// SURVIVAL HORROR MAKER GTKRADIANT 1.4 ENTITIES FILE
// 2007


/*QUAKED func_group (0 .5 .8) ?*/



/*QUAKED func_door_rotating (0 .5 .8) ?


Due to some origin issues to be able to have the door swing in the correct
fashion depending on where the player hits it you will have to use the
setpointdoor float as a key in the func_door_rotating entity in the map editor.

Their names correspond to when looking down from on top of the door (bird's eye view):
Their angle, if the door is the long way from left to right it is HORIZONTAL. If it is
long from top to bottom it is VERTICAL. The next bit corresponds to which side of the door
has the origin brush which decides from where it will swing from. If the origin brush is
on the left then it is LEFT_HINGE. And if it is on the right it is RIGHT_HINGE. In terms
of VERTICAL doors the LEFT_HINGE would be on the lowest end of the door if looking at it
from the top, and the RIGHT_HINGE would be the top of the door if looking at it from the top
view.


*/

/*QUAKED func_trigger_camera (0 0 1.0) ?

target : the targetname of the func_camera that this trigger's to view
*/



/*QUAKED func_camera (0 0 1.0) (-12 -12 -12) (12 12 12) 

targetname : the name of camera that func_trigger_camera targets
*/




/*QUAKED world_item (0 .5 0) (-8 -8 -8) (8 8 8) 

description : name of item from scripts/items/, in example using a value of "pistol" will load scripts/items/pistol.shm
*/


/*QUAKED monster (1 0 0) (-16 -16 -24) (16 16 32)

description : name of monster from scripts/monsters/, in example using a value of "zombie" will load scripts/monsters/zombie.shm
*/



/*QUAKED info_null (0 .5 0) (-8 -8 -8) (8 8 8)
Used as a positional target for light entities to create a spotlight effect. A target_position can be used instead of this but was kept in Q3A for legacy purposes.
-------- KEYS --------
targetname : must match the target key of entity that uses this for pointing.
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).*/



/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32)
Player spawn location. It works in Quake III Arena, but it is not used in the Id maps. Use info_player_deathmatch instead.
-------- KEYS --------
angle : direction in which player will look when spawning in the game.
target : this can point at a target_give entity for respawn freebies.*/


LIGHT ENTITY

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


/*QUAKED light (.65 .65 1) (-8 -8 -8) (8 8 8) LINEAR NOANGLE UNUSED1 UNUSED2 NOGRIDLIGHT
Non-displayed point light source. The -pointscale and -scale arguments to Q3Map2 affect the brightness of these lights. The -skyscale argument affects brightness of entity sun lights.
-------- KEYS --------
_light OR light: overrides the default 300 intensity.
_color : weighted RGB value of light color (default white - 1.0 1.0 1.0).
target : Lights pointed at a target will be spotlights.
radius: overrides the default 64 unit radius of a spotlight at the target point.
-------- Q3MAP2 KEYS --------
_sun : Set this key to 1 on a spotlight to make an infinite sun light.
fade : Fades light attenuation. Only affects linear lights.
scale : Scales light attentation, from SOF2/JK2. Scales the "light" value.
-------- SPAWNFLAGS --------
LINEAR : Use a linear falloff. Default is inverse distance squared (more realistic).
NOANGLE : Ignore angle attenuation.
NOGRIDLIGHT : Do not affect the lightgrid (dynamic entity lighting).*/



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

MISC_* ENTITIES

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

/*QUAKED misc_model (1 .5 .25) (-16 -16 -16) (16 16 16)
Generic placeholder for inserting MD3 models in game. Requires compilation of map geometry to be added to level. If the map is compiled with Q3Map2, then ASE, 3DS, OBJ and other model formats are supported.
-------- KEYS --------
angle: direction in which model will be oriented.
model : path/name of model to use (eg: models/mapobjects/teleporter/teleporter.md3).
-------- Q3MAP2 KEYS --------
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).
modelscale : Floating-point value used to scale a model up or down (default 1.0).
modelscale_vec : Floating-point vector used to scale a model's axes individually (default 1.0 1.0 1.0).
_remap : Used to remap textures/shaders in the model. To remap all shaders to a given shader, use "*;models/mymodel/mytexture". To remap a specific shader, use "models/mymodel/old;models/mymodel/new".
target : Used to attach the misc_model to a brush entity, where its "targetname" key is the same value.
_lightmapscale : Floating point value scaling the resolution of lightmaps on this model (if model is using lightmapped shaders) (default 1.0).
_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
*/



/*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8)
Path corner entity that func_trains can be made to follow.
-------- KEYS --------
target : point to next path_corner in the path.
targetname : the train following the path or the previous path_corner in the path points to this.
speed : speed of func_train while moving to the next path corner. This will override the speed value of the train.
wait : number of seconds func_train will pause on path corner before moving to next path corner (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).
-------- NOTES --------
Setting the wait key to -1 will not make the train stop on the path corner, it will simply default to 0.*/


WORLDSPAWN ENTITY

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

/*QUAKED worldspawn (0 0 0) ?
Only used for the world.
-------- KEYS --------
message : text to print at user logon. Used for name of level.
music : path/name of looping .wav file used for level's music (eg. music/sonic5.wav).
_ambient OR ambient : Adds a constant value to overall lighting. Use is not recommended. Ambient light will have a tendency to flatten out variations in light and shade.
_color : RGB value for ambient light color (default is 0 0 0).
gravity : gravity of level (default is normal gravity: 800).
gridsize : granularity of the lightgrid created by q3map. Value is three integers separated by spaces, representing number of units between grid points in X Y Z. Default gridsize value is 128 128 256. Use larger powers of 2 to reduce BSP size and compile time on very large maps.
_blocksize : q3map always splits the BSP tree along the planes X=_blocksize*n and Y=_blocksize*n. Default _blocksize value is 1024. Increase the blocksize using larger powers of 2 to reduce compile times on very large maps with a low structural brush density.
-------- Q3MAP2 KEYS --------
_minlight : Minimum light value, levelwide. Uses the _color key to set color. Does not add unlike ambient.
_minvertexlight : Minimum vertex lighting, levelwide.
_mingridlight : Minimum lightgrid (dynamic entity lighting) levelwide.
_keeplights : Keep light entities in the BSP. Normally stripped out by the BSP process and read from the .map file by the lighting phase.
_noshadersun : Ignore q3map_sun/sun directives in sky shaders and ONLY use entity sun lights.
_farplanedist : Limit on how many units the vis phase of compilation can see. Used in combination with level-wide fog, it can help reduce r_speeds on large, open maps.
_foghull : Shader to use for "fog hull." Foghull shader should be a sky shader. Omit the "textures/" prefix.
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in the world. Can be overridden in func_group (or other entities) (default 1.0).
_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. Overridable in entities.
-------- Q3MAP2 TERRAIN KEYS --------
_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.
_layers OR layers : Integer value is the number unique root shaders that will be use on the terrain.
_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.*/
