Source

quake3 / q3radiant / EPAIRS.H

Full commit
   1
   2
   3
   4
   5
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  31
  32
  33
  34
  35
  36
  37
  38
  39
  40
  41
  42
  43
  44
  45
  46
  47
  48
  49
  50
  51
  52
  53
  54
  55
  56
  57
  58
  59
  60
  61
  62
  63
  64
  65
  66
  67
  68
  69
  70
  71
  72
  73
  74
  75
  76
  77
  78
  79
  80
  81
  82
  83
  84
  85
  86
  87
  88
  89
  90
  91
  92
  93
  94
  95
  96
  97
  98
  99
 100
 101
 102
 103
 104
 105
 106
 107
 108
 109
 110
 111
 112
 113
 114
 115
 116
 117
 118
 119
 120
 121
 122
 123
 124
 125
 126
 127
 128
 129
 130
 131
 132
 133
 134
 135
 136
 137
 138
 139
 140
 141
 142
 143
 144
 145
 146
 147
 148
 149
 150
 151
 152
 153
 154
 155
 156
 157
 158
 159
 160
 161
 162
 163
 164
 165
 166
 167
 168
 169
 170
 171
 172
 173
 174
 175
 176
 177
 178
 179
 180
 181
 182
 183
 184
 185
 186
 187
 188
 189
 190
 191
 192
 193
 194
 195
 196
 197
 198
 199
 200
 201
 202
 203
 204
 205
 206
 207
 208
 209
 210
 211
 212
 213
 214
 215
 216
 217
 218
 219
 220
 221
 222
 223
 224
 225
 226
 227
 228
 229
 230
 231
 232
 233
 234
 235
 236
 237
 238
 239
 240
 241
 242
 243
 244
 245
 246
 247
 248
 249
 250
 251
 252
 253
 254
 255
 256
 257
 258
 259
 260
 261
 262
 263
 264
 265
 266
 267
 268
 269
 270
 271
 272
 273
 274
 275
 276
 277
 278
 279
 280
 281
 282
 283
 284
 285
 286
 287
 288
 289
 290
 291
 292
 293
 294
 295
 296
 297
 298
 299
 300
 301
 302
 303
 304
 305
 306
 307
 308
 309
 310
 311
 312
 313
 314
 315
 316
 317
 318
 319
 320
 321
 322
 323
 324
 325
 326
 327
 328
 329
 330
 331
 332
 333
 334
 335
 336
 337
 338
 339
 340
 341
 342
 343
 344
 345
 346
 347
 348
 349
 350
 351
 352
 353
 354
 355
 356
 357
 358
 359
 360
 361
 362
 363
 364
 365
 366
 367
 368
 369
 370
 371
 372
 373
 374
 375
 376
 377
 378
 379
 380
 381
 382
 383
 384
 385
 386
 387
 388
 389
 390
 391
 392
 393
 394
 395
 396
 397
 398
 399
 400
 401
 402
 403
 404
 405
 406
 407
 408
 409
 410
 411
 412
 413
 414
 415
 416
 417
 418
 419
 420
 421
 422
 423
 424
 425
 426
 427
 428
 429
 430
 431
 432
 433
 434
 435
 436
 437
 438
 439
 440
 441
 442
 443
 444
 445
 446
 447
 448
 449
 450
 451
 452
 453
 454
 455
 456
 457
 458
 459
 460
 461
 462
 463
 464
 465
 466
 467
 468
 469
 470
 471
 472
 473
 474
 475
 476
 477
 478
 479
 480
 481
 482
 483
 484
 485
 486
 487
 488
 489
 490
 491
 492
 493
 494
 495
 496
 497
 498
 499
 500
 501
 502
 503
 504
 505
 506
 507
 508
 509
 510
 511
 512
 513
 514
 515
 516
 517
 518
 519
 520
 521
 522
 523
 524
 525
 526
 527
 528
 529
 530
 531
 532
 533
 534
 535
 536
 537
 538
 539
 540
 541
 542
 543
 544
 545
 546
 547
 548
 549
 550
 551
 552
 553
 554
 555
 556
 557
 558
 559
 560
 561
 562
 563
 564
 565
 566
 567
 568
 569
 570
 571
 572
 573
 574
 575
 576
 577
 578
 579
 580
 581
 582
 583
 584
 585
 586
 587
 588
 589
 590
 591
 592
 593
 594
 595
 596
 597
 598
 599
 600
 601
 602
 603
 604
 605
 606
 607
 608
 609
 610
 611
 612
 613
 614
 615
 616
 617
 618
 619
 620
 621
 622
 623
 624
 625
 626
 627
 628
 629
 630
 631
 632
 633
 634
 635
 636
 637
 638
 639
 640
 641
 642
 643
 644
 645
 646
 647
 648
 649
 650
 651
 652
 653
 654
 655
 656
 657
 658
 659
 660
 661
 662
 663
 664
 665
 666
 667
 668
 669
 670
 671
 672
 673
 674
 675
 676
 677
 678
 679
 680
 681
 682
 683
 684
 685
 686
 687
 688
 689
 690
 691
 692
 693
 694
 695
 696
 697
 698
 699
 700
 701
 702
 703
 704
 705
 706
 707
 708
 709
 710
 711
 712
 713
 714
 715
 716
 717
 718
 719
 720
 721
 722
 723
 724
 725
 726
 727
 728
 729
 730
 731
 732
 733
 734
 735
 736
 737
 738
 739
 740
 741
 742
 743
 744
 745
 746
 747
 748
 749
 750
 751
 752
 753
 754
 755
 756
 757
 758
 759
 760
 761
 762
 763
 764
 765
 766
 767
 768
 769
 770
 771
 772
 773
 774
 775
 776
 777
 778
 779
 780
 781
 782
 783
 784
 785
 786
 787
 788
 789
 790
 791
 792
 793
 794
 795
 796
 797
 798
 799
 800
 801
 802
 803
 804
 805
 806
 807
 808
 809
 810
 811
 812
 813
 814
 815
 816
 817
 818
 819
 820
 821
 822
 823
 824
 825
 826
 827
 828
 829
 830
 831
 832
 833
 834
 835
 836
 837
 838
 839
 840
 841
 842
 843
 844
 845
 846
 847
 848
 849
 850
 851
 852
 853
 854
 855
 856
 857
 858
 859
 860
 861
 862
 863
 864
 865
 866
 867
 868
 869
 870
 871
 872
 873
 874
 875
 876
 877
 878
 879
 880
 881
 882
 883
 884
 885
 886
 887
 888
 889
 890
 891
 892
 893
 894
 895
 896
 897
 898
 899
 900
 901
 902
 903
 904
 905
 906
 907
 908
 909
 910
 911
 912
 913
 914
 915
 916
 917
 918
 919
 920
 921
 922
 923
 924
 925
 926
 927
 928
 929
 930
 931
 932
 933
 934
 935
 936
 937
 938
 939
 940
 941
 942
 943
 944
 945
 946
 947
 948
 949
 950
 951
 952
 953
 954
 955
 956
 957
 958
 959
 960
 961
 962
 963
 964
 965
 966
 967
 968
 969
 970
 971
 972
 973
 974
 975
 976
 977
 978
 979
 980
 981
 982
 983
 984
 985
 986
 987
 988
 989
 990
 991
 992
 993
 994
 995
 996
 997
 998
 999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.

