open barrel.  
------ SPAWNFLAGS ------
VULNERABLE - can be damaged.
NOPUSH - won't move
ON_FIRE: Puts fire on top.
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
Will burn the player if it is ON_FIRE and the player stands on it.
*/


/*QUAKED misc_generic_barrel_chemical (1 .5 0) (-9 -9 -15) (10 8 15) INVULNERABLE NOPUSH EXPLOSIVE DEKKER x x FLUFF
Chemical barrel.  
------ KEYS ------
message - text printed when killed
skin - 
0 - normal barrel
1 - snowy barrel (Siberia)
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - won't move
EXPLOSIVE: Will explode when it dies.
DEKKER - special barrel for Dekker to play with
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- Tips over when shot and leaks. 
- Explosive barrels are given a red skin, others are brown.
*/


/*QUAKED misc_generic_barrel_wine (1 .5 0) (-15 -10 -10) (15 10 10)  INVULNERABLE  NOPUSH x x x x FLUFF
A barrel of wine laying on it's side
------ KEYS ------
message - text printed when killed
------ SPAWNFLAGS ------
INVULNERABLE - can be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_bench (1 .5 0)  (-11 -30 -18) (11 30 18) INVULNERABLE NOPUSH x x x x FLUFF
A highbacked wooden bench.
------ KEYS ------
message - text printed when killed
skin - 
0 - NYC bench (brown wood)
1 - Trainyard bench (beat up, faded)
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - won't move
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- falls apart when shot
*/


/*QUAKED misc_generic_bookshelf (1 .5 0) (-40 -16 0) (40 16 64)  INVULNERABLE  NOPUSH x x x x FLUFF
A bookshelf
--------SPAWNFLAGS----------
INVULNERABLE - can't be hurt
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_broom (1 .5 0) (-3 -17 -26) (3 17 26)  INVULNERABLE  NOPUSH x x x x FLUFF
An upright push-broom
------ KEYS ------
skin - 
0 - old beat up broom
1 - new broom
------ SPAWNFLAGS ------
INVULNERABLE - can't be hurt
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_bunk (1 .5 0)  (-41 -21 -30) (41 21 30)  INVULNERABLE  NOPUSH x x x x FLUFF
Bunk bed
------ KEYS ------
Skin - 
0 - hi-tech bunk
1 - iraq bunk
------ SPAWNFLAGS ------
INVULNERABLE - can't be hurt
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- falls apart when shot
*/


/*QUAKED misc_generic_car_american (1 .5 0) (-95 -112 -29) (95 113 53)  INVULNERABLE  NOPUSH CAR_ON SIREN x x FLUFF
Police car, Taxi or Cadillac.
------ KEYS ------
Skin - 
0 - police car
1 - taxi 
2 - black cadillac
3 - miami police
------ SPAWNFLAGS ------
INVULNERABLE - can't be hurt
NOPUSH - N/A can't be pushed
CAR_ON - car lights will be on
SIREN - police car lights will be flashing
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_car_european (1 .5 0) (-70 -31 -26) (70 31 26)  INVULNERABLE  NOPUSH TRIGGER_SPAWN x x x FLUFF
1980's Ford escort-like European egg-mobile car.
------ KEYS ------
Skin - 
0 -	clean and tan
1 -	dirty/rusty and red
2 - shot full o' holes, missing hood
------ SPAWNFLAGS ------
INVULNERABLE - can't be hurt
NOPUSH - N/A can't be pushed
TRIGGER_SPAWN - use it and it shows up
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_car_honda (1 .5 0) (-56 -25 -24) (56 25 31)  INVULNERABLE  NOPUSH x x x x FLUFF
Tiny Japanese police car
------ SPAWNFLAGS ------
INVULNERABLE - can't be hurt
NOPUSH - N/A can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_car_rolls (1 .5 0) (-85 -30 -25) (85 30 47)  INVULNERABLE  NOPUSH x x x x FLUFF
A luxury car.
------ SPAWNFLAGS ------
INVULNERABLE - can't be hurt
NOPUSH - N/A can't be pushed
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- car alarm goes off when touched
- hood pops open when shot
*/


/*QUAKED misc_generic_car_sports (1 .5 0) (-83 -36 -20) (83 36 20)  INVULNERABLE  NOPUSH x x x x FLUFF
a Lamborghini sports car.
------ KEYS ------
Skin -
0 - shiny red
1 - shiny yellow
------ SPAWNFLAGS ------
INVULNERABLE - can't be hurt
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_cart (1 .5 0)   (-11 -21 -12) (11 21 12)  INVULNERABLE  NOPUSH x x x x FLUFF
A wheeled cart.  Can put stuff on both shelves.
------ KEYS ------
skin -
0 - Clean, metal
1 - Dirty, bloody (ugn2)
2 - wood (iraq)
------ SPAWNFLAGS ------
INVULNERABLE - can't be hurt
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_cash_register (1 .5 0) (-9 -9 -10) (9 9 10) INVULNERABLE  NOPUSH x x x x FLUFF
A cash register. 
------ KEYS ------
skin : 
0 - normal clean register
1 - damaged
------ SPAWNFLAGS ------
INVULNERABLE - can't be hurt
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- has damage skin when shot
*/


/*QUAKED misc_generic_chair_legs (1 .5 0)  (-11 -10 -19) (11 10 19) INVULNERABLE  NOPUSH x x x x FLUFF
A chair with four legs 
------ KEYS------
skin - 
0 - metal
1 - wooden
2 - white plastic
------ SPAWNFLAGS ------
INVULNERABLE - can't be hurt
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- falls apart when shot
*/


/*QUAKED misc_generic_chair_legs2 (1 .5 0)  (-13 -11 -21) (13 11 21) INVULNERABLE  NOPUSH x x x x FLUFF
A chair with two long solid legs on the sides.
------ SPAWNFLAGS ------
INVULNERABLE - can't be hurt
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_chair_office (1 .5 0) (-10 -12 -18) (12 12 23) INVULNERABLE  NOPUSH x x x x FLUFF
Office chair on castors. 
------ KEYS ------
skin - 
0 - bright metal
1 - dark Tokyo chair
------ SPAWNFLAGS ------
INVULNERABLE - can't be hurt
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- Spins and creaks when shot.
 */


/*QUAKED misc_generic_chunks_brick (1 .5 0) (-7 -4 -3) (7 4 3)   INVULNERABLE NOPUSH x x x x FLUFF
Brick chunks used for debris
------ KEYS ------
Skin - 
0 - red brick (default)
1 - dark grey
2 - dark brown
3 - light brown
4 - light grey

Style - type of chunk
0 - normal brick (default)
1 - half a brick
2 - 1/4 of brick
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_chunks_glass (1 .5 0) (-8 -7 -0.5) (8 7 0.5)   INVULNERABLE  x x x x x FLUFF
Glass shards used for debris
------ KEYS ------
style - type of chunk
0 - small triangular (default)
1 - medium triangular
2 - long thin
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_chunks_metal (1 .5 0) (-5 -2 -1) (5 2 1)   INVULNERABLE   x x x x x FLUFF
Metal chunks used for debris.
------ KEYS ------
style - type of chunk
0 - wide and long piece (default)
1 - long thin piece
2 - smaller piece
3 - another small piece
skin - 
0 - dark
1 - rusty
2 - shiny
3 - light
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_chunks_rock (1 .5 0) (-5 -2 -1) (5 2 1)  INVULNERABLE   x x x x x FLUFF
Rock chunks used for debris.
------ KEYS ------
style - type of chunk
0 - big rock (default)
1 - medium rock
2 - small rock
3 - another small rock
skin - 
0 - brwn_dk
1 - brwn_lt
2 - grey_dk
3 - grey_lt
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_chunks_wall (1 .5 0) (-5 -6 -10) (5 8 10)  INVULNERABLE  x x x x x FLUFF
Wall chunks used as debris
------ KEYS ------
Skin :
0 - black (default)
1 - brown
2 - dark brown
3 - light brown
4 - grey
5 - dark grey
6 - light grey
7 - green
8 - orange cone
9 - red
10 - white
Style - type of chunk
0 - small (default)
1 - thin flat
2 - round chunk
3 - other round chunk
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_chunks_wood (1 .5 0) (-5 -2 -1) (5 2 1)   INVULNERABLE   x x x x x FLUFF
Wood chunks used for debris
------ KEYS ------
Style - type of chunk
0 - small piece(default)
1 - medium piece
2 - another small piece
3 - large piece
Skin :
0 - dark brown (default)
1 - dark grey
2 - light brown
3 - light grey
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_comp_keyboard (1 .5 0) (-4 -12 -2) (4 12 2)   INVULNERABLE  NOPUSH  x x x x FLUFF
A keyboard to a computer.
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_comp_monitor (1 .5 0) (-9 -12 -12) (9 12 12)  INVULNERABLE  NOPUSH x x x x FLUFF
A computer and monitor.  
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- sparks and smokes when shot
*/


/*QUAKED misc_generic_comp_monitor2 (1 .5 0) (-34 -15 -8) (9 7 15)  INVULNERABLE  NOPUSH x x x x FLUFF
A high tech computer with a large monitor.
------ KEYS ------
skin - 
0 - clean
1 - damaged
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- sparks and smoke when shot
- switches to damage skin when shot
*/


/*QUAKED misc_generic_crate_fish (1 .5 0)  (-10 -8 -1) (11 8 8) INVULNERABLE  NOPUSH x x x x FLUFF
A crate for holding fish. Great for the docks.
------ SPAWNFLAGS ------
INVULNERABLE - can't be hurt
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_desk_phone (1 .5 0) (-5 -7 -3) (5 6 3)   INVULNERABLE  NOPUSH x x x x FLUFF
A desk phone.
--------KEYS------------
Skin :
 0 - clean (default)
 1 - dirty yucky phone
--------SPAWNFLAGS----------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- light flashes
- spins and sparks when shot
*/


/*QUAKED misc_generic_fan_big  (1 .5 0) (-64 -40 -63) (63 0 63)   INVULNERABLE  NOPUSH START_OFF x x x FLUFF
A really, really, big fan
------ KEYS ------
speed - how fast fan spins (default 1.5) **must be less than 31!!**
volume - how fast fan accelerates or decelerates (default 0.05)
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - N/A, can't ever be pushed
AUTOMATE - spins
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- When targeted it will turn off or on.
*/


/*QUAKED misc_generic_faucet  (1 .5 0) (-7 -6 -6) (12 10 6)   INVULNERABLE  NOPUSH x x x x FLUFF
A sink faucet.
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - N/A, can't ever be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_fire_extinguisher (1 .5 0) (-4 -7 -13) (4 7 13)  INVULNERABLE  NOPUSH x x x x FLUFF
A wall mounted fire extinguisher.
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - N/A, can't be pushed
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- spews foam when shot
- explodes if shot again
- when 'used' spews foam
*/


/*QUAKED misc_generic_fire_hydrant (1 .5 0) (-8 -8 -10) (8 8 14) INVULNERABLE   NOPUSH x x x x FLUFF
A red fire hydrant. 
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - N/A, can't be pushed
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
-  flies into air and a jet of water shoots out of ground when it dies
*/


/*QUAKED misc_generic_fish (1 .5 0) (-18 -6 -8) (18 6 8)  INVULNERABLE   NOPUSH x x x x FLUFF
A large aquarium fish. 
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
------ KEYS ------
Skin :
0 - white with red spots (default)
1 - gold
Angles :
- holds the second point in patrol route. If not set, fish don't move.
Volume :
- height of floor of tank
------ SPECIALS ------
Patrols between its origin and a second point stored in angles.
*/


/*QUAKED misc_generic_fish_dead (1 .5 0) (-18 -4 -8) (18 3 8)  INVULNERABLE   NOPUSH x x x x FLUFF
A big dead fish laying on it's side.
------ KEYS ------
Skin :
0 - white with red spots (default)
1 - gold
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_flag_pole (1 .5 0) (-23 -66 -418) (17 39 37)  INVULNERABLE   NOPUSH x x x x FLUFF
A flag on a tall pole.
------ KEYS ------
Skin :
0 - ??? (default)
1 - USA
2 - ??? 
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - N/A can't ever be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_forklift (1 .5 0) (-74 -55 -54) (92 5 53)  INVULNERABLE   NOPUSH TRIGGER_SPAWN x x x FLUFF
A forklift.
------ KEYS ------
Skin - 
0 - blue/grey
1 - yellow
2 - green
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
TRIGGER_SPAWN - use it and it shows up
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_garbage_bag (1 .5 0) (-10 -9 -9) (10 10 12)  INVULNERABLE  NOPUSH x x x x FLUFF
A black plastic bag of garbage.
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- rolls around when shot
- spews paper when shot
*/


/*QUAKED misc_generic_gun_auto (1 .5 0)  (-28 -21 -34) (21 21 19) VULNERABLE PUSH ACTIVE ARC_LIMITED x x FLUFF
Tri-pod mounted twin machine gun.   
------ SPAWNFLAGS ------
VULNERABLE - can be hurt
PUSH - can be moved
ACTIVE - allow these guns to track and shoot.  
ARC_LIMITED - won't rotate outside of given arc
FLUFF - won't show if gl_pictip is set
--------KEYS------------
Skin -
0 - green (Bosnia)
1 - silver (Siberia)
Speed - angular velocity in degrees per second the gun will track. Default 45.
Volume - the distance the guns will track.  Default 400.
Wait - time interval in tenths of seconds that a gun in sleep mode will wait Default 30
Health - designers can't edit health
maxyaw - used in conjuction with ARC_LIMITED will define the arc the gun will look for 
targets on either side of its original facing (in degrees, to the left or right)
minpitch - used in conjuction with ARC_LIMITED will define the arc the gun will look for 
targets below its original facing (in degrees, default is 0)
maxpitch - used in conjuction with ARC_LIMITED will define the arc the gun will look for 
targets above its original facing (in degrees, default is 0)
------ SPECIALS ------
- will track and shoot the player
*/


