-----------------------------------------------------------------------------------------------------------
=============================================================

	   -=*NEW SPECIAL FX FOR QUAKE LEVELS*=-

=============================================================
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***********************************************************************
NOTE:	I have included an .fgd file for Worldcraft with all the 
	new entities and changes.
	Just replace the Quake.fgd file in your Worldcraft folder with 
	the Gencl.fgd file to use it (be sure to make a backup first)
***********************************************************************

-------------------------------------------------------------
A) BREAKABLE WALLS
-------------------------------------------------------------

	-classname: func_exwall 

	-health is the damage the wall takes before exploding
	 default is 50

        -if count is 1: damage(health, see above) has to be dealt
         within 0.6 seconds.

        -if count is 0: Damage can be dealt continuosly(has not to
	 be dealt within 0.6 seconds, see above).

        -targetname: if it has a targetname, it activates all
         other breakable walls and explosions(see below) with
         the same targetname.

-------------------------------------------------------------
B) EXPLOSIONS
-------------------------------------------------------------

	-classname: explosion
	
	-if sound is -1: no sound
	 if sound is  0: normal explosion sound
	 if sound is  1: flamethrower sound

	-if heat is not 0 the explosion will burn all living things
         in the by the value of heat defined radius(the higher heat
         the larger the radius)

	-dmg is the radius damage the explosion does

        -explosion is activated if a target of a switch matches the 
         explosions's targetname or if a targetname of a func_exwall
         which explodes matches the explosions's targetname.

	-if health is  1: explodes with normal explosion(small)
         if health is  0: explodes with big explosion(new)
	 if health is -1: no visual explosion

	-count is how many times the explosion can be activated
         (exploded) this is if activated by a trigger/button
         /func_exwall.
	 If count is -1 the explosion may be activated unlimited times.
	 Default is 1.

	-wait is the time from activating(by a trigger, button or an
         func_exwall) to the explosion of this thing

-------------------------------------------------------------
C) THUNDERSTORM
-------------------------------------------------------------

	-classname: misc_thunderstorm

	-heat is radius in which the thunderstorm will search for 
	 victims. Default is 350.

	-dmg is the damage the thunderstorm does in one shot. 
	 Default is 300.
	
	-count is the time period in seconds after which the 
	 thunderstorm will check for victims in its radius(heat) and 
	 then discharges. Default is 9.

	-ntype defines how often a victim in radius will be hit.
	 1.0 would never hit.
	 0.0 would always hit. 
	 Default is 0.5 (50%)

-------------------------------------------------------------
D) FORCEFIELDS (not supported in Quakeworld)
-------------------------------------------------------------

	-classname: func_particlefield
	
	-if wait is 0 it will not be used if it is higher than 0
         the forcefield will deactivate after the by wait defined 
         time (in seconds).
	
	-if its spawnflags are 1 it starts deactivated
         else it starts activated.

	-color is the forcefields color index of the Quake palette.
	 Default is 192(yellow).
	
	-count is the density of the particles.
	 Default is 2.

	-target keeps the name of the blocker(see below) that will 
         be linked with the forcefield and is necessary because 
         without it you could just go through the forcefield even 
         if it was activated.

	BLOCKER
-----------------------------------------------------------------------------------------------------------
	
	-needed for forcefields

	-classname: func_togglewall

	-if its spawnflags are 1 it starts deactivated (non-blocking)
         else it starts activated (blocking).

	-dmg is the damage it does to players/monsters touching it
 
	-to be linked with a forcefield its targetname has to be 
	 the same as the forcefields target.

-----------------------------------------------------------------------------------------------------------
E) ADDITIONAL MINOR CHANGES FOR LEVEL EDITING
-----------------------------------------------------------------------------------------------------------

-Now you are able to make a trigger_push without the wind sound
 if sound is set to 1; 2 is a new sound ; 0 is the known wind sound. 
 if sound is set to 2(new sound) the trigger push behaves differently
 than the normal trigger_push.
-A door now uses its target each time it is activated(if it opens
 OR closes) so you are now able to light up a room when a door
 opens without needing to set the door to stay open forever.
-You may reset a trigger_count(these "only one more to go" things).
 So you can use them multiple times(e.g. in deathmatch levels).
 As for triggers and buttons use the wait key to set the delay 
 before reset(in seconds). If the trigger has a message defined
 this message will show up if the combination is completed instead
 of "Sequence completed". If the NOMESSAGE flag of the trigger is
 set and it has a message set then this message will nevertheless
 show up.
-The misc_explobox and misc_explobox2 entities will respawn in
 Deathmatch within 30 seconds after destroyed. The damage they do
 when exploding can be set with the dmg variable. If its dmg
 is 0 (if you did not set it) it will automatically be set to
 160 which is the default.