This file is part of Quake III Arena source code.

Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.

Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/
#ifndef	EPAIRS_H_
#define	EPAIRS_H_

typedef struct
{
	char  *key;
	char  *value;
} userEpair_t;

userEpair_t eclassStr[] =
{
	//////////////////////////////
	// Worldspawn
	//////////////////////////////
	{"classname",   "worldspawn"},
	{"color",       "0 0 0"},
	{"rem",         "Only used for the world entity."},
	{"rem",			"cdtrack - number of CD track to play when level starts"},
	{"rem",			"fog_value - level of fog for this map"},
	
	//////////////////////////////
	// Light
	//////////////////////////////
	{"classname",	"light"},
	{"size",		"-8 -8 -8 8 8 8"},
	{"color",		"0 1 0"},
	{"flag",		"START_OFF"},

	{"rem",			"style - number of style to use, 0-63"},
	{"rem",			"nelnosmama - string to define lightstyle"},

	//////////////////////////////
	// light_walltorch
	//////////////////////////////
	{"classname",	"light_walltorch"},
	{"size",		"-8 -8 -8 8 8 8"},
	{"color",		"0 1 0"},
	{"flag",		"START_ON"},

	{"rem",			"style - number of style to use, 0-63"},
	{"rem",			"nelnosmama - string to define lightstyle"},

	//////////////////////////////
	// light_spot
	//////////////////////////////
	{"classname",	"light_spot"},
	{"size",		"-8 -8 -8 8 8 8"},
	{"color",		"0 1 0"},
	{"flag",		"START_ON"},

	{"rem",			"Used to make a spotlight.  If it is targeted at another entity,"},
	{"rem",			"the spotlight will point directly at it, otherwise it will point"},
	{"rem",			"in the direction of its 'angle' field"},
	{"rem",			""},
	{"rem",			"style - number of style to use, 0-63"},
	{"rem",			"nelnosmama - string to define lightstyle"},

	//////////////////////////////
	// light_strobe
	//////////////////////////////
	{"classname",	"light_strobe"},
	{"size",		"-8 -8 -8 8 8 8"},
	{"color",		"0 1 0"},

	{"flag",		"START_ON"},
	{"rem",			"style - number of style to use, 0-63"},
	{"rem",			"nelnosmama - string to define lightstyle"},

	//////////////////////////////
	// effect_fog
	//////////////////////////////
	{"classname",	"effect_fog"},
	{"color",		"0 1 0"},
	{"rem",			"Duh, fog."},
	{"rem",			""},

	//////////////////////////////
	// effect_snow
	//////////////////////////////
	{"classname",	"effect_snow"},
	{"color",		"1 1 1"},
	{"height",		"10"},
	{"rem",			"Snow!"},
	{"rem",			"Do you realize the entire street value of this mountain?"},
	
	//////////////////////////////
	// effect_rain
	//////////////////////////////
	{"classname",	"effect_rain"},
	{"height",		"10"},
	{"color",		"0 0.5 0.8"},
	{"rem",			"Rain!"},
	{"rem",			"Yellow rain?"},

	//////////////////////////////
	// func_door
	//////////////////////////////
	{"classname",    "func_door"},
	{"color",        "0 0.5 0.8"},
	{"health",		 "0"},
	{"speed",		 "100"},
	{"wait",		 "3"},
	{"lip",			 "8"},
	{"dmg",			 "2"},
	{"angle",		 "0 0 0"},
	{"message",		 "you suck"},
	{"targetname",	 ""},
	{"flag",         "START_OPEN"},
	{"flag",         "REVERSE"},
	{"flag",         "DOOR_DONT_LINK"},
	{"flag",         "TOGGLE"},
	{"flag",		 "AUTO_OPEN"},
	{"flag",		 "USE_TO_CLOSE"},

	{"rem", "Doors that touch are linked together to operate as one."},
	{"rem", "  "},
	{"rem", "message - printed when the door is touched if it is a trigger door and it hasn't been fired yet"},
	{"rem", "angle - determines the opening direction"},
	{"rem", "targetname - if set, no touch field will be spawned and a remote button or trigger field activates the door."},
	{"rem", "health - if set, door must be shot open"},
	{"rem",	"speed - movement speed (100 default)"},
	{"rem", "wait - time to wait before returning (3 default, -1 = never return)"},
	{"rem",	"lip - amount of door visible remaining at end of move (8 default)"},
	{"rem",	"dmg - damage to inflict when blocked (2 default)"},
	{"rem", "sound_opening - name of the sound to play during opening, ie. doors/creek.wav"},
	{"rem",	"sound_open_finish - name of the sound to play when opening completes, ie. doors/slam.wav"},
	{"rem", "sound_closing - name of the sound to play when closing starts, ie. doors/creek.wav"},
	{"rem",	"sound_close_finish - name of the sound to play when closing completes, ie. doors/slam.wav"},
	{"rem", "  "},
	{"rem", "Spawnflags:"},
    {"rem", "TOGGLE causes the door to wait in both the start and end states for a"},
    {"rem", "trigger event."},
    {"rem", "  "},
    {"rem", "START_OPEN causes the door to move to its destination when spawned, and"},
    {"rem", "operate in reverse.  It is used to temporarily or permanently close off an"},
    {"rem", "area when triggered (not usefull for touch or takedamage doors)."},
	{"rem",	"AUTO_OPEN will spawn a trigger field around the door that can open it without"},
	{"rem", "its being used."},
	{"rem",	"DOOR_DONT_LINK will stop a door from being automatically linked to other doors"},
	{"rem", "that it touches."},

	//////////////////////////////
	// func_plat
	//////////////////////////////
	{"classname",    "func_plat"},
	{"color",        "0 0.5 0.8"},
	{"flag",         "PLAT_START_UP"},
	{"flag",         ""},
	{"flag",         ""},
	{"flag",         "PLAT_TOGGLE"},

