<?xml version="1.0"?>
<classes>
  <group name="_decal" color="0 1.0 0" model="">
Compiler-only entity. Specifies a decal for projection.

A decal is created by grouping one or more bezier patches and targetting it into an info_null entity. Axis and distance of projection are determined by the distance between the center of the _decal entity and the target. 
-------- KEYS --------
<target key="target" name="Target">The entity which is targetted at for projection.</target>
-------- SPAWNFLAGS --------
-------- NOTES --------
  </group>
  <point name="_skybox" color="0.77 0.88 1.0" box="-4 -4 -4 4 4 4" model="">
Compiler-only entity. Specifies the origin of a skybox in a contained area of the map, far from the actual level.

A skybox casts shadows on normal parts of the map and allows the use of cloud layers and other effects. After compiling, the skybox will replace any sky shaders present in the map, except, of course, those in the skybox itself. 
-------- KEYS --------
<angle key="angle" name="Yaw Angle">Determines a facing angle.</angle>
<angles key="angles" name="Pitch Yaw Roll">Individual control of pitch, yaw and roll.. Default: 0 0 0.</angles>
-------- SPAWNFLAGS --------
-------- NOTES --------
  </point>
  <point name="ammo_belt" color=".3 .3 1" box="-16 -16 -16 16 16 16" model="models/powerups/ammo/chaingunam.md3">
Chaingun ammo.
-------- KEYS --------
<integer key="count" name="Ammo Given">Amount of ammo given to the player on pickup.. Default: 100.</integer>
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
<targetname key="targetname" name="Target Name">A target_give entity can point at this item so its given to the player.</targetname>
<string key="team" name="Team Name">If set, the entity is teamed up with items in this team. (See Notes)</string>
<real key="wait" name="Respawn Delay">Seconds before the item respawns again.

* -1 = never respawns again.. Default: 40.0.</real>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
This entity may not work with mods designed for the game OA is inspired from.
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="ammo_bfg" color=".3 .3 1" box="-16 -16 -16 16 16 16" model="models/powerups/ammo/bfgam.md3">
BFG ammo.
-------- KEYS --------
<integer key="count" name="Ammo Given">Amount of ammo given to the player on pickup.. Default: 15.</integer>
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
<targetname key="targetname" name="Target Name">A target_give entity can point at this item so its given to the player.</targetname>
<string key="team" name="Team Name">If set, the entity is teamed up with items in this team. (See Notes)</string>
<real key="wait" name="Respawn Delay">Seconds before the item respawns again.

* -1 = never respawns again.. Default: 40.0.</real>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="ammo_bullets" color=".3 .3 1" box="-16 -16 -16 16 16 16" model="models/powerups/ammo/machinegunam.md3">
Machinegun ammo.
-------- KEYS --------
<integer key="count" name="Ammo Given">Amount of ammo given to the player on pickup.. Default: 50.</integer>
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
<targetname key="targetname" name="Target Name">A target_give entity can point at this item so its given to the player.</targetname>
<string key="team" name="Team Name">If set, the entity is teamed up with items in this team. (See Notes)</string>
<real key="wait" name="Respawn Delay">Seconds before the item respawns again.

* -1 = never respawns again.. Default: 40.0.</real>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="ammo_cells" color=".3 .3 1" box="-16 -16 -16 16 16 16" model="models/powerups/ammo/plasmaam.md3">
Plasma Gun ammo.
-------- KEYS --------
<integer key="count" name="Ammo Given">Amount of ammo given to the player on pickup.. Default: 30.</integer>
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
<targetname key="targetname" name="Target Name">A target_give entity can point at this item so its given to the player.</targetname>
<string key="team" name="Team Name">If set, the entity is teamed up with items in this team. (See Notes)</string>
<real key="wait" name="Respawn Delay">Seconds before the item respawns again.

* -1 = never respawns again.. Default: 40.0.</real>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="ammo_grenades" color=".3 .3 1" box="-16 -16 -16 16 16 16" model="models/powerups/ammo/grenadeam.md3">
Grenade Launcher ammo.
-------- KEYS --------
<integer key="count" name="Ammo Given">Amount of ammo given to the player on pickup.. Default: 5.</integer>
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
<targetname key="targetname" name="Target Name">A target_give entity can point at this item so its given to the player.</targetname>
<string key="team" name="Team Name">If set, the entity is teamed up with items in this team. (See Notes)</string>
<real key="wait" name="Respawn Delay">Seconds before the item respawns again.

* -1 = never respawns again.. Default: 40.0.</real>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="ammo_lightning" color=".3 .3 1" box="-16 -16 -16 16 16 16" model="models/powerups/ammo/lightningam.md3">
Lightning Gun ammo.
-------- KEYS --------
<integer key="count" name="Ammo Given">Amount of ammo given to the player on pickup.. Default: 60.</integer>
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
<targetname key="targetname" name="Target Name">A target_give entity can point at this item so its given to the player.</targetname>
<string key="team" name="Team Name">If set, the entity is teamed up with items in this team. (See Notes)</string>
<real key="wait" name="Respawn Delay">Seconds before the item respawns again.

* -1 = never respawns again.. Default: 40.0.</real>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="ammo_mines" color=".3 .3 1" box="-16 -16 -16 16 16 16" model="models/powerups/ammo/proxmineam.md3">
Prox Launcher ammo.
-------- KEYS --------
<integer key="count" name="Ammo Given">Amount of ammo given to the player on pickup.. Default: 10.</integer>
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
<targetname key="targetname" name="Target Name">A target_give entity can point at this item so its given to the player.</targetname>
<string key="team" name="Team Name">If set, the entity is teamed up with items in this team. (See Notes)</string>
<real key="wait" name="Respawn Delay">Seconds before the item respawns again.

* -1 = never respawns again.. Default: 40.0.</real>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
This entity may not work with mods designed for the game OA is inspired from.
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="ammo_nails" color=".3 .3 1" box="-16 -16 -16 16 16 16" model="models/powerups/ammo/nailgunam.md3">
Nailgun ammo.
-------- KEYS --------
<integer key="count" name="Ammo Given">Amount of ammo given to the player on pickup.. Default: 10.</integer>
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
<targetname key="targetname" name="Target Name">A target_give entity can point at this item so its given to the player.</targetname>
<string key="team" name="Team Name">If set, the entity is teamed up with items in this team. (See Notes)</string>
<real key="wait" name="Respawn Delay">Seconds before the item respawns again.

* -1 = never respawns again.. Default: 40.0.</real>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
This entity may not work with mods designed for the game OA is inspired from.
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="ammo_rockets" color=".3 .3 1" box="-16 -16 -16 16 16 16" model="models/powerups/ammo/rocketam.md3">
Rocket Launcher ammo.
-------- KEYS --------
<integer key="count" name="Ammo Given">Amount of ammo given to the player on pickup.. Default: 5.</integer>
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
<targetname key="targetname" name="Target Name">A target_give entity can point at this item so its given to the player.</targetname>
<string key="team" name="Team Name">If set, the entity is teamed up with items in this team. (See Notes)</string>
<real key="wait" name="Respawn Delay">Seconds before the item respawns again.

* -1 = never respawns again.. Default: 40.0.</real>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="ammo_shells" color=".3 .3 1" box="-16 -16 -16 16 16 16" model="models/powerups/ammo/shotgunam.md3">
Shotgun ammo.
-------- KEYS --------
<integer key="count" name="Ammo Given">Amount of ammo given to the player on pickup.. Default: 10.</integer>
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
<targetname key="targetname" name="Target Name">A target_give entity can point at this item so its given to the player.</targetname>
<string key="team" name="Team Name">If set, the entity is teamed up with items in this team. (See Notes)</string>
<real key="wait" name="Respawn Delay">Seconds before the item respawns again.

* -1 = never respawns again.. Default: 40.0.</real>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="ammo_slugs" color=".3 .3 1" box="-16 -16 -16 16 16 16" model="models/powerups/ammo/railgunam.md3">
Railgun ammo.
-------- KEYS --------
<integer key="count" name="Ammo Given">Amount of ammo given to the player on pickup.. Default: 10.</integer>
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
<targetname key="targetname" name="Target Name">A target_give entity can point at this item so its given to the player.</targetname>
<string key="team" name="Team Name">If set, the entity is teamed up with items in this team. (See Notes)</string>
<real key="wait" name="Respawn Delay">Seconds before the item respawns again.

* -1 = never respawns again.. Default: 40.0.</real>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="domination_point" color="1 0 .5" box="-16 -16 -16 16 16 16" model="models/dpoints/a_white.md3">
Domination Control Point.
-------- KEYS --------
<angle key="angle" name="Yaw Angle">Determines a facing angle.</angle>
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<string key="message" name="Point Name">Gives the point a name which is displayed in-game. (MAX length: 19 chars)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
-------- SPAWNFLAGS --------
-------- NOTES --------
This entity may not work with mods designed for the game OA is inspired from.
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Be aware that key game objectives usually don't need the 'gametype' or '!gametype' keys set, unless a map can support a certain gametype or is planned to do so. For example, One Flag CTF and Harvester can be played on asymmetrical map designs due to the nature of the gametypes. This can't be said for Capture the Flag, which is played best on symmetrical maps.
  </point>
  <group name="func_bobbing" color="0 .5 .8" model="">
Brush entity which bobs on the Z axis.

By default, a func_bobbing entity bobs on the Z axis (up-down) and displaces in both directions equal to the dimension of the brush group. 
-------- KEYS --------
<color key="color" name="Model Light Color">constantLight color of the md3 model included with the entity. It doesn't affect entity brushes.. Default: 1 1 1.</color>
<real key="height" name="Vertical Travel">Total height of movement, defaults to model height.. Default: 32.0.</real>
<real key="light" name="Model Light Intensity">constantLight radius of the model included with the entity. It doesn't affect entity brushes.</real>
<model key="model2" name="Model File">.md3 model to draw.</model>
<sound key="noise" name="Sound File">Wav file to play. Recommended use is for looping sounds.</sound>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real3 key="origin" name="World Origin">Alternate method of setting the entity's origin point. Use it if you don't use an origin brush in the entity. (See notes). Default: 0 0 0.</real3>
<real key="phase" name="Bob Cycle Phase">Start offset of the oscillation cycle. Values are located in the range (0,1); any integer value different to 1 equals to no offset.</real>
<real key="speed" name="Bob Cycle Time">Seconds to complete a bob cycle.. Default: 4.0.</real>
<integer key="_castshadows;_cs" name="Shadow Caster Level">Per-entity control over shadow casting. The values it can take are:

* Under -1: Cast shadows on entities with _rs or _receiveshadows but NOT in the world.

* -1: Doesn't cast shadows on the world.

* 0: Casts shadows on entities. (Default)

* 1: Casts shadows on the world. (Also default)

* Over 1: Casts shadows on entities with _rs or _receiveshadows AND in the world.</integer>
<texture key="_celshader" name="Cel Shader">Cel shader used for this geometry.</texture>
<real key="_lightmapscale" name="Lightmap Scale">Scales the resolution of lightmaps on brushes and patches in the entity.. Default: 1.0.</real>
<integer key="_receiveshadows;_rs" name="Shadow Reception Level">Per-entity control over shadow reception. The values it can take are:

* 0: Doesn't receive shadows.

* Range (0,1): Receive shadows from both entities with _cs or _castshadows and world.

* 1: Receive shadows on everything (world shadows). This is the default value.

* Over 1: Receive shadows ONLY from entities with _cs or _castshadows.</integer>
<targetname key="_targetname" name="Target Name">The model attached to the entity.</targetname>
<texture key="_indexmap;alphamap" name="Terrain Blending Map">Path of the art file used to guide the mapping of textures on the terrain surface.</texture>
<integer key="_layers;layers" name="Terrain Layers">Number of unique root shaders that will be used on the terrain surface.</integer>
<texture key="_shader;shader" name="Terrain MetaShader">Metashader used to assign textures to the terrain entity.</texture>
-------- SPAWNFLAGS --------
<flag key="X_AXIS_FUNC_BOBBING" name="X Axis" bit="0">Entity bobs alongside the X axis.</flag>
<flag key="Y_AXIS_FUNC_BOBBING" name="Y Axis" bit="1">Entity bobs alongside the Y axis.</flag>
-------- NOTES --------
This entity requires an origin. It can either be a square brush of 16x16x16 or 32x32x32 with the common/origin texture in all of its faces as part of the entity, or a pair of coordinates set in the 'origin' key. This origin is also tied to the 'noise' key, as otherwise the sound won't follow the entity as it moves.
This entity kills players when blocked.
The route of the '_celshader' and 'shader'/'_shader' keys MUST omit 'textures/' at the beginning, otherwise it won't work.
This entity can have a model attached to it. For this, the entity must have a 'targetname' key set, and the model must target this entity.
The string '*falling1' in the 'noise' key will play character-specific sounds when the characters are falling into a pit. Sounds need to be formatted in mono, 32-bit PCM is not supported and OGG files will only work if the extension is omitted.
  </group>
  <group name="func_button" color="0 .5 .8" model="">
Pushable button, usually used to trigger other entities or just open doors.

When a button is touched, it moves some distance in the direction of it's angle, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again. 
-------- KEYS --------
<direction key="angle" name="Direction">Determines the movement direction. Among the values it can take:

* -1: the entity moves up.

