group { "Player"

	group { "Start Points"
		
		info_player_deathmatch : "Deathmatch Player Start" : "player.mdl" box(-16 -16 -24, 16 16 40) {
			origin(Origin)
			angle(Angle) : "Facing Direction" : 0
			+spawnflags(SpawnFlags) : "Spawn Flags" { }
		}
		
		info_player_start : "Single Player Start" : "player.mdl" box(-16 -16 -24, 16 16 40) {
			origin(Origin)
			angle(Angle) : "Facing Direction" : 0
			+spawnflags(SpawnFlags) : "Spawn Flags" { }
		}
		
	}
	
	group { "Weapons"
		
		weapon_supershotgun : "Combo Gun" box(-16 -16 0, 16 16 32) {
			origin(Origin)
			+target(Target) : "Target Destination"
			+spawnflags(SpawnFlags) : "Spawn Flags" { }
		}
		
		weapon_nailgun : "Plasma Gun" box(-16 -16 0, 16 16 32) {
			origin(Origin)
			+target(Target) : "Target Destination"
			+spawnflags(SpawnFlags) : "Spawn Flags" { }
		}
		
		weapon_supernailgun : "Nailgun" box(-16 -16 0, 16 16 32) {
			origin(Origin)
			+target(Target) : "Target Destination"
			+spawnflags(SpawnFlags) : "Spawn Flags" { }
		}
		
		weapon_grenadelauncher : "Grenade Launcher" box(-16 -16 0, 16 16 32) {
			origin(Origin)
			+target(Target) : "Target Destination"
			+spawnflags(SpawnFlags) : "Spawn Flags" { }
		}
		
		weapon_rocketlauncher : "Anihilator" box(-16 -16 0, 16 16 32) {
			origin(Origin)
			+target(Target) : "Target Destination"
			+spawnflags(SpawnFlags) : "Spawn Flags" { }
		}
	}
	
	group { "Ammunition"
	
		item_shells : "Shells" box(0 0 0, 32 32 32) {
			origin(Origin)
			+target(Target) : "Target Destination"
			+spawnflags(SpawnFlags) : "Spawn Flags" {
				1:	"Extra Shells"
			}
		}
		
		item_spikes : "Nails" box(0 0 0, 32 32 32) {
			origin(Origin)
			+target(Target) : "Target Destination"
			+spawnflags(SpawnFlags) : "Spawn Flags" {
				1:	"Extra Nails"
			}
		}
		
		item_rockets : "Rockets" box(0 0 0, 32 32 32) {
			origin(Origin)
			+target(Target) : "Target Destination"
			+spawnflags(SpawnFlags) : "Spawn Flags" {
				1:	"Extra Rockets"
			}
		}
		
		item_cells : "Cells" box(0 0 0, 32 32 32) {
			origin(Origin)
			+target(Target) : "Target Destination"
			+spawnflags(SpawnFlags) : "Spawn Flags" {
				1:	"Extra Cells"
			}
		}
		
	}
	
	
	group { "Items"
		
		item_health : "Health Pack" box(0 0 0, 32 32 32) {
			origin(Origin)
			+target(Target) : "Target Destination"
			+spawnflags(SpawnFlags) : "Spawn Flags" {
				1:	"Rotten"
				2:	"Megahealth"
			}
		}
		
		item_artifact_envirosuit : "Environmental Protection Suit" box(-16 -16 -24, 16 16 32) {
			origin(Origin)
			+target(Target) : "Target Destination"
			+spawnflags(SpawnFlags) : "Spawn Flags" { }
		}
		
		item_artifact_invisibility : "Cloak" box(-16 -16 -24, 16 16 32) {
			origin(Origin)
			+target(Target) : "Target Destination"
			+spawnflags(SpawnFlags) : "Spawn Flags" { }
		}
		
		item_artifact_invulnerability : "Invulnerability" box(-16 -16 -24, 16 16 32) {
			origin(Origin)
			+target(Target) : "Target Destination"
			+spawnflags(SpawnFlags) : "Spawn Flags" { }
		}
		
		item_artifact_super_damage : "Quad Damage" box(-16 -16 -24, 16 16 32) {
			origin(Origin)
			+target(Target) : "Target Destination"
			+spawnflags(SpawnFlags) : "Spawn Flags" { }
		}
		