/*QUAKED misc_generic_gun_auto2 (1 .5 0)  (-28 -18 -8) (21 21 18) VULNERABLE PUSH ACTIVE ARC_LIMITED x x FLUFF
Twin machine gun with a hanging arm thingy, to be attached to the ceiling.  
------ SPAWNFLAGS ------
VULNERABLE - can be hurt
PUSH - can be moved
ACTIVE - allow these guns to track and shoot.  
ARC_LIMITED - won't rotate outside of given arc
FLUFF - won't show if gl_pictip is set
--------KEYS------------
Skin -
0 - green (Bosnia)
1 - silver (Siberia)
Speed - angular velocity in degrees per second the gun will track. Default 45.
Volume - the distance the guns will track.  Default 400.
Wait - time interval in tenths of seconds that a gun in sleep mode will wait Default 30
Health - designers can't edit health
maxyaw - used in conjuction with ARC_LIMITED will define the arc the gun will look for 
targets on either side of its original facing (in degrees, to the left or right)
minpitch - used in conjuction with ARC_LIMITED will define the arc the gun will look for 
targets below its original facing (in degrees, default is 0)
maxpitch - used in conjuction with ARC_LIMITED will define the arc the gun will look for 
targets above its original facing (in degrees, default is 0)
------ SPECIALS ------
- will track and shoot the player
*/


/*QUAKED misc_generic_gun_auto3 (1 .5 0)  (-21 -18 -8) (21 21 8) VULNERABLE PUSH ACTIVE ARC_LIMITED x x FLUFF
Twin machine gun with no tripod and no hanging arm thingy. Presumably this would just sit on a brush.
------ SPAWNFLAGS ------
VULNERABLE - can be hurt
PUSH - can be moved
ACTIVE - allow these guns to track and shoot.  
ARC_LIMITED - won't rotate outside of given arc
FLUFF - won't show if gl_pictip is set
--------KEYS------------
Skin -
0 - green (Bosnia)
1 - silver (Siberia)
Speed - angular velocity in degrees per second the gun will track. Default 45.
Volume - the distance the guns will track.  Default 400.
Wait - time interval in tenths of seconds that a gun in sleep mode will wait Default 30
Health - designers can't edit health
maxyaw - used in conjuction with ARC_LIMITED will define the arc the gun will look for 
targets on either side of its original facing (in degrees, to the left or right)
minpitch - used in conjuction with ARC_LIMITED will define the arc the gun will look for 
targets below its original facing (in degrees, default is 0)
maxpitch - used in conjuction with ARC_LIMITED will define the arc the gun will look for 
targets above its original facing (in degrees, default is 0)
------ SPECIALS ------
- will track and shoot the player
*/


/*QUAKED misc_generic_gun_big (1 .5 0)  (-112 -75 -59) (48 76 39)  INVULNERABLE  NOPUSH  ACTIVE ARC_LIMITED x x FLUFF
AWWWWWWW yeah....   Big ass quad machine gun turret
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - N/A can't ever be pushed
ACTIVE - allow these guns to track and shoot.  
ARC_LIMITED - won't rotate outside of given arc
FLUFF - won't show if gl_pictip is set
------ KEYS ------
Skin - 
0 - bosnian
1 - siberian
Speed - angular velocity in degrees per second the gun will track. Default 45.
Volume - the distance the guns will track.  Default 400.
Wait - time interval in tenths of seconds that a gun in sleep mode will wait Default 30
Health - designers can't edit health
maxyaw - used in conjuction with ARC_LIMITED will define the arc the gun will look for 
targets on either side of its original facing (in degrees, to the left or right)
minpitch - used in conjuction with ARC_LIMITED will define the arc the gun will look for 
targets below its original facing (in degrees, default is 0)
maxpitch - used in conjuction with ARC_LIMITED will define the arc the gun will look for 
targets above its original facing (in degrees, default is 0)
*/


/*QUAKED misc_generic_gun_castle (1 .5 0)  (-56 -37 -29) (24 38 19)  INVULNERABLE  NOPUSH  ACTIVE ARC_LIMITED TOGGLEABLE TRIGGER_SPAWN FLUFF
AWWWWWWW yeah....   Big ass quad machine gun turret
------ SPAWNFLAGS ------
INVULNERABLE - N/A can't ever be damaged.
NOPUSH - N/A can't ever be pushed
ACTIVE - allow these guns to track and shoot.  
ARC_LIMITED - won't rotate outside of given arc
TOGGLEABLE - using through trigger will activate/deactivate
TRIGGER_SPAWN - start inactive
FLUFF - won't show if gl_pictip is set
------ KEYS ------
Skin - 
0 - order
1 - bosnian
2 - siberian
Speed - angular velocity in degrees per second the gun will track. Default 45.
Volume - the distance the guns will track.  Default 400.
Wait - time interval in tenths of seconds that a gun in sleep mode will wait Default 15
Health - designers can't edit health
maxyaw - used in conjuction with ARC_LIMITED will define the arc the gun will look for 
targets on either side of its original facing (in degrees, to the left or right)
minpitch - used in conjuction with ARC_LIMITED will define the arc the gun will look for 
targets below its original facing (in degrees, default is 0)
maxpitch - used in conjuction with ARC_LIMITED will define the arc the gun will look for 
targets above its original facing (in degrees, default is 0)
*/


/*QUAKED misc_generic_heap (1 .5 0) (-21 -16 -2) (17 18 3) INVULNERABLE   NOPUSH x x x x FLUFF
A heap of paper/guts/poop
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - N/A, can't ever be pushed
FLUFF - won't show if gl_pictip is set
------ KEYS ------
Skin :
 0 - pile of paper. (default)
 1 - pile of guts.
 2 - cow patties... moo...
*/


/*QUAKED misc_generic_light_beam (1 .5 0) (-14 -313 -31) (51 142 6) INVULNERABLE   NOPUSH x x x x FLUFF
A beam of light like what comes off a car or train headlight.
------ SPAWNFLAGS ------
INVULNERABLE - N/A, can't ever be damaged.
NOPUSH - N/A, can't ever be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_light_flare (1 .5 0) (-5 -5 -5) (5 5 5) INVULNERABLE   NOPUSH x x x x FLUFF
A halo for lights.
------ SPAWNFLAGS ------
INVULNERABLE - N/A, can't ever be damaged.
NOPUSH - N/A, can't ever be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_motorcycle (1 .5 0) (-45 -18 -26) (45 21 24) INVULNERABLE   NOPUSH x x x x FLUFF
A red motorcycle.
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - N/A, can't ever be pushed
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- shows damage skin when shot
*/


/*QUAKED misc_generic_orange_cone (1 .5 0) (-7 -7 -13) (7 7 13) INVULNERABLE   NOPUSH x x x x FLUFF
An orange cone traffic cone.
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- falls over when shot
*/


/*QUAKED misc_generic_palette_jack (1 .5 0) (-30 -11 -21) (30 11 21) INVULNERABLE   NOPUSH x x x x FLUFF
A palette jack.
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_paper_blowing (1 .5 0) (-3 -3 -0) (3 3 1) INVULNERABLE NOPUSH NOANIMATE x x x FLUFF
A piece of paper fluttering in the breeze.
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - won't move
NOANIMATE - won't flutter
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_parking_meter (1 .5 0) (-2 -5 -22) (2 5 22) INVULNERABLE NOPUSH x x x x FLUFF
A curbside parking meter
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - N/A can't ever be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_phone_booth (1 .5 0) (-11 -28 -20) (11 28 20) INVULNERABLE NOPUSH x x x x FLUFF
A group of three phone booths
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - N/A, won't ever move
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- rings when shot
*/


/*QUAKED misc_generic_pillow (1 .5 0) (-19 -31 -3) (19 31 3) INVULNERABLE NOPUSH x x x x FLUFF
A large pillow to sit on
------ KEYS ------
Skin :
 0 - white pillow. (default)
 1 - brown pillow for sitting (sushi bar)
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - won't move
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_plant_potted (1 .5 0) (-34 -43 -19) (24 28 44) INVULNERABLE   NOPUSH x x x x FLUFF
A large palm plant in an urn-shaped pot.
------ KEYS ------
skin -
0 - black vase w/gold band
1 - dark grey vase
2 - gold vase
3 - clay vase 
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - won't move
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_plant_tall (1 .5 0) (-14 -13 -21) (14 13 21) INVULNERABLE   NOPUSH x x x x FLUFF
A little tree (waist high) in a pot. 
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - won't move
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_radar_dish (1 .5 0) (-49 -36 -39) (48 37 50)  INVULNERABLE NOPUSH NOANIMATE x x x FLUFF
A radar dish that spins around and around.
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - won't move
NOANIMATE - won't spin
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_radio (1 .5 0) (-4 -14 -9) (4 14 9)  INVULNERABLE NOPUSH x x x x FLUFF
A boom box.
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - won't move
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_security_camera (1 .5 0) (-8 -2 -4) (8 2 24) INVULNERABLE NOPUSH ROTATE TRIGGERING x x FLUFF
Ceiling mounted security camera
------ KEYS ------
count - amount to rotate to one side from current facing (count = 30 means it rotates 60 total) (default 90)
speed - degrees per second to rotate (default 5)
attenuation - the half-fov in degrees (0 to 180), defaults to 30
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - N/A can't be pushed
ROTATE - camera will rotate on z axis
TRIGGERING - camera will trigger its target if it spots the player
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_security_camera2 (1 .5 0) (-8 -2 -4) (8 2 4) INVULNERABLE NOPUSH ROTATE TRIGGERING x x FLUFF
Rotating security camera without mounting pole
------ KEYS ------
count - amount to rotate to one side from current facing (count = 30 means it rotates 60 total) (default 90)
speed - degrees per second to rotate (default 5)
attenuation - the half-fov in degrees (0 to 180), defaults to 30
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - N/A can't be pushed
ROTATE - camera will rotate on z axis
TRIGGERING - camera will trigger its target if it spots the player
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_shovel (1 .5 0) (-5 -3 -24) (5 3 24)  INVULNERABLE  NOPUSH x x x x FLUFF
Shovel, standing on its tip.  
------ KEYS ------
skin - 
0 - normal shovel
1 - showy shovel (Siberia)
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_shrub (1 .5 0) (-20 -20 -13) (20 20 13)  INVULNERABLE  NOPUSH x x x x FLUFF
A small leafy shrub.
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_sink (1 .5 0) (-11 -12 -6) (11 12 7) INVULNERABLE  NOPUSH x x x x FLUFF
A wall mounted porcelain sink.
_______KEYS________
skin - 
1 - clean skin
2 - dirty skin

------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - N/A,can't ever be pushed
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- falls off wall and spouts water when shot
*/


/*QUAKED misc_generic_sofa (1 .5 0) (-17 -36 -17) (17 36 17) INVULNERABLE  NOPUSH x x x x FLUFF
A sofa.
------ KEYS ------
skin - 
0 - dirty green skin
1 - fancy white leather skin
2 - brown cloth with a design
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- emits smoke puffs when shot
*/


/*QUAKED misc_generic_sofa_chair (1 .5 0) (-17 -16 -17) (17 16 17) INVULNERABLE  NOPUSH x x x x FLUFF
A padded recliner-type chair
------ KEYS ------
skin - 
0 - brown with buttons
1 - brown cloth with a design
2 - brown with no buttons
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- emits smoke puffs when shot
*/


/*QUAKED misc_generic_speaker (1 .5 0) (-3 -5 -10) (7 5 13)  INVULNERABLE  NOPUSH WALLMOUNT x x x FLUFF
A speaker hung from ceiling.
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - N/A,can't ever be pushed
WALLMOUNT - removes pole 
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- sparks and falls when shot
- can remove wallmount using WALLMOUNT spawnflag
*/


/*QUAKED misc_generic_stoplight (1 .5 0)(-6 -5 -44) (9 4 44)  INVULNERABLE  NOPUSH x x x x FLUFF
A traffic light red - yellow - green, y'know. 
------ KEYS ------
skin - 
0 - clean
1 - damaged
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - N/A,can't ever be pushed
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- changes to damage skin when shot
*/


/*QUAKED misc_generic_street_name_sign (1 .5 0) (-12 -12 -36) (12 12 36)  INVULNERABLE  NOPUSH x x x x FLUFF
A corner street sign.
------ KEYS ------
skin - 
0 - Russian sign
1 - American sign
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't ever be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_sword (1 .5 0) (-23 -2 -2) (23 2 2)  INVULNERABLE  NOPUSH x x x x FLUFF
A katana
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't ever be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_sword_large (1 .5 0) (-29 -2 -2) (29 2 2)  INVULNERABLE  NOPUSH x x x x FLUFF
A large katana
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't ever be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_table_round (1 .5 0)  (-27 -23 -16) (27 23 16)  INVULNERABLE  NOPUSH x x x x FLUFF
Octagonal table with a support in the middle.
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't ever be pushed
FLUFF - won't show if gl_pictip is set
------ KEYS ------
skin - 
0 - metal table (default)
1 - wooden table
*/