	{"rem", "Plats should be drawn in the up position to spawn correctly"},
	{"rem",	" "},
	{"rem", "message - printed when the door is touched if it is a trigger door and it hasn't been fired yet"},
	{"rem", "angle - determines the opening direction"},
	{"rem", "targetname - if set, no touch field will be spawned and a remote button or trigger field activates the door."},
	{"rem", "health - if set, door must be shot open"},
	{"rem",	"speed - movement speed (100 default)"},
	{"rem", "wait - time to wait before returning (3 default, -1 = never return)"},
	{"rem",	"height - number of units to move the platform up from spawn position.  If height is"},
	{"rem", "not specified, then the movement distance is determined based on the vertical size of the platform."},
	{"rem",	"dmg - damage to inflict when blocked (2 default)"},
	{"rem", "sound_up - name of the sound to play when going up, ie. doors/creek.wav"},
	{"rem",	"sound_top - name of the sound to play when plat hits top, ie. doors/slam.wav"},
	{"rem", "sound_down - name of the sound to play when going down, ie. doors/creek.wav"},
	{"rem",	"sound_bottom - name of the sound to play when plat hits bottom, ie. doors/slam.wav"},
	{"rem",	" "},
	{"rem", "Spawnflags:"},
	{"rem",	"PLAT_START_UP starts the platform in the up (drawn) position"},
	{"rem",	"(height added to drawn position)"},
    {"rem", "TOGGLE causes the platform to wait in both the start and end states for a"},
    {"rem", "trigger event."},

	//////////////////////////////
	// func_door_rotate
	//////////////////////////////
	{"classname",    "func_door_rotate"},
	{"distance",	 "90.0"},
	{"color",        "0 0.5 0.8"},
	{"message",		 "they suck"},
	{"flag",         "START_OPEN"},
	{"flag",         "REVERSE"},
	{"flag",         "DOOR_DONT_LINK"},
	{"flag",         "TOGGLE"},
	{"flag",         "X_AXIS"},
	{"flag",         "Y_AXIS"},
	{"flag",		 "AUTO_OPEN"},
	{"flag",		 "USE_TO_CLOSE"},
//	{"flag",         "X_AXIS"},
//	{"flag",         "Y_AXIS"},

	{"rem", "if two doors touch, they are assumed to be connected and operate as a unit."},
	{"rem", "  "},
    {"rem", "TOGGLE causes the door to wait in both the start and end states for a"},
    {"rem", "trigger event."},
    {"rem", "  "},
    {"rem", "START_OPEN causes the door to move to its destination when spawned, and"},
    {"rem", "operate in reverse.  It is used to temporarily or permanently close off an"},
    {"rem", "area when triggered (not usefull for touch or takedamage doors)."},
    {"rem", "  "},
    {"rem", "Key doors are allways wait -1."},
    {"rem", "  "},
    {"rem", "You need to have an origin brush as part of this entity.  The center of"},
    {"rem", "that brush will be"},
    {"rem", "the point around which it is rotated. It will rotate around the Z axis by"},
    {"rem", "default.  You can"},
    {"rem", "check either the X_AXIS or Y_AXIS box to change that."},
    {"rem", "  "},
    {"rem", "'distance'	is how many degrees the door will be rotated."},
    {"rem", "'speed'	determines how fast the door moves; default value is 100."},
    {"rem", "  "},
    {"rem", "REVERSE will cause the door to rotate in the opposite direction."},
    {"rem", "  "},
    {"rem", "'message'	is printed when the door is touched if it is a trigger door and"},
    {"rem", "		it hasn't been fired yet."},
    {"rem", "'targetname'	if set, no touch field will be spawned and a remote button or"},
    {"rem", "			trigger field activates the door."},
    {"rem", "'health'	if set, door must be shot open"},
    {"rem", "'wait'	wait before returning (3 default, -1 = never return)"},
    {"rem", "'dmg'	damage to inflict when blocked (2 default)"},
	{"rem", "sound_opening - name of the sound to play during opening, ie. doors/creek.wav"},
	{"rem",	"sound_open_finish - name of the sound to play when opening completes, ie. doors/slam.wav"},
	{"rem", "sound_closing - name of the sound to play when closing starts, ie. doors/creek.wav"},
	{"rem",	"sound_close_finish - name of the sound to play when closing completes, ie. doors/slam.wav"},
	{"rem",	"AUTO_OPEN will spawn a trigger field around the door that can open it without"},
	{"rem", "its being used."},
	{"rem",	"DOOR_DONT_LINK will stop a door from being automatically linked to other doors"},
	{"rem", "that it touches."},

	//////////////////////////////
	// func_rotate
	//////////////////////////////
	{"classname",    "func_rotate"},
	{"color",        "0.0 0.5 0.8"},
	{"flag",         "START_ON"},
	{"flag",         "REVERSE"},
	{"flag",         "X_AXIS"},
	{"flag",         "Y_AXIS"},

    {"rem", "You need to have an origin brush as part of this entity."},
	{"rem", "The center of that brush will be"},
    {"rem", "the point around which it is rotated. It will rotate around the Z axis by"},
	{"rem", "default.  You can"},
    {"rem", "check either the X_AXIS or Y_AXIS box to change that."},
    {"rem", "  "},
    {"rem", "'speed'	determines how fast it moves; default value is 100."},
    {"rem", "'dmg'	damage to inflict when blocked (2 default)"},
    {"rem", "  "},
    {"rem", "REVERSE will cause the it to rotate in the opposite direction."},

	//////////////////////////////
	// trigger_multiple
	//////////////////////////////
	{"classname",	"trigger_multiple"},
	{"color",		"0.5 0.5 0.5"},
	{"health",		"0"},
	{"delay",		"0"},
	{"wait",		"0.2"},
	{"sound",		""},
	{"targetname",	""},
	{"target",		""},
	{"killtarget",	""},
	{"message",		""},
	{"flag",		"NOTOUCH"},

	{"rem",			"a repeatable trigger, targetted at the entity with the name"},
	{"rem",			"targetname."},
	{"rem",			""},
	{"rem",			"health - if set the trigger must be killed to activate"},
	{"rem",			"delay - time to wait after activation before firing target"},
	{"rem",			"wait - time to wait between retriggering (default = 0.2 seconds)"},
	{"rem",			""},
	{"rem",			"Spawnflags:"},
	{"rem",			"NOTOUCH - if set the trigger is only fired by other entities and"},
	{"rem",			"not by touching."},

	//////////////////////////////
	// trigger_console
	//////////////////////////////
	{"classname",	"trigger_console"},
	{"color",		"0.5 0.5 0.5"},
	{"wait",		"0.2"},
	{"command",		""},
	{"rem",			""},
	{"rem",			"command - the command to send to the console when triggered"},

	//////////////////////////////
	// trigger_once
	//////////////////////////////
	{"classname",	"trigger_once"},
	{"color",		"0.5 0.5 0.5"},
	{"angle",		 "0 0 0"},
	{"health",		"0"},
	{"delay",		"0"},
	{"sound",		""},
	{"targetname",	""},
	{"killtarget",	""},
	{"message",		""},
	{"flag",		"NOTOUCH"},

	{"rem",			"triggers once, then removes itself"},
	{"rem",			" "},
	{"rem",			"health - if set the trigger must be killed to activate"},
	{"rem",			"delay - time to wait after activation before firing target"},
	{"rem",			"wait - time to wait between retriggering (default = 0.2 seconds)"},
	{"rem",			"sound - name of sound to play upon firing"},
	{"rem",			" "},
	{"rem",			"Spawnflags:"},
	{"rem",			"NOTOUCH - if set the trigger is only fired by other entities and"},
	{"rem",			"not by touching."},