	}
	
}


group { "Lights"

	light : "Invisible Light" box(-8 -8 -8, 8 8 8) {
		origin(Origin)
		light(Light) : "Brightness" : 200
		+target(Target) : "Spotlight Target" {
			info_null
		}
		+angle(Angle) : "Spotlight Cone Angle" : 40
		+targetname(TargetName) : "Target Name"
		+spawnflags(SpawnFlags) : "Spawn Flags" {
			1:	"Initially Off"
		}
		+style(IntSelect) : "Appearance" : 0 {
			0 : "Normal"
			10: "Fluorescent flicker"
			2 : "Slow, strong pulse"
			11: "Slow pulse, to black"
			5 : "Gentle pulse"
			1 : "Flicker A"
			6 : "Flicker B"
			3 : "Candle A"
			7 : "Candle B"
			8 : "Candle C"
			4 : "Fast strobe"
			9 : "Slow strobe1"
			12: "Slow strobe2"
			13: "Slow strobe3"
		}
	}
	
	light_fluoro : "Fluorescent Light" box(-8 -8 -8, 8 8 8) {
		origin(Origin)
		light(Light) : "Brightness" : 200
		+target(Target) : "Spotlight Target" {
			info_null
		}
		+angle(Angle) : "Spotlight Cone Angle" : 40
		+targetname(TargetName) : "Target Name"
		+spawnflags(SpawnFlags) : "Spawn Flags" {
			1:	"Initially Off"
		}
		+style(IntSelect) : "Appearance" : 0 {
			0 : "Normal"
			10: "Fluorescent flicker"
			2 : "Slow, strong pulse"
			11: "Slow pulse, to black"
			5 : "Gentle pulse"
			1 : "Flicker A"
			6 : "Flicker B"
			3 : "Candle A"
			7 : "Candle B"
			8 : "Candle C"
			4 : "Fast strobe"
			9 : "Slow strobe1"
			12: "Slow strobe2"
			13: "Slow strobe3"
		}
	}
	
	light_fluorospark : "Sparking Fluorescent Light" box(-8 -8 -8, 8 8 8) {
		origin(Origin)
		light(Light) : "Brightness" : 200
		style(IntSelect) : "Appearance" : 0 {
			0 : "Normal"
			10: "Fluorescent flicker"
			2 : "Slow, strong pulse"
			11: "Slow pulse, to black"
			5 : "Gentle pulse"
			1 : "Flicker A"
			6 : "Flicker B"
			3 : "Candle A"
			7 : "Candle B"
			8 : "Candle C"
			4 : "Fast strobe"
			9 : "Slow strobe1"
			12: "Slow strobe2"
			13: "Slow strobe3"
		}
		+target(Target) : "Spotlight Target" {
			info_null
		}
		+angle(Angle) : "Spotlight Cone Angle" : 40
	}
	
	light_globe : "Globe Light" box(-8 -8 -8, 8 8 8) {
		origin(Origin)
		light(Light) : "Brightness" : 200
		style(IntSelect) : "Appearance" : 0 {
			0 : "Normal"
			10: "Fluorescent flicker"
			2 : "Slow, strong pulse"
			11: "Slow pulse, to black"
			5 : "Gentle pulse"
			1 : "Flicker A"
			6 : "Flicker B"
			3 : "Candle A"
			7 : "Candle B"
			8 : "Candle C"
			4 : "Fast strobe"
			9 : "Slow strobe1"
			12: "Slow strobe2"
			13: "Slow strobe3"
		}
		+target(Target) : "Spotlight Target" {
			info_null
		}
		+angle(Angle) : "Spotlight Cone Angle" : 40
	}
	