/*QUAKED misc_generic_table1 (1 .5 0) (-41 -24 -18) (41 24 15)  INVULNERABLE  NOPUSH PLAYER_FLIPPABLE x x x FLUFF
A rectangular table with four legs and a front panel.
------ KEYS ------
Skin :
0 - dirty wooden table. (default)
1 - high tech metal/white table
2 - dirty wooden table with stuff on it
3 - high tech table with stuff on it
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't ever be pushed
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- falls apart when shot
*/


/*QUAKED misc_generic_table2 (1 .5 0) (-64 -106 -30) (47 32 4)  INVULNERABLE  NOPUSH x x x x FLUFF
An 'L' shaped table with panels on four sides.
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't ever be pushed
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- falls apart when shot
*/


/*QUAKED misc_generic_tank_gas (1 .5 0) (-58 -23 -27) (58 23 19)  INVULNERABLE  NOPUSH x x x x FLUFF
A big natural gas tank.
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't ever be pushed
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- when 'used' it blows up, even when invulnerable.
- blows up when shot
*/


/*QUAKED misc_generic_tank_propane (1 .5 0) (-3 -3 -25) (3 3 25)  INVULNERABLE  NOPUSH  NODEBRIS x x x FLUFF
A tall thin propane tank.
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't ever be pushed
NODEBRIS - won't produce debris when killed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_toilet (1 .5 0) (-14 -9 -16) (14 9 16)  INVULNERABLE  NOPUSH x x x x FLUFF
A toilet
------ KEYS ------
Skin :
 0 - dirty New York. (default)
 1 - clean Tokyo
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't ever be pushed
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- produces fountain of water when shot.
*/


/*QUAKED misc_generic_train (1 .5 0) (-54 -164 -60) (55 168 60)  TRIGGERED RESPAWNER START_ACTIVE DECCELERATE DISAPPEAR IDLE FLUFF
A train car.
------ KEYS ------
accel - rate of acceleration (default 100)
skin - 
0 - modern graffitti covered subway car
1 - old-fashioned subway
2 - cattle car
3 - box car
style - maximum speed (default 600)
------ SPAWNFLAGS ------
TRIGGERED - set if train is to respond to a trigger.
RESPAWNER - set if you want the train to disappear when it stops and respawn.
When set, "wait" is the time in seconds that will pass before the train respawns
after disappearing.
START_ACTIVE - set the train is to begin the level moving, as opposed to being triggered.
DECCELERATE will cause the train to slow down instead of instantly stopping
DISAPPEAR - go away when train stops.
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- train moves
*/


/*QUAKED misc_generic_trash_ashtray (1 .5 0) (-5 -4 -9) (5 4 9)  INVULNERABLE  NOPUSH x x x x FLUFF
A cylindrical ashtray/trashcan.  Like what is placed outside Raven's entrance.
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- fall over and roll around when shot
*/


/*QUAKED misc_generic_trashcan_barrel (1 .5 0) (-15 -16 -17) (15 16 22)  INVULNERABLE  NOPUSH x x x x FLUFF
Round steel trashcan with lid. 
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- falls over when shot
- spawns paper when shot
*/


/*QUAKED misc_generic_tree_thin (1 .5 0) (-26 -15 -66) (25 16 96)  INVULNERABLE  NOPUSH x x x x FLUFF
Bare thin tree.
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_truckcab (1 .5 0) (-91 -40 -49) (91 40 49)  INVULNERABLE  NOPUSH x x x x FLUFF
A cab for a tractor-trailer.
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- explodes when shot
*/


/*QUAKED misc_generic_tv_ceiling (1 .5 0) (-18 -19 -22) (19 19 28) INVULNERABLE  NOPUSH x x x x FLUFF
TV mounted from the ceiling. Has face of newcaster flashing on it.
Targeting with trigger makes it die
------ KEYS ------
style :
0 - newscaster fading in and out
1 - bad guy symbol fading in and out
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - N/A, can't ever be pushed
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- falls to ground when shot
- smokes and sparks when shot
*/


/*QUAKED misc_generic_tv_wall (1 .5 0) (-5 -9 -9) (6 9 7) INVULNERABLE  NOPUSH x x x x FLUFF
A wall-mounted TV. Has a scrolling monochrome screen
Targeting with trigger makes it die
------ KEYS ------
style :
0 - monochrome screen
1 - radar screen
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - N/A, can't ever be pushed
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- falls to floor when shot
- smokes and sparks when shot
*/


/*QUAKED misc_generic_urinal (1 .5 0) (-6 -9 -11) (9 9 14)  INVULNERABLE  NOPUSH x x x x FLUFF
A urinal.
------ KEYS ------
Skin :
 0 - dirty New York. (default)
 1 - clean Tokyo
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - N/A, can't ever be pushed
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- throws out puck when shot
- produces water fountain when destroyed
*/


/*QUAKED misc_generic_urinal_cake (1 .5 0) (-3 -3 -1) (3 3 1)  INVULNERABLE  NOPUSH x x x x FLUFF
A nice pink urinal cake.
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_urn (1 .5 0) (-16 -16 -14) (16 16 14)  INVULNERABLE  NOPUSH x x x x FLUFF
A fine looking urn.
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_waste_basket_wire (1 .5 0) (-6 -7 -7) (6 7 7)  INVULNERABLE  NOPUSH x x x x FLUFF
Small, circular wastebasket
------ KEYS ------
Skin :
 0 - wire mesh. (default)
 1 - solid metal
 2 - rusty wire
 3 - rusty solid
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- falls over and rolls around when shot
*/


/*QUAKED misc_generic_web_moss_animated (1 .5 0) (-4 -15 -10) (-1 15 10)  INVULNERABLE  NOPUSH  NOANIMATE x x x FLUFF
moss/cobwebs blowing in the breeze
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
NOANIMATE - won't animate
FLUFF - won't show if gl_pictip is set
------ KEYS ------
Skin :
0 - cobweb1 (default)
1 - cobweb2 
2 - moss1
3 - moss2
4 - bloodflap
*/


/*QUAKED misc_generic_wet_floor_sign (1 .5 0) (-9 -8 -8) (9 8 8)  INVULNERABLE  NOPUSH  x x x x FLUFF
A sign that says 'wet floor'
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- falls over when shot
*/


/*QUAKED misc_generic_wpn_bat (1 .5 0) (-35 -33 55) (-31 3 60)  INVULNERABLE  NOPUSH  x x x x FLUFF
A bat for cracking heads  (not a pickup)
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_wpn_desert_eagle (1 .5 0) (-42 -12 55) (-30 1 58)  INVULNERABLE  NOPUSH  x x x x FLUFF
A weapon Desert Eagle  (not a pickup)
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_wpn_glock (1 .5 0) (-40 -10 56) (-31 1 58)  INVULNERABLE  NOPUSH  x x x x FLUFF
A weapon Glock (not a pickup)
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_wpn_ingram (1 .5 0) (-44 -13 55) (-27 2 59)  INVULNERABLE  NOPUSH  x x x x FLUFF
A weapon Ingram  (not a pickup)
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_wpn_katana (1 .5 0) (-37 -42 54) (-30 9 61)  INVULNERABLE  NOPUSH  x x x x FLUFF
A weapon Katana  (not a pickup)
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_wpn_minimi (1 .5 0) (-7 -2 -1) (29 7 3)  INVULNERABLE  NOPUSH  x x x x FLUFF
A weapon Minimi (not a pickup)
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_wpn_sig3000 (1 .5 0) (-60 -21 55) (-26 8 58)  INVULNERABLE  NOPUSH  x x x x FLUFF
A weapon SIG3000 (not a pickup)
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_wpn_spas12 (1 .5 0) (-60 -6 55) (-30 1 58)  INVULNERABLE  NOPUSH  x x x x FLUFF
A weapon spas12 (not a pickup)
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_generic_wpn_c4 (1 .5 0) (-4 -2 -4) (3 2 4)  INVULNERABLE  NOPUSH  START_OFF x x x 
A c4 charge (not a pickup). No FLUFF flag cuz we'll probably only want it for a KOS1 cinematic.
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
START_OFF - doesn't appear until used
*/


/*QUAKED misc_iraq_basket (1 .5 0) (-6 -7 -18) (7 6 15)   INVULNERABLE  NOPUSH x x x x FLUFF
A tall thin wicker basket
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_iraq_cart_camel (1 .5 0) (-20 -48 -24) (20 48 24)   INVULNERABLE  NOPUSH x x x x FLUFF
A large two wheeled wooden cart
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_iraq_flatbed (1 .5 0) (-95 -40 -42) (95 40 45)   INVULNERABLE  NOPUSH  TRIGGERED LIGHTS WHEELS_ONLY x FLUFF
A flatbed truck that can have a tank on the back
------ KEYS ------
Style : 
0 - no tank - just a flatbed (default)
1 - has a tank on the back
Distance - distance the truck will move when triggered
Speed - max speed (default 200)
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
TRIGGERED - trigger will cause the truck to move forward a specified amount
LIGHTS - the headlights are on
WHEELS_ONLY - wheels turn when used, stop turning when used again.
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- moves forward or backward
- wheels turn as it moves
*/


/*QUAKED misc_iraq_fruit_stand (1 .5 0) (-8 -16 -16) (8 16 16)   INVULNERABLE  NOPUSH  MELONS ORANGES NOFRUIT x FLUFF
Nice fruit stand. If none of the spawnflags are used, the table will have both types of fruit.
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
MELONS - only melons on table
ORANGES - only oranges
NOFRUIT - no fruit on table
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- fruti is thrown when table is shot
*/


/*QUAKED misc_iraq_partition (1 .5 0) (-63 -1  0) (62 2 35) INVULNERABLE  NOPUSH x x x x FLUFF
Chrome pole with a felt line.  Used by movie theaters use to keep people in line.
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_iraq_pottery (1 .5 0) (-8 -8 -9) (8 8 9) INVULNERABLE  NOPUSH x x x x FLUFF
A knee high pot for storing dates and figs and such.
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_iraq_sprinkler (1 .5 0) (-7 -63 -2) (6 64 2) INVULNERABLE  NOPUSH x x x x FLUFF
A six headed cattle sprinkler.
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - N/A can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_iraq_stealth (1 .5 0) (-32 -32 -54) (32 32 53)   INVULNERABLE  NOPUSH  x x x x FLUFF
A big stealth plane
------ SPAWNFLAGS ------
INVULNERABLE - N/A can't be damaged.
NOPUSH - N/A can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_iraq_tree_palm (1 .5 0) (-30 -9 -67) (-6 23 67)   INVULNERABLE  NOPUSH  x x x x FLUFF
A tall palm tree
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - N/A, can't ever be pushed
FLUFF - won't show if gl_pictip is set

  hey, designers! you need to put a clip brush around this joker cuz it defies physics. tree is non-solid, too.
*/


/*QUAKED misc_generic_sprinkler (1 .5 0) (-4 -4 -4) (4 4 4)   INVULNERABLE  NOPUSH  x x x x FLUFF
A ceiling water sprinkler 
  DO NOT USE YET!
*/


/*QUAKED misc_iraq_valve (1 .5 0) (-12 -3 -10) (12 1 11)   INVULNERABLE  NOPUSH  x x x x FLUFF PORTCULLIS
A circular valve that will spin when used.
------ SPAWNFLAGS ------
INVULNERABLE - N/A, can't ever be damaged.
NOPUSH - N/A, can't ever be pushed
FLUFF - won't show if gl_pictip is set
PORTCULLIS - used by a func_door_portcullis
*/


/*QUAKED item_ammo_pistol (0 .3 .3) (-21 -13 -6) (21 13 6) x x x START_CRATED
Ammo for pistol1 & machinepistol
For Deathmatch Only
START_CRATED -- smash open a crate to get at this pickup
------ KEYS ------
count - ammo value (default 1)
if count < 0, the ammo value will be a random number between 0 and count*-1
*/


/*QUAKED item_ammo_shotgun (0 .3 .3) (-21 -13 -6) (21 13 6) x x x START_CRATED
Ammo for shotgun
For Deathmatch Only
START_CRATED -- smash open a crate to get at this pickup
------ KEYS ------
count - ammo value (default 1)
if count < 0, the ammo value will be a random number between 0 and count*-1
*/


/*QUAKED item_ammo_pistol2 (0 .3 .3) (-21 -13 -6) (21 13 6) x x x START_CRATED
Ammo for pistol2 (the .44)
For Deathmatch Only
START_CRATED -- smash open a crate to get at this pickup
------ KEYS ------
count - ammo value (default 1)
if count < 0, the ammo value will be a random number between 0 and count*-1
*/


/*QUAKED item_ammo_auto (0 .3 .3) (-21 -13 -6) (21 13 6) x x x START_CRATED
Ammo for assault rifle, machinegun, sniper rifle
For Deathmatch Only
START_CRATED -- smash open a crate to get at this pickup
------ KEYS ------
count - ammo value (default 1)
if count < 0, the ammo value will be a random number between 0 and count*-1
*/


/*QUAKED item_ammo_battery (0 .3 .3) (-21 -13 -6) (21 13 6) x x x START_CRATED
Ammo for Microwave Pulse Gun (MPG)
For Deathmatch Only
START_CRATED -- smash open a crate to get at this pickup
------ KEYS ------
count - ammo value (default 1)
if count < 0, the ammo value will be a random number between 0 and count*-1
*/