* -2: the entity moves down.</direction>
<color key="color" name="Model Light Color">constantLight color of the md3 model included with the entity. It doesn't affect entity brushes.. Default: 1 1 1.</color>
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<real key="health" name="Activate on Damage">If set, in order to activate, the entity must take damage instead of being touched.</real>
<real key="light" name="Model Light Intensity">constantLight radius of the model included with the entity. It doesn't affect entity brushes.</real>
<real key="lip" name="Lip">Protrusion above rest position after the end of the movement.. Default: 4.0.</real>
<model key="model2" name="Model File">.md3 model to draw.</model>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real3 key="origin" name="World Origin">Alternate method of setting the entity's origin point. Use it if you don't use an origin brush in the entity. (See notes). Default: 0 0 0.</real3>
<real key="speed" name="Move Speed">Speed of entity movement.. Default: 40.0.</real>
<target key="target" name="Target">All entities with a matching targetname will be used.</target>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<real key="wait" name="Return Delay">Seconds between triggerings.

* -1 = never returns.. Default: 1.0.</real>
<integer key="_castshadows;_cs" name="Shadow Caster Level">Per-entity control over shadow casting. The values it can take are:

* Under -1: Cast shadows on entities with _rs or _receiveshadows but NOT in the world.

* -1: Doesn't cast shadows on the world.

* 0: Casts shadows on entities. (Default)

* 1: Casts shadows on the world. (Also default)

* Over 1: Casts shadows on entities with _rs or _receiveshadows AND in the world.</integer>
<texture key="_celshader" name="Cel Shader">Cel shader used for this geometry.</texture>
<real key="_lightmapscale" name="Lightmap Scale">Scales the resolution of lightmaps on brushes and patches in the entity.. Default: 1.0.</real>
<integer key="_receiveshadows;_rs" name="Shadow Reception Level">Per-entity control over shadow reception. The values it can take are:

* 0: Doesn't receive shadows.

* Range (0,1): Receive shadows from both entities with _cs or _castshadows and world.

* 1: Receive shadows on everything (world shadows). This is the default value.

* Over 1: Receive shadows ONLY from entities with _cs or _castshadows.</integer>
<targetname key="_targetname" name="Target Name">The model attached to the entity.</targetname>
<texture key="_indexmap;alphamap" name="Terrain Blending Map">Path of the art file used to guide the mapping of textures on the terrain surface.</texture>
<integer key="_layers;layers" name="Terrain Layers">Number of unique root shaders that will be used on the terrain surface.</integer>
<texture key="_shader;shader" name="Terrain MetaShader">Metashader used to assign textures to the terrain entity.</texture>
-------- SPAWNFLAGS --------
-------- NOTES --------
This entity requires an origin. It can either be a square brush of 16x16x16 or 32x32x32 with the common/origin texture in all of its faces as part of the entity, or a pair of coordinates set in the 'origin' key. This origin is also tied to the 'noise' key, as otherwise the sound won't follow the entity as it moves.
The route of the '_celshader' and 'shader'/'_shader' keys MUST omit 'textures/' at the beginning, otherwise it won't work.
This entity can have a model attached to it. For this, the entity must have a 'targetname' key set, and the model must target this entity.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </group>
  <group name="func_door" color="0 .5 .8" model="">
Movable brush usually used as a door, hence the name.

By default, a door activates upon proximity of a player or when damage is inflicted to it. In order to team doors up, separate func_door entities must be connected by sharing the same 'team' key. 
-------- KEYS --------
<direction key="angle" name="Direction">Determines the movement direction. Among the values it can take:

* -1: the entity moves up.

* -2: the entity moves down.</direction>
<color key="color" name="Model Light Color">constantLight color of the md3 model included with the entity. It doesn't affect entity brushes.. Default: 1 1 1.</color>
<integer key="dmg" name="Damage Inflicted">Damage to inflict when blocking the operation of the entity.. Default: 4.</integer>
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<real key="health" name="Activate on Damage">If set, in order to activate, the entity must take damage instead of being touched.</real>
<real key="light" name="Model Light Intensity">constantLight radius of the model included with the entity. It doesn't affect entity brushes.</real>
<real key="lip" name="Lip">Protrusion above rest position after the end of the movement.. Default: 8.0.</real>
<model key="model2" name="Model File">.md3 model to draw.</model>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real3 key="origin" name="World Origin">Alternate method of setting the entity's origin point. Use it if you don't use an origin brush in the entity. (See notes). Default: 0 0 0.</real3>
<real key="speed" name="Move Speed">Speed of entity movement.. Default: 100.0.</real>
<string key="state_targetname" name="State Target Name">Set this to elimination_active in order to create a round-dependant door (See Notes).</string>
<targetname key="targetname" name="Target Name">If set, the door needs to be operated by a func_button or trigger.</targetname>
<string key="team" name="Team Name">Separate func_door entities within this team will operate together.</string>
<real key="wait" name="Return Delay">Seconds before the door returns to its default state.

* -1 = returns immediately.. Default: 2.0.</real>
<integer key="_castshadows;_cs" name="Shadow Caster Level">Per-entity control over shadow casting. The values it can take are:

* Under -1: Cast shadows on entities with _rs or _receiveshadows but NOT in the world.

* -1: Doesn't cast shadows on the world.

* 0: Casts shadows on entities. (Default)

* 1: Casts shadows on the world. (Also default)

* Over 1: Casts shadows on entities with _rs or _receiveshadows AND in the world.</integer>
<texture key="_celshader" name="Cel Shader">Cel shader used for this geometry.</texture>
<real key="_lightmapscale" name="Lightmap Scale">Scales the resolution of lightmaps on brushes and patches in the entity.. Default: 1.0.</real>
<integer key="_receiveshadows;_rs" name="Shadow Reception Level">Per-entity control over shadow reception. The values it can take are:

* 0: Doesn't receive shadows.

* Range (0,1): Receive shadows from both entities with _cs or _castshadows and world.

* 1: Receive shadows on everything (world shadows). This is the default value.

* Over 1: Receive shadows ONLY from entities with _cs or _castshadows.</integer>
<targetname key="_targetname" name="Target Name">The model attached to the entity.</targetname>
<texture key="_indexmap;alphamap" name="Terrain Blending Map">Path of the art file used to guide the mapping of textures on the terrain surface.</texture>
<integer key="_layers;layers" name="Terrain Layers">Number of unique root shaders that will be used on the terrain surface.</integer>
<texture key="_shader;shader" name="Terrain MetaShader">Metashader used to assign textures to the terrain entity.</texture>
-------- SPAWNFLAGS --------
<flag key="CRUSHER" name="Crusher" bit="2">Door crushes player upon closing instead of reversing direction.</flag>
<flag key="START_OPEN" name="Start open" bit="0">The door to moves to its destination when spawned, and operate in reverse.  It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors).</flag>
<flag key="UNUSED_1" name="Unused" bit="1">Flag without any effect. Can be safely ignored.</flag>
-------- NOTES --------
This entity requires an origin. It can either be a square brush of 16x16x16 or 32x32x32 with the common/origin texture in all of its faces as part of the entity, or a pair of coordinates set in the 'origin' key. This origin is also tied to the 'noise' key, as otherwise the sound won't follow the entity as it moves.
The route of the '_celshader' and 'shader'/'_shader' keys MUST omit 'textures/' at the beginning, otherwise it won't work.
This entity can have a model attached to it. For this, the entity must have a 'targetname' key set, and the model must target this entity.
The key ''state_targetname'' is used to create warmup-locked doors in round-based gametypes. Before a round begins, these doors are closed, but once a round starts, the doors are opened. The doors return to their closed state after a round is finished.
  </group>
  <group name="func_group" color="0 .5 .8" model="">
Used to group brushes together just for editor convenience.  They are turned into normal brushes by the utilities.

Entity which groups several brushes and patches together for convenience. 
-------- KEYS --------
<integer key="_castshadows;_cs" name="Shadow Caster Level">Per-entity control over shadow casting. The values it can take are:

* Under -1: Cast shadows on entities with _rs or _receiveshadows but NOT in the world.

* -1: Doesn't cast shadows on the world.

* 0: Casts shadows on entities. (Default)

* 1: Casts shadows on the world. (Also default)

* Over 1: Casts shadows on entities with _rs or _receiveshadows AND in the world.</integer>
<texture key="_celshader" name="Cel Shader">Cel shader used for this geometry.</texture>
<real key="_lightmapscale" name="Lightmap Scale">Scales the resolution of lightmaps on brushes and patches in the entity.. Default: 1.0.</real>
<integer key="_receiveshadows;_rs" name="Shadow Reception Level">Per-entity control over shadow reception. The values it can take are:

* 0: Doesn't receive shadows.

* Range (0,1): Receive shadows from both entities with _cs or _castshadows and world.

* 1: Receive shadows on everything (world shadows). This is the default value.

* Over 1: Receive shadows ONLY from entities with _cs or _castshadows.</integer>
<texture key="_indexmap;alphamap" name="Terrain Blending Map">Path of the art file used to guide the mapping of textures on the terrain surface.</texture>
<integer key="_layers;layers" name="Terrain Layers">Number of unique root shaders that will be used on the terrain surface.</integer>
<texture key="_shader;shader" name="Terrain MetaShader">Metashader used to assign textures to the terrain entity.</texture>
-------- SPAWNFLAGS --------
-------- NOTES --------
The route of the '_celshader' and 'shader'/'_shader' keys MUST omit 'textures/' at the beginning, otherwise it won't work.
  </group>
  <group name="func_pendulum" color="0 .5 .8" model="">
A swinging pendulum. Pendulums always swing north / south on unrotated models.  Pendulum frequency is a physical constant based on the length of the beam and gravity.

The origin is the point where the rotation axis goes through. The speed of swinging is not adjustable. 
-------- KEYS --------
<angle key="angle" name="Yaw Angle">Determines a facing angle.</angle>
<color key="color" name="Model Light Color">constantLight color of the md3 model included with the entity. It doesn't affect entity brushes.. Default: 1 1 1.</color>
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<real key="light" name="Model Light Intensity">constantLight radius of the model included with the entity. It doesn't affect entity brushes.</real>
<model key="model2" name="Model File">.md3 model to draw.</model>
<sound key="noise" name="Sound File">Wav file to play. Recommended use is for looping sounds.</sound>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real3 key="origin" name="World Origin">Alternate method of setting the entity's origin point. Use it if you don't use an origin brush in the entity. (See notes). Default: 0 0 0.</real3>
<real key="phase" name="Swing Phase">Start offset of the swinging cycle. Values are located in the range (0,1); any integer value different to 1 equals to no offset.</real>
<real key="speed" name="Max Swing Angle">Number of degrees each way the pendulum swings.. Default: 30.0.</real>
<integer key="_castshadows;_cs" name="Shadow Caster Level">Per-entity control over shadow casting. The values it can take are:

* Under -1: Cast shadows on entities with _rs or _receiveshadows but NOT in the world.

* -1: Doesn't cast shadows on the world.

* 0: Casts shadows on entities. (Default)

* 1: Casts shadows on the world. (Also default)

* Over 1: Casts shadows on entities with _rs or _receiveshadows AND in the world.</integer>
<texture key="_celshader" name="Cel Shader">Cel shader used for this geometry.</texture>
<real key="_lightmapscale" name="Lightmap Scale">Scales the resolution of lightmaps on brushes and patches in the entity.. Default: 1.0.</real>
<integer key="_receiveshadows;_rs" name="Shadow Reception Level">Per-entity control over shadow reception. The values it can take are:

* 0: Doesn't receive shadows.

* Range (0,1): Receive shadows from both entities with _cs or _castshadows and world.

* 1: Receive shadows on everything (world shadows). This is the default value.

* Over 1: Receive shadows ONLY from entities with _cs or _castshadows.</integer>
<targetname key="_targetname" name="Target Name">The model attached to the entity.</targetname>
<texture key="_indexmap;alphamap" name="Terrain Blending Map">Path of the art file used to guide the mapping of textures on the terrain surface.</texture>
<integer key="_layers;layers" name="Terrain Layers">Number of unique root shaders that will be used on the terrain surface.</integer>
<texture key="_shader;shader" name="Terrain MetaShader">Metashader used to assign textures to the terrain entity.</texture>
-------- SPAWNFLAGS --------
-------- NOTES --------
This entity requires an origin. It can either be a square brush of 16x16x16 or 32x32x32 with the common/origin texture in all of its faces as part of the entity, or a pair of coordinates set in the 'origin' key. This origin is also tied to the 'noise' key, as otherwise the sound won't follow the entity as it moves.
This entity kills players when blocked.
The route of the '_celshader' and 'shader'/'_shader' keys MUST omit 'textures/' at the beginning, otherwise it won't work.
This entity can have a model attached to it. For this, the entity must have a 'targetname' key set, and the model must target this entity.
The string '*falling1' in the 'noise' key will play character-specific sounds when the characters are falling into a pit. Sounds need to be formatted in mono, 32-bit PCM is not supported and OGG files will only work if the extension is omitted.
  </group>
  <group name="func_plat" color="0 .5 .8" model="">
Activable platforms. Plats are always drawn in the extended position so they will light correctly.
-------- KEYS --------
<color key="color" name="Model Light Color">constantLight color of the md3 model included with the entity. It doesn't affect entity brushes.. Default: 1 1 1.</color>
<integer key="dmg" name="Damage Inflicted">Damage to inflict when blocking the operation of the entity.. Default: 4.</integer>
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<real key="height" name="Vertical Travel">Total height of movement, defaults to model height.</real>
<real key="light" name="Model Light Intensity">constantLight radius of the model included with the entity. It doesn't affect entity brushes.</real>
<real key="lip" name="Lip">Protrusion above rest position after the end of the movement.. Default: 16.0.</real>
<model key="model2" name="Model File">.md3 model to draw.</model>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real3 key="origin" name="World Origin">Alternate method of setting the entity's origin point. Use it if you don't use an origin brush in the entity. (See notes). Default: 0 0 0.</real3>
<real key="speed" name="Move Speed">Speed of entity movement.. Default: 150.0.</real>
<integer key="_castshadows;_cs" name="Shadow Caster Level">Per-entity control over shadow casting. The values it can take are:

* Under -1: Cast shadows on entities with _rs or _receiveshadows but NOT in the world.

