// QuMa helper file
// Quake Entities
// ENTTYPE: <classname> <color triple> <bounding box min> <bounding box max> <spawnflags>
// COMMENT: <optional help strings> :END

ENTTYPE: air_bubbles ( 0 .5 .8 ) ( -8 -8 -8 ) ( 8 8 8 ) 
COMMENT: visible air bubbles
COMMENT: usually used under water
:END

ENTTYPE: ambient_comp_hum ( 0.3 0.1 0.6 ) ( -10 -10 -8 ) ( 10 10 8 )
COMMENT: computer humming sound 
:END

ENTTYPE: ambient_drip ( 0.3 0.1 0.6 ) ( -10 -10 -8 ) ( 10 10 8 )
COMMENT: water dripping sound 
:END

ENTTYPE: ambient_drone ( 0.3 0.1 0.6 ) ( -10 -10 -8 ) ( 10 10 8 )
COMMENT: droning sound 
:END

ENTTYPE: ambient_flouro_buzz ( 0.3 0.1 0.6 ) ( -10 -10 -8 ) ( 10 10 8 )
COMMENT: flourescent light buzz sound 
:END

ENTTYPE: ambient_light_buzz ( 0.3 0.1 0.6 ) ( -10 -10 -8 ) ( 10 10 8 )
COMMENT: light buzz sound 
:END

ENTTYPE: ambient_suck_wind ( 0.3 0.1 0.6 ) ( -10 -10 -8 ) ( 10 10 8 )
COMMENT: wind sucking sound 
:END

ENTTYPE: ambient_swamp1 ( 0.3 0.1 0.6 ) ( -10 -10 -8 ) ( 10 10 8 )
COMMENT: swamp sounds 
:END

ENTTYPE: ambient_swamp2 ( 0.3 0.1 0.6 ) ( -10 -10 -8 ) ( 10 10 8 )
COMMENT: swamp sounds 
:END

ENTTYPE: ambient_thunder ( 0.3 0.1 0.6 ) ( -10 -10 -8 ) ( 10 10 8 )
COMMENT: thunder sound 
:END

ENTTYPE: event_lightning ( 0 1 1 ) ( -16 -16 -16 ) ( 16 16 16 )
COMMENT: Lightning used to kill Chthon
:END

ENTTYPE: func_bossgate ( 0 .5 .8 ) ? 
COMMENT: Shub-Niggurath gate
COMMENT: This bmodel appears unless players have all of the episode
COMMENTL sigils.
:END

ENTTYPE: func_button ( 0 .5 .8 ) ?
COMMENT: Button Entity
COMMENT: When a button is touched, it moves some distance
COMMENT: in the direction of it's angle, triggers all of it's
COMMENT: targets, waits some time, then returns to it's original
COMMENT: position where it can be triggered again.
COMMENT: -------------------------------------------------------
COMMENT: "angle"    determines the opening direction
COMMENT: "target"   all entities with a matching targetname will be used
COMMENT: "speed"    override the default 40 speed
COMMENT: "wait"     override the default 1 second wait (-1 = never return)
COMMENT: "lip"      override the default 4 pixel lip remaining at end of move
COMMENT: "health"   if set, the button must be killed instead of touched
COMMENT: "sounds"
COMMENT: 0) steam metal
COMMENT: 1) wooden clunk
COMMENT: 2) metallic click
COMMENT: 3) in-out
:END

ENTTYPE: func_door ( 0 .5 .8 ) ? Start_Open x Door_Don't_Link Gold_Key Silver_Key Toggle 
COMMENT: if two doors touch, they are assumed to be connected and 
COMMENT: operate as a unit.
COMMENT: -------------------------------------------------------------
COMMENT: TOGGLE causes the door to wait in both the start and end 
COMMENT: states for a trigger event.
COMMENT: -------------------------------------------------------------
COMMENT: START_OPEN causes the door to move to its destination when
COMMENT: spawned, and operate in reverse.  It is used to temporarily
COMMENT: or permanently close off an area when triggered (not usefull 
COMMENT: for touch or takedamage doors).
COMMENT: -------------------------------------------------------------
COMMENT: Key doors are allways wait -1.
COMMENT: -------------------------------------------------------------
COMMENT: "message"	is printed when the door is touched if it is a 
COMMENT: trigger door and it hasn't been fired yet
COMMENT: "angle"		determines the opening direction
COMMENT: "targetname" if set, no touch field will be spawned and a
COMMENT: remote button or trigger field activates the door.
COMMENT: "health"	if set, door must be shot open
COMMENT: "speed"		movement speed (100 default)
COMMENT: "wait"		wait before returning (3 default, -1 = never return)
COMMENT: "lip"		lip remaining at end of move (8 default)
COMMENT: "dmg"		damage to inflict when blocked (2 default)
COMMENT: "sounds"
COMMENT: 0)	no sound
COMMENT: 1)	stone
COMMENT: 2)	base
COMMENT: 3)	stone chain
COMMENT: 4)	screechy metal
:END

