+
+/*QUAKED target_spawn (1 0 1) (-8 -8 -8) (8 8 8) - ONLOAD
+Spawns or modifies an entity when triggered.
+The entity field list is a single string of the form:
+'field' 'value' 'field' 'value' ... 'classname' 'item_bullets' ... 'field' 'value'
+The special "field" name $ calls a void(void) function, for example a spawn function.
+Special function names available are _setmodel and _setsize.
+Field values can use various variable replacements:
+$E
+$E.field
+$E.field+offset
+$E.field+offset+randomoffset
+where "E" can be self, activator, target (the entity being created/modified) and pusher.
+Example is a Mario-style question mark block which could throw a new weapon_nex when activated like this:
+{
+"classname" "func_button"
+"angle" "-1"
+"wait" "5"
+"target" "makenex"
+"speed" "1000"
+"lip" "64"
+...
+}
+{
+"classname" "target_spawn"
+"origin" "0 0 448"
+"targetname" "makenex"
+"message" "origin $self.origin owner $activator flags 65536 colormap $activator.colormap classname droppedweapon $ spawnfunc_weapon_nex think thrown_wep_think nextthink $time+0.5 velocity $activator.velocity velocity_z 512 movetype 3"
+}
+-------- KEYS --------
+targetname: used to trigger this
+message: entity field list
+target: when set, target_spawn edits entities, instead of creating new ones
+count: make sure no more than count entities have been created by this (refuse to spawn new ones if exceeded)
+-------- SPAWNFLAGS --------
+ONLOAD: create a first entity on map load
+*/
+
+/*QUAKED func_breakable (1 0 0) ? DISABLED INDICATE
+This is a brush model which can be damaged.
+Once all health is consumed it'll disappear and trigger the targeted entity/entities.
+When triggered, it resets to full health, and unbreaks.
+-------- KEYS --------
+health: The damage this trigger can take
+target: The entity/entities to be triggered once this entity gets invisible
+targetname: The name other entities can use to target this entity
+mdl: particle effect name to show when destroyed
+count: particle effect multiplier
+mdl_dead: optional replacement model to show when destroyed
+debris: names of debris models to show when destroyed, separated by spaces
+-------- SPAWNFLAGS --------
+DISABLED: do not allow damaging this until it is first activated
+INDICATE: indicate amount of damage already taken by coloring
+*/
+
+/*QUAKED trigger_relay_if (0 1 0) (-8 -8 -8) (8 8 8) NEGATE
+Relays the trigger event if a cvar is set to a specified value.
+-------- KEYS --------
+target: The entity/entities to relay the trigger events to
+targetname: The name other entities can use to target this entity
+netname: The name of the cvar to check
+message: The value of the cvar to check
+count: The count of entities that must be found
+-------- SPAWNFLAGS --------
+NEGATE: trigger if the cvar does NOT match the value.
+*/
+
+/*QUAKED weapon_hlac (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
+the Heavy Laser Assault Cannon.
+-------- KEYS --------
+respawntime: time till it respawns (default: 30)
+team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
+-------- SPAWNFLAGS --------
+FLOATING: the item will float in air, instead of aligning to the floor by falling
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/weapons/g_hlac.md3"
+*/
+
+/*QUAKED weapon_seeker (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
+the T.A.G. Seeker.
+-------- KEYS --------
+respawntime: time till it respawns (default: 30)
+team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
+-------- SPAWNFLAGS --------
+FLOATING: the item will float in air, instead of aligning to the floor by falling
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/weapons/g_seeker.md3"
+*/