--- /dev/null
+/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32)
+Starting point for a player.
+"team" the number of the team for this player starting point. 0 is reserved for civilians and critters (use info_civilian_start instead)
+*/
+
+
+/*QUAKED info_human_start (0 1 0) (-16 -16 -24) (16 16 32)
+Starting point for a single player human.
+*/
+
+
+/*QUAKED info_alien_start (0 0 1) (-16 -16 -24) (16 16 32)
+Starting point for a single player alien.
+*/
+
+
+/*QUAKED info_2x2_start (1 1 0) (-32 -32 -24) (32 32 32)
+Starting point for a ugv 2x2 units.
+"team" the number of the team for this player starting point. Only for multiplayer teams.
+*/
+
+
+/*QUAKED info_civilian_start (0 1 1) (-16 -16 -24) (16 16 32)
+Starting point for a civilian.
+*/
+
+
+/*QUAKED misc_model (1 1 0) (-16 -16 -16) (16 16 16) level1 level2 level3 level4 level5 level6 level7 level8 server_solid glow
+Displays a md2 model.
+Set the level flags correctly!
+Use angles [pitch yaw roll] to rotate the model. pitch (up/down), yaw (left/right) and roll (fall over)
+"model" arbitrary .md2 file to display
+"angles" direction of the model [pitch yaw roll]
+"angle" direction of the model [yaw]
+"skin" skin number (default 0)
+"frame" frame number (default 0) - use frame or anim - but not both
+"anim" is this an animated model (default empty otherwise fill the animname)
+*/
+
+
+/*QUAKED misc_particle (0 0 1) (-16 -16 -16) (16 16 16) level1 level2 level3 level4 level5 level6 level7 level8 noday
+Creates a particle. Particle properties can be set here with a preceding '-' or '+'.
+'-' property is set before calling the particle init function
+'+' do it afterwards
+noday means that the particle is not shown at the day version of the map. E.g. useful for flare particles around streetlight.
+Wait times are of the format "a b". It spawns particles in random intervals ranging from (a) to (a+b) seconds. If no wait time is specified one particle is created at map start.
+"particle" name of the particle definition
+"wait" wait time
+*/
+
+
+/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) day
+Non-displayed light. All lights are for the night version. If you want them to show up in the day version, too - mark the day flag
+"_color" Color for the light RGB
+"light" intensity 0-255
+"target" entity target name (info_null)
+"_cone"
+"origin"
+"angle" Special values: UP -1; DOWN -2;
+*/
+
+/*QUAKED light_spot (0 1 0) (-8 -8 -8) (8 8 8) day
+Non-displayed light. All lights are for the night version. If you want them to show up in the day version, too - mark the day flag
+"_color" Color for the light RGB
+"light" intensity 0-255
+"_cone"
+"origin"
+"angle" Special values: UP -1; DOWN -2;
+*/
+
+/*QUAKED worldspawn (0 0 0) ?
+Only used for the world.
+"maxteams" max. teams for multiplayer
+"maxlevel" highest selectable level
+*/
+
+/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
+Used as a positional target for spotlights, etc.
+"targetname" target name
+*/
+
+/*QUAKED info_civilian_target (0.5 0.8 0.1) (-16 -16 -24) (16 16 32)
+Used as a target where civilians try to get in a mission (TODO: Implement me)
+"count" The priority of this waypoint - the lower the number, the nearer the end-target
+*/
+
+/*QUAKED misc_sound (0.5 1 0.5) (-8 -8 -8) (8 8 8) level1 level2 level3 level4 level5 level6 level7 level8
+Used to play ambient sounds (looped sounds)
+"noise" sound file name relative to sound/ambience
+"volume" 0 - 128
+*/
+
+/*QUAKED misc_mission (0.1 0.6 0.3) (-16 -16 -16) (16 16 16) level1 level2 level3 level4 level5 level6 level7 level8
+Defines a mission target
+"particle" display a particle
+"time" if set the entity has to be occupied x rounds to win the mission
+"radius" if the entity has to be occupied this defines the radius that is needed
+"health" if set the entity has to be destroyed to win the mission - otherwise is has just to be reached (see time)
+*/
+
+/*QUAKED misc_mission_alien (0.1 0.6 0.3) (-16 -16 -16) (16 16 16) level1 level2 level3 level4 level5 level6 level7 level8
+Defines the alien mission target
+"particle" display a particle
+"time" if set the entity has to be occupied x rounds to win the mission
+"radius" if the entity has to be occupied this defines the radius that is needed
+"health" if set the entity has to be destroyed to win the mission - otherwise is has just to be reached (see time)
+*/
+
+/*QUAKED func_door (0 .5 .8) ? level1 level2 level3 level4 level5 level6 level7 level8
+"angle" determines the opening direction
+"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)
+*/
+
+/*QUAKED func_group (0 0 0) ?
+Only for editor and terrain convenience.
+"terrain"
+"gensurf"
+"phongshading"
+*/
+
+/*QUAKED func_breakable (0 0 0) ? level1 level2 level3 level4 level5 level6 level7 level8
+"health" damage until destroyed
+"particle" particle id
+"material" material id MAT_GLASS = 0 (default), MAT_METAL = 1, MAT_ELECTRICAL = 2, MAT_WOOD = 3
+*/
+
+/*QUAKED func_rotating (0 0 0) ? level1 level2 level3 level4 level5 level6 level7 level8
+"health" damage until destroyed
+"particle" particle id
+"speed" rotation speed
+"angle" rotate around this angle - pitch = 0, yaw = 1, roll = 2
+*/
+
+/*QUAKED trigger_hurt (0 0 0) ? KILL STUN DAZE
+Any entity that touches this will be hurt. It does dmg points of damage each server frame
+"dmg" default 5 (whole numbers only)
+*/