* -1: Doesn't cast shadows on the world.

* 0: Casts shadows on entities. (Default)

* 1: Casts shadows on the world. (Also default)

* Over 1: Casts shadows on entities with _rs or _receiveshadows AND in the world.</integer>
<texture key="_celshader" name="Cel Shader">Cel shader used for this geometry.</texture>
<real key="_lightmapscale" name="Lightmap Scale">Scales the resolution of lightmaps on brushes and patches in the entity.. Default: 1.0.</real>
<integer key="_receiveshadows;_rs" name="Shadow Reception Level">Per-entity control over shadow reception. The values it can take are:

* 0: Doesn't receive shadows.

* Range (0,1): Receive shadows from both entities with _cs or _castshadows and world.

* 1: Receive shadows on everything (world shadows). This is the default value.

* Over 1: Receive shadows ONLY from entities with _cs or _castshadows.</integer>
<targetname key="_targetname" name="Target Name">The model attached to the entity.</targetname>
<texture key="_indexmap;alphamap" name="Terrain Blending Map">Path of the art file used to guide the mapping of textures on the terrain surface.</texture>
<integer key="_layers;layers" name="Terrain Layers">Number of unique root shaders that will be used on the terrain surface.</integer>
<texture key="_shader;shader" name="Terrain MetaShader">Metashader used to assign textures to the terrain entity.</texture>
-------- SPAWNFLAGS --------
-------- NOTES --------
This entity requires an origin. It can either be a square brush of 16x16x16 or 32x32x32 with the common/origin texture in all of its faces as part of the entity, or a pair of coordinates set in the 'origin' key. This origin is also tied to the 'noise' key, as otherwise the sound won't follow the entity as it moves.
The route of the '_celshader' and 'shader'/'_shader' keys MUST omit 'textures/' at the beginning, otherwise it won't work.
This entity can have a model attached to it. For this, the entity must have a 'targetname' key set, and the model must target this entity.
  </group>
  <group name="func_rotating" color="0 .5 .8" model="">
A rotating entity, used for decorations or moving platforms. The center of that brush will be the point around which it is rotated. It will rotate around the Z axis by default.  You can check either the X_AXIS or Y_AXIS box to change that.
-------- KEYS --------
<color key="color" name="Model Light Color">constantLight color of the md3 model included with the entity. It doesn't affect entity brushes.. Default: 1 1 1.</color>
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<real key="light" name="Model Light Intensity">constantLight radius of the model included with the entity. It doesn't affect entity brushes.</real>
<model key="model2" name="Model File">.md3 model to draw.</model>
<sound key="noise" name="Sound File">Wav file to play. Recommended use is for looping sounds.</sound>
<real3 key="origin" name="World Origin">Alternate method of setting the entity's origin point. Use it if you don't use an origin brush in the entity. (See notes). Default: 0 0 0.</real3>
<real key="speed" name="Rotation Speed">Determines how fast it moves.. Default: 100.0.</real>
<integer key="_castshadows;_cs" name="Shadow Caster Level">Per-entity control over shadow casting. The values it can take are:

* Under -1: Cast shadows on entities with _rs or _receiveshadows but NOT in the world.

* -1: Doesn't cast shadows on the world.

* 0: Casts shadows on entities. (Default)

* 1: Casts shadows on the world. (Also default)

* Over 1: Casts shadows on entities with _rs or _receiveshadows AND in the world.</integer>
<texture key="_celshader" name="Cel Shader">Cel shader used for this geometry.</texture>
<real key="_lightmapscale" name="Lightmap Scale">Scales the resolution of lightmaps on brushes and patches in the entity.. Default: 1.0.</real>
<integer key="_receiveshadows;_rs" name="Shadow Reception Level">Per-entity control over shadow reception. The values it can take are:

* 0: Doesn't receive shadows.

* Range (0,1): Receive shadows from both entities with _cs or _castshadows and world.

* 1: Receive shadows on everything (world shadows). This is the default value.

* Over 1: Receive shadows ONLY from entities with _cs or _castshadows.</integer>
<targetname key="_targetname" name="Target Name">The model attached to the entity.</targetname>
<texture key="_indexmap;alphamap" name="Terrain Blending Map">Path of the art file used to guide the mapping of textures on the terrain surface.</texture>
<integer key="_layers;layers" name="Terrain Layers">Number of unique root shaders that will be used on the terrain surface.</integer>
<texture key="_shader;shader" name="Terrain MetaShader">Metashader used to assign textures to the terrain entity.</texture>
-------- SPAWNFLAGS --------
<flag key="START_ON" name="Start on" bit="0">Timer starts with the game and fires its targets continuously.</flag>
<flag key="UNUSED_1" name="Unused" bit="1">Flag without any effect. Can be safely ignored.</flag>
<flag key="X_AXIS_FUNC_ROTATING" name="X Axis" bit="2">Entity rotates alongside the X axis.</flag>
<flag key="Y_AXIS_FUNC_ROTATING" name="Y Axis" bit="3">Entity rotates alongside the Y axis.</flag>
-------- NOTES --------
This entity requires an origin. It can either be a square brush of 16x16x16 or 32x32x32 with the common/origin texture in all of its faces as part of the entity, or a pair of coordinates set in the 'origin' key. This origin is also tied to the 'noise' key, as otherwise the sound won't follow the entity as it moves.
The route of the '_celshader' and 'shader'/'_shader' keys MUST omit 'textures/' at the beginning, otherwise it won't work.
This entity can have a model attached to it. For this, the entity must have a 'targetname' key set, and the model must target this entity.
The string '*falling1' in the 'noise' key will play character-specific sounds when the characters are falling into a pit. Sounds need to be formatted in mono, 32-bit PCM is not supported and OGG files will only work if the extension is omitted.
  </group>
  <group name="func_static" color="0 .5 .8" model="">
A bmodel that just sits there, doing nothing.  Can be used for conditional walls and models.
-------- KEYS --------
<color key="color" name="Model Light Color">constantLight color of the md3 model included with the entity. It doesn't affect entity brushes.. Default: 1 1 1.</color>
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<real key="light" name="Model Light Intensity">constantLight radius of the model included with the entity. It doesn't affect entity brushes.</real>
<model key="model2" name="Model File">.md3 model to draw.</model>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real3 key="origin" name="World Origin">Alternate method of setting the entity's origin point. Use it if you don't use an origin brush in the entity. (See notes). Default: 0 0 0.</real3>
<integer key="_castshadows;_cs" name="Shadow Caster Level">Per-entity control over shadow casting. The values it can take are:

* Under -1: Cast shadows on entities with _rs or _receiveshadows but NOT in the world.

* -1: Doesn't cast shadows on the world.

* 0: Casts shadows on entities. (Default)

* 1: Casts shadows on the world. (Also default)

* Over 1: Casts shadows on entities with _rs or _receiveshadows AND in the world.</integer>
<texture key="_celshader" name="Cel Shader">Cel shader used for this geometry.</texture>
<real key="_lightmapscale" name="Lightmap Scale">Scales the resolution of lightmaps on brushes and patches in the entity.. Default: 1.0.</real>
<integer key="_receiveshadows;_rs" name="Shadow Reception Level">Per-entity control over shadow reception. The values it can take are:

* 0: Doesn't receive shadows.

* Range (0,1): Receive shadows from both entities with _cs or _castshadows and world.

* 1: Receive shadows on everything (world shadows). This is the default value.

* Over 1: Receive shadows ONLY from entities with _cs or _castshadows.</integer>
<targetname key="_targetname" name="Target Name">The model attached to the entity.</targetname>
<texture key="_indexmap;alphamap" name="Terrain Blending Map">Path of the art file used to guide the mapping of textures on the terrain surface.</texture>
<integer key="_layers;layers" name="Terrain Layers">Number of unique root shaders that will be used on the terrain surface.</integer>
<texture key="_shader;shader" name="Terrain MetaShader">Metashader used to assign textures to the terrain entity.</texture>
-------- SPAWNFLAGS --------
-------- NOTES --------
This entity requires an origin. It can either be a square brush of 16x16x16 or 32x32x32 with the common/origin texture in all of its faces as part of the entity, or a pair of coordinates set in the 'origin' key. This origin is also tied to the 'noise' key, as otherwise the sound won't follow the entity as it moves.
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
The route of the '_celshader' and 'shader'/'_shader' keys MUST omit 'textures/' at the beginning, otherwise it won't work.
This entity can have a model attached to it. For this, the entity must have a 'targetname' key set, and the model must target this entity.
  </group>
  <point name="func_timer" color="0 .5 .8" box="-8 -8 -8 8 8 8" model="">
Repeatedly fires its targets. Can be turned on or off by using another func or trigger.
-------- KEYS --------
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Time Period Variance">Wait variance. The time between firing is located between the values (wait-random) and (wait+random), including these values.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Name of the entities to be triggered.</target>
<targetname key="targetname" name="Target Name">Name of the trigger that (de)activates the timer.</targetname>
<real key="wait" name="Time Period">Base time between triggering all targets.. Default: 1.0.</real>
-------- SPAWNFLAGS --------
<flag key="START_ON" name="Start on" bit="0">Timer starts with the game and fires its targets continuously.</flag>
-------- NOTES --------
This entity requires an origin. It can either be a square brush of 16x16x16 or 32x32x32 with the common/origin texture in all of its faces as part of the entity, or a pair of coordinates set in the 'origin' key. This origin is also tied to the 'noise' key, as otherwise the sound won't follow the entity as it moves.
The route of the '_celshader' and 'shader'/'_shader' keys MUST omit 'textures/' at the beginning, otherwise it won't work.
This entity can have a model attached to it. For this, the entity must have a 'targetname' key set, and the model must target this entity.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <group name="func_train" color="0 .5 .8" model="">
A train is a mover that moves between path_corner target points. The train spawns at the first target it is pointing at.
-------- KEYS --------
<color key="color" name="Model Light Color">constantLight color of the md3 model included with the entity. It doesn't affect entity brushes.. Default: 1 1 1.</color>
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<real key="light" name="Model Light Intensity">constantLight radius of the model included with the entity. It doesn't affect entity brushes.</real>
<model key="model2" name="Model File">.md3 model to draw.</model>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real3 key="origin" name="World Origin">Alternate method of setting the entity's origin point. Use it if you don't use an origin brush in the entity. (See notes). Default: 0 0 0.</real3>
<real key="speed" name="Move Speed">Speed of entity movement.. Default: 100.0.</real>
<target key="target" name="Target">Next path_corner.</target>
<integer key="_castshadows;_cs" name="Shadow Caster Level">Per-entity control over shadow casting. The values it can take are:

* Under -1: Cast shadows on entities with _rs or _receiveshadows but NOT in the world.

* -1: Doesn't cast shadows on the world.

* 0: Casts shadows on entities. (Default)

* 1: Casts shadows on the world. (Also default)

* Over 1: Casts shadows on entities with _rs or _receiveshadows AND in the world.</integer>
<texture key="_celshader" name="Cel Shader">Cel shader used for this geometry.</texture>
<real key="_lightmapscale" name="Lightmap Scale">Scales the resolution of lightmaps on brushes and patches in the entity.. Default: 1.0.</real>
<integer key="_receiveshadows;_rs" name="Shadow Reception Level">Per-entity control over shadow reception. The values it can take are:

* 0: Doesn't receive shadows.

* Range (0,1): Receive shadows from both entities with _cs or _castshadows and world.

* 1: Receive shadows on everything (world shadows). This is the default value.

* Over 1: Receive shadows ONLY from entities with _cs or _castshadows.</integer>
<targetname key="_targetname" name="Target Name">The model attached to the entity.</targetname>
<texture key="_indexmap;alphamap" name="Terrain Blending Map">Path of the art file used to guide the mapping of textures on the terrain surface.</texture>
<integer key="_layers;layers" name="Terrain Layers">Number of unique root shaders that will be used on the terrain surface.</integer>
<texture key="_shader;shader" name="Terrain MetaShader">Metashader used to assign textures to the terrain entity.</texture>
-------- SPAWNFLAGS --------
<flag key="BLOCK_STOPS" name="Block stops" bit="2">nan</flag>
<flag key="START_ON" name="Start on" bit="0">Timer starts with the game and fires its targets continuously.</flag>
<flag key="TOGGLE" name="Toggle" bit="1">Wait in both the start and end states for a trigger event.</flag>
-------- NOTES --------
This entity requires an origin. It can either be a square brush of 16x16x16 or 32x32x32 with the common/origin texture in all of its faces as part of the entity, or a pair of coordinates set in the 'origin' key. This origin is also tied to the 'noise' key, as otherwise the sound won't follow the entity as it moves.
The route of the '_celshader' and 'shader'/'_shader' keys MUST omit 'textures/' at the beginning, otherwise it won't work.
This entity can have a model attached to it. For this, the entity must have a 'targetname' key set, and the model must target this entity.
  </group>
  <point name="holdable_invulnerability" color="0.7 0 1" box="-16 -16 -16 16 16 16" model="models/powerups/holdable/invulnerability.md3">
Invulnerability holdable.
-------- KEYS --------
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
<targetname key="targetname" name="Target Name">A target_give entity can point at this item so its given to the player.</targetname>
<string key="team" name="Team Name">If set, the entity is teamed up with items in this team. (See Notes)</string>
<real key="wait" name="Respawn Delay">Seconds before the item respawns again.