	light_flame_large_yellow : "Large Yellow Flame" box(-8 -8 -12, 8 8 44) {
		origin(Origin)
		light(Light) : "Brightness" : 200
		+target(Target) : "Spotlight Target" {
			info_null
		}
		+angle(Angle) : "Spotlight Cone Angle" : 40
		+style(IntSelect) : "Appearance" : 0 {
			0 : "Normal"
			10: "Fluorescent flicker"
			2 : "Slow, strong pulse"
			11: "Slow pulse, to black"
			5 : "Gentle pulse"
			1 : "Flicker A"
			6 : "Flicker B"
			3 : "Candle A"
			7 : "Candle B"
			8 : "Candle C"
			4 : "Fast strobe"
			9 : "Slow strobe1"
			12: "Slow strobe2"
			13: "Slow strobe3"
		}
	}
	
	light_flame_small_yellow : "Small Yellow Flame" box(-4 -4 -12, 4 4 16) {
		origin(Origin)
		light(Light) : "Brightness" : 200
		+target(Target) : "Spotlight Target" {
			info_null
		}
		+angle(Angle) : "Spotlight Cone Angle" : 40
		+style(IntSelect) : "Appearance" : 0 {
			0 : "Normal"
			10: "Fluorescent flicker"
			2 : "Slow, strong pulse"
			11: "Slow pulse, to black"
			5 : "Gentle pulse"
			1 : "Flicker A"
			6 : "Flicker B"
			3 : "Candle A"
			7 : "Candle B"
			8 : "Candle C"
			4 : "Fast strobe"
			9 : "Slow strobe1"
			12: "Slow strobe2"
			13: "Slow strobe3"
		}
	}
	
	light_flame_small_white : "Small White Flame" box(-4 -4 -12, 4 4 16) {
		origin(Origin)
		light(Light) : "Brightness" : 200
		+target(Target) : "Spotlight Target" {
			info_null
		}
		+angle(Angle) : "Spotlight Cone Angle" : 40
		+style(IntSelect) : "Appearance" : 0 {
			0 : "Normal"
			10: "Fluorescent flicker"
			2 : "Slow, strong pulse"
			11: "Slow pulse, to black"
			5 : "Gentle pulse"
			1 : "Flicker A"
			6 : "Flicker B"
			3 : "Candle A"
			7 : "Candle B"
			8 : "Candle C"
			4 : "Fast strobe"
			9 : "Slow strobe1"
			12: "Slow strobe2"
			13: "Slow strobe3"
		}
	}
	
	light_torch_small_walltorch : "Small Wall Torch" box(-10 -10 -20, 10 10 20) {
		origin(Origin)
		light(Light) : "Brightness" : 200
		+target(Target) : "Spotlight Target" {
			info_null
		}
		+angle(Angle) : "Spotlight Cone Angle" : 40
		+style(IntSelect) : "Appearance" : 0 {
			0 : "Normal"
			10: "Fluorescent flicker"
			2 : "Slow, strong pulse"
			11: "Slow pulse, to black"
			5 : "Gentle pulse"
			1 : "Flicker A"
			6 : "Flicker B"
			3 : "Candle A"
			7 : "Candle B"
			8 : "Candle C"
			4 : "Fast strobe"
			9 : "Slow strobe1"
			12: "Slow strobe2"
			13: "Slow strobe3"
		}
	}
	
	info_null : "Spotlight Target" box(-8 -8 -8, 8 8 8) {
		origin(Origin)
		targetname(TargetName) : "Target Name" {
			light
			light_fluoro
			light_fluorospark
			light_globe
			light_flame_large_yellow
			light_flame_small_yellow
			light_flame_small_white
			light_torch_small_walltorch
		}
		+target(Target) : "Target Destination"
	}
	