/*QUAKED item_ammo_gas (0 .3 .3) (-21 -13 -6) (21 13 6) x x x START_CRATED
Ammo for Flame Thrower
For Deathmatch Only
START_CRATED -- smash open a crate to get at this pickup
------ KEYS ------
count - ammo value (default 1)
if count < 0, the ammo value will be a random number between 0 and count*-1
*/


/*QUAKED item_ammo_rocket (0 .3 .3) (-21 -13 -6) (21 13 6) x x x START_CRATED
Ammo for Rocket Launcher
For Deathmatch Only
START_CRATED -- smash open a crate to get at this pickup
------ KEYS ------
count - ammo value (default 1)
if count < 0, the ammo value will be a random number between 0 and count*-1
*/


/*QUAKED item_ammo_slug (0 .3 .3) (-21 -13 -6) (21 13 6) x x x START_CRATED
Ammo for Slug Thrower
For Deathmatch Only
START_CRATED -- smash open a crate to get at this pickup
------ KEYS ------
count - ammo value (default 1)
if count < 0, the ammo value will be a random number between 0 and count*-1
*/


/*QUAKED item_ammo_sp_pistol (0 .3 .3) (-6 -3 0) (6 3 5) x x x START_CRATED
Ammo for pistol1 & machinepistol
For SINGLE PLAYER Only
START_CRATED -- smash open a crate to get at this pickup
------ KEYS ------
count - ammo value (default 1)
if count < 0, the ammo value will be a random number between 0 and count*-1
*/


/*QUAKED item_ammo_sp_shotgun (0 .3 .3) (-7 -9 0) (13 7 9) x x x START_CRATED
Ammo for shotgun
For SINGLE PLAYER Only
START_CRATED -- smash open a crate to get at this pickup
------ KEYS ------
count - ammo value (default 1)
if count < 0, the ammo value will be a random number between 0 and count*-1
*/


/*QUAKED item_ammo_sp_pistol2 (0 .3 .3) (-6 -4 0) (6 4 6) x x x START_CRATED
Ammo for pistol2 (the .44)
For SINGLE PLAYER Only
START_CRATED -- smash open a crate to get at this pickup
------ KEYS ------
count - ammo value (default 1)
if count < 0, the ammo value will be a random number between 0 and count*-1
*/


/*QUAKED item_ammo_sp_auto (0 .3 .3) (-9 -3 0) (12 3 6) x x x START_CRATED x x x RESPAWN
Ammo for assault rifle, machinegun, sniper rifle
For SINGLE PLAYER Only
START_CRATED -- smash open a crate to get at this pickup
------ KEYS ------
count - ammo value (default 1)
if count < 0, the ammo value will be a random number between 0 and count*-1
*/


/*QUAKED item_ammo_sp_battery (0 .3 .3) (-5 -4 0) (5 4 10) x x x START_CRATED
Ammo for Microwave Pulse Gun (MPG)
For SINGLE PLAYER Only
START_CRATED -- smash open a crate to get at this pickup
------ KEYS ------
count - ammo value (default 1)
if count < 0, the ammo value will be a random number between 0 and count*-1
*/


/*QUAKED item_ammo_sp_gas (0 .3 .3) (-5 -3 0) (5 3 13) x x x START_CRATED
Ammo for Flame Thrower
For SINGLE PLAYER Only
START_CRATED -- smash open a crate to get at this pickup
------ KEYS ------
count - ammo value (default 1)
if count < 0, the ammo value will be a random number between 0 and count*-1
*/


/*QUAKED item_ammo_sp_rocket (0 .3 .3) (-2 -10 -1) (8 4 15) x x x START_CRATED x x x RESPAWN
Ammo for Rocket Launcher
For SINGLE PLAYER Only
START_CRATED -- smash open a crate to get at this pickup
------ KEYS ------
count - ammo value (default 1)
if count < 0, the ammo value will be a random number between 0 and count*-1
*/


/*QUAKED item_ammo_sp_slug (0 .3 .3) (-5 -8 -1) (11 6 9) x x x START_CRATED
Ammo for Slug Thrower
For SINGLE PLAYER Only
START_CRATED -- smash open a crate to get at this pickup
------ KEYS ------
count - ammo value (default 1)
if count < 0, the ammo value will be a random number between 0 and count*-1
*/


/*QUAKED item_weapon_pistol2 (0 .3 .3) (-16 -5 -2) (8 8 3) x x x START_CRATED
Weapon pickup for pistol2
If player already has weapon, ammo is given
START_CRATED -- smash open a crate to get at this pickup
*/


/*QUAKED item_weapon_pistol1 (0 .3 .3) (-12 -12 -2) (5 7 2) x x x START_CRATED
Weapon pickup for pistol1
If player already has weapon, ammo is given
START_CRATED -- smash open a crate to get at this pickup
*/


/*QUAKED item_weapon_machinepistol (0 .3 .3) (-15 -14 -3) (15 15 4) x x x START_CRATED
Weapon pickup for machine pistol
If player already has weapon, ammo is given
START_CRATED -- smash open a crate to get at this pickup
*/


/*QUAKED item_weapon_assault_rifle (0 .3 .3) (-16 -7 -2) (16 11 2) x x x START_CRATED
Weapon pickup for assault rifle
If player already has weapon, ammo is given
START_CRATED -- smash open a crate to get at this pickup
*/


/*QUAKED item_weapon_sniper_rifle (0 .3 .3) (-36 -8 -2) (36 16 3) x x x START_CRATED
Weapon pickup sniper rifle
If player already has weapon, ammo is given
START_CRATED -- smash open a crate to get at this pickup
*/


/*QUAKED item_weapon_autoshotgun (0 .3 .3) (-37 -10 -9) (25 11 9) x x x START_CRATED
Weapon pickup for auto shotgun
If player already has weapon, ammo is given
START_CRATED -- smash open a crate to get at this pickup
*/


/*QUAKED item_weapon_shotgun (0 .3 .3) (-28 -4 -3) (24 9 3) x x x START_CRATED
Weapon pickup for shotgun
If player already has weapon, ammo is given
START_CRATED -- smash open a crate to get at this pickup
*/


/*QUAKED item_weapon_machinegun (0 .3 .3) (-27 -11 -3) (38 7 6) x x x START_CRATED
Weapon pickup for machine gun
If player already has weapon, ammo is given
START_CRATED -- smash open a crate to get at this pickup
*/


/*QUAKED item_weapon_rocketlauncher (0 .3 .3) (-15 -13 -11) (38 17 11) x x x START_CRATED
Weapon pickup for rocket launcher
If player already has weapon, ammo is given
START_CRATED -- smash open a crate to get at this pickup
*/


/*QUAKED item_weapon_microwavepulse (0 .3 .3) (-22 -12 -9) (44 14 7) x x x START_CRATED
Weapon pickup for Microwave Pulse Gun (MPG)
If player already has weapon, ammo is given
START_CRATED -- smash open a crate to get at this pickup
*/


/*QUAKED item_weapon_flamethrower (0 .3 .3) (-20 -6 -3) (29 10 3) x x x START_CRATED
Weapon pickup for Flame Thrower
If player already has weapon, ammo is given
START_CRATED -- smash open a crate to get at this pickup
*/


/*QUAKED item_equip_armor (0 .3 .3) (-11 -9 -1) (11 9 5) x x x START_CRATED
count - armor value (default 50, max of 100)
if count < 0, the armor value will be a random number between 0 and count*-1
START_CRATED -- smash open a crate to get at this pickup
*/


/*QUAKED item_equip_flashpack (0 .3 .3) (-5 -6 -9) (5 6 9) x x x START_CRATED
START_CRATED -- smash open a crate to get at this pickup
*/


/*QUAKED item_equip_c4 (0 .3 .3) (-2 -12 -11) (16 12 13) x x x START_CRATED
START_CRATED -- smash open a crate to get at this pickup
*/


/*QUAKED item_equip_light_goggles (0 .3 .3) (-5 -7 -4) (5 2 1) x x x START_CRATED
START_CRATED -- smash open a crate to get at this pickup
*/


/*QUAKED item_equip_claymore (0 .3 .3) (-4 -13 -6) (3 11 8) x x x START_CRATED
START_CRATED -- smash open a crate to get at this pickup
*/


/*QUAKED item_equip_medkit (0 .3 .3) (-11 -8 -0) (11 9 10) x x x START_CRATED
START_CRATED -- smash open a crate to get at this pickup
*/


/*QUAKED item_equip_grenade (0 .3 .3) (-3 -4 0) (4 4 8) x x x START_CRATED
START_CRATED -- smash open a crate to get at this pickup
*/


/*QUAKED item_ctf_flag (0 .3 .3) (-4 -13 -6) (3 11 8) x x x START_CRATED
count - team counter - 1 or 2
START_CRATED -- smash open a crate to get at this pickup
*/


/*QUAKED item_health_small (0 .3 .3) (-7 -7 0) (7 7 7) x x x START_CRATED
count - health restored on pickup (default 10)
START_CRATED -- smash open a crate to get at this pickup
*/


/*QUAKED item_health_large (0 .3 .3) (-18 -4 -0) (18 4 26) x x x START_CRATED
count - health restored on pickup (default 50)
START_CRATED -- smash open a crate to get at this pickup
*/


/*QUAKED light_generic_alley_wall (0 1 0) (-48 -41 -53)(38 41 21)  START_OFF  VULNERABLE  MOVEABLE
A light on the end of a long horizontal pole which should be mounted to a wall.
------ KEYS ------
Light - how bright it is (default 300)
Style - type of light given off  
0 - Normal, unflickering
1 - Flickering 1
2 - Slow strong Pulse
3 - Candle 1
4 - Fast Stribe
5 - Gentle Pulse 1
6 - Flicker  2
7 - Candle 2
8 - Candle 3
9 - Slow Strobe
10 - Flourscent Flicker
11 - Slow Pulse not Fade to Black
12 - Fast Pulse
13 - Special sky lightning
------ SPAWNFLAGS ------
START_OFF - Will turn on if triggered
VULNERABLE - can be destroyed
MOVEABLE - N/A, can't ever move
------ SPECIALS ------
- If targeted, will toggle between on and off.
*/


/*QUAKED light_generic_alley_wall_old (0 1 0) (-28 -4 -13) (4 4 9)  START_OFF  VULNERABLE  MOVEABLE
An old-fashioned lamp on an arm which is to be mounted on a wall.
------ KEYS ------
Light - how bright it is (default 300)
Style - type of light given off  
0 - Normal, unflickering
1 - Flickering 1
2 - Slow strong Pulse
3 - Candle 1
4 - Fast Stribe
5 - Gentle Pulse 1
6 - Flicker  2
7 - Candle 2
8 - Candle 3
9 - Slow Strobe
10 - Flourscent Flicker
11 - Slow Pulse not Fade to Black
12 - Fast Pulse
13 - Special sky lightning
------ SPAWNFLAGS ------
START_OFF - Will turn on if triggered
VULNERABLE - can be destroyed
MOVEABLE - N/A, can't ever move
------ SPECIALS ------
- If targeted, will toggle between on and off.
*/


/*QUAKED light_generic_caged (0 1 0) (-3 -3 -10) (3 3 5)  START_OFF  VULNERABLE  MOVEABLE
A small square light which hangs from the wall. It's in a metal cage.
------ KEYS ------
Light - how bright it is (default 300)
Style - type of light given off  
0 - Normal, unflickering
1 - Flickering 1
2 - Slow strong Pulse
3 - Candle 1
4 - Fast Stribe
5 - Gentle Pulse 1
6 - Flicker  2
7 - Candle 2
8 - Candle 3
9 - Slow Strobe
10 - Flourscent Flicker
11 - Slow Pulse not Fade to Black
12 - Fast Pulse
13 - Special sky lightning
------ SPAWNFLAGS ------
START_OFF - Will turn on if triggered
VULNERABLE - can be destroyed
MOVEABLE - N/A, can't ever move
------ SPECIALS ------
- If targeted, will toggle between on and off.
*/


/*QUAKED light_generic_chandelier (0 1 0) (-24 -21 -0) (25 21 51)  START_OFF  VULNERABLE  MOVEABLE
A chandelier light which hangs from the ceiling.
------ KEYS ------
Light - how bright it is (default 300)
Skin - 
0 - gold chandelier
1 - iron chandelier
Style - type of light given off  
0 - Normal, unflickering
1 - Flickering 1
2 - Slow strong Pulse
3 - Candle 1
4 - Fast Stribe
5 - Gentle Pulse 1
6 - Flicker  2
7 - Candle 2
8 - Candle 3
9 - Slow Strobe
10 - Flourscent Flicker
11 - Slow Pulse not Fade to Black
12 - Fast Pulse
13 - Special sky lightning
------ SPAWNFLAGS ------
START_OFF - Will turn on if triggered
VULNERABLE - can be destroyed
MOVEABLE - N/A, can't ever move
------ SPECIALS ------
- If targeted, will toggle between on and off.
- Swings and spins when shot
*/


/*QUAKED light_generic_desk_lamp (0 1 0) (-6 -6 -5) (6 6 5)  START_OFF  VULNERABLE  MOVEABLE
A small desk lamp.
------ KEYS ------ 
Light - how bright it is (default 300)
Skin - skin of model
0 - bronze
1 - silver
Style - type of light given off  
0 - Normal, unflickering
1 - Flickering 1
2 - Slow strong Pulse
3 - Candle 1
4 - Fast Stribe
5 - Gentle Pulse 1
6 - Flicker  2
7 - Candle 2
8 - Candle 3
9 - Slow Strobe
10 - Flourscent Flicker
11 - Slow Pulse not Fade to Black
12 - Fast Pulse
13 - Special sky lightning
------ SPAWNFLAGS ------
START_OFF - Will turn on if triggered
VULNERABLE - can be destroyed
MOVEABLE - will move
------ SPECIALS ------
- If targeted, will toggle between on and off.
*/