	//////////////////////////////
	// trigger_relay
	//////////////////////////////
	{"classname",	"trigger_relay"},
	{"color",		"0.5 0.5 0.5"},
	{"delay",		"0"},
	{"sound",		""},
	{"targetname",	""},
	{"killtarget",	""},
	{"message",		""},

	{"rem",			"sound - name of sound to play upon firing"},

	//////////////////////////////
	// trigger_teleport
	//////////////////////////////
	{"classname",	"trigger_teleport"},
	{"color",		"0.5 0.5 0.5"},
	{"sound",		""},
	{"targetname",	""},
	{"killtarget",	""},
	{"message",		""},
	{"flag",		"PLAYER_ONLY"},
	{"flag",		"NO_FLASH"},
	{"flag",		"NO_ANGLE_ADJUST"},
	
	{"rem",			"sound - name of sound to play upon firing, if not specified, then no"},
	{"rem",			"sound will be played"},
	{"rem",			"fog_value - sets fog_value to this when a teleporter is used"},
	{"rem",			""},
	{"rem",			"Spawnflags:"},
	{"rem",			"PLAYER_ONLY - will only teleport players (NOT bots)"},
	{"rem",			"NO_FLASH - no spawn fog will be generated when an object teleports"},
	{"rem",			"NO_ANGLE_ADJUST - the object's angle will not be adjusted when it is"},
	{"rem",			"teleported."},

	//////////////////////////////
	// info_teleport_destination
	//////////////////////////////
	{"classname",	"info_teleport_destination"},
	{"color",		"0.5 0.5 0.5"},
	{"size",		"-8.0 -8.0 -8.0 8.0 8.0 8.0"},

	//////////////////////////////
	// trigger_warp
	//////////////////////////////
	{"classname",	"trigger_warp"},
	{"color",		"0.5 0.5 0.5"},
	{"sound",		""},
	{"targetname",	""},
	{"killtarget",	""},
	{"message",		""},
	{"flag",		"PLAYER_ONLY"},
	{"flag",		"NO_FLASH"},
	{"flag",		"NO_ANGLE_ADJUST"},

	{"rem",			"sound - name of sound to play upon firing, if not specified, then no"},
	{"rem",			"sound will be played"},
	{"rem",			"fog_value - sets fog_value to this when a warp is used"},
	{"rem",			"speed - speed from this path point to the next"},
	{"rem",			""},
	{"rem",			"Spawnflags:"},
	{"rem",			"PLAYER_ONLY - will only teleport players (NOT bots)"},
	{"rem",			"NO_FLASH - no spawn fog will be generated when an object teleports"},
	{"rem",			"NO_ANGLE_ADJUST - the object's angle will not be adjusted when it is"},
	{"rem",			"teleported."},

	//////////////////////////////
	//	tele_cylinder
	//////////////////////////////

	{"classname",	"warp_cylinder"},
	{"color",		"0.5 0.5 0.5"},
	{"color",        "1 0 1"},
	{"size",         "-16 -16 -24 16 16 32"},
	{"rem",          "Location player starts in deathmatch"},

	//////////////////////////////
	// info_warp_destination
	//////////////////////////////
	{"classname",	"info_warp_destination"},
	{"color",		"0.5 0.5 0.5"},
	{"size",		"-8.0 -8.0 -8.0 8.0 8.0 8.0"},

	{"rem",			"target - next target to warp to"},
	{"rem",			"speed - speed from this path point to the next"},

	//////////////////////////////
	// trigger_onlyregistered
	//////////////////////////////
	{"classname",	"trigger_onlyregistered"},
	{"color",		"0.5 0.5 0.5"},
	{"sound",		""},
	{"wait",		"2.0"},
	{"message",		""},

	{"rem",			"sound - name of sound to play upon firing"},
	{"rem",			"wait - the number of seconds between triggerings and"},
	{"rem",			"the length of time the message will be displayed"},

	//////////////////////////////
	// trigger_hurt
	//////////////////////////////
	{"classname",	"trigger_hurt"},
	{"color",		"0.5 0.5 0.5"},
	{"sound",		""},
	{"dmg",			"2.0"},
	{"wait",		"2.0"},
	{"message",		""},

	{"rem",			"sound - name of sound to play upon firing"},
	{"rem",			"dmg - the amount of damage the trigger will do to an object"},
	{"rem",			"wait - the number of seconds between triggerings and"},

	//////////////////////////////
	// trigger_push
	//////////////////////////////
	{"classname",	"trigger_push"},
	{"color",		"0.5 0.5 0.5"},
	{"sound",		""},
	{"message",		""},
	{"speed",		"1000.0"},
	{"flag",		"PUSH_ONCE"},
	{"rem",			"speed - the velocity to give the object"},
	{"rem",			"speed - the velocity to give the object"},

	//////////////////////////////
	// trigger_counter
	//////////////////////////////
	{"classname",	"trigger_counter"},
	{"color",		"0.5 0.5 0.5"},
	{"sound",		""},
	{"flag",		"NO_MESSAGE"},

	{"rem",			"sound - name of sound to play upon firing"},
	{"rem",			"message - message to display upon last triggering"},
	{"rem",			"when NO_MESSAGE is set, no messages are displayed upon triggering"},

	//////////////////////////////
	// trigger_changelevel
	//////////////////////////////
	{"classname",	"trigger_changelevel"},
	{"color",		"0.5 0.5 0.5"},
	{"sound",		""},
	{"map",			""},
	{"flag",		"NO_INTERMISSION"},

	{"rem",			"sound - name of sound to play upon firing"},
	{"rem",			"message - message to display upon last triggering"},

	//////////////////////////////
	// func_wall
	//////////////////////////////
	{"classname",	"func_wall"},
	{"color",		"0 0.5 0.8"},
	{"health",		"0"},
	{"message",		""},
	{"targetname",	""},
	{"target",		""},
	{"killtarget",	""},

	{"rem",			"targetname - the name of this wall if it is a target"},
	{"rem",			"target - the next entity to trigger when this one is triggered"},
	{"rem",			"killtarget - the targetname of the entity to remove when triggered"},

	//////////////////////////////
	// func_button
	//////////////////////////////
	{"classname",	"func_button"},
	{"color",		"0 0.5 0.8"},
	{"health",		"0"},
	{"targetname",	""},
	{"target",		""},
	{"killtarget",	""},
	{"speed",		""},
	{"wait",		""},
	{"angle",		""},
	{"lip",			""},
	{"flag",		"PUSH_TOUCH"},

	{"rem",			"targetname - the name of this wall if it is a target"},
	{"rem",			"target - the next entity to trigger when this one is triggered"},
	{"rem",			"killtarget - the targetname of the entity to remove when triggered"},
	{"rem",			"sound_use - the sound to play when the button is used (defaults to none)"},
	{"rem",			"sound_return - the sound to play when the button returns (defaults to none)"},
	{"rem",			"speed - rate of travel when button moves"},
	{"rem",			"wait - seconds to wait befor returning to useable (-1 = never return)"},
	{"rem",			"angle - direction of travel"},
	{"rem",			"lip - amount of button left sticking out after being pushed (default 4)"},
	{"rem",			"health - when > 0 the button must be killed in order to fire"},
	{"rem",			"PUSH_TOUCH will allow the button to be pushed by running into it, Quake style"},