}

group { "Moving Structures"

	func_button : "Button" solid {
		angle(Angle) : "Angle of movement" : 0
		target(Target) : "Target Destination"
		wait(IntSelect) : "Delay before reset" : 3 {
			-1 : "Stays pressed"
		}
		+speed(Int) : "Speed" : 5
		+lip(Int) : "Lip (amount left sticking out)" : 4
		+health(Int) : "Health (shootable if > 0)" : 1
		+sounds(IntSelect) : "Sounds" : 1 {
			0: "Silent"
			1: "Steam metal"
			2: "Wooden clunk"
			3: "Metallic clink"
			4: "In-out"
		}
		+targetname(TargetName) : "Target Name"
		+spawnflags(SpawnFlags) : "Spawn Flags" { }
	}
	
	func_door : "Door" solid {
		angle(Angle) : "Angle of movement" : 0
		speed(Int) : "Speed" : 100
		wait(IntSelect) : "Wait before close" : 3 {
			-1 : "Stays open"
		}
		+targetname(TargetName) : "Target Name"
		+message(String) : "Touch message"
		+health(Int) : "Health (shoot to open if > 0)" : 1
		+lip(Int) : "Lip (amount left sticking out)" : 8
		+dmg(Int) : "Damage when blocked" : 2
		+sounds(IntSelect) : "Sounds" : 2 {
			0: "Silent"
			1: "Stone"
			2: "Base-Hydro"
			3: "Tech-Servo"
			4: "Buzz-Metal Lock"
		}
		+spawnflags(SpawnFlags) : "Spawn Flags" {
			1:	"Starts Open"
			4:	"Don't link touching doors"
			8:	"Require Gold Key"
			16: "Require Silver Key"
			32: "Toggle Key"
		}
	}
	
	func_door_secret : "Secret Door" solid {
		angle(Angle) : "Angle of movement" : 0
		speed(Int) : "Speed" : 100
		wait(IntSelect) : "Wait before close" : 3 {
			-1 : "Stays open"
		}
		t_width(Int) : "Movement width"
		t_length(Int) : "Movement length"
		+dmg(Int) : "Damage when blocked" : 2
		+targetname(TargetName) : "Target Name"
		+message(String) : "Activate message"
		+health(Int) : "Health (shoot to open if > 0)" : 1
		+sounds(IntSelect) : "Sounds" : 2 {
			0: "Silent"
			1: "Stone"
			2: "Base-Hydro"
			3: "Tech-Servo"
			4: "Buzz-Metal Lock"
		}
		+spawnflags(SpawnFlags) : "Spawn Flags" {
			1:	"Only open once"
			2:	"Move left first"
			4:	"Move down first"
			8:	"Targetted only"
			16: "Only by shooting"
		}
	}
	
	func_plat : "Elevator" solid {
		speed(Int) : "Speed" : 150
		height(Int) : "Amount the elevator moves"
		+targetname(TargetName) : "Target Name"
		+sounds(IntSelect) : "Sounds" : 2 {
			0: "Silent"
			1: "Base fast"
			2: "Chain slow"
			2: "Base-Hydro"
			3: "Tech-Servo"
			4: "Buzz-Metal Lock"
		}
		+spawnflags(SpawnFlags) : "Spawn Flags" {
			1:	"Low trigger"
		}
	}
	
	func_train : "Moving platform" solid {
		speed(Int) : "Speed" : 100
		target(Target) : "First Destination" {
			path_corner
		}
		+targetname(TargetName) : "Target Name"
		+dmg(Int) : "Damage when blocked" : 2
		+sounds(IntSelect) : "Sounds" : 1 {
			0: "Silent"
			1: "Ratchet metal"
		}
		+spawnflags(SpawnFlags) : "Spawn Flags" { }
	}
	