* -1 = never respawns again.. Default: 60.0.</real>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
This entity may not work with mods designed for the game OA is inspired from.
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="holdable_kamikaze" color="0.7 0 1" box="-16 -16 -16 16 16 16" model="models/powerups/kamikazi.md3">
Kamikaze holdable.
-------- KEYS --------
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
<targetname key="targetname" name="Target Name">A target_give entity can point at this item so its given to the player.</targetname>
<string key="team" name="Team Name">If set, the entity is teamed up with items in this team. (See Notes)</string>
<real key="wait" name="Respawn Delay">Seconds before the item respawns again.

* -1 = never respawns again.. Default: 60.0.</real>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
This entity may not work with mods designed for the game OA is inspired from.
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="holdable_medkit" color="0.7 0 1" box="-16 -16 -16 16 16 16" model="models/powerups/holdable/teleporter.md3">
Personal Medkit holdable.
-------- KEYS --------
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
<targetname key="targetname" name="Target Name">A target_give entity can point at this item so its given to the player.</targetname>
<string key="team" name="Team Name">If set, the entity is teamed up with items in this team. (See Notes)</string>
<real key="wait" name="Respawn Delay">Seconds before the item respawns again.

* -1 = never respawns again.. Default: 60.0.</real>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="holdable_portal" color="0.7 0 1" box="-16 -16 -16 16 16 16" model="models/powerups/holdable/porter.md3">
Portal holdable.
-------- KEYS --------
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
<targetname key="targetname" name="Target Name">A target_give entity can point at this item so its given to the player.</targetname>
<string key="team" name="Team Name">If set, the entity is teamed up with items in this team. (See Notes)</string>
<real key="wait" name="Respawn Delay">Seconds before the item respawns again.

* -1 = never respawns again.. Default: 60.0.</real>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
This entity may not work with mods designed for the game OA is inspired from.
This item is broken in some older versions of OA and the game it's inspired from. It may not work.
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="holdable_teleporter" color=".7 0 1" box="-16 -16 -16 16 16 16" model="models/powerups/holdable/teleporter.md3">
Teleporter holdable.
-------- KEYS --------
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
<targetname key="targetname" name="Target Name">A target_give entity can point at this item so its given to the player.</targetname>
<string key="team" name="Team Name">If set, the entity is teamed up with items in this team. (See Notes)</string>
<real key="wait" name="Respawn Delay">Seconds before the item respawns again.

* -1 = never respawns again.. Default: 60.0.</real>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="info_camp" color="0 0.5 0" box="-8 -8 -8 8 8 8" model="">
Used as a positional target for calculations in the utilities (spotlights, etc), but removed during gameplay.
-------- KEYS --------
<real key="range" name="Range">Game units the camping bot can move from its camping location.</real>
<real key="weight" name="Weight">Priority level the camping bot uses to determine if they want to camp there.</real>
-------- SPAWNFLAGS --------
-------- NOTES --------
  </point>
  <point name="info_notnull" color="0 0.5 0" box="-8 -8 -8 8 8 8" model="">
Used as a positional target for in-game calculation, like jumppad targets.
-------- KEYS --------
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<targetname key="targetname" name="Target Name">Name of the entity that points to this entity.</targetname>
-------- SPAWNFLAGS --------
-------- NOTES --------
  </point>
  <point name="info_null" color="0 0.5 0" box="-8 -8 -8 8 8 8" model="">
Used as a positional target for calculations in the utilities (spotlights, etc), but removed during gameplay.
-------- KEYS --------
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<targetname key="targetname" name="Target Name">Name of the entity that points to this entity.</targetname>
-------- SPAWNFLAGS --------
-------- NOTES --------
  </point>
  <point name="info_player_dd" color="1 1 1" box="-16 -16 -24 16 16 32" model="">
Spawn point used in Double Domination if no team specific spawn points exists. Usually placed in the middle of CTF maps. See info_player_dd_red and info_player_dd_blue for team specific versions.
-------- KEYS --------
<angle key="angle" name="Yaw Angle">Determines a facing angle.</angle>
<boolean key="notbot" name="No Bots">Prevents bots from using this spot as a spawnpoint.</boolean>
<boolean key="nothumans" name="Not Humans">Prevents humans from using this spot as a spawnpoint.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<target key="target" name="Target">All entities with a matching targetname will be used.</target>
-------- SPAWNFLAGS --------
-------- NOTES --------
This entity may not work with mods designed for the game OA is inspired from.
Maps must have at least 8 of this kind of spawnpoint without either 'gametype' or '!gametype' in order to prevent friendly telefragging. Bigger maps may require up to 16 of this spawnpoint.
  </point>
  <point name="info_player_dd_blue" color="0.5 0.5 1" box="-16 -16 -24 16 16 32" model="">
Spawn point used in Double Domination by the blue team. If your map has dedicated spawn rooms, use this.
-------- KEYS --------
<angle key="angle" name="Yaw Angle">Determines a facing angle.</angle>
<boolean key="notbot" name="No Bots">Prevents bots from using this spot as a spawnpoint.</boolean>
<boolean key="nothumans" name="Not Humans">Prevents humans from using this spot as a spawnpoint.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<target key="target" name="Target">All entities with a matching targetname will be used.</target>
-------- SPAWNFLAGS --------
-------- NOTES --------
This entity may not work with mods designed for the game OA is inspired from.
Maps must have at least 8 of this kind of spawnpoint without either 'gametype' or '!gametype' in order to prevent friendly telefragging. Bigger maps may require up to 16 of this spawnpoint.
  </point>
  <point name="info_player_dd_red" color="1 0.5 0.5" box="-16 -16 -24 16 16 32" model="">
Spawn point used in Double Domination by the red team. If your map has dedicated spawn rooms, use this.
-------- KEYS --------
<angle key="angle" name="Yaw Angle">Determines a facing angle.</angle>
<boolean key="notbot" name="No Bots">Prevents bots from using this spot as a spawnpoint.</boolean>
<boolean key="nothumans" name="Not Humans">Prevents humans from using this spot as a spawnpoint.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<target key="target" name="Target">All entities with a matching targetname will be used.</target>
-------- SPAWNFLAGS --------
-------- NOTES --------
This entity may not work with mods designed for the game OA is inspired from.
Maps must have at least 8 of this kind of spawnpoint without either 'gametype' or '!gametype' in order to prevent friendly telefragging. Bigger maps may require up to 16 of this spawnpoint.
  </point>
  <point name="info_player_deathmatch" color="0.5 0.5 0.5" box="-16 -16 -24 16 16 32" model="">
Potential spawning position for Deathmatch games. The first time a player enters the game, they will be at an 'initial' spot. Targets will be fired when someone spawns in on them.
-------- KEYS --------
<angle key="angle" name="Yaw Angle">Determines a facing angle.</angle>
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="No Bots">Prevents bots from using this spot as a spawnpoint.</boolean>
<boolean key="nothumans" name="Not Humans">Prevents humans from using this spot as a spawnpoint.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<target key="target" name="Target">All entities with a matching targetname will be used.</target>
-------- SPAWNFLAGS --------
<flag key="INITIAL" name="Initial spawnpoint" bit="0">Tags the spawnpoint as initial, players will spawn here when the game starts.</flag>
-------- NOTES --------
Maps must have at least 8 of this kind of spawnpoint without either 'gametype' or '!gametype' in order to prevent friendly telefragging. Bigger maps may require up to 16 of this spawnpoint.
  </point>
  <point name="info_player_intermission" color="1 0 1" box="-16 -16 -16 16 16 16" model="">
The intermission will be viewed from this point.  Target an info_notnull for the view direction.
-------- KEYS --------
<angles key="angles" name="Pitch Yaw Roll">Individual control of pitch, yaw and roll.. Default: 0 0 0.</angles>
<target key="target" name="Target">All entities with a matching targetname will be used.</target>
-------- SPAWNFLAGS --------
-------- NOTES --------
  </point>
  <point name="info_player_start" color="0.25 0.25 0.25" box="-16 -16 -24 16 16 32" model="">
Limited equivelant to info_player_deathmatch. Use that one instead.
-------- KEYS --------
<angle key="angle" name="Yaw Angle">Determines a facing angle.</angle>
<boolean key="notbot" name="No Bots">Prevents bots from using this spot as a spawnpoint.</boolean>
<boolean key="nothumans" name="Not Humans">Prevents humans from using this spot as a spawnpoint.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<target key="target" name="Target">All entities with a matching targetname will be used.</target>
-------- SPAWNFLAGS --------
-------- NOTES --------
  </point>
  <point name="info_spectator_start" color="0 1 1" box="-16 -16 -24 16 16 32" model="">
-------- KEYS --------
-------- SPAWNFLAGS --------
-------- NOTES --------
This item is broken in some older versions of OA and the game it's inspired from. It may not work.
  </point>
  <point name="item_ammoregen" color="0.3 0.3 1" box="-16 -16 -16 16 16 16" model="models/powerups/ammo.md3">
Ammo Regen rune.
-------- KEYS --------
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
<targetname key="targetname" name="Target Name">A target_give entity can point at this item so its given to the player.</targetname>
<string key="team" name="Team Name">If set, the entity is teamed up with items in this team. (See Notes)</string>
<real key="wait" name="Respawn Delay">Seconds before the item respawns again.

* -1 = never respawns again.</real>
-------- SPAWNFLAGS --------
<flag key="BLUE_TEAM_ITEM" name="Blue Team Only" bit="2">Only Blue Team members can pick up this rune.</flag>
<flag key="RED_TEAM_ITEM" name="Red Team Only" bit="1">Only Red Team members can pick up this rune.</flag>
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
This entity may not work with mods designed for the game OA is inspired from.
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="item_armor_body" color="0.3 0.3 1" box="-16 -16 -16 16 16 16" model="models/powerups/armor/armor_red.md3">
Body Armor.
-------- KEYS --------
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
<targetname key="targetname" name="Target Name">A target_give entity can point at this item so its given to the player.</targetname>
<string key="team" name="Team Name">If set, the entity is teamed up with items in this team. (See Notes)</string>
<real key="wait" name="Respawn Delay">Seconds before the item respawns again.

* -1 = never respawns again.. Default: 25.0.</real>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="item_armor_combat" color="0.3 0.3 1" box="-16 -16 -16 16 16 16" model="models/powerups/armor/armor_yel.md3">
Combat Armor.
-------- KEYS --------
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
<targetname key="targetname" name="Target Name">A target_give entity can point at this item so its given to the player.</targetname>
<string key="team" name="Team Name">If set, the entity is teamed up with items in this team. (See Notes)</string>
<real key="wait" name="Respawn Delay">Seconds before the item respawns again.

* -1 = never respawns again.. Default: 25.0.</real>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="item_armor_shard" color="0.3 0.3 1" box="-16 -16 -16 16 16 16" model="models/powerups/armor/shard.md3">
Armor Shard.
-------- KEYS --------
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
<targetname key="targetname" name="Target Name">A target_give entity can point at this item so its given to the player.</targetname>
<string key="team" name="Team Name">If set, the entity is teamed up with items in this team. (See Notes)</string>
<real key="wait" name="Respawn Delay">Seconds before the item respawns again.

* -1 = never respawns again.. Default: 25.0.</real>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="item_botroam" color="1 0.5 0" box="-8 -8 -8 8 8 8" model="">
Invisible entity that attracts bots into areas they may not be usually interested. They'll try to reach it and touch it like it was a pickup. Has no effect on human players.
-------- KEYS --------
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="weight" name="Weight">Priority level the nearby bot uses to determine if they want to go to that location.</real>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
  </point>
  <point name="item_doubler" color="0.3 0.3 1" box="-16 -16 -16 16 16 16" model="models/powerups/doubler.md3">
Doubler rune.
-------- KEYS --------
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
<targetname key="targetname" name="Target Name">A target_give entity can point at this item so its given to the player.</targetname>
<string key="team" name="Team Name">If set, the entity is teamed up with items in this team. (See Notes)</string>
<real key="wait" name="Respawn Delay">Seconds before the item respawns again.

* -1 = never respawns again.</real>
-------- SPAWNFLAGS --------
<flag key="BLUE_TEAM_ITEM" name="Blue Team Only" bit="2">Only Blue Team members can pick up this rune.</flag>
<flag key="RED_TEAM_ITEM" name="Red Team Only" bit="1">Only Red Team members can pick up this rune.</flag>
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
This entity may not work with mods designed for the game OA is inspired from.
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="item_enviro" color="0.3 0.3 1" box="-16 -16 -16 16 16 16" model="models/powerups/instant/enviro.md3">
Battle Suit powerup.
-------- KEYS --------
<real key="count" name="Powerup Duration">Amount of game seconds of duration of this powerup.. Default: 30.0.</real>
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
<targetname key="targetname" name="Target Name">A target_give entity can point at this item so its given to the player.</targetname>
<string key="team" name="Team Name">If set, the entity is teamed up with items in this team. (See Notes)</string>
<real key="wait" name="Respawn Delay">Seconds before the item respawns again.