	//////////////////////////////
	// func_multi_button
	//////////////////////////////
	{"classname",	"func_multi_button"},
	{"color",		"0 0.5 0.8"},
	{"health",		"0"},
	{"targetname",	""},
	{"target",		""},
	{"killtarget",	""},
	{"speed",		""},
	{"wait",		""},
	{"angle",		""},
	{"lip",			""},
	{"flag",		"PUSH_TOUCH"},
	{"flag",		"CYCLE"},

	{"rem",			"targetname - the name of this wall if it is a target"},
	{"rem",			"target - the next entity to trigger when this one is triggered"},
	{"rem",			"killtarget - the targetname of the entity to remove when triggered"},
	{"rem",			"sound_use - the sound to play when the button is used (defaults to none)"},
	{"rem",			"sound_return - the sound to play when the button returns (defaults to none)"},
	{"rem",			"speed - rate of travel when button moves"},
	{"rem",			"wait - seconds to wait befor returning to useable (-1 = never return)"},
	{"rem",			"angle - direction of travel"},
	{"rem",			"health - when > 0 the button must be killed in order to fire"},
	{"rem",			"distance - distance button travels on each push"},
	{"rem",			"count - number of positions this button has"},
	{"rem",			"PUSH_TOUCH will allow the button to be pushed by running into it, Quake style"},
	{"rem",			"CYCLE - button will not return to top from last position, but will go back through all positions"},

	//////////////////////////////
	// func_train
	//////////////////////////////
	{"classname",    "func_train"},
	{"distance",	 "90.0"},
	{"color",        "0 0.5 0.8"},
	{"rem",			"targetname - the name of this train"},
	{"rem",			"target - the path_corner that the train will spawn at"},
	{"rem",			"killtarget - the targetname of the entity to remove when triggered"},

	//////////////////////////////
	// func_train
	//////////////////////////////
	{"classname",    "func_train2"},
	{"distance",	 "90.0"},
	{"color",        "0 0.5 0.8"},
	{"rem",			"targetname - the name of this train"},
	{"rem",			"target - the path_corner that the train will spawn at"},
	{"rem",			"killtarget - the targetname of the entity to remove when triggered"},
	
	//////////////////////////////
	// path_corner_train
	//////////////////////////////
	{"classname",    "path_corner_train"},
	{"distance",	 "90.0"},
	{"color",        "0.5 0.3 0"},
	{"size",		 "-8 -8 -8 8 8 8"},
	{"flag",		"X_AXIS"},
	{"flag",		"Y_AXIS"},
	{"flag",		"Z_AXIS"},
	{"flag",		"TRIGWAIT"},
	{"rem",			"killtarget - the targetname of the entity to remove when this"},
	{"rem",			"path_corner is reached"},
	{"rem",			"speed - rate of travel from this path_corner to the next"},
	{"rem",			"wait - seconds to wait after the actions on this path_corner are complete"},
	{"rem",			"sound - sound to play at this path corner"},
	{"rem",			"x_distance - distance in degrees to rotate around x axis"},
	{"rem",			"y_distance - distance in degrees to rotate around y axis"},
	{"rem",			"z_distance - distance in degrees to rotate around z axis"},
	{"rem",			"x_speed - speed to rotate along x axis in degrees per second"},
	{"rem",			"y_speed - speed to rotate along y axis in degrees per second"},
	{"rem",			"z_speed - speed to rotate along z axis in degrees per second"},
	{"rem",			"health - if health is set, the train will wait at this path corner"},
	{"rem",			"until it is killed."},
	{"rem",			"Spawnflags:"},
	{"rem",			"X_AXIS - when checked train will rotate continually around "},
	{"rem",			"x axis at x_speed degrees per second"},
	{"rem",			"Y_AXIS - when checked train will rotate continually around "},
	{"rem",			"y axis at y_speed degrees per second"},
	{"rem",			"Z_AXIS - when checked train will rotate continually around "},
	{"rem",			"z axis at z_speed degrees per second"},
	{"rem",			"TRIGWAIT - wait here until triggered"},

	//////////////////////////////
	// info_player_start
	//////////////////////////////
	{"classname",    "info_player_start"},
	{"color",        "1 0 0"},
	{"size",         "-16 -16 -24 16 16 32"},
	{"rem",          "Location player starts in single play."},

	//////////////////////////////
	// info_mikiko_start
	//////////////////////////////
	{"classname",    "info_mikiko_start"},
	{"color",        "1 0 0"},
	{"size",         "-16 -16 -24 16 16 32"},
	{"rem",          "Location Mikiko starts in single play."},

	//////////////////////////////
	// info_superfly_start
	//////////////////////////////
	{"classname",    "info_superfly_start"},
	{"color",        "1 0 0"},
	{"size",         "-16 -16 -24 16 16 32"},
	{"rem",          "Location Superfly starts in single play."},

	//////////////////////////////
	// info_null
	//////////////////////////////
	{"classname",    "info_null"},
	{"color",        "1 0 0"},
	{"size",         "-8 -8 -8 8 8 8"},
	{"rem",          "You can point anything to this as a target"},

	//////////////////////////////
	// info_player_deathmatch
	//////////////////////////////
	{"classname",    "info_player_deathmatch"},
	{"color",        "1 0 1"},
	{"size",         "-16 -16 -24 16 16 32"},
	{"rem",          "Location player starts in deathmatch"},

	//////////////////////////////
	// info_player_coop
	//////////////////////////////
	{"classname",    "info_player_coop"},
	{"color",        "1 0 1"},
	{"size",         "-16 -16 -24 16 16 32"},
	{"rem",          "Location player starts in coop"},

	//////////////////////////////
	// func_door_secret
	//////////////////////////////
	{"classname",    "func_door_secret"},
	{"color",        "0 0.5 0.8"},
	{"health",		 "0"},
	{"speed",		 "100"},
	{"wait",		 "3"},
	{"lip",			 "8"},
	{"dmg",			 "2"},
	{"angle",		 "0 0 0"},
	{"message",		 "we all suck"},
	{"targetname",	 ""},
	{"flag",         "OPEN_ONCE"},
	{"flag",         "1ST_LEFT"},
	{"flag",         "1ST_DOWN"},
	{"flag",         "NO_SHOOT"},
	{"flag",		 "YES_SHOOT"},