ENTTYPE: func_door_secret ( 0 .5 .8 ) ? Open_Once 1st_left 1st_down No_Shoot Always_Shoot 
COMMENT: Basic secret door. Slides back, then to the side. Angle 
COMMENT: determines direction.
COMMENT: --------------------------------------------------------------
COMMENT: wait  = # of seconds before coming back
COMMENT: 1st_left = 1st move is left of arrow
COMMENT: 1st_down = 1st move is down from arrow
COMMENT: always_shoot = even if targeted, keep shootable
COMMENT: t_width = override WIDTH to move back (or height if going down)
COMMENT: t_length = override LENGTH to move sideways
COMMENT: "dmg"		damage to inflict when blocked (2 default)
COMMENT: ---------------------------------------------------------------
COMMENT: If a secret door has a targetname, it will only be opened by 
COMMENT: it's botton or trigger, not by damage.
COMMENT: "sounds"
COMMENT: 1) medieval
COMMENT: 2) metal
COMMENT: 3) base
:END

ENTTYPE: func_episodegate ( 0 .5 .8 ) ? Episode_1 Episode_2 Episode_3 Episode_4 
COMMENT: Episode gate
COMMENT: This bmodel will appear if the episode has already been
COMMENT: completed, so players can't reenter it.
:END

ENTTYPE: func_illusionary ( 0 .5 .8 ) ? 
COMMENT: Illusionary wall
COMMENT: A simple entity that looks solid but lets you walk through it.
:END

ENTTYPE: func_plat ( 0 .5 .8 ) ? Plat_Low_Trigger 
COMMENT: Platform
COMMENT: "speed"	default 150
COMMENT: -------------------------------------------------------------
COMMENT: Plats are always drawn in the extended position, so they will
COMMENT: light correctly.
COMMENT: -------------------------------------------------------------
COMMENT: If the plat is the target of another trigger or button, it 
COMMENT: will start out disabled in the extended position until it is 
COMMENT: trigger, when it will lower and become a normal plat.
COMMENT: -------------------------------------------------------------
COMMENT: If the "height" key is set, that will determine the amount 
COMMENT: the plat moves, instead of being implicitly determined by 
COMMENT: the model's height.
COMMENT: -------------------------------------------------------------
COMMENT: Set "sounds" to one of the following:
COMMENT: 1) base fast
COMMENT: 2) chain slow
:END

ENTTYPE: func_train ( 0 .5 .8 ) ? 
COMMENT: Train platform
COMMENT: Trains are moving platforms that players can ride.
COMMENT: The targets origin specifies the min point of the train at 
COMMENT: each corner.
COMMENT: The train spawns at the first target it is pointing at.
COMMENT: If the train is the target of a button or trigger, it will 
COMMENT: not begin moving until activated.
COMMENT: "speed"	default 100
COMMENT: "dmg"		default	2
COMMENT: "sounds"
COMMENT: 1) ratchet metal :END

ENTTYPE: func_wall ( 0 .5 .8 ) ? 
COMMENT: Solid wall
COMMENT: This is just a solid wall if not inhibited
:END

ENTTYPE: info_intermission ( 1 0.5 0.5 ) ( -16 -16 -16 ) ( 16 16 16 )
COMMENT: This is the camera point for the intermission.
COMMENT: Use mangle instead of angle, so you can set 
COMMENT: pitch or roll as well as yaw.  'pitch roll yaw'
:END