* -1 = never respawns again.. Default: 120.0.</real>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="item_flight" color="0.3 0.3 1" box="-16 -16 -16 16 16 16" model="models/powerups/instant/flight.md3">
Flight powerup.
-------- KEYS --------
<real key="count" name="Powerup Duration">Amount of game seconds of duration of this powerup.. Default: 60.0.</real>
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
<targetname key="targetname" name="Target Name">A target_give entity can point at this item so its given to the player.</targetname>
<string key="team" name="Team Name">If set, the entity is teamed up with items in this team. (See Notes)</string>
<real key="wait" name="Respawn Delay">Seconds before the item respawns again.

* -1 = never respawns again.. Default: 120.0.</real>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="item_guard" color="0.3 0.3 1" box="-16 -16 -16 16 16 16" model="models/powerups/guard.md3">
Guard rune.
-------- KEYS --------
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
<targetname key="targetname" name="Target Name">A target_give entity can point at this item so its given to the player.</targetname>
<string key="team" name="Team Name">If set, the entity is teamed up with items in this team. (See Notes)</string>
<real key="wait" name="Respawn Delay">Seconds before the item respawns again.

* -1 = never respawns again.</real>
-------- SPAWNFLAGS --------
<flag key="BLUE_TEAM_ITEM" name="Blue Team Only" bit="2">Only Blue Team members can pick up this rune.</flag>
<flag key="RED_TEAM_ITEM" name="Red Team Only" bit="1">Only Red Team members can pick up this rune.</flag>
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
This entity may not work with mods designed for the game OA is inspired from.
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="item_haste" color="0.3 0.3 1" box="-16 -16 -16 16 16 16" model="models/powerups/instant/haste.md3">
Haste powerup.
-------- KEYS --------
<real key="count" name="Powerup Duration">Amount of game seconds of duration of this powerup.. Default: 30.0.</real>
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
<targetname key="targetname" name="Target Name">A target_give entity can point at this item so its given to the player.</targetname>
<string key="team" name="Team Name">If set, the entity is teamed up with items in this team. (See Notes)</string>
<real key="wait" name="Respawn Delay">Seconds before the item respawns again.

* -1 = never respawns again.. Default: 120.0.</real>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="item_health" color="0.3 0.3 1" box="-16 -16 -16 16 16 16" model="models/powerups/health/medium_cross.md3">
Medium Health.
-------- KEYS --------
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
<targetname key="targetname" name="Target Name">A target_give entity can point at this item so its given to the player.</targetname>
<string key="team" name="Team Name">If set, the entity is teamed up with items in this team. (See Notes)</string>
<real key="wait" name="Respawn Delay">Seconds before the item respawns again.

* -1 = never respawns again.. Default: 35.0.</real>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="item_health_large" color="0.3 0.3 1" box="-16 -16 -16 16 16 16" model="models/powerups/health/large_cross.md3">
Large Health.
-------- KEYS --------
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
<targetname key="targetname" name="Target Name">A target_give entity can point at this item so its given to the player.</targetname>
<string key="team" name="Team Name">If set, the entity is teamed up with items in this team. (See Notes)</string>
<real key="wait" name="Respawn Delay">Seconds before the item respawns again.

* -1 = never respawns again.. Default: 35.0.</real>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="item_health_mega" color="0.3 0.3 1" box="-16 -16 -16 16 16 16" model="models/powerups/health/mega_cross.md3">
Megahealth.
-------- KEYS --------
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
<targetname key="targetname" name="Target Name">A target_give entity can point at this item so its given to the player.</targetname>
<string key="team" name="Team Name">If set, the entity is teamed up with items in this team. (See Notes)</string>
<real key="wait" name="Respawn Delay">Seconds before the item respawns again.

* -1 = never respawns again.. Default: 40.0.</real>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="item_health_small" color="0.3 0.3 1" box="-16 -16 -16 16 16 16" model="models/powerups/health/small_cross.md3">
Small Health.
-------- KEYS --------
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
<targetname key="targetname" name="Target Name">A target_give entity can point at this item so its given to the player.</targetname>
<string key="team" name="Team Name">If set, the entity is teamed up with items in this team. (See Notes)</string>
<real key="wait" name="Respawn Delay">Seconds before the item respawns again.

* -1 = never respawns again.. Default: 35.0.</real>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="item_invis" color="0.3 0.3 1" box="-16 -16 -16 16 16 16" model="models/powerups/instant/invis.md3">
Invisibility powerup.
-------- KEYS --------
<real key="count" name="Powerup Duration">Amount of game seconds of duration of this powerup.. Default: 30.0.</real>
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
<targetname key="targetname" name="Target Name">A target_give entity can point at this item so its given to the player.</targetname>
<string key="team" name="Team Name">If set, the entity is teamed up with items in this team. (See Notes)</string>
<real key="wait" name="Respawn Delay">Seconds before the item respawns again.

* -1 = never respawns again.. Default: 120.0.</real>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="item_quad" color="0.3 0.3 1" box="-16 -16 -16 16 16 16" model="models/powerups/instant/quad.md3">
Quad Damage powerup.
-------- KEYS --------
<real key="count" name="Powerup Duration">Amount of game seconds of duration of this powerup.. Default: 30.0.</real>
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
<targetname key="targetname" name="Target Name">A target_give entity can point at this item so its given to the player.</targetname>
<string key="team" name="Team Name">If set, the entity is teamed up with items in this team. (See Notes)</string>
<real key="wait" name="Respawn Delay">Seconds before the item respawns again.

* -1 = never respawns again.. Default: 120.0.</real>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="item_regen" color="0.3 0.3 1" box="-16 -16 -16 16 16 16" model="models/powerups/instant/regen.md3">
Regeneration powerup.
-------- KEYS --------
<real key="count" name="Powerup Duration">Amount of game seconds of duration of this powerup.. Default: 30.0.</real>
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
<targetname key="targetname" name="Target Name">A target_give entity can point at this item so its given to the player.</targetname>
<string key="team" name="Team Name">If set, the entity is teamed up with items in this team. (See Notes)</string>
<real key="wait" name="Respawn Delay">Seconds before the item respawns again.

* -1 = never respawns again.. Default: 120.0.</real>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="item_scout" color="0.3 0.3 1" box="-16 -16 -16 16 16 16" model="models/powerups/scout.md3">
Scout rune.
-------- KEYS --------
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
<targetname key="targetname" name="Target Name">A target_give entity can point at this item so its given to the player.</targetname>
<string key="team" name="Team Name">If set, the entity is teamed up with items in this team. (See Notes)</string>
<real key="wait" name="Respawn Delay">Seconds before the item respawns again.

* -1 = never respawns again.</real>
-------- SPAWNFLAGS --------
<flag key="BLUE_TEAM_ITEM" name="Blue Team Only" bit="2">Only Blue Team members can pick up this rune.</flag>
<flag key="RED_TEAM_ITEM" name="Red Team Only" bit="1">Only Red Team members can pick up this rune.</flag>
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
This entity may not work with mods designed for the game OA is inspired from.
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="light" color="0 1 0" box="-8 -8 -8 8 8 8" model="">
Non-displayed light.
-------- KEYS --------
<color key="_color" name="Light Color">Color of the light entity.. Default: 1.0 1.0 1.0.</color>
<real key="light;_light" name="Light Intensity">Intensity of the light. Lower values equals to a dimmer light, higher values equal to an intenser light.. Default: 300.0.</real>
<real key="radius" name="Spotlight Radius">Radius of a spotlight at the target point.. Default: 64.0.</real>
<target key="target" name="Target">The entity which is targetted at for projection.</target>
<real key="_anglescale" name="Lightmap Angle Scale">Light attenuation scaling. Lower values lessens angle attenuation, while higher values give sharper, more faceted lighting.. Default: 1.0.</real>
<real key="_deviance" name="Light Deviation">Distance in world units for spotlights and targetted lights. Also the degree for sunlights. (Recommended values between 0.5 and 3)</real>
<integer key="_filter" name="Lightmap Filtering">If set to 1, toggles on lightmap filtering.</integer>
<integer key="_filterradius" name="Lightmap Filtering Radius">Lightmaps within this amount of world units will be filtered.</integer>
<integer key="_samples" name="Light Samples">Random jitters distributed over the solid arc. (~16)</integer>
<boolean key="_sun" name="Directional">If set to 1 on a spotlight, it makes an infinite sun light.</boolean>
<real key="fade" name="Linear Fade">Light attenuation fade for linear lights.</real>
<real key="scale" name="Intensity Scale">Light attenuation scale. Affects the ''light'' and ''_light'' values.</real>
<integer key="style" name="Lightmap Style">Worldspawn light style. Values are set between the values 1 and 31, including those two.</integer>
-------- SPAWNFLAGS --------
<flag key="LINEAR" name="Linear falloff" bit="0">Uses a linear falloff instead of a more realistic one based on inverse square.</flag>
<flag key="NO_ANGLE" name="No angle attenuation" bit="1">Ignores angle attenuation.</flag>
<flag key="NO_GRID_LIGHT" name="Not dynamic" bit="4">Doesn't count as a dynamic light.</flag>
<flag key="UNUSED_2" name="Unused" bit="2">Flag without any effect. Can be safely ignored.</flag>
<flag key="UNUSED_3" name="Unused" bit="3">Flag without any effect. Can be safely ignored.</flag>
-------- NOTES --------
Lights pointed at a target will be spotlights.
  </point>
  <point name="lightJunior" color="0 0.7 0.3" box="-6 -6 -6 6 6 6" model="">
Non-displayed light. Only affects entities.
-------- KEYS --------
<color key="_color" name="Light Color">Color of the light entity.. Default: 1.0 1.0 1.0.</color>
<real key="light;_light" name="Light Intensity">Intensity of the light. Lower values equals to a dimmer light, higher values equal to an intenser light.. Default: 300.0.</real>
<real key="radius" name="Spotlight Radius">Radius of a spotlight at the target point.. Default: 64.0.</real>
<target key="target" name="Target">The entity which is targetted at for projection.</target>
<boolean key="_sun" name="Directional">If set to 1 on a spotlight, it makes an infinite sun light.</boolean>
<real key="fade" name="Linear Fade">Light attenuation fade for linear lights.</real>
<real key="scale" name="Intensity Scale">Light attenuation scale. Affects the ''light'' and ''_light'' values.</real>
-------- SPAWNFLAGS --------
<flag key="LINEAR" name="Linear falloff" bit="0">Uses a linear falloff instead of a more realistic one based on inverse square.</flag>
<flag key="NO_ANGLE" name="No angle attenuation" bit="1">Ignores angle attenuation.</flag>
<flag key="NO_GRID_LIGHTJUNIOR" name="Not dynamic" bit="4">Doesn't count as a dynamic light, disabling it entirely.</flag>
<flag key="UNUSED_2" name="Unused" bit="2">Flag without any effect. Can be safely ignored.</flag>
<flag key="UNUSED_3" name="Unused" bit="3">Flag without any effect. Can be safely ignored.</flag>
-------- NOTES --------
Lights pointed at a target will be spotlights.
  </point>
  <point name="misc_model" color="1 0 0" box="-16 -16 -16 16 16 16" model="">
Displays a static model in the map.
-------- KEYS --------
<angle key="angle" name="Yaw Angle">Determines a facing angle.</angle>
<integer key="_castshadows;_cs" name="Shadow Caster Level">Per-entity control over shadow casting. The values it can take are:

* Under -1: Cast shadows on entities with _rs or _receiveshadows but NOT in the world.

* -1: Doesn't cast shadows on the world.

* 0: Casts shadows on entities. (Default)

* 1: Casts shadows on the world. (Also default)

* Over 1: Casts shadows on entities with _rs or _receiveshadows AND in the world.</integer>
<texture key="_celshader" name="Cel Shader">Cel shader used for this geometry.</texture>
<real key="_lightmapscale" name="Lightmap Scale">Scales the resolution of lightmaps on brushes and patches in the entity.. Default: 1.0.</real>
<integer key="_receiveshadows;_rs" name="Shadow Reception Level">Per-entity control over shadow reception. The values it can take are:

* 0: Doesn't receive shadows.

* Range (0,1): Receive shadows from both entities with _cs or _castshadows and world.

* 1: Receive shadows on everything (world shadows). This is the default value.

* Over 1: Receive shadows ONLY from entities with _cs or _castshadows.</integer>
<array key="_remap" name="Shader Remaps">Remapping of shaders/textures on the model. (See notes)</array>
<angles key="angles" name="Pitch Yaw Roll">Individual control of pitch, yaw and roll.. Default: 0 0 0.</angles>
<real key="modelscale" name="Uniform Scale">Value determining the uniform scale of the model.. Default: 1.0.</real>
<real3 key="modelscale_vec" name="Scale X Y Z">Individual control of width, height and breadth scale of the model.. Default: 1.0 1.0 1.0.</real3>
<target key="target" name="Target">Attaches the misc_model to a func_entity with this targetname value.</target>
-------- SPAWNFLAGS --------
<flag key="AUTOCLIP" name="Autoclipping" bit="1">Assigns q3map_clipmodel to any shaders used by the model. Use ONLY on large models with relatively few triangles in their mesh.</flag>
<flag key="AUTOLIGHTMAP" name="Lightmapped model" bit="2">Adds q3map_forcemeta to any shaders used by the model.</flag>
<flag key="CASTSHADOWS" name="Casts Shadows" bit="0">Model casts shadows on the map surfaces.</flag>
-------- NOTES --------
misc_models are models whose only animation comes from shader entities and can only rotate on the Z axis. Models are entirely non-solid, because of this they don't clip against weapon fire or other players, so appropriate clip brushes matching the size and shape of the models must be drawn.