	{"rem", "message - printed when the door is touched if it is a trigger door and it hasn't been fired yet"},
	{"rem", "angle - determines the opening direction"},
	{"rem", "targetname - if set, no touch field will be spawned and a remote button or trigger field activates the door."},
	{"rem", "health - if set, door must be shot open"},
	{"rem",	"speed - movement speed (100 default)"},
	{"rem", "wait - time to wait before returning (3 default, -1 = never return)"},
	{"rem",	"dmg - damage to inflict when blocked (2 default)"},
	{"rem", "sound_opening - name of the sound to play during opening, ie. doors/creek.wav"},
	{"rem",	"sound_open_finish - name of the sound to play when opening completes, ie. doors/slam.wav"},
	{"rem", "sound_closing - name of the sound to play when closing starts, ie. doors/creek.wav"},
	{"rem",	"sound_close_finish - name of the sound to play when closing completes, ie. doors/slam.wav"},
	{"rem", "  "},
	{"rem", "Spawnflags:"},
    {"rem", "SECRET_OPEN_ONCE - door stays open (imagine that...)"},
    {"rem", "SECRET_1ST_LEFT - first move is left of move direction"},
    {"rem", "SECRET_1ST_DOWN - first move is down from move direction"},
    {"rem", "SECRET_NO_SHOOT - only opened by a trigger"},
    {"rem", "SECRET_YES_SHOOT - shootable even if targeted"},

	//////////////////////////////
	// func_wall_explode
	//////////////////////////////
	{"classname",	"func_wall_explode"},
	{"color",		"0 0.5 0.8"},
	{"health",		"0"},
	{"message",		""},
	{"targetname",	""},
	{"target",		""},
	{"killtarget",	""},
	{"model_1",		""},
	{"model_2",		""},
	{"model_3",		""},
	{"flag",        "ROCK_CHUNKS"},
	{"flag",        "WOOD_CHUNKS"},
	{"flag",        "EXTRA_CHUNKS"},
	{"flag",        "EXTRA_VELOCITY"},
	{"flag",		"NO_CHUNKS"},
	{"flag",		"NO_SOUND"},

	{"rem",			"targetname - the name of this wall if it is a target"},
	{"rem",			"target - the next entity to trigger when this one is triggered"},
	{"rem",			"killtarget - the targetname of the entity to remove when triggered"},
	{"rem",			"health - ummm... this would be the health of the wall, if it is 0 then"},
	{"rem",			"the wall can only be exploded by targetting it"},
	{"rem",			"message - this prints out when wall go boom"},
	{"rem",			"model_1 - the specific pathname of the first model to throw when killed"},
	{"rem",			"if model_1 is set then spawnflags ROCK_CHUNKS and WOOD_CHUNKS are overridden"},
	{"rem",			"model_2 - the pathname of the second model"},
	{"rem",			"model_3 - I wouldn't bet on it, but this is probably the name of the 3rd model"},
	{"rem",			" "},
	{"rem", "Spawnflags:"},
    {"rem", "ROCK_CHUNKS - makes rock chunk wall-gibs fly"},
	{"rem",	"WOOD_CHUNKS - makes wood chunk wall-gibs fly"},
	{"rem",	"EXTRA_CHUNKS - makes up to 3 chunks per explosion, instead of just one"},
	{"rem",	"EXTRA_VELOCITY - gives chunks a higher velocity (good for underwater)"},
	{"rem", "NO_CHUNKS - um, no chunks"},
	{"rem", "NO_SOUND - no sound, use when lots of func walls are activated simultaneously to keep the"},
	{"rem", "Quake engine from choking with too many sounds at once."},

	//////////////////////////////
	// func_anim
	//////////////////////////////
	{"classname",	"func_anim"},
	{"color",		"0.0 1.0 0.1"},
	{"flag",        "VISIBLE"},
	{"rem", "Spawnflags:"},
    {"rem", "VISIBLE - start visible"},

	//////////////////////////////
	// func_floater
	//////////////////////////////
	{"classname",	"func_floater"},
	{"color",		"0 0.5 0.8"},
	{"size",		"-16 -16 -16 16 16 16"},
	{"model",		""},

	{"rem",			"model - pathname to model (ie. models/floater.mdl)"},
	{"rem",			"velocity_cap - maximum up/down velocity"},
	{"rem",			"dissipate - how fast velocity degrades to velocity_cap (default = 0.99)"},
	{"rem",			"object_mass - mass of object (mass / volume = density)"},
	{"rem",			"object_volume - volume of object (mass / volume = density)"},

	//////////////////////////////
	// func_debris
	//////////////////////////////

	{"classname",	"func_debris"},
	{"color",		"0 0.5 0.8"},
	{"target",		""},
	{"flag",		"GO_TO_ACTIVATOR"},
	{"flag",		"NO_ROTATE"},
	{"flag",		"MOMENTUM_DAMAGE"},
	{"flag",		"NO_ROTATION_ADJUST"},
	{"flag",		"DROP_ONLY"},
	{"flag",		"QUARTER_SIZE"},

	{"rem",			"target - debris will fly towards targeted entity"},
	{"rem",			"fly_sound - sound to play while the entity flies through the air"},
	{"rem",			"hit_sound - sound to play when the entity hits something"},
	{"rem",			"damage - amount of damage to do when hitting another object"},
	{"rem",			"if MOMENTUM_DAMAGE is selected, then damage will be based on the"},
	{"rem",			"speed of the debris when it impacts the object and damage becomes"},
	{"rem",			"the divisor, so if speed at impact = 300 and damge = 3, then damage done"},
	{"rem",			"while 300 / 3 = 100 points.  If damage is not set, then momentum damage"},
	{"rem",			"will be the default with a damage divisor of 3."},
	{"rem",			"Spawnflags:"},
	{"rem",			"GO_TO_ACTIVATOR - debris will fly at whoever activated it"},
	{"rem",			"NO_ROTATE - don't give this debris any random rotation"},
	{"rem",			"MOMENTUM_DAMAGE - damage based on velocity"},
	{"rem",			"DROP_ONLY - no upward velocity, debris just falls"},
	{"rem",			"QUARTER_SIZE - shrink bounding box by 1/4"},
	{"rem",			"Notes:"},
	{"rem",			"A func debris entity must have an origin brush contained in it,"},
	{"rem",			"otherwise it will rotate around the center of the level, not"},
	{"rem",			"its own center.  That is bad."},

	//////////////////////////////
	// func_debris_visible
	//////////////////////////////

	{"classname",	"func_debris_visible"},
	{"color",		"0 0.5 0.8"},
	{"target",		""},
	{"flag",		"GO_TO_ACTIVATOR"},
	{"flag",		"NO_ROTATE"},
	{"flag",		"MOMENTUM_DAMAGE"},
	{"flag",		"NO_ROTATION_ADJUST"},
	{"flag",		"DROP_ONLY"},
	{"flag",		"QUARTER_SIZE"},