ENTTYPE: info_notnull ( 0 0.5 0 ) ( -4 -4 -4 ) ( 4 4 4 ) 
COMMENT: Used as a positional target for lightning.
:END

ENTTYPE: info_null ( 0 0.5 0 ) ( -4 -4 -4 ) ( 4 4 4 ) 
COMMENT: Used as a positional target for spotlights, etc.
:END

ENTTYPE: info_player_coop ( 1 0 1 ) ( -16 -16 -24 ) ( 16 16 24 ) 
COMMENT: potential spawning position for coop games
:END

ENTTYPE: info_player_deathmatch ( 1 0 1 ) ( -16 -16 -24 ) ( 16 16 24 ) 
COMMENT: potential spawning position for deathmatch games
:END

ENTTYPE: info_player_start ( 1 0 0 ) ( -16 -16 -24 ) ( 16 16 24 ) 
COMMENT: The normal starting point for a level.
:END

ENTTYPE: info_player_start2 ( 1 0 0 ) ( -16 -16 -24 ) ( 16 16 24 ) 
COMMENT: Only used on start map for the return point from an episode.
:END

ENTTYPE: info_teleport_destination ( .5 .5 .5 ) ( -8 -8 -8 ) ( 8 8 32 ) 
COMMENT: This is the destination marker for a teleporter.  It should 
COMMENT: have a "targetname" field with the same value as a 
COMMENT: teleporter's "target" field.
:END

ENTTYPE: item_armor1 ( 0 .5 .8 ) ( -16 -16 0 ) ( 16 16 32 ) 
COMMENT: Blue Armor
:END

ENTTYPE: item_armor2 ( 0 .5 .8 ) ( -16 -16 0 ) ( 16 16 32 ) 
COMMENT: Yellow Armor
:END

ENTTYPE: item_armorInv ( 0 .5 .8 ) ( -16 -16 0 ) ( 16 16 32 ) 
COMMENT: Red Armor
:END

ENTTYPE: item_artifact_envirosuit ( 0 .5 .8 ) ( -16 -16 -24 ) ( 16 16 32 ) 
COMMENT: Envirosuit
COMMENT: makes player safe from damage from water or slime for 30
COMMENT: seconds
:END

ENTTYPE: item_artifact_invisibility ( 0 .5 .8 ) ( -16 -16 -24 ) ( 16 16 32 ) 
COMMENT: Ring of Invisiblity
COMMENT: makes player invisible (except his eyes) for 30 seconds
:END

ENTTYPE: item_artifact_invulnerability ( 0 .5 .8 ) ( -16 -16 -24 ) ( 16 16 32 ) 
COMMENT: Pentagram of Invulnerability
COMMENT: makes player invulnerable for 30 seconds
:END

ENTTYPE: item_artifact_super_damage ( 0 .5 .8 ) ( -16 -16 -24 ) ( 16 16 32 ) 
COMMENT: Quad Damage
COMMENT: makes the attacks from the player do 4x damage for 30 seconds
:END

ENTTYPE: item_cells ( 0 .5 .8 ) ( 0 0 0 ) ( 32 32 32 ) Big 
COMMENT: Ammo for lightning gun
:END

ENTTYPE: item_health ( .3 .3 1 ) ( 0 0 0 ) ( 32 32 32 ) Rotten Megahealth 
COMMENT: Health box. Normally gives 25 points.
COMMENT: Rotten box heals 5-10 points,
COMMENT: megahealth will add 100 health, then 
COMMENT: rot you down to your maximum health limit, 
COMMENT: one point per second.
:END

ENTTYPE: item_key1 ( 0 .5 .8 ) ( -16 -16 -24 ) ( 16 16 32 ) 
COMMENT: SILVER key
COMMENT: In order for keys to work
COMMENT: you MUST set your maps
COMMENT: worldtype to one of the
COMMENT: following:
COMMENT: 0: medieval
COMMENT: 1: metal
COMMENT: 2: base
:END

ENTTYPE: item_key2 ( 0 .5 .8 ) ( -16 -16 -24 ) ( 16 16 32 ) 
COMMENT: GOLD key
COMMENT: In order for keys to work
COMMENT: you MUST set your maps
COMMENT: worldtype to one of the
COMMENT: following:
COMMENT: 0: medieval
COMMENT: 1: metal
COMMENT: 2: base
:END