	path_corner : "Path Point" box(-8 -8 -8, 8 8 8) {
		origin(Origin)
		targetname(TargetName) : "Target Name" {
			func_train
			misc_teleporttrain
			path_corner
		}
		+wait(IntSelect) : "Wait for next movement" : 1 {
			-1 : "Stop"
		}
		+target(Target) : "Next Destination" {
			path_corner
		}
		+spawnflags(SpawnFlags) : "Spawn Flags" { }
	}
}

group { "Special Structures"
	
	exploding_wall : "Breakable Object"solid {
		health(float) : "Health" : 1
		+dmg(float) : "Gib Damage" : 0
		+target(Target) : "Target"
		+targetname(TargetName) : "Target Name"
		+spawnflags(SpawnFlags) : "Spawn Flags" { 
			2: "SPAWN_GLASS"
			4: "SPAWN_METAL"
			8: "SPAWN_WOOD"
		}

	}
	
	regen_station : "Armor Regen Station - Custom"solid {
		armregen(Int) : "Max amount" : 50
		rdelay(float) : "Speed" : 0.01
		+spawnflags(SpawnFlags) : "Spawn Flags" { }

	}
	
	item_armor1 : "50% Armour (Blue)" box(-16 -16 -24, 16 16 32) {
		origin(Origin)	
		+spawnflags(SpawnFlags) : "Spawn Flags" { }
	}
		
	item_armor2 : "150% Armour (Yellow)" box(-16 -16 -24, 16 16 32) {
		origin(Origin)
		+spawnflags(SpawnFlags) : "Spawn Flags" { }
	}
		
	item_armorInv : "250% Armour (Red)" box(-16 -16 -24, 16 16 32) {
		origin(Origin)
		+spawnflags(SpawnFlags) : "Spawn Flags" { }
	}
	
	func_illusionary : "Pass-through Solid" solid {
		+spawnflags(SpawnFlags) : "Spawn Flags" { }
	}
	
	func_wall : "Solid wall" solid {
		+targetname(TargetName) : "Target Name (changes texture)"
		+spawnflags(SpawnFlags) : "Spawn Flags" { }
	}
}

group { "Rotating Structures"

	info_rotate : "Centre of Rotation" box(-8 -8 -8, 8 8 8) {
		origin(Origin)
		targetname(TargetName) : "Target Name"
	}
	
	path_rotate : "Rotating Path Point" box(-8 -8 -8, 8 8 8) {
		origin(Origin)
		targetname(TargetName) : "Target Name"
		+target(Target) : "Next Target" {
			path_rotate
		}
		+rotate(String) : "Rotation Rate" : "0 90 0"
		+event(Target) : "Use target"
		+angles(angle) : "Angles" : 0
		+spawnflags(SpawnFlags) : "Spawn Flags"  {
			1:	"ROTATION"
			2:	"ANGLES"
			4:	"NO_ROTATE"
			8:	"DAMAGE"
			16:	"MOVETIME"
			32:	"SET_DAMAGE"
		}
	}
	
	rotate_object : "Rotating Object" solid {
		target(Target) : "Center of Rotation" {
			info_rotate
		}
		targetname(TargetName) : "Target Name"
	}

	func_rotate_entity : "Continuous Rotate" box(-8 -8 -8, 8 8 8) {
		origin(Origin)
		target(Target) : "Brush to Rotate" {
			rotate_object
		}
		
		rotate(String) : "Rotation Rate" : "0 90 0"
		speed(Int) : "Wind up/down Speed" : 2
		+targetname(TargetName) : "Target Name"
		+spawnflags(SpawnFlags) : "Spawn Flags"  {
			1:	"TOGGLE"
			2:	"START_ON"
		}
	}
	
