/*QUAKED target_startTimer (1 0 0) (-8 -8 -8) (8 8 8)
Timer Start
*/

//=============================================================================

/*QUAKED target_stopTimer (1 0 0) (-8 -8 -8) (8 8 8)
Timer Stop
-------- KEYS --------
target: stopTimer triggers its targets when a best time occurs.
*/

//=============================================================================

/*QUAKED target_checkpoint (1 0 0) (-8 -8 -8) (8 8 8)
Checkpoint
*/

//=============================================================================

/*QUAKED target_fragsFilter (1 0 0) (-8 -8 -8) (8 8 8) REMOVER RUNONCE SILENT RESET
Frags Filter
-------- KEYS --------
frags: (default is 1) number of frags required to trigger the targeted entity.
target: targeted entity.
-------- SPAWNFLAGS --------
REMOVER: removes from player's score the number of frags that was required to trigger the targeted entity.
RUNONCE: no longer used, kept for compatibility.
SILENT: disables player warnings. ("x more frags needed" messages)
RESET: resets player's score to 0 after the targeted entity is triggered.
-------- NOTES --------
If the Frags Filter is not bound from a trigger, it becomes independant and is so always active.
Defrag is limited to 10 independant target_fragsFilter.
*/

//=============================================================================

/*QUAKED target_init (1 0 0) (-8 -8 -8) (8 8 8) KEEPARMOR KEEPHEALTH KEEPWEAPONS KEEPPOWERUPS KEEPHOLDABLE
Removes various items from player.
-------- SPAWNFLAGS --------
KEEPARMOR
KEEPHEALTH
KEEPWEAPONS
KEEPPOWERUPS
KEEPHOLDABLE
REMOVEMACHINEGUN
-------- NOTES --------
REMOVEMACHINEGUN has no effect if KEEPWEAPONS is ON.
This target was originally settled for teleporters that lead back to the map starting point.
target_init fires its target when activated.
*/

//=============================================================================

/*QUAKED target_smallprint (0 .5 0) (-8 -8 -8) (8 8 8) NULL NULL NULL BROADCAST
This will print a message on the center of the screen when triggered. In Defrag, by default, only the activating client will see the message.
-------- KEYS --------
message : text string to print on screen.
targetname : the activating trigger points to this.
-------- SPAWNFLAGS --------
NULL: Those spawnflags were removed from Defrag.
BROADCAST: When set, the message will be broadcast to all connected players.
*/

//=============================================================================

/*QUAKED target_print (0 .5 0) (-8 -8 -8) (8 8 8) NULL NULL NULL BROADCAST
This will print a message on the center of the screen when triggered. In Defrag, by default, only the activating client will see the message.
-------- KEYS --------
message : text string to print on screen.
targetname : the activating trigger points to this.
-------- SPAWNFLAGS --------
NULL: Those spawnflags were removed from Defrag.
BROADCAST: When set, the message will be broadcast to all connected players.
*/

//=============================================================================

/*QUAKED shooter_grenade_targetplayer (1 0 .5) (-8 -8 -8) (8 8 8) TARGETPLAYER PREDICT_XY PREDICT_Z
This will shoot a grenade each time it's triggered. Aiming is done by setting the "angles" key or by targeting an info_notnull or target_position entity.  It may also target the player, and predict the player's velocity.
-------- KEYS --------
angles: this sets the pitch and yaw aiming angles of shooter (default 0 0). The roll angle does not apply.
targetname : activating trigger points to this.
target : this points to a target_position entity for aiming the grenades.
random : random aiming variance in degrees from the straight line to the targeted entity (default 0 - see Notes).
notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).
speed: adjusts XY leading of player target.
count: adjusts Z leading of player target.
-------- SPAWNFLAGS --------
TARGETPLAYER: If set, will aim at player instead of normal target.
PREDICT_XY: If set, will attempt to predict player's horizontal position.
PREDICT_Z: If set, will attempt to predict player's vertical position.  Only should use this if player will be in freefall, as it does not account for the player touching the ground.
-------- NOTES --------
When the random key is set, its value is used to calculate a maximum angle deviation from the normal trajectory formed by a straight line between the shooter and the aiming entity it targets. The final trajectory will be a random value anywhere between no deviation at all (0) to maximum deviation (value of the random key).