	{"rem",			"SAME AS FUNC_DEBRIS EXCEPT DEBRIS IS VISIBLE BEFORE TARGETTING"},
	{"rem",			"target - debris will fly towards targeted entity"},
	{"rem",			"fly_sound - sound to play while the entity flies through the air"},
	{"rem",			"hit_sound - sound to play when the entity hits something"},
	{"rem",			"damage - amount of damage to do when hitting another object"},
	{"rem",			"if MOMENTUM_DAMAGE is selected, then damage will be based on the"},
	{"rem",			"speed of the debris when it impacts the object and damage becomes"},
	{"rem",			"the divisor, so if speed at impact = 300 and damge = 3, then damage done"},
	{"rem",			"while 300 / 3 = 100 points.  If damage is not set, then momentum damage"},
	{"rem",			"will be the default with a damage divisor of 3."},
	{"rem",			"Spawnflags:"},
	{"rem",			"GO_TO_ACTIVATOR - debris will fly at whoever activated it"},
	{"rem",			"NO_ROTATE - don't give this debris any random rotation"},
	{"rem",			"MOMENTUM_DAMAGE - damage based on velocity"},
	{"rem",			"DROP_ONLY - no upward velocity, debris just falls"},
	{"rem",			"QUARTER_SIZE - shrink bounding box by 1/4"},
	{"rem",			"Notes:"},
	{"rem",			"A func debris entity must have an origin brush contained in it,"},
	{"rem",			"otherwise it will rotate around the center of the level, not"},
	{"rem",			"its own center.  That is bad."},

	//////////////////////////////
	// func_particlefield
	//////////////////////////////
	{"classname",	"func_particlefield"},
	{"color",		"0 0.5 0.8"},
	{"flag",		"USE_COUNT"},
	{"rem",			"count - number of times to trigger before activated"},
	{"rem",			"color - color of particles use:"},
	{"rem",			"black, blue, green, cyan, red, "},
	{"rem",			"purple, brown, ltgray, dkgray, "},
	{"rem",			"ltblue, ltgreen, ltcyan, ltpurple,"},
	{"rem",			"yellow, white"},

	//////////////////////////////
	// func_monitor
	//////////////////////////////
	{"classname",	"func_monitor"},
	{"color",		"0 0.5 0.8"},
	{"rem",			"target - the info_camera that the view will be from"},
	{"rem",			"fov - the field of view when looking through this camera"},

	//////////////////////////////
	// info_camera
	//////////////////////////////
	{"classname",    "info_camera"},
	{"color",        "1 0 0"},
	{"size",         "-8 -8 -8 8 8 8"},

	//////////////////////////////
	// misc_lavaball_drop
	//////////////////////////////
	{"classname",	"misc_lavaball_drop"},
	{"size",		"-8 -8 -8 8 8 8"},
	{"color",		"1.0 0.5 0.0"},

	//////////////////////////////
	// misc_lavaball_toss
	//////////////////////////////
	{"classname",	"misc_lavaball_toss"},
	{"size",		"-8 -8 -8 8 8 8"},
	{"color",		"1.0 0.5 0.0"},

	{"rem",			"target = can be triggered"},
	{"rem",			"mintime = minimum time between tosses (default = 4.0 seconds)"},
	{"rem",			"maxtime = maximum time between tosses (default = 12.0 seconds)"},
	{"rem",			"damage = damage to do when an hitting something"},
	{"rem",			"upmin = minimum upward velocity (default = 200)"},
	{"rem",			"upmax = maximum upward velocity (default = 800)"},

	//////////////////////////////
	// sound_ambient
	//////////////////////////////
	
	{"classname",	"sound_ambient"},
	{"size",		"-8 -8 -8 8 8 8"},
	{"color",		"1 0 1"},

	{"rem",			"sound - path to ambient sound (ie. ambience/sound.wav."},
	{"rem",			"fade - distance multiplier to make sounds fade in further away from source."},
	{"rem",			"1.0 is normal, 2.0 is twice as far."},
	{"rem",			"volume - 0 through 255.  255 is max."},

	//////////////////////////////
	// sound_ambient
	//////////////////////////////
	
	{"classname",	"trigger_fog_value"},
	{"color",		"0 1 0"},

	{"rem",			"fog_value - the value for fog density 0 - 4.  0 is off, ie. r_drawfog 0"},

	//////////////////////////////
	// node_node
	//////////////////////////////
	
	{"classname",	"node_node"},
	{"color",		"0.5 0.5 1"},
	{"size",		"-8 -8 -8 8 8 8"},
	{"flag",		"NODE_DOOR"},

	{"rem",			"number - the number of this node"},
	{"rem",			"link - the number of the node linked to (can be up to four link fields)"},

	//////////////////////////////////////////////////////////////////////////////////////////////////////
	//
	// Monsters
	// 
	//////////////////////////////////////////////////////////////////////////////////////////////////////

	////////////////////////////////////////
	// Episode 1 monsters
	////////////////////////////////////////

    {"classname",    "monster_froginator"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"rem",          "A light and refreshing monster."},
	{"rem",          "One day I will read the spec and know what this"},
	{"rem",          "monster does."},
	{"rem",          "radius - wander radius"},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "monster_crox"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"rem",          "A realistic representation of your mother"},
	{"rem",          "radius - wander radius"},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "monster_slaughterskeet"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"rem",          "A big thing with a big beak."},
	{"rem",          "radius - wander radius"},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "monster_thunderskeet"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"rem",          "A big thing with a big beak."},
	{"rem",          "radius - wander radius"},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "monster_venomvermin"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"rem",          "A big thing with a big beak."},
	{"rem",          "radius - wander radius"},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "monster_tentaclor"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"rem",          "A big thing with a big beak."},
	{"rem",          "radius - wander radius"},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "monster_sludgeminion"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"flag",		 "PATHFOLLOW"},
	{"rem",          "A big thing with a big beak."},
	{"rem",          "radius - wander radius"},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "monster_prisoner"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"rem",          "gib him."},
	{"rem",          "radius - wander radius"},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "func_prisoner_respawn"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"rem",			 "time - seconds until a new prisoner is spawned"},

    {"classname",    "monster_inmater"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-32 -32 -24 32 32 64"},
	{"flag",		 "WANDER"},
	{"flag",		 "PATHFOLLOW"},
	{"rem",          "A big thing with a big beak."},
	{"rem",          "radius - wander radius"},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},
	{"rem",			 "PATH_FOLLOW - begin following a monster path"},

    {"classname",    "monster_squid"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"rem",          "A big thing with a big beak."},
	{"rem",          "radius - wander radius"},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "monster_trackattack"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"rem",          "Track turrets need to have a target"},
	{"rem",          "which is the path_corner_track at which"},
	{"rem",          "they will start."},
	{"rem",          "Spawn about 16 units below the track to"},

    {"classname",    "monster_trackdaddy"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"rem",          "Track turrets need to have a target"},
	{"rem",          "which is the path_corner_track at which"},
	{"rem",          "they will start."},
	
    {"classname",    "monster_lasergat"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"rem",          "Track turrets need to have a target"},
	{"rem",          "which is the path_corner_track at which"},
	{"rem",          "they will start."},