/*QUAKED light_generic_emergency (0 1 0) (-6 -6 -5) (6 6 5)  START_OFF  VULNERABLE  MOVEABLE
A flashing emergency light
------ KEYS ------
Light - how bright it is (default 300)
Style - type of light given off  
0 - Normal, unflickering
1 - Flickering 1
2 - Slow strong Pulse
3 - Candle 1
4 - Fast Stribe
5 - Gentle Pulse 1
6 - Flicker  2
7 - Candle 2
8 - Candle 3
9 - Slow Strobe
10 - Flourscent Flicker
11 - Slow Pulse not Fade to Black
12 - Fast Pulse
13 - Special sky lightning
------ SPAWNFLAGS ------
START_OFF - Will turn on if triggered
VULNERABLE - can be destroyed
MOVEABLE - will move
------ SPECIALS ------
- If targeted, will toggle between on and off.
*/


/*QUAKED light_generic_emergency_blue (0 1 0) (-6 -6 -5) (6 6 5)  START_OFF  VULNERABLE  MOVEABLE
A flashing blue emergency light
------ KEYS ------
Light - how bright it is (default 300)
Style - type of light given off  
0 - Normal, unflickering
1 - Flickering 1
2 - Slow strong Pulse
3 - Candle 1
4 - Fast Stribe
5 - Gentle Pulse 1
6 - Flicker  2
7 - Candle 2
8 - Candle 3
9 - Slow Strobe
10 - Flourscent Flicker
11 - Slow Pulse not Fade to Black
12 - Fast Pulse
13 - Special sky lightning
------ SPAWNFLAGS ------
START_OFF - Will turn on if triggered
VULNERABLE - can be destroyed
MOVEABLE - will move
------ SPECIALS ------
- If targeted, will toggle between on and off.
*/


/*QUAKED light_generic_halfshell (0 1 0) (-2 -7 -2) (2 7 2)  START_OFF  VULNERABLE  MOVEABLE
An old-fashioned lamp on an arm which is to be mounted on a wall.
------ KEYS ------
Light - how bright it is (default 300)
Style - type of light given off  
0 - Normal, unflickering
1 - Flickering 1
2 - Slow strong Pulse
3 - Candle 1
4 - Fast Stribe
5 - Gentle Pulse 1
6 - Flicker  2
7 - Candle 2
8 - Candle 3
9 - Slow Strobe
10 - Flourscent Flicker
11 - Slow Pulse not Fade to Black
12 - Fast Pulse
13 - Special sky lightning
------ SPAWNFLAGS ------
START_OFF - Will turn on if triggered
VULNERABLE - can be destroyed
MOVEABLE - N/A, can't ever move
------ SPECIALS ------
- If targeted, will toggle between on and off.
*/


/*QUAKED light_generic_hanging (0 1 0)  (-10 -10 -6) (10 10 44)  START_OFF  VULNERABLE  MOVEABLE
Square light hanging from a cord.  Attach to ceiling.
------ KEYS ------
Light - how bright it is (default 300)
Style - type of light given off  
0 - Normal, unflickering
1 - Flickering 1
2 - Slow strong Pulse
3 - Candle 1
4 - Fast Stribe
5 - Gentle Pulse 1
6 - Flicker  2
7 - Candle 2
8 - Candle 3
9 - Slow Strobe
10 - Flourscent Flicker
11 - Slow Pulse not Fade to Black
12 - Fast Pulse
13 - Special sky lightning
------ SPAWNFLAGS ------
START_OFF - Will turn on if triggered
VULNERABLE - can be destroyed
MOVEABLE - will move
------ SPECIALS ------
- If targeted, will toggle between on and off.
- Swings when shot
*/


/*QUAKED light_generic_lantern (0 1 0) (-7 -6 -22) (7 6 22)  START_OFF  VULNERABLE  MOVEABLE
A hanging Chinese lantern.
------ KEYS ------
Light - how bright it is (default 300)
Style - type of light given off  
0 - Normal, unflickering
1 - Flickering 1
2 - Slow strong Pulse
3 - Candle 1
4 - Fast Stribe
5 - Gentle Pulse 1
6 - Flicker  2
7 - Candle 2
8 - Candle 3
9 - Slow Strobe
10 - Flourscent Flicker
11 - Slow Pulse not Fade to Black
12 - Fast Pulse
13 - Special sky lightning
------ SPAWNFLAGS ------
START_OFF - Will turn on if triggered
VULNERABLE - can be destroyed
MOVEABLE - will move
------ SPECIALS ------
- If targeted, will toggle between on and off.
- Swings when shot
*/


/*QUAKED light_generic_lantern2 (0 1 0) (-8 -7 -9) (4 7 8)  START_OFF  VULNERABLE  MOVEABLE
A square light attached to the wall by a small pole.
------ KEYS ------
Light - how bright it is (default 300)
Style - type of light given off  
0 - Normal, unflickering
1 - Flickering 1
2 - Slow strong Pulse
3 - Candle 1
4 - Fast Stribe
5 - Gentle Pulse 1
6 - Flicker  2
7 - Candle 2
8 - Candle 3
9 - Slow Strobe
10 - Flourscent Flicker
11 - Slow Pulse not Fade to Black
12 - Fast Pulse
13 - Special sky lightning
------ SPAWNFLAGS ------
START_OFF - Will turn on if triggered
VULNERABLE - can be destroyed
MOVEABLE - will move
------ SPECIALS ------
- If targeted, will toggle between on and off.
*/


/*QUAKED light_generic_lantern3 (0 1 0) (-7 -7 -13) (4 7 8)  START_OFF  VULNERABLE  MOVEABLE
A square light attached to the wall by a small pole. Low polycount.
------ KEYS ------
Light - how bright it is (default 300)
Style - type of light given off  
0 - Normal, unflickering
1 - Flickering 1
2 - Slow strong Pulse
3 - Candle 1
4 - Fast Stribe
5 - Gentle Pulse 1
6 - Flicker  2
7 - Candle 2
8 - Candle 3
9 - Slow Strobe
10 - Flourscent Flicker
11 - Slow Pulse not Fade to Black
12 - Fast Pulse
13 - Special sky lightning
------ SPAWNFLAGS ------
START_OFF - Will turn on if triggered
VULNERABLE - can be destroyed
MOVEABLE - will move
------ SPECIALS ------
- If targeted, will toggle between on and off.
*/


/*QUAKED light_generic_military_door (0 1 0) (-6 -6 -2) (6 9 3)  START_OFF  VULNERABLE  MOVEABLE
A little bent light to be hung above doors.
------ KEYS ------
Light - how bright it is (default 300)
Style - type of light given off  
0 - Normal, unflickering
1 - Flickering 1
2 - Slow strong Pulse
3 - Candle 1
4 - Fast Stribe
5 - Gentle Pulse 1
6 - Flicker  2
7 - Candle 2
8 - Candle 3
9 - Slow Strobe
10 - Flourscent Flicker
11 - Slow Pulse not Fade to Black
12 - Fast Pulse
13 - Special sky lightning
--------SPAWNFLAGS----------
START_OFF - Will turn on if triggered
VULNERABLE - can be destroyed
MOVEABLE - N/A, won't ever move
------ SPECIALS ------
- If targeted, will toggle between on and off.
*/


/*QUAKED light_generic_military_door_outside (0 1 0) (-19 -22 -8) (19 27 10)  START_OFF  VULNERABLE  MOVEABLE
A big bent light to be hung above doors.
------ KEYS ------
Light - how bright it is (default 300)
Style - type of light given off  
0 - Normal, unflickering
1 - Flickering 1
2 - Slow strong Pulse
3 - Candle 1
4 - Fast Stribe
5 - Gentle Pulse 1
6 - Flicker  2
7 - Candle 2
8 - Candle 3
9 - Slow Strobe
10 - Flourscent Flicker
11 - Slow Pulse not Fade to Black
12 - Fast Pulse
13 - Special sky lightning
------ SPAWNFLAGS ------
START_OFF - Will turn on if triggered
VULNERABLE - can be destroyed
MOVEABLE - N/A, won't ever move
------ SPECIALS ------
- If targeted, will toggle between on and off.
*/


/*QUAKED light_generic_shop (0 1 0) (-19 -23 -4)  (19 22 32)  START_OFF  VULNERABLE  MOVEABLE
Rectangular light hanging from two poles.  Attach to ceiling.
------ KEYS ------
Light - how bright it is (default 300)
Skin - 
0 - normal
1 - wire mesh over it
Style - type of light given off  
0 - Normal, unflickering
1 - Flickering 1
2 - Slow strong Pulse
3 - Candle 1
4 - Fast Stribe
5 - Gentle Pulse 1
6 - Flicker  2
7 - Candle 2
8 - Candle 3
9 - Slow Strobe
10 - Flourscent Flicker
11 - Slow Pulse not Fade to Black
12 - Fast Pulse
13 - Special sky lightning
--------SPAWNFLAGS----------
START_OFF - Will turn on if triggered
VULNERABLE - can be destroyed
MOVEABLE - N/A, can't ever move
------ SPECIALS ------
- If targeted, will toggle between on and off.
- Swings when shot
*/


/*QUAKED light_generic_street_modern (0 1 0)  (-88 -75 -218)  (75 75 17)  START_OFF  VULNERABLE  MOVEABLE
A tall street light.  Sits on ground.
------ KEYS ------
Light - how bright it is (default 300)
Style - type of light given off  
0 - Normal, unflickering
1 - Flickering 1
2 - Slow strong Pulse
3 - Candle 1
4 - Fast Stribe
5 - Gentle Pulse 1
6 - Flicker  2
7 - Candle 2
8 - Candle 3
9 - Slow Strobe
10 - Flourscent Flicker
11 - Slow Pulse not Fade to Black
12 - Fast Pulse
13 - Special sky lightning
------ SPAWNFLAGS ------
START_OFF - Will turn on if triggered
VULNERABLE - can be destroyed
MOVEABLE - N/A, can't ever move
------ SPECIALS ------
- If targeted, will toggle between on and off.
*/


/*QUAKED light_generic_street_old (0 1 0) (-7 -7 -48) (7 7 48)  START_OFF  VULNERABLE  MOVEABLE
An old fashioned street light (vertical pole/lamp)
------ KEYS ------
Light - how bright it is (default 300)
Style - type of light given off  
0 - Normal, unflickering
1 - Flickering 1
2 - Slow strong Pulse
3 - Candle 1
4 - Fast Stribe
5 - Gentle Pulse 1
6 - Flicker  2
7 - Candle 2
8 - Candle 3
9 - Slow Strobe
10 - Flourscent Flicker
11 - Slow Pulse not Fade to Black
12 - Fast Pulse
13 - Special sky lightning

------ SPAWNFLAGS ------
START_OFF - Will turn on if triggered
VULNERABLE - can be destroyed
MOVEABLE - N/A, can't ever move
------ SPECIALS ------
- If targeted, will toggle between on and off.
*/


/*QUAKED light_generic_lamp_hang (0 1 0) (-6 -7 -10) (5 7 15)  START_OFF  VULNERABLE  MOVEABLE  TABLE  NOANIM
A train swinging lamp. Can be hung from ceiling or placed on a table.
------ KEYS ------
Light - how bright it is (default 300)
Style - type of light given off  
0 - Normal, unflickering
1 - Flickering 1
2 - Slow strong Pulse
3 - Candle 1
4 - Fast Stribe
5 - Gentle Pulse 1
6 - Flicker  2
7 - Candle 2
8 - Candle 3
9 - Slow Strobe
10 - Flourscent Flicker
11 - Slow Pulse not Fade to Black
12 - Fast Pulse
13 - Special sky lightning
------ SPAWNFLAGS ------
START_OFF - Will turn on if triggered
VULNERABLE - can be destroyed
MOVEABLE - N/A, can't ever move
TABLE - can be placed on a table
NOANIM - won't animate
------ SPECIALS ------
- If targeted, will toggle between on and off.
- Swings when shot
*/


/*QUAKED light_generic_candelabra (0 1 0) (-11 -11 -55) (11 11 23)  START_OFF  VULNERABLE  MOVEABLE
Tall candelabra, intended for floor placement in only the finest Transylvanian homes.
------ KEYS ------
Skin - 
0 - gold candelabra
1 - iron candelabra
Style - type of light given off  
0 - Normal, unflickering
1 - Flickering 1
2 - Slow strong Pulse
3 - Candle 1
4 - Fast Stribe
5 - Gentle Pulse 1
6 - Flicker  2
7 - Candle 2
8 - Candle 3
9 - Slow Strobe
10 - Flourscent Flicker
11 - Slow Pulse not Fade to Black
12 - Fast Pulse
13 - Special sky lightning
------ SPAWNFLAGS ------
START_OFF - Will turn on if triggered
VULNERABLE - can be destroyed
MOVEABLE - N/A, won't ever move
------ SPECIALS ------
- If targeted, will toggle between on and off.
*/


/*QUAKED light_generic_candelabra_small (0 1 0)  (-10 -5 -17)  (10 5 0)  START_OFF  VULNERABLE  MOVEABLE
Candelabra for a table
------ KEYS ------
Light - how bright it is (default 300)
Style - type of light given off  
0 - Normal, unflickering
1 - Flickering 1
2 - Slow strong Pulse
3 - Candle 1
4 - Fast Stribe
5 - Gentle Pulse 1
6 - Flicker  2
7 - Candle 2
8 - Candle 3
9 - Slow Strobe
10 - Flourscent Flicker
11 - Slow Pulse not Fade to Black
12 - Fast Pulse
13 - Special sky lightning
------ SPAWNFLAGS ------
START_OFF - Will turn on if triggered
VULNERABLE - can be destroyed
MOVEABLE - N/A, can't ever move
------ SPECIALS ------
- If targeted, will toggle between on and off.
*/


/*QUAKED func_group (0 0 0) ?
Used to group brushes together just for editor convenience.
*/


/*QUAKED func_areaportal (0 0 0) ?