	func_rotate_door : "Rotate Door" box(-8 -8 -8, 8 8 8) {
		origin(Origin)
		dmg(Int) : "Damage" : 2
		speed(Int) : "Rotate Time" : 2
		target(Target) : "Target" {
			rotate_object
		}
		+targetname(TargetName) : "Target Name"
		+sounds(IntSelect) : "Sounds" : 3 {
			1: "medieval"
			2: "metal"
			3: "base"
		}
		+spawnflags(SpawnFlags) : "Spawn Flags"  {
			1:	"STAYOPEN"
		}
	}
	
	func_rotate_train : "Rotate Platform" box(-8 -8 -8, 8 8 8) {
		origin(Origin)
		speed(Int) : "Speed" : 100
		target(Target) : "Target" {
			rotate_object
		}
		path(Target) : "Path" {
			path_rotate
		}
		+dmg(Int) : "Damage" : 0
		+targetname(TargetName) : "Target Name"
		+sounds(IntSelect) : "Sounds" : 0 {
			0: "none"
			1: "metal ratchet"
		}
	}
	
	rotate_placeholder : "Rotate Placeholder" box(-8 -8 -8, 8 8 8) {
		origin(Origin)
		target(Target) : "Center of Rotation" {
			info_rotate
		}
		targetname(TargetName) : "Target Name"
		the_mdl(String) : "Path to BSP model" : "maps/"
	}
	
	func_movewall : "Moving Clipwall" solid {
		targetname(TargetName) : "Target Name"
		dmg(Int) : "Damage"
		+spawnflags(SpawnFlags) : "Spawn Flags"  {
			1:	"VISIBLE"
			2:	"TOUCH"
			4:	"NONBLOCKING"
		}
	}
		

}

group { "Triggers"

	trigger_changelevel : "Level Change Trigger" solid {
		map(String) : "Next Level Name" : "e1m1"
		spawnflags(SpawnFlags) : "Spawn Flags" {
			1:	"Don't show intermission screen"
		}
	}
	
	trigger_counter : "Countdown Trigger" solid {
		count(Int) : "Number of triggers" : 1
		targetname(TargetName) : "Target Name"
		target(Target) : "Target Destination"
		+delay(Float) : "Delay before triggering" : 1.0
		+spawnflags(SpawnFlags) : "Spawn Flags" {
			1:	"Don't show message"
		}
	}

	trigger_hurt : "Hurt Trigger" solid {
		dmg(Int) : "Damage" : 5
		+spawnflags(SpawnFlags) : "Spawn Flags" { }
	}
	
	trigger_once : "Single Trigger" solid {
		target(Target) : "Target Destination"
		+delay(Float) : "Delay before triggering" : 1.0
		+message(String) : "Displayed Message"
		+targetname(TargetName) : "Target Name"
		+killtarget(Target) : "Kill Target Destination"
		+sounds(IntSelect) : "Sounds" : 1 {
			0: "Silent"
			1: "Secret"
			2: "Beep Beep"
			3: "Large Switch"
		}
		+health(Int) : "Health (must be shot if > 0)" : 1
		+spawnflags(SpawnFlags) : "Spawn Flags" {
			1:	"Only by targetting"
		}
	}

	trigger_multiple : "Multiple Trigger" solid {
		target(Target) : "Target Destination"
		+delay(Float) : "Delay before triggering" : 1.0
		+wait(Float) : "Delay between triggers" : 1.0
		+message(String) : "Displayed Message"
		+targetname(TargetName) : "Target Name"
		+killtarget(Target) : "Kill Target Destination"
		+sounds(IntSelect) : "Sounds" : 1 {
			0: "Silent"
			1: "Secret"
			2: "Beep Beep"
			3: "Large Switch"
		}
		+health(Int) : "Health (must be shot if > 0)" : 1
		+spawnflags(SpawnFlags) : "Spawn Flags" {
			1:	"Only by targetting"
		}
	}

	trigger_push : "Push Trigger" solid {
		angle(Angle) : "Angle of Push" : 0
		speed(Int) : "Speed of Push" : 40
		+spawnflags(SpawnFlags) : "Spawn Flags" {
			1:	"Push once only"
		}
	}
	