In order to remap a model, use ''*;texturepath'' in order to remap the whole model under a single texture/shader, or ''texturepath1;texturepath2'' in order to remap a specific texture/shader.
  </point>
  <point name="misc_portal_camera" color="0 0 1" box="-8 -8 -8 8 8 8" model="">
The target for a misc_portal_director.  You can set either angles or target another entity to determine the direction of view.
-------- KEYS --------
<angles key="angles" name="Pitch Yaw">Individual control of pitch and yaw. Allows rotation in directions different from roll.. Default: 0 0.</angles>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="roll" name="Roll">Angle modifier to orient the camera around the target vector.</real>
<target key="target" name="Target">Points to a target_position setting the camera's pointing direction.</target>
-------- SPAWNFLAGS --------
<flag key="FAST_ROTATE" name="Rotate faster" bit="1">The portal camera rotates faster along the roll axis.</flag>
<flag key="NO_SWING" name="No swing" bit="2">nan</flag>
<flag key="SLOW_ROTATE" name="Rotate slowly" bit="0">The portal camera rotates slowly along the roll axis.</flag>
-------- NOTES --------
  </point>
  <point name="misc_portal_surface" color="0 0 1" box="-8 -8 -8 8 8 8" model="">
The portal surface nearest this entity will show a view from the targeted misc_portal_camera, or a mirror view if untargeted.

This must be within 64 world units of the surface!
-------- KEYS --------
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<target key="target" name="Target">Points to a target_position that displays what the portal renders.</target>
-------- SPAWNFLAGS --------
-------- NOTES --------
  </point>
  <point name="misc_teleporter_dest" color="1 0 0" box="-32 -32 -24 32 32 -16" model="">
Point teleporters at these.
-------- KEYS --------
<angle key="angle" name="Yaw Angle">Determines a facing angle.</angle>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<targetname key="targetname" name="Target Name">Name of the entity that points to this entity.</targetname>
-------- SPAWNFLAGS --------
-------- NOTES --------
  </point>
  <point name="path_corner" color=".5 .3 0" box="-8 -8 -8 8 8 8" model="">
Train path corners.
-------- KEYS --------
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="speed" name="Move Speed">Speed to move to the next corner.</real>
<target key="target" name="Target">Next path corner and other targets to fire.</target>
<targetname key="targetname" name="Target Name">Name of the entity that points to this entity.</targetname>
<real key="wait" name="Corner Delay">Seconds to wait before behining move to next corner.</real>
-------- SPAWNFLAGS --------
-------- NOTES --------
  </point>
  <point name="shooter_grenade" color="1 0 0" box="-16 -16 -16 16 16 16" model="">
Fires at either the target or the current direction.
-------- KEYS --------
<angles key="angles" name="Pitch Yaw Roll">Individual control of pitch, yaw and roll.. Default: 0 0 0.</angles>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Angle Variance">Number of degrees of deviance from the target.</real>
<target key="target" name="Target">Points to a target_position to where the shooter aims.</target>
<targetname key="targetname" name="Target Name">Name of the entity that points to this entity.</targetname>
-------- SPAWNFLAGS --------
-------- NOTES --------
  </point>
  <point name="shooter_plasma" color="1 0 0" box="-16 -16 -16 16 16 16" model="">
Fires at either the target or the current direction.
-------- KEYS --------
<angles key="angles" name="Pitch Yaw Roll">Individual control of pitch, yaw and roll.. Default: 0 0 0.</angles>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Angle Variance">Number of degrees of deviance from the target.</real>
<target key="target" name="Target">Points to a target_position to where the shooter aims.</target>
<targetname key="targetname" name="Target Name">Name of the entity that points to this entity.</targetname>
-------- SPAWNFLAGS --------
-------- NOTES --------
  </point>
  <point name="shooter_rocket" color="1 0 0" box="-16 -16 -16 16 16 16" model="">
Fires at either the target or the current direction.
-------- KEYS --------
<angles key="angles" name="Pitch Yaw Roll">Individual control of pitch, yaw and roll.. Default: 0 0 0.</angles>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Angle Variance">Number of degrees of deviance from the target.</real>
<target key="target" name="Target">Points to a target_position to where the shooter aims.</target>
<targetname key="targetname" name="Target Name">Name of the entity that points to this entity.</targetname>
-------- SPAWNFLAGS --------
-------- NOTES --------
  </point>
  <point name="target_delay" color="1 0 0" box="-8 -8 -8 8 8 8" model="">
-------- KEYS --------
<real key="delay" name="Delay">Similar to ''wait''. Not even the devs know why this key exists lol!. Default: ~1.</real>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Delay Variance">Delay variance, total delay = delay +/- random seconds.</real>
<target key="target" name="Target">All entities with a matching targetname will be used.</target>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<targetname key="targetname" name="Target Name">Name of the entity that points to this entity.</targetname>
<real key="wait" name="Delay">Seconds to pause before firing targets.. Default: ~1.</real>
-------- SPAWNFLAGS --------
-------- NOTES --------
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="target_give" color="1 0 0" box="-8 -8 -8 8 8 8" model="">
Gives the activator all the items pointed to.
-------- KEYS --------
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<target key="target" name="Target">All entities with a matching targetname will be used.</target>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<targetname key="targetname" name="Target Name">Name of the entity that points to this entity.</targetname>
-------- SPAWNFLAGS --------
-------- NOTES --------
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="target_kill" color=".5 .5 .5" box="-8 -8 -8 8 8 8" model="">
Kills the activator.
-------- KEYS --------
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<targetname key="targetname" name="Target Name">Name of the entity that points to this entity.</targetname>
-------- SPAWNFLAGS --------
-------- NOTES --------
  </point>
  <point name="target_laser" color="0 .5 .8" box="-8 -8 -8 8 8 8" model="">
When triggered, fires a laser.  You can either set a target or a direction.
-------- KEYS --------
-------- SPAWNFLAGS --------
-------- NOTES --------
This item is broken in some older versions of OA and the game it's inspired from. It may not work.
  </point>
  <point name="target_location" color="0 0.5 0" box="-8 -8 -8 8 8 8" model="">
Closest target_location in sight used for the location, if none in site, closest in distance.
-------- KEYS --------
<integer key="count" name="Text Color">If set between 0-7, the location will be displayed with one of eight colors:

* 0: white

* 1: red

* 2: green

* 3: yellow

* 4: blue

* 5: cyan

* 6: magenta

* 7: white</integer>
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<string key="message" name="Location Name">Name of the location.</string>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
-------- SPAWNFLAGS --------
-------- NOTES --------
  </point>
  <point name="target_position" color="0 0.5 0" box="-4 -4 -4 4 4 4" model="">
Used as a positional target for in-game calculation, like jumppad targets.
-------- KEYS --------
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<targetname key="targetname" name="Target Name">Name of the entity that points to this entity.</targetname>
-------- SPAWNFLAGS --------
-------- NOTES --------
  </point>
  <point name="target_print" color="1 0 0" box="-8 -8 -8 8 8 8" model="">
On activation, prints a message on the screen.
-------- KEYS --------
<string key="message" name="Message to Display">Text to display.</string>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<targetname key="targetname" name="Target Name">Name of the entity that points to this entity.</targetname>
-------- SPAWNFLAGS --------
<flag key="BLUE_TEAM_TARGET" name="Blue Team Only" bit="1">Only Blue team players can see the message.</flag>
<flag key="PRIVATE" name="Activator Only" bit="2">Only the player who activated the entity can see the message.</flag>
<flag key="RED_TEAM_TARGET" name="Red Team Only" bit="0">Only Red team players can see the message.</flag>
-------- NOTES --------
  </point>
  <point name="target_push" color=".5 .5 .5" box="-8 -8 -8 8 8 8" model="">
Pushes the activator in the direction.of angle, or towards a target apex.
-------- KEYS --------
<angles key="angles" name="Pitch Yaw Roll">Individual control of pitch, yaw and roll.. Default: 0 0 0.</angles>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="speed" name="Propulsion Speed">Vertical speed. Doesn't have effect if the target_push already targets another entity.. Default: 1000.0.</real>
<target key="target" name="Target">All entities with a matching targetname will be used.</target>
<targetname key="targetname" name="Target Name">Name of the entity that points to this entity.</targetname>
-------- SPAWNFLAGS --------
<flag key="BOUNCE_PAD" name="Bounce sound" bit="0">On pushing, the entity plays a bouncing sound.</flag>
-------- NOTES --------
  </point>
  <point name="target_relay" color=".5 .5 .5" box="-8 -8 -8 8 8 8" model="">
This doesn't perform any actions except fire its targets. The activator can be forced to be from a certain team.
-------- KEYS --------
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<target key="target" name="Target">All entities with a matching targetname will be used.</target>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<targetname key="targetname" name="Target Name">Name of the entity that points to this entity.</targetname>
-------- SPAWNFLAGS --------
<flag key="BLUE_ONLY" name="Blue Team Only" bit="1">Only Blue Team players can activate the trigger.</flag>
<flag key="RANDOM" name="Random Target" bit="2">If checked, only one of the targets will be fired, not all of them.</flag>
<flag key="RED_ONLY" name="Red Team Only" bit="0">Only Red Team players can activate the trigger.</flag>
-------- NOTES --------
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="target_remove_powerups" color="1 0 0" box="-8 -8 -8 8 8 8" model="">
Takes away all the activators powerups. Used to drop powerups into death pits.
-------- KEYS --------
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<targetname key="targetname" name="Target Name">Name of the entity that points to this entity.</targetname>
-------- SPAWNFLAGS --------
-------- NOTES --------
  </point>
  <point name="target_score" color="1 0 0" box="-8 -8 -8 8 8 8" model="">
The activator is given this many points.
-------- KEYS --------
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<targetname key="targetname" name="Target Name">Name of the entity that points to this entity.</targetname>
-------- SPAWNFLAGS --------
-------- NOTES --------
  </point>
  <point name="target_speaker" color="1 0 0" box="-8 -8 -8 8 8 8" model="">
Plays a sound. Do we really have to explain this? LOL!
-------- KEYS --------
<sound key="noise" name="Sound File">Wav file to play. Recommended use is for looping sounds.</sound>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="state_targetname" name="State Target Name">Set this to elimination_active in order to create a round-dependant door (See Notes).</string>
<targetname key="targetname" name="Target Name">Name of the entity that points to this entity.</targetname>
<real key="wait" name="Repeat Time">Seconds between auto triggerings.