This is a non-visible object that divides the world into
areas that are seperated when this portal is not activated.
Usually enclosed in the middle of a door.
*/


/*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8) TELEPORT WAITONECYCLE FACEPLAYER
WAITONECYCLE: ignores wait time, goes through waitactions once
FACEPLAYER: will face the player forever, once it reaches this point
Target: next path corner
Pathtarget: gets used when an entity that has
	this path_corner targeted touches it
MoveAction:  animation to play while moving to the next path_corner
Waitaction1: animations to play while waiting
Waitaction2:
Waitaction3:
Waitaction4:
Waitaction5:
Waitaction6:
Wait: time to wait (-1 for forever)
*/


/*QUAKED point_combat (0.5 0.3 0) (-8 -8 -8) (8 8 8) Hold WAITONECYCLE FACEPLAYER
Makes this the target of a monster and it will head here
when first activated before going after the activator.  If
hold is selected, it will stay here.

WAITONECYCLE: ignores wait time, goes through waitactions once
FACEPLAYER: will face the player forever, once it reaches this point
Target: next point_combat
Pathtarget: gets used when an entity that has
	this path_corner targeted touches it
MoveAction:  animation to play while moving to the next point_combat
Waitaction1: animations to play while waiting
Waitaction2:
Waitaction3:
Waitaction4:
Waitaction5:
Waitaction6:
Wait: time to wait (-1 for forever)
*/


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


/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
Used as a positional target for lightning.
*/


/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
Non-displayed light.
Default light value is 300.
-----KEYS-----
Light - how bright it is (default 300)
_color - R G B
Style - the light 
0 - Normal, unflickering
1 - Flickering 1
2 - Slow strong Pulse
3 - Candle 1
4 - Fast Stribe
5 - Gentle Pulse 1
6 - Flicker  2
7 - Candle 2
8 - Candle 3
9 - Slow Strobe
10 - Flourscent Flicker
11 - Slow Pulse not Fade to Black
12 - Fast Pulse
13 - Special sky lightning
  	
If targeted, will toggle between on and off.
Default _cone value is 10 (used to set size of light for spotlights)
*/


/*QUAKED func_wall (0 .5 .8) ? TRIGGER_SPAWN TOGGLE START_ON ANIMATED ANIMATED_FAST
This is just a solid wall if not inhibited

TRIGGER_SPAWN	the wall will not be present until triggered
				it will then blink in to existance; it will
				kill anything that was in it's way

TOGGLE			only valid for TRIGGER_SPAWN walls
				this allows the wall to be turned on and off

START_ON		only valid for TRIGGER_SPAWN walls
				the wall will initially be present
*/


/*QUAKED func_object (0 .5 .8) ? TRIGGER_SPAWN ANIMATED ANIMATED_FAST
This is solid bmodel that will fall if it's support it removed.
*/


/*QUAKED target_character (0 0 1) ?
used with target_string (must be on same "team")
"count" is position in the string (starts at 1)
*/


/*QUAKED target_string (0 0 1) (-8 -8 -8) (8 8 8)
*/


/*QUAKED func_clock (0 0 1) (-8 -8 -8) (8 8 8) TIMER_UP TIMER_DOWN START_OFF MULTI_USE
target a target_string with this

The default is to be a time of day clock

TIMER_UP and TIMER_DOWN run for "count" seconds and the fire "pathtarget"
If START_OFF, this entity must be used before it starts

"style"		0 "xx"
			1 "xx:xx"
			2 "xx:xx:xx"
*/

/*QUAKED func_breakable_brush (0 .5 .8) ? INVINCIBLE  PAINCHUNKS DEKKER CANT_DMG_IN_CAMERA_MODE
A breakable brush which has chunk size and type based upon the size and type of the brush.
--------SPAWNFLAGS----------
INVINCIBLE - intended to be used in conjunction with triggers
PAINCHUNKS - spawn debris when hurt (used for windows that shatter when first shot)
DEKKER - only damageable by Dekker, will do damage to folks in the area when breaking
CANT_DMG_IN_CAMERA_MODE -- you can damage this brush normally but it's invincible when player is viewing thru a camera
-------KEYS-----------------
count - # of debris chunks to throw

mass - size of chunks to throw
1 - small chunks
2 - medium chunks
3 - big chunks

health - defaults to 100.  The "dmg" key/value pair will set how much damage will be done on
its destruction (defaults to 0).  The "volume" key/value pair will determine the radius of the
damage.  Damage falls off linearly to zero at this radius.  Volume will default to whatever
"dmg" is set to. 

message - text to print when it dies

material - defines the type of debris to create when the brush breaks
 0 - MAT_NONE, (defaults to stone)
 1 - MAT_BRICK_BROWN,
 2 - MAT_BRICK_DBROWN,
 3 - MAT_BRICK_LBROWN,
 4 - MAT_BRICK_LGREY,
 5 - MAT_BRICK_DGREY,
 6 - MAT_BRICK_RED,

 7 - MAT_GLASS,

 8 - MAT_METAL_LGREY,
 9 - MAT_METAL_DGREY,
10 - MAT_METAL_RUSTY,
11 - MAT_METAL_SHINY,

12 - MAT_ROCK_BROWN,
13 - MAT_ROCK_LBROWN,
14 - MAT_ROCK_DBROWN,
15 - MAT_ROCK_LGREY,
16 - MAT_ROCK_DGREY,

17 - MAT_WOOD_LBROWN,
18 - MAT_WOOD_DBROWN,
19 - MAT_WOOD_LGREY,
20 - MAT_WOOD_DGREY,

21 - MAT_WALL_BLACK,
22 - MAT_WALL_BROWN,
23 - MAT_WALL_DARKBROWN,
24 - MAT_WALL_LIGHTBROWN,
25 - MAT_WALL_GREY,
26 - MAT_WALL_DARKGREY,
27 - MAT_WALL_LIGHTGREY,
28 - MAT_WALL_GREEN,
29 - MAT_WALL_ORANGE,
30 - MAT_WALL_RED,
31 - MAT_WALL_WHITE,
32 - MAT_ROCK_FLESH,
33 - MAT_WALL_STRAW,
34 - MAT_ROCK_SNOW,


surfaceType - defines what sound to use when the brush breaks or takes damage
0 - defaults to stone... sorry Jersey :{ 
14 - wood
17 - stone			
28 - metal
35 - blood (how does blood break? I don't know.)
37 - glass
40 - paper

*/


/*QUAKED func_trigger_brush (0 .5 .8) ? NO_DRAW START_OFF
A brush that can take damage to a point, then call its triggers.

Health defaults to 100.  

*/


/*QUAKED func_score (1 0 0) (-8 -8 -8) (8 8 8)
Awards certain amount of score to a player
-----KEYS-----
count - amount awarded to player
*/


/*QUAKED func_camerashake (0 .5 .8) (-8 -8 -8) (8 8 8)
Shakes the camera, centered on where the func is
"count" = intensity (from 0 to 100) - default is 30
"health" = radius of shaking (will fall off over distance) - default is 300
"delay" = the duration of the shaking (in seconds) - default is 3
"style" = makes a sound as it shakes the camera - 0 is default
	1 == Dull explosion
*/


/*QUAKED _region (0 1 1) ?

For FOG Areas:
   fog_mode (0 = normal, 1 = additive)
   fog_start (0.0 to infinity) (4.0 recommended)
   fog_end  (fog_start to infinity) (400.0 recommended)
   fog_height (fog_start to infinity)
   fog_density (0.0 to 1.0)
   fog_density_range (-1.0 to 1.0)
   fog_color (vector RGB)
   fog_flags (1 = PULSATE, 2 = HEIGHT, 4 = MAP, 8 = ANTI)
   fog_time (speed)
   fog_distance_cull (distance for culling fog areas)
   fog_chop_size (size bsp should break up (128 default) )
*/


/*QUAKED func_fade (0 .5 .8) (-8 -8 -8) (8 8 8)  REVERSE
"color" color to fade to in red green blue format, from 0.0 to 1.0, (with 1.0 being white like "1.0 1.0 1.0")
"delay" the length of time it'll take to fully fade -- defaults to 5  NOTE: do NOT set this
to zero!  If you want instantaneous, use .1

Reverse flag fades from the color to "normal"

*/


/*QUAKED misc_newyork_burned_car (1 .5 0) (-91 -33 -25) (91 33 25) INVULNERABLE  NOPUSH x x x x FLUFF
Burned out car.
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - N/A, can't ever be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_newyork_gumball (1 .5 0) (-8 -8 -19) (8 8 19)  INVULNERABLE  NOPUSH x x x x FLUFF
A gumball machine
------ KEYS ------
Skin - 
0 - intact, full of gumballs
1 - broken, no gumballs
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- when shot gumballs come out
*/


/*QUAKED misc_newyork_trashcan (1 .5 0) (-10 -10 -19) (10 10 20)  INVULNERABLE  NOPUSH  x x x x FLUFF
A "Pitch In" trash can
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- when shot on upper half, the top spins and generates papers
*/


/*QUAKED misc_newyork_trash_pile (1 .5 0) (-14 -8 0) (5 14 14)  INVULNERABLE  NOPUSH  x x x x FLUFF
Several beer/oil cans and a gas can.
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- when shot one of the cans flys off
*/


/*QUAKED misc_siberia_carton1 (1 .5 0) (-15 -15 -15) (15 15 15)  INVULNERABLE  NOPUSH x x x x FLUFF
A funky looking carton. 30 x 30 x 30
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_siberia_carton2 (1 .5 0) (-8 -8 -7) (8 8 7)  INVULNERABLE  NOPUSH x x x x FLUFF
A square carton.  16 x 16 x 14
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_siberia_carton3 (1 .5 0) (-3 -3 -4) (3 3 4)  INVULNERABLE  NOPUSH  x x x x FLUFF
A tiny carton - looks like a soup thermos.  6 x 6 x 8
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_siberia_carton4 (1 .5 0) (-10 -10 -15) (10 10 15)  INVULNERABLE  NOPUSH  x x x x FLUFF
A barrel shaped carton.  20 x 20 x 30
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_siberia_icicles (1 .5 0) (-1 -41 -41) (1 41 41)  INVULNERABLE  NOPUSH  NOANIMATE x x x FLUFF
Icicles
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - N/A, can't be pushed
NOANIMATE - won't animate
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_siberia_flag (1 .5 0) (-16 -1 -1) (1 1 79)  INVULNERABLE  NOPUSH  x x x x FLUFF
A flag
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - N/A can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_siberia_roadflare (1 .5 0) (-2 -2 -2) (2 2 2)  INVULNERABLE  NOPUSH  STARTOFF  BLUE x x FLUFF
A flaming, sputtering road flare
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - N/A, can't be pushed
FLUFF - won't show if gl_pictip is set
BLUE - it'll be blue.  defaults to red if this flag not set
*/


/*QUAKED misc_siberia_searchlight (1 .5 0) (-10 -10 -8) (10 10 12)  INVULNERABLE  NOPUSH  STARTOFF x x x FLUFF
A small search light
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - N/A, can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_siberia_snowcat (1 .5 0) (-91 -66 -33) (91 66 58)  INVULNERABLE  NOPUSH  LIGHTS x x x FLUFF
Large Immobile Snowcat with turret.
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - N/A can't be pushed
LIGHTS - turns on headlights
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED func_ambientset (0 .5 .8) (-8 -8 -8) (8 8 8)
sets the current world ambient sound set to be played:
set soundName to be the name of the sound group you would like to use...
*/


/*QUAKED func_musicControl (0 .5 .8) (-8 -8 -8) (8 8 8)
sets the current state of music...
"sounds"
	-2 = turn music off
	-1 = let game take over music again
	0-255 = ID number of specific song to be played...
*/


/*QUAKED environ_soundgen (0 1 0) (-12 -12 -12) (12 12 12) START_OFF
"soundName" name of the soundset to use...
*/


/*QUAKED worldspawn (0 0 0) ?