	trigger_relay : "Relay Trigger" box(-8 -8 -8, 8 8 8) {
		targetname(TargetName) : "Target Name"
		+target(Target) : "Target Destination"
		+delay(Float) : "Delay before triggering" : 1.0
		+message(String) : "Displayed Message"
		+killtarget(Target) : "Kill Target Destination"
	}
	
	trigger_secret : "Secret Trigger" solid {
		+message(String) : "Displayed Message" : "You have discovered a secret area!"
		+targetname(TargetName) : "Target Name"
		+delay(Float) : "Delay before triggering" : 1.0
		+killtarget(Target) : "Kill Target Destination"
		+sounds(IntSelect) : "Sounds" : 1 {
			0: "Silent"
			1: "Secret"
			2: "Beep Beep"
		}
		+health(Int) : "Health (must be shot if > 0)" : 1
		+spawnflags(SpawnFlags) : "Spawn Flags" { }
	}

	trigger_setskill : "Set Skill Level Trigger" solid {
		message(IntSelect) : "Skill Level" : 1 {
			0: "Easy"
			1: "Medium"
			2: "Hard"
			3: "Nightmare!"
		}
		spawnflags(SpawnFlags) : "Spawn Flags" { }
	}
	
	
	trigger_teleport : "Teleport Trigger" solid {
		target(Target) : "Teleport Destination" {
			info_teleport_destination
		}
		+spawnflags(SpawnFlags) : "Spawn Flags" {
			1:	"Player only"
			2:	"Silent"
		}
	}

	info_teleport_destination : "Teleport Destination" : "player.mdl" box(-16 -16 -24, 16 16 40) {
		origin(Origin)
		angle(Angle) : "Facing Direction" : 0
		targetname(TargetName) : "Target Name" {
			trigger_teleport
		}
		+spawnflags(SpawnFlags) : "Spawn Flags" { }
	}
	
}

group { "Ambient FX"
	
	func_earthquake : "Earthquake" box(-8 -8 -8, 8 8 8) {
		targetname(TargetName) : "Target Name"
		dmg(Int) : "Length" : 0.8
		+spawnflags(SpawnFlags) : "Spawn Flags" { }
	}
	
	colour_light : "Coloured Light" solid {
		colourvalue(String) : "Colour Info" : "v_cshift 0 0 0 0\n"
		+targetname(TargetName) : "Target Name"
		+spawnflags(SpawnFlags) : "Spawn Flags" { 
			1 : "Spawn Activated"
		}
	}
		
	dyn_light : "Moving Light" box(-8 -8 -8, 8 8 8) {
		speed(Int) : "Speed" : 100
		target(Target) : "First Destination" {
			path_corner
		}
		+targetname(TargetName) : "Target Name"
		+dynlight_style(IntSelect) : "Light Style" : 1	{
			1 : "Dim light"
			2 : "Bright light"
			3 : "Bright field"
		}
		+spawnflags(SpawnFlags) : "Spawn Flags" {
		}
	}
	
	a_drip : "Water Drip" box(-8 -8 -8, 8 8 8) {
		origin(Origin)
		drip_freq(float) : "Delay between drips" : 3
		+targetname(TargetName) : "Target Name"
		+drip_snd(IntSelect) : "Sound" : 2	{
			1 : "No sound"
			2 : "Drip"
		}
		+spawnflags(SpawnFlags) : "Spawn Flags" { }
	}

	e_spark : "Spark" box(-8 -8 -8, 8 8 8) {
		origin(Origin)
		spark_freq(float) : "Delay between sparks" : 0
		+targetname(TargetName) : "Target Name"
		+spawnflags(SpawnFlags) : "Spawn Flags" { }
	}
	
	air_bubbles : "Air Bubbles" box(-8 -8 -8, 8 8 8) {
		origin(Origin)
		+spawnflags(SpawnFlags) : "Spawn Flags" { }
	}
	
	misc_fireball : "Small Fireball" box(-8 -8 -8, 8 8 8) {
		origin(Origin)
		angle(Angle) : "Angle of Movement" : 0
		+speed(Int) : "Speed" : 40
		+spawnflags(SpawnFlags) : "Spawn Flags" { }
	}
	