    {"classname",    "monster_psyclaw"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"rem",          "A big dog without a head and a"},
	{"rem",			 "brain for a back.  Cool, eh?"},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "monster_labworker"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"rem",          "Lab worker.  Your momma."},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "monster_battleboar"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"rem",          "A motorized, cybernetic pig, of course."},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

	//////////////////////////////
	//	path_corner_track
	//	
	//	path corners for tracked turrets only!
	//////////////////////////////
	
	{"classname",    "path_corner_track"},
	{"distance",	 "90.0"},
	{"color",        "0.5 0.3 0"},
	{"size",		 "-8 -8 -8 8 8 8"},

	////////////////////////////////////////
	// Episode 2 monsters
	////////////////////////////////////////

    {"classname",    "monster_skeleton"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"rem",          "Where's he at?  Ahh!  He's in me!"},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "monster_spider"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-32 -32 -24 32 32 32"},
	{"flag",		 "WANDER"},
	{"rem",          "Dumbass."},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "monster_tarantula"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"rem",          "Dumbass."},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "monster_griffon"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"rem",          "A big thing with a big beak."},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "monster_harpy"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"rem",          "A big thing with a big beak."},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "monster_centurion"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"rem",          "A big thing with a big beak."},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "monster_siren"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"rem",          "A big thing with a big beak."},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "monster_ferryman"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"rem",          "A big thing with a big beak."},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "monster_satyr"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-32 -32 -24 32 32 64"},
	{"flag",		 "WANDER"},
	{"rem",          "This thing will beat you down."},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "monster_column"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-32 -32 -24 32 32 64"},
	{"flag",		 "WANDER"},
	{"rem",          "Look at the tits on that statue!!"},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

	////////////////////////////////////////
	// Episode 3 monsters
	////////////////////////////////////////

    {"classname",    "monster_plague_rat"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"rem",          "I broke you!"},
	{"flag",		 "WANDER"},
	{"rem",          "I broke you!"},
	{"rem",          "radius - wander radius"},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "monster_rotworm"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"rem",          "I beat the dictionary out of your filthy mouth!"},
	{"rem",          "radius - wander radius"},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "monster_buboid"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"rem",          "Dumbass."},
	{"rem",          "radius - wander radius"},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "monster_priest"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"rem",          "A big thing with a big beak."},
	{"rem",          "radius - wander radius"},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "monster_doombat"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"rem",          "A big thing with a big beak."},
	{"rem",          "radius - wander radius"},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "monster_lycanthir"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"rem",          "A big thing with a big beak."},
	{"rem",          "radius - wander radius"},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "monster_fletcher"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"rem",          "A big thing with a big beak."},
	{"rem",          "radius - wander radius"},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "monster_dwarf"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"rem",          "A big thing with a big beak."},
	{"rem",          "radius - wander radius"},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "monster_dragonegg"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"rem",          "A big thing with a big beak."},
	{"rem",          "radius - wander radius"},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "monster_babydragon"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"rem",          "A big thing with a big beak."},
	{"rem",          "radius - wander radius"},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

	////////////////////////////////////////
	// Episode 4 monsters
	////////////////////////////////////////

    {"classname",    "monster_gang1"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"rem",          "Less than half a fucking man."},
	{"rem",          "radius - wander radius"},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "monster_gang2"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"rem",          "You're fucking dumb!  Suck it down."},
	{"rem",          "radius - wander radius"},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "monster_blackprisoner"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"rem",          "A big thing with a big beak."},
	{"rem",          "radius - wander radius"},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "monster_whiteprisoner"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"rem",          "A big thing with a big beak."},
	{"rem",          "radius - wander radius"},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "monster_femgang"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"rem",          "A big thing with a big beak."},
	{"rem",          "radius - wander radius"},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "monster_rocketdude"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"rem",          "A big thing with a big beak."},
	{"rem",          "radius - wander radius"},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "monster_chaingang"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"rem",          "A big thing with a big beak."},
	{"rem",          "radius - wander radius"},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "monster_labmonkey"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"rem",          "Lab monkey.  This thing will crack your skull."},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "monkey_message"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-8 -8 -8 8 8 8"},
	{"rem",          "Target this from the monkey switch to display current monkey state."},

	//////////////////////////////////////////////////////////////////
	// monster AI markers
	//////////////////////////////////////////////////////////////////

	{"classname",	"monster_path_corner"},
	{"distance",	"90.0"},
	{"color",		"0.5 0.3 0"},
	{"size",		"-8 -8 -8 8 8 8"},
	{"rem",			"A path corner for a monster to travel along"},
	{"rem"			"target1 - target4: "},
	{"rem",			"Can have up to 4 targets for the monster"},
	{"rem",			"to travel to.  If there is more than one target"},
	{"rem",			"the monster will randomly choose the next target"},
	{"rem",			"from those available."},
	{"rem",			"action1 - action4: "},
	{"rem",			"Use the action field to make a monster perform a"},
	{"rem",			"specific action at the path corner.  For example"},
	{"rem",			"'action scoop' will make a sludge minion scoop"},
	{"rem",			"sludge at that path corner (other monsters will"},
	{"rem",			"ignore the scoop command.  You can have multiple"},
	{"rem",			"actions on a path corner, for instance:"},
	{"rem",			"	action1	scoop"},
	{"rem",			"	action2	interrogate"},
	{"rem",			"Sludge minions reaching this path corner will scoop"},
	{"rem",			"while Inmaters will search out nearest prisoner"},


	//////////////////////////////////////////////////////////////////
	// decorations
	//////////////////////////////////////////////////////////////////

    {"classname",	"deco_e1"},
	{"color",		"1.0 0.0 0.0"},
    {"size",		"-16 -16 -24 16 16 0"},
	{"flag",		"DECO_EXPLODE"},
	{"flag",		"DECO_NO_EXPLODE"},
	{"flag",		"DECO_PUSHABLE"},
	{"rem",			"model - choose model # -- see list."},

    {"classname",	"deco_e2"},
	{"color",		"1.0 0.0 0.0"},
    {"size",		"-16 -16 -24 16 16 0"},
	{"flag",		"DECO_EXPLODE"},
	{"flag",		"DECO_NO_EXPLODE"},
	{"flag",		"DECO_PUSHABLE"},
	{"rem",			"model - choose model # -- see list."},

    {"classname",	"deco_e3"},
	{"color",		"1.0 0.0 0.0"},
    {"size",		"-16 -16 -24 16 16 0"},
	{"flag",		"DECO_EXPLODE"},
	{"flag",		"DECO_NO_EXPLODE"},
	{"flag",		"DECO_PUSHABLE"},
	{"rem",			"model - choose model # -- see list."},

    {"classname",	"deco_e4"},
	{"color",		"1.0 0.0 0.0"},
    {"size",		"-16 -16 -24 16 16 0"},
	{"flag",		"DECO_EXPLODE"},
	{"flag",		"DECO_NO_EXPLODE"},
	{"flag",		"DECO_PUSHABLE"},
	{"rem",			"model - choose model # -- see list."},

	{NULL,            NULL},
};

#endif