* 0 = doesn't auto trigger.</real>
-------- SPAWNFLAGS --------
<flag key="ACTIVATOR" name="Only activator hears" bit="3">If set, the sound will play on the player that activated the target. Can't be combined with looping.</flag>
<flag key="GLOBAL" name="Distance doesn't attenuate" bit="2">If set, the sound will play full volume throughout the level. Can't be combined with looping.</flag>
<flag key="LOOPED_OFF" name="Starts not looped" bit="1">The sound loops and starts turned off in the level. Multiple identical looping sounds will just increase volume without any speed cost. It's toggled by use functions.</flag>
<flag key="LOOPED_ON" name="Starts looped" bit="0">The sound loops and starts turned on in the level. Multiple identical looping sounds will just increase volume without any speed cost. It's toggled by use functions.</flag>
-------- NOTES --------
The string '*falling1' in the 'noise' key will play character-specific sounds when the characters are falling into a pit. Sounds need to be formatted in mono, 32-bit PCM is not supported and OGG files will only work if the extension is omitted.
  </point>
  <point name="target_teleporter" color="1 0 0" box="-8 -8 -8 8 8 8" model="">
The activator will be teleported away.
-------- KEYS --------
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<targetname key="targetname" name="Target Name">Name of the entity that points to this entity.</targetname>
-------- SPAWNFLAGS --------
-------- NOTES --------
  </point>
  <point name="team_CTF_blueflag" color="0 0 1" box="-16 -16 -24 16 16 64" model="models/flags/b_flag.md3">
Blue Team Flag. Used as such for CTF, One Flag CTF and CTF Elimination games. Becomes the B point in Double Domination games.
-------- KEYS --------
<angle key="angle" name="Yaw Angle">Determines a facing angle.</angle>
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
-------- SPAWNFLAGS --------
-------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Be aware that key game objectives usually don't need the 'gametype' or '!gametype' keys set, unless a map can support a certain gametype or is planned to do so. For example, One Flag CTF and Harvester can be played on asymmetrical map designs due to the nature of the gametypes. This can't be said for Capture the Flag, which is played best on symmetrical maps.
  </point>
  <point name="team_CTF_blueplayer" color="0.25 0.25 1" box="-16 -16 -24 16 16 32" model="">
Initial spawnpoint for Blue Team players.
-------- KEYS --------
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<target key="target" name="Target">All entities with a matching targetname will be used.</target>
-------- SPAWNFLAGS --------
-------- NOTES --------
Maps must have at least 8 of this kind of spawnpoint without either 'gametype' or '!gametype' in order to prevent friendly telefragging. Bigger maps may require up to 16 of this spawnpoint.
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
  </point>
  <point name="team_CTF_bluespawn" color="0.5 0.5 1" box="-16 -16 -24 16 16 32" model="">
Potential, post-initial spawnpoint for Blue Team players.
-------- KEYS --------
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<target key="target" name="Target">All entities with a matching targetname will be used.</target>
-------- SPAWNFLAGS --------
-------- NOTES --------
Maps must have at least 8 of this kind of spawnpoint without either 'gametype' or '!gametype' in order to prevent friendly telefragging. Bigger maps may require up to 16 of this spawnpoint.
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
  </point>
  <point name="team_CTF_neutralflag" color="1 1 1" box="-16 -16 -24 16 16 64" model="models/flags/n_flag.md3">
Neutral Flag. Used as a key entity in One Flag CTF and Possession games.
-------- KEYS --------
<angle key="angle" name="Yaw Angle">Determines a facing angle.</angle>
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
-------- SPAWNFLAGS --------
-------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Be aware that key game objectives usually don't need the 'gametype' or '!gametype' keys set, unless a map can support a certain gametype or is planned to do so. For example, One Flag CTF and Harvester can be played on asymmetrical map designs due to the nature of the gametypes. This can't be said for Capture the Flag, which is played best on symmetrical maps.
  </point>
  <point name="team_CTF_redflag" color="1 0 0" box="-16 -16 -24 16 16 64" model="models/flags/r_flag.md3">
Red Team Flag. Used as such for CTF, One Flag CTF and CTF Elimination games. Becomes the A point in Double Domination games.
-------- KEYS --------
<angle key="angle" name="Yaw Angle">Determines a facing angle.</angle>
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
-------- SPAWNFLAGS --------
-------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Be aware that key game objectives usually don't need the 'gametype' or '!gametype' keys set, unless a map can support a certain gametype or is planned to do so. For example, One Flag CTF and Harvester can be played on asymmetrical map designs due to the nature of the gametypes. This can't be said for Capture the Flag, which is played best on symmetrical maps.
  </point>
  <point name="team_CTF_redplayer" color="1 0.25 0.25" box="-16 -16 -24 16 16 32" model="">
Initial spawnpoint for Red Team players.
-------- KEYS --------
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<target key="target" name="Target">All entities with a matching targetname will be used.</target>
-------- SPAWNFLAGS --------
-------- NOTES --------
Maps must have at least 8 of this kind of spawnpoint without either 'gametype' or '!gametype' in order to prevent friendly telefragging. Bigger maps may require up to 16 of this spawnpoint.
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
  </point>
  <point name="team_CTF_redspawn" color="1 0.5 0.5" box="-16 -16 -24 16 16 32" model="">
Potential, post-initial spawnpoint for Red Team players.
-------- KEYS --------
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<target key="target" name="Target">All entities with a matching targetname will be used.</target>
-------- SPAWNFLAGS --------
-------- NOTES --------
Maps must have at least 8 of this kind of spawnpoint without either 'gametype' or '!gametype' in order to prevent friendly telefragging. Bigger maps may require up to 16 of this spawnpoint.
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
  </point>
  <point name="team_blueobelisk" color="0 0 1" box="-16 -16 -24 16 16 64" model="models/powerups/overload_base.md3">
Blue Team Obelisk. Used as a key entity for Harvester and Overload games.
-------- KEYS --------
<angle key="angle" name="Yaw Angle">Determines a facing angle.</angle>
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
-------- SPAWNFLAGS --------
-------- NOTES --------
This entity may not work with mods designed for the game OA is inspired from.
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Be aware that key game objectives usually don't need the 'gametype' or '!gametype' keys set, unless a map can support a certain gametype or is planned to do so. For example, One Flag CTF and Harvester can be played on asymmetrical map designs due to the nature of the gametypes. This can't be said for Capture the Flag, which is played best on symmetrical maps.
  </point>
  <point name="team_neutralobelisk" color="1 1 1" box="-16 -16 -24 16 16 64" model="models/powerups/obelisk/obelisk.md3">
Neutral Obelisk. Used as a key entity for Harvester games.
-------- KEYS --------
<angle key="angle" name="Yaw Angle">Determines a facing angle.</angle>
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
-------- SPAWNFLAGS --------
-------- NOTES --------
This entity may not work with mods designed for the game OA is inspired from.
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Be aware that key game objectives usually don't need the 'gametype' or '!gametype' keys set, unless a map can support a certain gametype or is planned to do so. For example, One Flag CTF and Harvester can be played on asymmetrical map designs due to the nature of the gametypes. This can't be said for Capture the Flag, which is played best on symmetrical maps.
  </point>
  <point name="team_redobelisk" color="1 0 0" box="-16 -16 -24 16 16 64" model="models/powerups/overload_base.md3">
Red Team Obelisk. Used as a key entity for Harvester and Overload games.
-------- KEYS --------
<angle key="angle" name="Yaw Angle">Determines a facing angle.</angle>
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
-------- SPAWNFLAGS --------
-------- NOTES --------
This entity may not work with mods designed for the game OA is inspired from.
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Be aware that key game objectives usually don't need the 'gametype' or '!gametype' keys set, unless a map can support a certain gametype or is planned to do so. For example, One Flag CTF and Harvester can be played on asymmetrical map designs due to the nature of the gametypes. This can't be said for Capture the Flag, which is played best on symmetrical maps.
  </point>
  <point name="trigger_always" color=".5 .5 .5" box="-8 -8 -8 8 8 8" model="">
This trigger will always fire.  It is activated by the world.
-------- KEYS --------
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<target key="target" name="Target">All entities with a matching targetname will be used.</target>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
-------- SPAWNFLAGS --------
-------- NOTES --------
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <group name="trigger_hurt" color=".5 .5 .5" model="">
Any entity that touches this will be hurt. It does dmg points of damage each server frame.
-------- KEYS --------
<integer key="dmg" name="Damage Inflicted">Damage to inflict when blocking the operation of the entity.. Default: 5.</integer>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
-------- SPAWNFLAGS --------
<flag key="NO_PROTECTION" name="Ignore powerup protection" bit="3">Player is hurt regardless of powerup protection.</flag>
<flag key="SILENT" name="Silent trigger" bit="2">Supresses playing the sizzling sound.</flag>
<flag key="SLOW" name="Damage per second" bit="4">Damage rate changes to once per second instead of server frame.</flag>
<flag key="START_OFF" name="Starts off" bit="0">Requires toggling for damage infliction.</flag>
<flag key="UNUSED_1" name="Unused" bit="1">Flag without any effect. Can be safely ignored.</flag>
-------- NOTES --------
Targeting the trigger will toggle its on / off state.
  </group>
  <group name="trigger_multiple" color=".5 .5 .5" model="">
Variable sized repeatable trigger.  Must be targeted at one or more entities.
-------- KEYS --------
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<target key="target" name="Target">All entities with a matching targetname will be used.</target>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<real key="wait" name="Time Period">Base time between triggering all targets.. Default: 0.2.</real>
-------- SPAWNFLAGS --------
-------- NOTES --------
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </group>
  <group name="trigger_push" color=".5 .5 .5" model="">
Must point at a target_position, which will be the apex of the leap. This will be client side predicted, unlike target_push.
-------- KEYS --------
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<target key="target" name="Target">All entities with a matching targetname will be used.</target>
-------- SPAWNFLAGS --------
-------- NOTES --------
  </group>
  <group name="trigger_teleport" color=".5 .5 .5" model="">
Allows client side prediction of teleportation events. Must point at a target_position, which will be the teleport destination.
-------- KEYS --------
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<target key="target" name="Target">All entities with a matching targetname will be used.</target>
<targetname key="targetname" name="Target Name">Name of the entity that points to this entity.</targetname>
-------- SPAWNFLAGS --------
<flag key="SPECTATOR" name="Spectator" bit="0">If set, only spectators can use this teleport. Spectator teleporters are not normally placed in the editor, but are created automatically near doors to allow spectators to move through them.</flag>
-------- NOTES --------
  </group>
  <point name="weapon_bfg" color=".3 .3 1" box="-16 -16 -16 16 16 16" model="models/weapons2/bfg/bfg.md3">
BFG.
-------- KEYS --------
<integer key="count" name="Ammo Given">Amount of ammo given to the player on pickup.. Default: 20.</integer>
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
<targetname key="targetname" name="Target Name">A target_give entity can point at this item so its given to the player.</targetname>
<string key="team" name="Team Name">If set, the entity is teamed up with items in this team. (See Notes)</string>
<real key="wait" name="Respawn Delay">Seconds before the item respawns again.

* -1 = never respawns again.. Default: 5.0.</real>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="weapon_chaingun" color=".3 .3 1" box="-16 -16 -16 16 16 16" model="models/weapons/vulcan/vulcan.md3">
Chaingun.
-------- KEYS --------
<integer key="count" name="Ammo Given">Amount of ammo given to the player on pickup.. Default: 5.</integer>
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
<targetname key="targetname" name="Target Name">A target_give entity can point at this item so its given to the player.</targetname>
<string key="team" name="Team Name">If set, the entity is teamed up with items in this team. (See Notes)</string>
<real key="wait" name="Respawn Delay">Seconds before the item respawns again.

* -1 = never respawns again.. Default: 5.0.</real>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
This entity may not work with mods designed for the game OA is inspired from.
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="weapon_gauntlet" color=".3 .3 1" box="-16 -16 -16 16 16 16" model="models/weapons2/gauntlet/gauntlet.md3">
Gauntlet.
-------- KEYS --------
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
<targetname key="targetname" name="Target Name">A target_give entity can point at this item so its given to the player.</targetname>
<string key="team" name="Team Name">If set, the entity is teamed up with items in this team. (See Notes)</string>
<real key="wait" name="Respawn Delay">Seconds before the item respawns again.

* -1 = never respawns again.. Default: 5.0.</real>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="weapon_grapplinghook" color=".3 .3 1" box="-16 -16 -16 16 16 16" model="models/weapons2/grapple/grapple.md3">
Grappling Hook.
-------- KEYS --------
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
<targetname key="targetname" name="Target Name">A target_give entity can point at this item so its given to the player.</targetname>
<string key="team" name="Team Name">If set, the entity is teamed up with items in this team. (See Notes)</string>
<real key="wait" name="Respawn Delay">Seconds before the item respawns again.

* -1 = never respawns again.. Default: 5.0.</real>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="weapon_grenadelauncher" color=".3 .3 1" box="-16 -16 -16 16 16 16" model="models/weapons2/grenadel/grenadel.md3">
Grenade Launcher.
-------- KEYS --------
<integer key="count" name="Ammo Given">Amount of ammo given to the player on pickup.. Default: 10.</integer>
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
<targetname key="targetname" name="Target Name">A target_give entity can point at this item so its given to the player.</targetname>
<string key="team" name="Team Name">If set, the entity is teamed up with items in this team. (See Notes)</string>
<real key="wait" name="Respawn Delay">Seconds before the item respawns again.

* -1 = never respawns again.. Default: 5.0.</real>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="weapon_lightning" color=".3 .3 1" box="-16 -16 -16 16 16 16" model="models/weapons2/lightning/lightning.md3">
Lightning Gun.
-------- KEYS --------
<integer key="count" name="Ammo Given">Amount of ammo given to the player on pickup.. Default: 100.</integer>
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
<targetname key="targetname" name="Target Name">A target_give entity can point at this item so its given to the player.</targetname>
<string key="team" name="Team Name">If set, the entity is teamed up with items in this team. (See Notes)</string>
<real key="wait" name="Respawn Delay">Seconds before the item respawns again.

* -1 = never respawns again.. Default: 5.0.</real>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="weapon_machinegun" color=".3 .3 1" box="-16 -16 -16 16 16 16" model="models/weapons2/machinegun/machinegun.md3">
Machinegun.
-------- KEYS --------
<integer key="count" name="Ammo Given">Amount of ammo given to the player on pickup.. Default: 100.</integer>
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
<targetname key="targetname" name="Target Name">A target_give entity can point at this item so its given to the player.</targetname>
<string key="team" name="Team Name">If set, the entity is teamed up with items in this team. (See Notes)</string>
<real key="wait" name="Respawn Delay">Seconds before the item respawns again.

* -1 = never respawns again.. Default: 5.0.</real>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="weapon_nailgun" color=".3 .3 1" box="-16 -16 -16 16 16 16" model="models/weapons/nailgun/nailgun.md3">
Nailgun.
-------- KEYS --------
<integer key="count" name="Ammo Given">Amount of ammo given to the player on pickup.. Default: 10.</integer>
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
<targetname key="targetname" name="Target Name">A target_give entity can point at this item so its given to the player.</targetname>
<string key="team" name="Team Name">If set, the entity is teamed up with items in this team. (See Notes)</string>
<real key="wait" name="Respawn Delay">Seconds before the item respawns again.

* -1 = never respawns again.. Default: 5.0.</real>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
This entity may not work with mods designed for the game OA is inspired from.
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="weapon_plasmagun" color=".3 .3 1" box="-16 -16 -16 16 16 16" model="models/weapons2/plasma/plasma.md3">
Plasma Gun.
-------- KEYS --------
<integer key="count" name="Ammo Given">Amount of ammo given to the player on pickup.. Default: 50.</integer>
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
<targetname key="targetname" name="Target Name">A target_give entity can point at this item so its given to the player.</targetname>
<string key="team" name="Team Name">If set, the entity is teamed up with items in this team. (See Notes)</string>
<real key="wait" name="Respawn Delay">Seconds before the item respawns again.

* -1 = never respawns again.. Default: 5.0.</real>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="weapon_prox_launcher" color=".3 .3 1" box="-16 -16 -16 16 16 16" model="models/weapons/proxmine/proxmine.md3">
Prox Launcher.
-------- KEYS --------
<integer key="count" name="Ammo Given">Amount of ammo given to the player on pickup.. Default: 10.</integer>
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
<targetname key="targetname" name="Target Name">A target_give entity can point at this item so its given to the player.</targetname>
<string key="team" name="Team Name">If set, the entity is teamed up with items in this team. (See Notes)</string>
<real key="wait" name="Respawn Delay">Seconds before the item respawns again.