}

group { "Audio"
	
	cust_sound : "Custom Sound" box(-10 -10 -8, 10 10 8) {
		origin(Origin)
		snd_loop(float) : "Loop" : 1
		snd_rep(int) : "Repeat" : -2
		the_snd(String) : "Path to Sound"
		+snd_volume(float) : "Volume" : 1
		+snd_attn(IntSelect) : "Attenuation" : 2	{
			1 : "ATTN_NONE"
			2 : "ATTN_NORM"
			3 : "ATTN_IDLE"
			4 : "ATTN_STATIC"
		}
		+snd_rand(float) : "Random Seed" : 0
		+strt_onoff(IntSelect) : "Start..." : 0 {
			0 : "On"
			1 : "Off"
		}
		+targetname(TargetName) : "Target Name"
		+spawnflags(SpawnFlags) : "Spawn Flags" {
			1 : "TOGGLE_SND"
		}
	}
	
	ambient_sound : "Selective Ambient Sound" box(-10 -10 -8, 10 10 8) {
		origin(Origin)
		the_snd(String) : "Path to Sound"
		+snd_volume(float) : "Volume" : 1
		+snd_attn(IntSelect) : "Attenuation" : 2	{
			1 : "ATTN_NONE"
			2 : "ATTN_NORM"
			3 : "ATTN_IDLE"
			4 : "ATTN_STATIC"
		}
		+targetname(TargetName) : "Target Name"
	}
	
	ambient_comp_hum : "Computer Hum" box(-10 -10 -8, 10 10 8) {
		origin(Origin)
	}
	
	ambient_drip : "Dripping Water" box(-10 -10 -8, 10 10 8) {
		origin(Origin)
	}
	
	ambient_drone : "Engine/Machinery" box(-10 -10 -8, 10 10 8) {
		origin(Origin)
	}
	
	ambient_flouro_buzz : "Fluorescent Buzzing" box(-10 -10 -8, 10 10 8) {
		origin(Origin)
	}
	
	ambient_light_buzz : "Light Buzzing" box(-10 -10 -8, 10 10 8) {
		origin(Origin)
	}
	
	ambient_suck_wind : "Wind" box(-10 -10 -8, 10 10 8) {
		origin(Origin)
	}
}
group { "Miscellaneous"

	trap_shooter : "Continuous Shooter" box(-8 -8 -8, 8 8 8) {
		origin(Origin)
		angle(Angle) : "Shooting Direction" : 0
		+wait(Float) : "Delay between shots" : 1.0
		+nextthink(Float) : "Delay before first shot" : 0.5
		+spawnflags(SpawnFlags) : "Spawn Flags" {
			1:	"Superspike"
			2:	"Laser"
		}
		+targetname(TargetName) : "Target Name"
	}
	
	trap_spikeshooter : "Triggered Shooter" box(-8 -8 -8, 8 8 8) {
		origin(Origin)
		angle(Angle) : "Shooting Direction" : 0
		targetname(TargetName) : "Target Name"
		+spawnflags(SpawnFlags) : "Spawn Flags" {
			1:	"Superspike"
			2:	"Laser"
		}
	}
		
	info_intermission : "Intermission Camera" box(-8 -8 -8, 8 8 8) {
		origin(Origin)
		mangle(Vector) : "View Angle (roll pitch yaw)" : "0 0 0"
		+spawnflags(SpawnFlags) : "Spawn Flags" { }
	}
	
}