Only used for the world.
"sky"	environment map name
"skyaxis"	vector axis for rotating sky
"skyrotate"	speed of rotation in degrees/second
"sounds"	music cd track number
"gravity"	800 is default gravity
"message"	text to print at user logon
"musicset"		filename of the musicset for this level
"terrainset"	filename of the terrainset for this level
"distcull"      sets the maximum distance for vis (100 is good)
"chop"          sets the surface patch size for lighting
"chopsky"       sets the surface patch size for sky
"chopwarp"      sets the surface patch size for warp surfaces
"script"		filename of a script to run at map loadtime
"raffel"        set this to 1 if you want your map to run slower
"jersey"		set this to 1 to make all enemies talk funny
"screeneffect"	sets the style of general screen effect
"spawn1"
"spawn2"
"spawn3"        types of guys that will be spawned into the world from combat
"spawnfrequency"  0..1 (from no guys to very likely) - default is 0
"noweapons"		for levels like the armory where the player gets no weapons. set to 1 for no weapons.
"setweapons"		set the player's inventory. For TRN1 and TSR1 use 1. overridden by noweapons.
"maxDeadHostages"	number of dead hostages allowed before you fail this mission
"ambientset"		filename of the ambient set for this level
"startmusic"		set if you want to force a specific song at startup
"forceHUD"			set this for the tutorial level. draws HUD even with no weapon.
"weaponsAvailable"  magic number for precaching weapons. ask a programmer. (68 for tutorial level)
*/


/*QUAKED target_temp_entity (1 0 0) (-8 -8 -8) (8 8 8)
Fire an origin based temp entity event to the clients.
"style"		type byte
*/


/*QUAKED target_speaker (1 0 0) (-8 -8 -8) (8 8 8) looped-on looped-off reliable
"noise"		wav file to play
"attenuation"
-1 = none, send to whole level
1 = normal fighting sounds
2 = idle sound level
3 = ambient sound level
"volume"	0.0 to 1.0

Normal sounds play each time the target is used.  The reliable flag can be set for crucial voiceovers.

Looped sounds are always atten 3 / vol 1, and the use function toggles it on/off.
Multiple identical looping sounds will just increase volume without any speed cost.
*/


/*QUAKED target_help (1 0 1) (-16 -16 -24) (16 16 24) help1
When fired, the "message" key becomes the current personal computer string, and the message light will be set on all clients status bars.
*/


/*QUAKED target_secret (1 0 1) (-8 -8 -8) (8 8 8)
Counts a secret found.
These are single use targets.
*/


/*QUAKED target_goal (1 0 1) (-8 -8 -8) (8 8 8)
Counts a goal completed.
These are single use targets.
*/


/*QUAKED target_explosion (1 0 0) (-8 -8 -8) (8 8 8)
Spawns an explosion temporary entity when used.

"delay"		wait this long before going off
"dmg"		how much radius damage should be done, defaults to 0
*/


/*QUAKED target_changelevel (1 0 0) (-8 -8 -8) (8 8 8)
Changes level to "map" when fired
*/


/*QUAKED target_splash (1 0 0) (-8 -8 -8) (8 8 8)
Creates a particle splash effect when used.

Set "sounds" to one of the following:
  1) sparks
  2) blue water
  3) brown water
  4) slime
  5) lava
  6) blood

"count"	how many pixels in the splash
"dmg"	if set, does a radius damage at this location when it splashes
		useful for lava/sparks
*/


/*QUAKED target_spawner (1 0 0) (-8 -8 -8) (8 8 8)
Set target to the type of entity you want spawned.
Useful for spawning monsters and gibs in the factory levels.

For monsters:
	Set direction to the facing you want it to have.

For gibs:
	Set direction if you want it moving and
	speed how fast it should be moving otherwise it
	will just be dropped
*/


/*QUAKED target_crosslevel_trigger (.5 .5 .5) (-8 -8 -8) (8 8 8) trigger1 trigger2 trigger3 trigger4 trigger5 trigger6 trigger7 trigger8
Once this trigger is touched/used, any trigger_crosslevel_target with the same trigger number is automatically used when a level is started within the same unit.  It is OK to check multiple triggers.  Message, delay, target, and killtarget also work.
*/


/*QUAKED target_crosslevel_target (.5 .5 .5) (-8 -8 -8) (8 8 8) trigger1 trigger2 trigger3 trigger4 trigger5 trigger6 trigger7 trigger8
Triggered by a trigger_crosslevel elsewhere within a unit.  If multiple triggers are checked, all must be true.  Delay, target and
killtarget also work.

"delay"		delay before using targets if the trigger has been activated (default 1)
*/


/*QUAKED target_laser (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON RED GREEN BLUE YELLOW ORANGE FAT
When triggered, fires a laser.  You can either set a target
or a direction.
*/


/*QUAKED target_lightramp (0 .5 .8) (-8 -8 -8) (8 8 8) TOGGLE
speed		How many seconds the ramping will take
message		two letters; starting lightlevel and ending lightlevel
*/


/*QUAKED target_earthquake (1 0 0) (-8 -8 -8) (8 8 8)
When triggered, this initiates a level-wide earthquake.
All players and monsters are affected.
"speed"		severity of the quake (default:200)
"count"		duration of the quake (default:5)
*/


/*QUAKED misc_tokyo_bowl (1 .5 0) (-5 -5 -1) (5 5 2)   INVULNERABLE  NOPUSH x x x x FLUFF
A small bowl
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_tokyo_fan (1 .5 0) (0 -9 -4) (1 10 6)   INVULNERABLE  NOPUSH  x x x x FLUFF
A small hand held fan
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_tokyo_gong (1 .5 0) (-2 -29 -33) (6 29 35)   INVULNERABLE  NOPUSH  x x x x FLUFF
Large gold gong. 
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- swings when shot
*/


/*QUAKED misc_tokyo_plant_bonsai (1 .5 0) (-5 -10 -8) (5 10 8)  INVULNERABLE  NOPUSH x x x x FLUFF
A small bonsai tree
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_tokyo_samurai_suit (1 .5 0) (-6 -18 -37) (9 16 37)  INVULNERABLE  NOPUSH x x x x FLUFF
A samurai suit of armor, man sized.
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_tokyo_samurai_suit_small (1 .5 0) (-3 -8 -17) (4 7 17)  INVULNERABLE  NOPUSH x x x x FLUFF
A doll-sized samurai suit of armor.  
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_tokyo_shoe (1 .5 0) (-6 -3 -2) (6 3 2)  INVULNERABLE  NOPUSH x x x x FLUFF
a brown sandal
------ SPAWNFLAGS -------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_tokyo_stone_light (1 .5 0) (-15 -13 -14) (15 13 14)  INVULNERABLE  NOPUSH x x x x FLUFF
A waist high column of stone 
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_exploding_heli (1 .5 0) (-280 -280 -50) (280 280 70)	INVULNERABLE  NOPUSH START_OFF
NOT TO BE USED!!!!!!!!
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
*/


/*QUAKED trigger_multiple (.5 .5 .5) ? MONSTER NOT_PLAYER TRIGGERED USEKEY
Variable sized repeatable trigger.  Must be targeted at one or more entities.
If "delay" is set, the trigger waits some time after activating before firing.
"wait" : Seconds between triggerings. (.2 default)
sounds
1)the "talk" beep
2)the "talk" beep 
3)the "talk" beep

set "message" to text string
"sp_message" is for a string package ID (numerical)

If they are NOT targeted, then there are three flags you need to be aware of:

The MONSTER flag must be set if you want a monster to be able to activate the trigger by walking into it.

The NO_PLAYER flag must be set if you do NOT want the player to be able to activate the
 trigger by walking into it.

The TRIGGERED flag allows a trigger to be disabled until something else activates it.
After this activation, the trigger will be activated when something (depending on how
the first two flags are set) steps into it.  Since this flag requires the trigger to 
have a targetname, this flag will obviously override the "I can't be activated by anything
but my targeter" condition once it has been triggered.
*/


/*QUAKED trigger_once (.5 .5 .5) ? MONSTER NOT_PLAYER  TRIGGERED USEKEY
Triggers once, then removes itself.
You must set the key "target" to the name of another object in the level that has a matching "targetname".

The MONSTER flag must be set if you want a monster to be able to activate the trigger by walking into it.

The NO_PLAYER flag must be set if you do NOT want the player to be able to activate the
 trigger by walking into it.

If TRIGGERED, this trigger must be triggered before it is live.

sounds
 1)	secret
 2)	beep beep
 3)	large switch
 4)

"message"	string to be displayed when triggered
"sp_message" is for a string package ID (numerical)
*/


/*QUAKED trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8)
This fixed size trigger cannot be touched, it can only be fired by other events.
*/


/*QUAKED trigger_key (.5 .5 .5) (-8 -8 -8) (8 8 8)
A relay trigger that only fires it's targets if player has the proper key.
Use "item" to specify the required key, for example "key_data_cd"
*/


/*QUAKED trigger_counter (.5 .5 .5) ? nomessage
Acts as an intermediary for an action that takes multiple inputs.

If nomessage is not set, t will print "1 more.. " etc when triggered and "sequence complete" when finished.

After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself.
*/


/*QUAKED trigger_countdown (.5 .5 .5) ? START_OFF ANY_USE REUSEABLE
Produces a timer on screen that counts backwards.  When done it fires all of its targets and removes itself. Is activated by touch or use.
------ KEYS ------
count - # to start counting backwards from (default 10, can be MUCH bigger than 255)
------ SPAWNFLAGS ------
START_OFF - trigger is turned off so it can't be touched (use trigger_activate to make 'touchable')
*/


/*QUAKED trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8)
This trigger will always fire.  It is activated by the world.
*/


/*QUAKED trigger_activate (.5 .5 .5) ?
Will make a trigger active if it is inactive, or inactive if it's active
*/


/*QUAKED trigger_push (.5 .5 .5) ? PUSH_ONCE START_OFF
Pushes the player
"speed"		defaults to 1000

PUSH_ONCE		you guessed it. only works once.
START_OFF		'use' this trigger to turn on the pushing. 'use' it again to turn it off. rinse. repeat.
*/


/*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF x SILENT NO_PROTECTION SLOW PLAYER_ONLY IGNORE_ARMOR
Any entity that touches this will be hurt.
------ KEYS ------
"dmg"  - points of damage per server frame (default 5) whole numbers only
------ SPAWNFLAGS ------
START_OFF - won't fire until trigger_activate is used
x      - not in use
SILENT - does nothing yet
NO_PROTECTION - *nothing* stops the damage
SLOW   - changes the damage rate to once per second
PLAYER_ONLY	- trigger will only affect player
IGNORE_ARMOR - this damage ignores armor
*/


/*QUAKED trigger_gravity (.5 .5 .5) ? 
Changes the touching entites gravity to
the value of "gravity".  1.0 is standard
gravity for the level.
*/


/*QUAKED trigger_monsterjump (.5 .5 .5) ?
Walking monsters that touch this will jump in the direction of the trigger's angle
"speed" default to 200, the speed thrown forward
"height" default to 200, the speed thrown upwards
*/


/*QUAKED trigger_useable (.5 .5 .5) ?
A trigger that fires its targets only when the player hits the use key. 
----------KEY---------
targetname -- name of a sound to be played when the trigger is used. make sure 
you put the ".wav" at the end
*/


/*QUAKED trigger_heal (.5 .5 .5) ?
A trigger that heals the user only when the player hits the use key. 
----------KEY---------
health -- the number of points to be healed (defaults to 15)
*/


/*QUAKED trigger_movedown (.5 .5 .5) ?
A trigger that forces thing downward.  Meant to be used in conjunction with pushkill brush.
*/


/*QUAKED trigger_keep_using (.5 .5 .5) ?
A trigger that keeps firing as long as the player hits the use key and keeps touching it.
*/


/*QUAKED trigger_safezone (.5 .5 .5) ? START_OFF
Using this entity will toggle whether it hides players or not.
------ SPAWNFLAGS ------
START_OFF - won't hide anybody until trigger is used
*/


/*QUAKED trigger_sound (.5 .5 .5) (-4 -4 -4) (4 4 4)
Will trigger target when noisy things occur nearby (radius for activation is set by health (defaults to 128))
target will set what it should trigger, of course
*/


/*QUAKED trigger_objectives (.5 .5 .5) ? START_OFF
Using this entity will toggle the trigger enabled/disabled. When enabled, the trigger will
display a "check your objectives screen" message.
------ SPAWNFLAGS ------
START_OFF - won't display anything until used
*/


/*QUAKED misc_uganda_african_tree (1 .5 0) (-42 -77 -76) (42 77 76) INVULNERABLE  NOPUSH  x x x x FLUFF
Tree with funky sprite-ish foliage.
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_uganda_chainsaw (1 .5 0) (-14 -4 -5) (14 4 5) INVULNERABLE  NOPUSH  RUNNING  x x x FLUFF
a chainsaw
------ KEYS ------
Skin :
0 - very dirty
1 - mildly dirty
2 - clean
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
RUNNING - shake and smoke
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- will smoke if running flag is set
*/


/*QUAKED misc_uganda_cow (1 .5 0) (-13 -38 -29) (13 43 28)  INVULNERABLE  NOPUSH  x x x x FLUFF
A cow.
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_uganda_cow_head (1 .5 0) (-10 -13 -8) (10 13 8) INVULNERABLE  NOPUSH BLOOD_POOL  x x x FLUFF
A severed cow head
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
BLOOD_POOL - places a blood pool underneath
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_uganda_gore_pile (1 .5 0) (-26 -23 -3) (26 23 3) INVULNERABLE  NOPUSH  x x x x FLUFF
Heart, intestines, and assorted gore in a pile.
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- splatters blood when shot
*/


/*QUAKED misc_uganda_gutted_cow (1 .5 0) (-15 -33 -99) (27 25 1)  INVULNERABLE NOPUSH BLOOD_POOL BLOOD_DRIP SWING  x FLUFF
A gutted cow hanging by its leg from a chain.
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
BLOODPOOL - blood underneath
BLOODDRIP - drips blood
SWING - gentle swing around
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- swings when shot
*/