Both the setting "angles" key or "targeting a target_position" methods can be used to aim the shooter. However, the target_position method is simpler.*/

//=============================================================================

/*QUAKED shooter_plasma_targetplayer (1 0 .5) (-8 -8 -8) (8 8 8) TARGETPLAYER PREDICT_XY PREDICT_Z
This will shoot a plasma ball each time it's triggered. Aiming is done by setting the "angles" key or by targeting an info_notnull or target_position entity.  It may also target the player, and predict the player's velocity.
-------- KEYS --------
angles: this sets the pitch and yaw aiming angles of shooter (default 0 0). The roll angle does not apply.
targetname : activating trigger points to this.
target : this points to a target_position entity for aiming the plasma balls.
random : random aiming variance in degrees from the straight line to the targeted entity (default 0 - see Notes).
notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).
speed: adjusts XY leading of player target.
count: adjusts Z leading of player target.
-------- SPAWNFLAGS --------
TARGETPLAYER: If set, will aim at player instead of normal target.
PREDICT_XY: If set, will attempt to predict player's horizontal position.
PREDICT_Z: If set, will attempt to predict player's vertical position.  Only should use this if player will be in freefall, as it does not account for the player touching the ground.
-------- NOTES --------
When the random key is set, its value is used to calculate a maximum angle deviation from the normal trajectory formed by a straight line between the shooter and the aiming entity it targets. The final trajectory will be a random value anywhere between no deviation at all (0) to maximum deviation (value of the random key).

Both the setting "angles" key or "targeting a target_position" methods can be used to aim the shooter. However, the target_position method is simpler.*/

//=============================================================================

/*QUAKED shooter_rocket_targetplayer (1 0 .5) (-8 -8 -8) (8 8 8) TARGETPLAYER PREDICT_XY PREDICT_Z
This will shoot a rocket each time it's triggered. Aiming is done by setting the "angles" key or by targeting an info_notnull or target_position entity.  It may also target the player, and predict the player's velocity.
-------- KEYS --------
angles: this sets the pitch and yaw aiming angles of shooter (default 0 0). The roll angle does not apply.
targetname : activating trigger points to this.
target : this points to a target_position entity for aiming the rockets.
random : random aiming variance in degrees from the straight line to the targeted entity (default 0 - see Notes).
notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).
speed: adjusts XY leading of player target.
count: adjusts Z leading of player target.
-------- SPAWNFLAGS --------
TARGETPLAYER: If set, will aim at player instead of normal target.
PREDICT_XY: If set, will attempt to predict player's horizontal position.
PREDICT_Z: If set, will attempt to predict player's vertical position.  Only should use this if player will be in freefall, as it does not account for the player touching the ground.
-------- NOTES --------
When the random key is set, its value is used to calculate a maximum angle deviation from the normal trajectory formed by a straight line between the shooter and the aiming entity it targets. The final trajectory will be a random value anywhere between no deviation at all (0) to maximum deviation (value of the random key).

Both the setting "angles" key or "targeting a target_position" methods can be used to aim the shooter. However, the target_position method is simpler.*/

//=============================================================================

/*QUAKED trigger_push_velocity (.5 .5 .5) ? PLAYERDIR_XY ADD_XY PLAYERDIR_Z ADD_Z BIDIRECTIONAL_XY BIDIRECTIONAL_Z CLAMP_NEGATIVE_ADDS
This is used to create jump pads and launch ramps. It MUST point to a target_position or info_notnull entity to work. Unlike target_push, this is client side predicted.  This is similar to a jumppad, however, it may be configured to add to the player's velocity, as opposed to just setting it.
-------- KEYS --------
target : this points to the target_position to which the player will jump.
notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).
speed: XY speed for player-directional velocity pads - either sets or adds to the player's horizontal velocity.
count: Z speed for player-directional velocity pads - either sets or adds to the player's vectical velocity.
-------- SPAWNFLAGS --------
PLAYERDIR_XY: if set, trigger will apply the horizontal speed in the player's horizontal direction of travel, otherwise it uses the target XY component.
ADD_XY: if set, trigger will add to the player's horizontal velocity, otherwise it set's the player's horizontal velociy.
PLAYERDIR_Z: if set, trigger will apply the vertical speed in the player's vertical direction of travel, otherwise it uses the target Z component.
ADD_Z: if set, trigger will add to the player's vertical velocity, otherwise it set's the player's vectical velociy.
BIDIRECTIONAL_XY: if set, non-playerdir velocity pads will function in 2 directions based on the target specified.  The chosen direction is based on the current direction of travel.  Applies to horizontal direction.
BIDIRECTIONAL_Z: if set, non-playerdir velocity pads will function in 2 directions based on the target specified.  The chosen direction is based on the current direction of travel.  Applies to vertical direction.
CLAMP_NEGATIVE_ADDS: if set, then a velocity pad that adds negative velocity will be clamped to 0, if the resultant velocity would bounce the player in the opposite direction.
-------- NOTES --------
To make a jump pad or launch ramp, place the target_position/info_notnull entity at the highest point of the jump and target it with this entity.*/