ENTTYPE: item_rockets ( 0 .5 .8 ) ( 0 0 0 ) ( 32 32 32 ) Big 
COMMENT: Ammo for rocket/grenade launcher
:END

ENTTYPE: item_shells ( 0 .5 .8 ) ( 0 0 0 ) ( 32 32 32 ) Big 
COMMENT: Ammo for shutguns
:END

ENTTYPE: item_sigil ( 0 .5 .8 ) ( -16 -16 -24 ) ( 16 16 32 ) E1 E2 E3 E4 
COMMENT: End of level sigil, pick up to end episode and return to
COMMENT: jrstart.
:END

ENTTYPE: item_spikes ( 0 .5 .8 ) ( 0 0 0 ) ( 32 32 32 ) Big 
COMMENT: Ammo for nailguns
:END

ENTTYPE: light ( 0 1 0 ) ( -8 -8 -8 ) ( 8 8 8 ) Start_Off 
COMMENT: Non-displayed light.
COMMENT: Default light value is 300
COMMENT: Default style is 0
COMMENT: If targeted, it will toggle between on or off.
:END

ENTTYPE: light_flame_large_yellow ( 0 1 0 ) ( -10 -10 -12 ) ( 12 12 18 ) 
COMMENT: Large yellow flame ball
:END

ENTTYPE: light_flame_small_white ( 0 1 0 ) ( -10 -10 -40 ) ( 10 10 40 ) Start_Off 
COMMENT: Small white flame ball
:END

ENTTYPE: light_flame_small_yellow ( 0 1 0 ) ( -8 -8 -8 ) ( 8 8 8 ) Start_Off 
COMMENT: Small yellow flame ball
:END

ENTTYPE: light_fluoro ( 0 1 0 ) ( -8 -8 -8 ) ( 8 8 8 ) Start_Off 
COMMENT: Non-displayed light.
COMMENT: Default light value is 300
COMMENT: Default style is 0
COMMENT: If targeted, it will toggle between on or off.
COMMENT: Makes steady fluorescent humming sound
:END

ENTTYPE: light_fluorospark ( 0 1 0 ) ( -8 -8 -8 ) ( 8 8 8 ) 
COMMENT: Non-displayed noisy light.
COMMENT: Default light value is 300
COMMENT: Default style is 10
COMMENT: Makes sparking, broken fluorescent sound
:END

ENTTYPE: light_globe ( 0 1 0 ) ( -8 -8 -8 ) ( 8 8 8 ) 
COMMENT: Sphere globe light.
COMMENT: Default light value is 300
COMMENT: Default style is 0
:END

ENTTYPE: light_torch_small_walltorch ( 0 .5 0 ) ( -10 -10 -20 ) ( 10 10 20 ) 
COMMENT: Short wall torch
COMMENT: Default light value is 200
COMMENT: Default style is 0
:END

ENTTYPE: misc_explobox ( 0 .5 .8 ) ( 0 0 0 ) ( 32 32 64 ) 
COMMENT: Exploding box
:END

ENTTYPE: misc_explobox2 ( 0 .5 .8 ) ( 0 0 0 ) ( 32 32 64 ) 
COMMENT: Smaller exploding box
:END

ENTTYPE: misc_fireball ( 0 .5 .8 ) ( -8 -8 -8 ) ( 8 8 8 ) 
COMMENT: Lava Balls
:END

ENTTYPE: misc_teleporttrain ( 0 .5 .8 ) ( -8 -8 -8 ) ( 8 8 8 ) 
COMMENT: Train/teleport destination
COMMENT: This is used for the final bos
:END

ENTTYPE: monster_army ( 1 0 0 ) ( -16 -16 -24 ) ( 16 16 40 ) Ambush 
COMMENT: Grunt
:END

ENTTYPE: monster_boss ( 1 0 0 ) ( -128 -128 -24 ) ( 128 128 256 )
COMMENT: Chthon (Shareware Boss) :END

ENTTYPE: monster_demon1 ( 1 0 0 ) ( -32 -32 -24 ) ( 32 32 64 ) Ambush 
COMMENT: Fiend/Demon
COMMENT: Attacks from far away by jumping and charging
:END