/*QUAKED misc_uganda_hook (1 .5 0) (-1 -7 -14) (1 1 0)  INVULNERABLE NOPUSH   x x x x FLUFF
a large meathook meant to hang from the ceiling
------ SPAWNFLAGS ------ 
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_uganda_nuke (1 .5 0) (-31 -28 -24) (30 14 25)  INVULNERABLE NOPUSH   x x x x FLUFF
a nuclear bomb
--------SPAWNFLAGS----------
INVULNERABLE - N/A can't be damaged.
NOPUSH - N/A can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_uganda_rocket_core (1 .5 0) (-55 -14 -14) (55 14 14)  INVULNERABLE NOPUSH   x x x x FLUFF
The payload compartment of a rocket
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_uganda_rocket_engine (1 .5 0) (-76 -28 -27) (76 34 32)  INVULNERABLE NOPUSH   x x x x FLUFF
Rocket engine without the metal skin
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_uganda_side_o_beef (1 .5 0) (-13 -16 -55) (19 17 48)  INVULNERABLE NOPUSH SWING  x x x FLUFF
Dressed side of beef which hangs from ceiling
------ KEYS ------
skin :
0 - normal
1 - frozen
------ SPAWNFLAGS ------
INVULNERABLE - can't be damaged.
NOPUSH - can't be pushed
SWING - swings gently 
FLUFF - won't show if gl_pictip is set
------ SPECIALS ------
- swings when shot
*/


/*QUAKED misc_uganda_train_bumper (1 .5 0) (-32 -15 -16) (32 15 10)  INVULNERABLE  NOPUSH  x x x x FLUFF
A train bumper
------ SPAWNFLAGS ------
INVULNERABLE - N/A can't be damaged.
NOPUSH - N/A can't ever be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED misc_uganda_train_coupling (1 .5 0) (-31 -11 -5) (31 11 5)  INVULNERABLE  NOPUSH  x x x x FLUFF
A train coupling
------ SPAWNFLAGS ------
INVULNERABLE - N/A can't be damaged.
NOPUSH - N/A can't ever be pushed
FLUFF - won't show if gl_pictip is set
*/


/*QUAKED dm_KOTH_targetzone (0 1 0) ? START_OFF
*/


/*QUAKED spawner (0 1 0) (-16 -16 -32) (16 16 32) START_OFF SINGLE_TYPE
"soundName" door sound to be played when spawner is activated
"count"		number of ents to be spawned at a single time (default 1)
"delay"		frequency to spawn an ent in normal circumstances (default 30)
"wait"		frequency to spawn an ent in triggered/active circumstances (default 10)
"mass"		maximum number of ents owned by this trigger that can be in the world at once (default 1) ... -1 is unlimited
"health"	number of items to spawn before removing - -1 is unlimited (default -1)
"lip"		minimum radius to spawn guys in when you're not facing the spawner (defaults to 450)
"spawn1"
...
"spawn3"		name of the ent to spawn from the ent list
*/


/*QUAKED spawner_monster (0 1 0) (-16 -16 -32) (16 16 32) START_OFF SINGLE_TYPE TARGET_PLAYER IGNORE_VISIBLITY IGNORE_LIMITS
"target"	if this is set, this will be run when the spawner is out of guys
"soundName" door sound to be played when spawner is activated
"count"		number of ents to be spawned at a single time (default 1)
"delay"		frequency to spawn an ent in normal circumstances (default 30) - set to -1 to NEVER spawn in non-alert mode
"wait"		frequency to spawn an ent in triggered/active circumstances (default 10)
"mass"		maximum number of ents owned by this trigger that can be in the world at once (default 1) ... -1 is unlimited
"health"	number of items to spawn before removing - -1 is unlimited (default -1)
"lip"		minimum radius to spawn guys in when you're not facing the spawner (defaults to 450)
"spawn1"
...
"spawn3"		name of the ent to spawn from the ent list

TARGET_PLAYER makes spawned guys default to attacking the player immediately
*/


/*QUAKED spawner_boosterpack (0 1 0) (-16 -16 -32) (16 16 32)
"health"	number of items to spawn before removing - default is 8
"spawn1"
...
"spawn3"		name of the ent to spawn from the ent list
*/


/*QUAKED m_x_romulan (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
*/


/*QUAKED m_x_rottweiler (1 .5 0) (-32 -32 -23) (32 32 14) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
an animal
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this guy dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_x_husky (1 .5 0) (-33 -33 -28) (33 33 16) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
an animal
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_x_germanshep (1 .5 0) (-33 -33 -28) (33 33 16) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
an animal
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_x_raiderdog (1 .5 0) (-33 -33 -28) (33 33 16) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
an animal
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_x_bull (1 .5 0) (-30 -14 -33) (56 14 26) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
an animal
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_sib_mtrooper1a (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_sib_mtrooper1b (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_sib_mtrooper2 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_sib_mguard1 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_sib_fguard2 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_sib_mguard3 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_sib_mguard4 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_sib_mcleansuit (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_sib_mmechanic (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_sib_escientist1 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_sib_fscientist2 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_sib_eofficer (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_afr_ecommander (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_afr_msniper (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_afr_msoldier1a (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_afr_msoldier1b (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_afr_msoldier2 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_afr_msoldier3 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_afr_eworker (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_afr_mbrute (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_afr_mrocket (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_kos_mgrunt1 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_kos_mgrunt2 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_kos_mgrunt3 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_kos_msniper1a (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_kos_msniper1b (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_kos_mcomtroop (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_kos_eofficer (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_kos_mbrute1a (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_kos_mbrute1b (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_kos_mmechanic (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_kos_mrebel (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_kos_mklaleader (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_kos_erefugee (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_tok_mman1 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_tok_mman2 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_tok_mhench1 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_tok_mhench2 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_tok_mkiller (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_tok_fassassin (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_tok_mninja (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_tok_mbrute (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_tok_fwoman1 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_tok_fwoman2 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_irq_msoldier2b (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_irq_mrepguard1b (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_irq_mcommander (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_irq_mbrute1a (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_irq_mbrute1b (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_irq_mrocket (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_irq_msaddam (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_irq_fwoman1 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_irq_fwoman2 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_irq_mman2 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_irq_mbodyguard (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_irq_mpolice (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_irq_msoldier1 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_irq_msoldier2a (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_irq_mrepguard1a (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_irq_eofficer (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_irq_eman1 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_irq_moilworker (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_cas_mraider1 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_cas_mraider2a (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_cas_mraider2b (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_cas_mbrute (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_cas_ffemale (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_cas_mrocket (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_nyc_mpolitician (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_nyc_etourist (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_nyc_mpunk (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_nyc_epunk (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_nyc_eskinhead3 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_nyc_mskinhead1 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_nyc_mskinhead2a (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_nyc_mskinhead2b (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_nyc_fskinchick (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_nyc_ebum (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_nyc_estockbroker (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_nyc_mswat (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_nyc_mswatleader (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_nyc_fwoman (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_x_mcharacter (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_x_mcharacter_snow (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_x_mcharacter_desert (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_x_mraiderboss1 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human with desert eagle
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_x_mraiderboss2 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human with mpg
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_x_ftaylor (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_x_mskinboss (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_x_mmerc (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_x_mhurtmerc (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
hawk, all beat up
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_x_msam (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE FACE_PLAYER
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.
FACE_PLAYER: always faces the player. set wait to 0 to turn off, 1 to turn back on.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_x_miraqboss (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE
a human
--------SPAWNFLAGS----------
ECON_OVERRIDE: specify cash value
BLIND: cannot see (turns off when script finishes)
DEAF: cannot hear (turns off when script finishes)
NOSCALE: don't apply random scaling; use standard size
TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script
SENSE_MUTE: cone of vision is severely reduced
NEVER_STARTLED: don't play startled sequence for this guy
HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages
NO_ARMOR: when this meso dies it won't spawn an item_equip_armor
ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!!
NO_WEAPONS: yup. you guessed it. no weapons.
NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him.

--------FIELDS--------------
alertradius: distance from player which will automatically alert monster
*/


/*QUAKED m_x_chopper_black (1 .5 0) (-280 -280 -50) (280 280 70) IN_AIR ONDIE_HEAD2SPAWN INFINITE_ROCKETS DEBUG_WAYPOINTS ATTACK_CHOPPER

  This is the version that uses the class-based AI code.

--------SPAWNFLAGS----------
IN_AIR:				already in the air, no pad exists (so don't try landing it!!)
ONDIE_HEAD2SPAWN:	when damaged to death, plummet towards spawn pos before exploding
INFINITE_ROCKETS:	go on, guess.
DEBUG_WAYPOINTS:	enable this flag if you want to see waypoints/volumes/world dims drawn in the air
ATTACK_CHOPPER:		this heli will become a Hind attack chopper with a certain script command
ALWAYS_SEEN         draws no matter what

--------KEYS------------
Volume - aggressiveness. You *must* fill this in (values 0 to 10). 10's good for Tokyo, 3 is ok for Train.
*/


/*QUAKED m_x_chopper_green (1 .5 0) (-280 -280 -50) (280 280 70) IN_AIR ONDIE_HEAD2SPAWN INFINITE_ROCKETS DEBUG_WAYPOINTS ATTACK_CHOPPER ALWAYS_SEEN

  This is the version that uses the class-based AI code.

--------SPAWNFLAGS----------
IN_AIR:				already in the air, no pad exists (so don't try landing it!!)
ONDIE_HEAD2SPAWN:	when damaged to death, plummet towards spawn pos before exploding
INFINITE_ROCKETS:	go on, guess.
DEBUG_WAYPOINTS:	enable this flag if you want to see waypoints/volumes/world dims drawn in the air
ATTACK_CHOPPER:		this heli will become a Hind attack chopper with a certain script command
ALWAYS_SEEN         draws no matter what

--------KEYS------------
Volume - aggressiveness. You *must* fill this in (values 0 to 10). 10's good for Tokyo, 3 is ok for Train.
*/


/*QUAKED m_x_chopper_white (1 .5 0) (-280 -280 -50) (280 280 70) IN_AIR ONDIE_HEAD2SPAWN INFINITE_ROCKETS DEBUG_WAYPOINTS ATTACK_CHOPPER ALWAYS_SEEN

  This is the version that uses the class-based AI code.

--------SPAWNFLAGS----------
IN_AIR:				already in the air, no pad exists (so don't try landing it!!)
ONDIE_HEAD2SPAWN:	when damaged to death, plummet towards spawn pos before exploding
INFINITE_ROCKETS:	go on, guess.
DEBUG_WAYPOINTS:	enable this flag if you want to see waypoints/volumes/world dims drawn in the air
ATTACK_CHOPPER:		this heli will become a Hind attack chopper with a certain script command
ALWAYS_SEEN         draws no matter what

--------KEYS------------
Volume - aggressiveness. You *must* fill this in (values 0 to 10). 10's good for Tokyo, 3 is ok for Train.
*/


/*QUAKED m_x_hind (1 .5 0) (-280 -280 -50) (280 280 70) IN_AIR ONDIE_HEAD2SPAWN INFINITE_ROCKETS DEBUG_WAYPOINTS ATTACK_CHOPPER ALWAYS_SEEN

  This is the version that uses the class-based AI code.

--------SPAWNFLAGS----------
IN_AIR:				already in the air, no pad exists (so don't try landing it!!)
ONDIE_HEAD2SPAWN:	when damaged to death, plummet towards spawn pos before exploding
INFINITE_ROCKETS:	go on, guess.
DEBUG_WAYPOINTS:	enable this flag if you want to see waypoints/volumes/world dims drawn in the air
ATTACK_CHOPPER:		this heli will become a Hind attack chopper with a certain script command
ALWAYS_SEEN         draws no matter what

--------KEYS------------
Volume - aggressiveness. You *must* fill this in (values 0 to 10). 10's good for Tokyo, 3 is ok for Train.
*/


/*QUAKED m_x_snowcat (1 .5 0) (-91 -66 -33) (91 66 58) INACTIVE

  Not much AI right now, but you can disable what's there with the INACTIVE flag.

--------SPAWNFLAGS----------
INACTIVE - just a snowcat. no AI.

--------KEYS------------
*/


/*QUAKED m_x_tank (1 .5 0) (-152 -85 -44) (152 85 80) INACTIVE

  Not much AI right now, but you can disable what's there with the INACTIVE flag.

--------SPAWNFLAGS----------
INACTIVE - just a tank. no AI.

--------KEYS------------
*/


/*QUAKED info_merc_start (1 .1 .1) (-16 -16 -24) (16 16 32)
Starting point for merc buddies.
--------------------------------
merctype - the default merc type (can be overridden by player during mission setup)
	0 - GRUNT
	1 - DEMO
	2 - MEDIC
	3 - SNIPER
	4 - HEAVY
	5 - TECH

mercnum - the merc's id number (0 to 3)
*/


/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32)
The normal starting point for a level.
*/


/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32)
potential spawning position for deathmatch games
*/


/*QUAKED info_player_team1 (1 0 0) (-16 -16 -24) (16 16 32)
potential spawning position for team deathmatch games (team1 players)
*/


/*QUAKED info_player_team2 (1 0 0) (-16 -16 -24) (16 16 32)
potential spawning position for team deathmatch games (team2 players)
*/


/*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32)
The deathmatch intermission point will be at one of these
Use 'angles' instead of 'angle', so you can set pitch or roll as well as yaw.  'pitch yaw roll'
*/