* -1 = never respawns again.. Default: 5.0.</real>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
This entity may not work with mods designed for the game OA is inspired from.
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="weapon_railgun" color=".3 .3 1" box="-16 -16 -16 16 16 16" model="models/weapons2/railgun/railgun.md3">
Railgun.
-------- KEYS --------
<integer key="count" name="Ammo Given">Amount of ammo given to the player on pickup.. Default: 10.</integer>
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
<targetname key="targetname" name="Target Name">A target_give entity can point at this item so its given to the player.</targetname>
<string key="team" name="Team Name">If set, the entity is teamed up with items in this team. (See Notes)</string>
<real key="wait" name="Respawn Delay">Seconds before the item respawns again.

* -1 = never respawns again.. Default: 5.0.</real>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="weapon_rocketlauncher" color=".3 .3 1" box="-16 -16 -16 16 16 16" model="models/weapons2/rocketl/rocketl.md3">
Rocket Launcher.
-------- KEYS --------
<integer key="count" name="Ammo Given">Amount of ammo given to the player on pickup.. Default: 10.</integer>
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
<targetname key="targetname" name="Target Name">A target_give entity can point at this item so its given to the player.</targetname>
<string key="team" name="Team Name">If set, the entity is teamed up with items in this team. (See Notes)</string>
<real key="wait" name="Respawn Delay">Seconds before the item respawns again.

* -1 = never respawns again.. Default: 5.0.</real>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <point name="weapon_shotgun" color=".3 .3 1" box="-16 -16 -16 16 16 16" model="models/weapons2/shotgun/shotgun.md3">
Shotgun.
-------- KEYS --------
<integer key="count" name="Ammo Given">Amount of ammo given to the player on pickup.. Default: 10.</integer>
<string key="gametype" name="Supported Game Types">If set, the entity will ONLY appear in these gametypes. (See Notes)</string>
<string key="!gametype" name="Forbidden Game Types">If set, the entity will NOT appear in these gametypes. (See Notes)</string>
<boolean key="notbot" name="Invisible To Bots">If set to 1, a bot will never attempt to pick up this item.</boolean>
<boolean key="notfree" name="Hidden for FFA">If set to 1, this entity won't spawn in free-for-all gamemodes.</boolean>
<boolean key="notsingle" name="Hidden for SP">If set to 1, this entity won't spawn in single-player mode.</boolean>
<boolean key="notteam" name="Hidden for Teamplay">If set to 1, this entity won't spawn in team-based gamemodes.</boolean>
<real key="random" name="Respawn Delay Variance">Variation of time between respawns. The value is both added and subtracted from ''wait''.</real>
<string key="targetShaderName" name="Target Shader Name">Shader to be swapped out for triggerable shader entities. (See Notes)</string>
<string key="targetShaderNewName" name="Target Shader New Name">Shader to be swapped in for triggerable shader entities. (See Notes)</string>
<target key="target" name="Target">Picking up the item will trigger these targets.</target>
<targetname key="targetname" name="Target Name">A target_give entity can point at this item so its given to the player.</targetname>
<string key="team" name="Team Name">If set, the entity is teamed up with items in this team. (See Notes)</string>
<real key="wait" name="Respawn Delay">Seconds before the item respawns again.

* -1 = never respawns again.. Default: 5.0.</real>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="Don't drop to ground" bit="0">If set, the item will not drop to the ground. Bots will ignore it.</flag>
-------- NOTES --------
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
  </point>
  <group name="worldspawn" color="0 0 0" model="">
The main entity of the map. Every map should have exactly one worldspawn.
-------- KEYS --------
<real key="_ambient;ambient" name="Ambient Intensity">Constant value added to the overall lighting. Use not recommended, since ambient light has a tendency to flatten out variations in light and shade.</real>
<integer key="_blocksize" name="Block Size">Size of the blocks q3map2 vis uses in order to calculate what's drawn in the screen. Higher values than the default are recommended for very large maps with low structural brush count. The calculation is based on the formulas X=_blocksize*n; Y=_blocksize*n.. Default: 1024.</integer>
<color key="_color" name="Ambient Color">Color of the ambient light.. Default: 0 0 0.</color>
<integer key="enableBreath" name="Enable Breathing">Enables a cough-like effect for the characters. Mostly used for ice maps.</integer>
<integer key="enableDust" name="Enable Dust">Enables footstep-based dust from surfaces marked as such.</integer>
<integer key="enableFS" name="Enable Fanservice">Enables summer effects for characters in the map, if available. (FS=fanservice)</integer>
<integer key="enableQ" name="Enable Q1-Scale">Enables a Q1-like perspective. Mostly used for debugging.</integer>
<real key="gravity" name="Gravity">Gravity of the level. Overrides the default value, is overriden by the game's set gravity value.. Default: 800.0.</real>
<integer3 key="gridsize" name="Grid Size">Size of the lightgrid created by q3map2. The values represent the units in the X Y Z points. Large powers of 2 help reduce the BSP size and compile time on very large maps.. Default: 128 128 256.</integer3>
<string key="message" name="Logon Message">Name of the map. Displayed on the loading screen.</string>
<integer key="_castshadows;_cs" name="Shadow Caster Level">Per-entity control over shadow casting. The values it can take are:

* Under -1: Cast shadows on entities with _rs or _receiveshadows but NOT in the world.

* -1: Doesn't cast shadows on the world.

* 0: Casts shadows on entities. (Default)

* 1: Casts shadows on the world. (Also default)

* Over 1: Casts shadows on entities with _rs or _receiveshadows AND in the world.</integer>
<texture key="_celshader" name="Cel Shader">Cel shader used for this geometry.</texture>
<real key="_farplanedist" name="Far Clip Distance">Amount of units the vis phase can see during compilation. In combination with level-wide fog, it can help reduce tris count on large, open maps.</real>
<texture key="_foghull" name="Fog Hull Shader">If set, the level will use the fog properties of this shader in order to render a level-wide fog.</texture>
<boolean key="_keeplights" name="Keep Light Entities">Keeps lights in the BSP, preventing q3map2 from stripping them in the light phase.</boolean>
<real key="_lightmapscale" name="Lightmap Scale">Scales the resolution of lightmaps on brushes and patches in the world. Func_ entities can override this value.. Default: 1.0.</real>
<real key="_mingridlight" name="Min Dynamic Intensity">Minimum value of dynamic entity lighting, level-wide.</real>
<real key="_minlight" name="Min Lightmap Intensity">Minimum value of world-wide lighting, level-wide, which uses ''_color'' to add a color to the ambience. Unlike _ambient and ambient, it does not add values to the other light entities.</real>
<real key="_minvertexlight" name="Min Vertex Intensity">Minimum value of vertex lighting, level-wide.</real>
<boolean key="_noshadersun" name="Ignore Shader Sun">Ignores the sky properties of the sky shaders, and ONLY uses entity sun lights.</boolean>
<integer key="_receiveshadows;_rs" name="Shadow Reception Level">Per-entity control over shadow reception. The values it can take are:

* 0: Doesn't receive shadows.

* Range (0,1): Receive shadows from both entities with _cs or _castshadows and world.

* 1: Receive shadows on everything (world shadows). This is the default value.

* Over 1: Receive shadows ONLY from entities with _cs or _castshadows.</integer>
<texture key="_indexmap;alphamap" name="Terrain Blending Map">Path of the art file used to guide the mapping of textures on the terrain surface.</texture>
<integer key="_layers;layers" name="Terrain Layers">Number of unique root shaders that will be used on the terrain surface.</integer>
<texture key="_shader;shader" name="Terrain MetaShader">Metashader used to assign textures to the terrain entity.</texture>
<real key="_style1alphaGen" name="AlphaGen for Style 1">AlphaGen value for the light style index 1. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style1rgbGen" name="rgbGen for Style 1">rgbGen value for the light style index 1. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style2alphaGen" name="AlphaGen for Style 2">AlphaGen value for the light style index 2. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style2rgbGen" name="rgbGen for Style 2">rgbGen value for the light style index 2. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style3alphaGen" name="AlphaGen for Style 3">AlphaGen value for the light style index 3. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style3rgbGen" name="rgbGen for Style 3">rgbGen value for the light style index 3. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style4alphaGen" name="AlphaGen for Style 4">AlphaGen value for the light style index 4. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style4rgbGen" name="rgbGen for Style 4">rgbGen value for the light style index 4. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style5alphaGen" name="AlphaGen for Style 5">AlphaGen value for the light style index 5. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style5rgbGen" name="rgbGen for Style 5">rgbGen value for the light style index 5. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style6alphaGen" name="AlphaGen for Style 6">AlphaGen value for the light style index 6. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style6rgbGen" name="rgbGen for Style 6">rgbGen value for the light style index 6. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style7alphaGen" name="AlphaGen for Style 7">AlphaGen value for the light style index 7. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style7rgbGen" name="rgbGen for Style 7">rgbGen value for the light style index 7. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style8alphaGen" name="AlphaGen for Style 8">AlphaGen value for the light style index 8. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style8rgbGen" name="rgbGen for Style 8">rgbGen value for the light style index 8. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style9alphaGen" name="AlphaGen for Style 9">AlphaGen value for the light style index 9. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style9rgbGen" name="rgbGen for Style 9">rgbGen value for the light style index 9. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style10alphaGen" name="AlphaGen for Style 10">AlphaGen value for the light style index 10. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style10rgbGen" name="rgbGen for Style 10">rgbGen value for the light style index 10. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style11alphaGen" name="AlphaGen for Style 11">AlphaGen value for the light style index 11. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style11rgbGen" name="rgbGen for Style 11">rgbGen value for the light style index 11. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style12alphaGen" name="AlphaGen for Style 12">AlphaGen value for the light style index 12. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style12rgbGen" name="rgbGen for Style 12">rgbGen value for the light style index 12. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style13alphaGen" name="AlphaGen for Style 13">AlphaGen value for the light style index 13. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style13rgbGen" name="rgbGen for Style 13">rgbGen value for the light style index 13. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style14alphaGen" name="AlphaGen for Style 14">AlphaGen value for the light style index 14. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style14rgbGen" name="rgbGen for Style 14">rgbGen value for the light style index 14. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style15alphaGen" name="AlphaGen for Style 15">AlphaGen value for the light style index 15. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style15rgbGen" name="rgbGen for Style 15">rgbGen value for the light style index 15. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style16alphaGen" name="AlphaGen for Style 16">AlphaGen value for the light style index 16. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style16rgbGen" name="rgbGen for Style 16">rgbGen value for the light style index 16. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style17alphaGen" name="AlphaGen for Style 17">AlphaGen value for the light style index 17. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style17rgbGen" name="rgbGen for Style 17">rgbGen value for the light style index 17. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style18alphaGen" name="AlphaGen for Style 18">AlphaGen value for the light style index 18. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style18rgbGen" name="rgbGen for Style 18">rgbGen value for the light style index 18. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style19alphaGen" name="AlphaGen for Style 19">AlphaGen value for the light style index 19. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style19rgbGen" name="rgbGen for Style 19">rgbGen value for the light style index 19. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style20alphaGen" name="AlphaGen for Style 20">AlphaGen value for the light style index 20. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style20rgbGen" name="rgbGen for Style 20">rgbGen value for the light style index 20. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style21alphaGen" name="AlphaGen for Style 21">AlphaGen value for the light style index 21. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style21rgbGen" name="rgbGen for Style 21">rgbGen value for the light style index 21. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style22alphaGen" name="AlphaGen for Style 22">AlphaGen value for the light style index 22. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style22rgbGen" name="rgbGen for Style 22">rgbGen value for the light style index 22. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style23alphaGen" name="AlphaGen for Style 23">AlphaGen value for the light style index 23. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style23rgbGen" name="rgbGen for Style 23">rgbGen value for the light style index 23. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style24alphaGen" name="AlphaGen for Style 24">AlphaGen value for the light style index 24. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style24rgbGen" name="rgbGen for Style 24">rgbGen value for the light style index 24. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style25alphaGen" name="AlphaGen for Style 25">AlphaGen value for the light style index 25. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style25rgbGen" name="rgbGen for Style 25">rgbGen value for the light style index 25. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style26alphaGen" name="AlphaGen for Style 26">AlphaGen value for the light style index 26. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style26rgbGen" name="rgbGen for Style 26">rgbGen value for the light style index 26. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style27alphaGen" name="AlphaGen for Style 27">AlphaGen value for the light style index 27. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style27rgbGen" name="rgbGen for Style 27">rgbGen value for the light style index 27. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style28alphaGen" name="AlphaGen for Style 28">AlphaGen value for the light style index 28. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style28rgbGen" name="rgbGen for Style 28">rgbGen value for the light style index 28. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style29alphaGen" name="AlphaGen for Style 29">AlphaGen value for the light style index 29. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style29rgbGen" name="rgbGen for Style 29">rgbGen value for the light style index 29. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style30alphaGen" name="AlphaGen for Style 30">AlphaGen value for the light style index 30. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style30rgbGen" name="rgbGen for Style 30">rgbGen value for the light style index 30. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style31alphaGen" name="AlphaGen for Style 31">AlphaGen value for the light style index 31. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
<real key="_style31rgbGen" name="rgbGen for Style 31">rgbGen value for the light style index 31. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).</real>
-------- SPAWNFLAGS --------
-------- NOTES --------
nan
  </group>
</classes>