ENTTYPE: monster_dog ( 1 0 0 ) ( -32 -32 -24 ) ( 32 32 40 ) Ambush 
COMMENT: Rottweiler
:END

ENTTYPE: monster_enforcer ( 1 0 0 ) ( -16 -16 -24 ) ( 16 16 40 ) Ambush
COMMENT: Enforcer
COMMENT: Stronger Grunt with a laser
:END

ENTTYPE: monster_fish ( 1 0 0 ) ( -16 -16 -24 ) ( 16 16 24 ) Ambush 
COMMENT: Rotfish
:END

ENTTYPE: monster_hell_knight ( 1 0 0 ) ( -16 -16 -24 ) ( 16 16 40 ) Ambush 
COMMENT: Death Knight
:END

ENTTYPE: monster_knight ( 1 0 0 ) ( -16 -16 -24 ) ( 16 16 40 ) Ambush 
COMMENT: Knight
:END

ENTTYPE: monster_ogre ( 1 0 0 ) ( -32 -32 -24 ) ( 32 32 64 ) Ambush 
COMMENT: Ogre
:END

ENTTYPE: monster_oldone ( 1 0 0 ) ( -16 -16 -24 ) ( 16 16 32 ) 
COMMENT: Shub-Niggurath
:END

ENTTYPE: monster_shalrath ( 1 0 0 ) ( -32 -32 -24 ) ( 32 32 48 ) Ambush 
COMMENT: Shalrath/Vore
:END

ENTTYPE: monster_shambler ( 1 0 0 ) ( -32 -32 -24 ) ( 32 32 64 ) Ambush 
COMMENT: Shambler
:END

ENTTYPE: monster_tarbaby ( 1 0 0 ) ( -16 -16 -24 ) ( 16 16 24 ) Ambush 
COMMENT: Tar baby/Spawn
:END

ENTTYPE: monster_wizard ( 1 0 0 ) ( -16 -16 -24 ) ( 16 16 40 ) Ambush 
COMMENT: Wizard/Scrag
:END

ENTTYPE: monster_zombie ( 1 0 0 ) ( -16 -16 -24 ) ( 16 16 32 ) Crucified ambush
COMMENT: Zombie (must be gibbed to die)
COMMENT: If crucified, stick the bounding box 
COMMENT: 12 pixels back into a wall to look right 
:END

ENTTYPE: noclass ( 0 0 0 ) ( -8 -8 -8 ) ( 8 8 8 ) 
COMMENT: prints a warning message when spawned
:END

ENTTYPE: path_corner ( 0.5 0.3 0 ) ( -8 -8 -8 ) ( 8 8 8 )
COMMENT: Monsters will continue walking towards the next target corner 
:END

ENTTYPE: test_fodder ( 0 .5 .8 ) ?
COMMENT: beating guy 
:END

ENTTYPE: trap_shooter ( 0 .5 .8 ) ( -8 -8 -8 ) ( 8 8 8 ) Superspike Laser 
COMMENT: Continuously fires spikes.
COMMENT: "wait" time between spike (1.0 default)
COMMENT: "nextthink" delay before firing first spike, so multiple 
COMMENT: shooters can be stagered.
:END

ENTTYPE: trap_spikeshooter ( 0 .5 .8 ) ( -8 -8 -8 ) ( 8 8 8 ) Superspike Laser 
COMMENT: When triggered, fires a spike in the direction set in origin
:END

ENTTYPE: trigger_changelevel ( 0.5 0.5 0.5 ) ? No_Intermission
COMMENT: When the player touches this, he gets sent to the map
COMMENT: listed in the "map" variable.  Unless the NO_INTERMISSION
COMMENT: flag is set, the view will go to the info_intermission
COMMENT: spot and display stats.
:END

ENTTYPE: trigger_counter ( .5 .5 .5 ) ? nomessage 
COMMENT: Acts as an intermediary for an action that takes multiple 
COMMENT: inputs.
:END

ENTTYPE: trigger_hurt ( .5 .5 .5 ) ? 
COMMENT: Any object touching this will be hurt
COMMENT: set "dmg" to damage amount
COMMENT: defalt "dmg" = 5
:END

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

ENTTYPE: trigger_multiple ( .5 .5 .5 ) ? Notouch 
COMMENT: Repeatable Trigger
COMMENT: Variable sized repeatable trigger.  Must be targeted at one 
COMMENT: or more entities.  If "health" is set, the trigger must be 
COMMENT: killed to activate each time.
COMMENT: If "delay" is set, the trigger waits some time after 
COMMENT: activating before firing.
COMMENT: "wait" : Seconds between triggerings. (.2 default)
COMMENT: If notouch is set, the trigger is only fired by other 
COMMENT: entities, not by touching.
COMMENT: NOTOUCH has been obsoleted by trigger_relay!
COMMENT: "sounds"
COMMENT: 1)	secret
COMMENT: 2)	beep beep
COMMENT: 3)	large switch
COMMENT: 4)
COMMENT: set "message" to text string
:END

ENTTYPE: trigger_once ( .5 .5 .5 ) ? Notouch 
COMMENT: Variable sized trigger. Triggers once, then removes itself.  
COMMENT: You must set the key "target" to the name of another object 
COMMENT: in the level that has a matching "targetname".  
COMMENT: If "health" is set, the trigger must be killed to activate.
COMMENT: If notouch is set, the trigger is only fired by other entities, 
COMMENT: not by touching.
COMMENT: if "killtarget" is set, any objects that have a matching 
COMMENT: "target" will be removed when the trigger is fired.
COMMENT: if "angle" is set, the trigger will only fire when someone 
COMMENT: is facing the direction of the angle.  Use "360" for an 
COMMENT: angle of 0.
COMMENT: "sounds"
COMMENT: 1)	secret
COMMENT: 2)	beep beep
COMMENT: 3)	large switch
COMMENT: 4)
COMMENT: set "message" to text string
:END

ENTTYPE: trigger_onlyregistered ( .5 .5 .5 ) ? 
COMMENT: Only fires if playing the registered version, otherwise 
COMMENT: prints the "message"
:END

ENTTYPE: trigger_push ( .5 .5 .5 ) ? Push_Once 
COMMENT: Pushes the player
:END

ENTTYPE: trigger_relay ( .5 .5 .5 ) ( -8 -8 -8 ) ( 8 8 8 ) 
COMMENT: This fixed size trigger cannot be touched, it can only 
COMMENT: be fired by other events.  It can contain killtargets, 
COMMENT: targets, delays, and messages.
:END

ENTTYPE: trigger_secret ( .5 .5 .5 ) ? 
COMMENT: secret counter trigger
COMMENT: "sounds"
COMMENT: 1)	secret
COMMENT: 2)	beep beep
COMMENT: set "message" to text string
:END

ENTTYPE: trigger_setskill ( .5 .5 .5 ) ? 
COMMENT: sets skill level to the value of "message".
COMMENT: Only used on start map.
:END

ENTTYPE: trigger_teleport ( .5 .5 .5 ) ? Player_Only Silent 
COMMENT: Any object touching this will be transported to the 
COMMENT: corresponding info_teleport_destination entity. You must 
COMMENT: set the "target" field, and create an object with a 
COMMENT: "targetname" field that matches.
COMMENT: --------------------------------------------------------
COMMENT: If the trigger_teleport has a targetname, it will only 
COMMENT: teleport entities when it has been fired.
:END

ENTTYPE: weapon_grenadelauncher ( 0 .5 .8 ) ( -16 -16 0 ) ( 16 16 32 ) 
COMMENT: Grenade Launcher
:END

ENTTYPE: weapon_lightning ( 0 .5 .8 ) ( -16 -16 0 ) ( 16 16 32 ) 
COMMENT: Lightning Gun
:END

ENTTYPE: weapon_nailgun ( 0 .5 .8 ) ( -16 -16 0 ) ( 16 16 32 ) 
COMMENT: Nailgun
:END

ENTTYPE: weapon_rocketlauncher ( 0 .5 .8 ) ( -16 -16 0 ) ( 16 16 32 ) 
COMMENT: Rocket Launcher
:END

ENTTYPE: weapon_supernailgun ( 0 .5 .8 ) ( -16 -16 0 ) ( 16 16 32 )
COMMENT: Super Nailgun 
:END

ENTTYPE: weapon_supershotgun ( 0 .5 .8 ) ( -16 -16 0 ) ( 16 16 32 ) 
COMMENT: Super Shotgun
:END