-----------------------------------------------------------------------------------------------------------
E) NEW FOR VERSION 2.3
-----------------------------------------------------------------------------------------------------------

-You may set the amount an healthpack gives the player who picks 
 it up. To do so, you have to set the healthpack's count key to 
 anything but 0. The player who picks it up will receive count 
 points of health. You may also set if the item disappears when
 picked up or not (if not, the player who stands on it receives
 his maximum health). To make it not disappear after picked up
 set the healthpack's scount key to -1.If scount is -1 then the item
 will check if anybody is touching it each second. You can modify
 this "checktime" by setting the items delay key to anything but 0.
 In addition to that  you may also set the item's respawn time:
 set the item's concount key to the time (in seconds) after it 
 respawns.
-You can do the same thing with ammo boxes(count is the amount 
 of ammo), armors(count is the amount of armor you get),
 with the new item_multiammo(which is described below) as well as
 with all the powerups(Quad damage,...).

Multiammo box
-----------------------------------------------------------------------------------------------------------
-classname: item_multiammo
-ammo_shells: the amount of shells it gives
-ammo_nails: the amount of nails it gives
-ammo_rockets: the amount of rockets if gives
-ammo_cells: the amount of cells it gives
-healamount: the amount of health it gives
-dmg: the amount of damage it does to the one who picks it up
-scount: if it is -1 then the multiammobox won't disappear when
         picked up
-concount: the time in seconds until it respawns
-delay: used if the item's scount is -1; the item will check this
             often for a player touching it (in seconds); 1 by default

Changes to info_player_deathmatch and other startpositions
-----------------------------------------------------------------------------------------------------------

-health: the player starting there will get this amount of health
-items: the player will get the by items defined weapons:
	4096 	= 1st weapon
	1    	= 2nd weapon
	2    	= 3rd weapon
	4    	= 4th weapon
	8    	= 5th weapon
	16   	= 6th weapon
	32   	= 7th weapon
	64   	= 8th weapon
 So if you want to give the player the 3rd, the 6th and the 8th
 weapon from the beginning on you have to set the items
 key to 82 (2+16+64)
-ammo_shells: the player will get this amount of shells
-ammo_nails: the player will get this amount of nails
-ammo_rockets: the player will get this amount of rockets
-ammo_cells: the player will get this amount of cells
-armorvalue: the player will get this amount of armor
-armortype:	0.3 is green armor
	    	0.6 is yellow armor
		0.8 is red armor(default)
-the keys which were listed above won't have any effect if set
 to 0; players can neither get weapons they normally cannot get
 nor more ammo than they can get normally etc.; the player
 will always have his first weapon even if you leave it out in
 the startposition's items key

Goals for Use-your-head mode
-----------------------------------------------------------------------------------------------------------
-classname:	trigger_goal
-frags:		number of frags the player who kicked a head into 
		the goal gets (default is 1)

Changes to trigger_teleport 
-----------------------------------------------------------------------------------------------------------
-count:		if not 0 (default) this is a teleporter which teleports 
		to random info_teleport_destinations (whose count key 
		must have the same value as the trigger_teleport)
-oldcount:	the trigger teleport takes into account 
		info_teleport_destinations with their count key set 
		to this value, too

Changes to info_teleport_destination
-----------------------------------------------------------------------------------------------------------
-count:	if not 0 (default) this is a teleport_destination which
	trigger_teleports with the count key set to the same 
	count key as this info_teleport_destination take into 
	account

trigger_misc
-----------------------------------------------------------------------------------------------------------
-classname: trigger_misc

-tag:	gives the player activating it this tag (the tag key is only 
	referenced by trigger_misc)

-required_tag:	the tag a player touching this trigger must have to 
		activate it. If -1 the trigger is activated even
		if the player touching it has not the required tag.

-mustnothave_tag: if the does have a tag equal to the mustnothave_tag
		  then he cannot activate the trigger and the 
		  tagnotmatched_msg is printed to the player

-tagnotmatched_msg:	message printed to the player touching this 
			trigger if he/she has not the required tag

-tag2:	adds this number to the player's tag2 var if activated
	use negative numbers to subtract from the player's tag2

-required_tag2:	the tag2 a player touching this trigger must have at
		least to activate it. If -1 the trigger is activated even
		if the player touching it has not the required tag2.

-mustnothave_tag2: if the does have a tag2 equal or higher to the 
		   mustnothave_tag2 then he cannot activate the trigger 
		   and the tag2notmatched_msg is printed to the player

-tag2notmatched_msg:	message printed to the player touching this 
			trigger if he/she has not at least the required 
			tag

-required_items:the items a player touching this trigger must have to 
		activate it (look at the list of items; add numbers 
		to demand more than one item)

-mustnothave_items: if the does have the items defined by 
		    mustnothave_items then he cannot activate the 
		    trigger and the itemsnotmatched_msg is printed 
		    to the player (look at the list of items; add numbers 
		    to define more than one item)

-itemsnotmatched_msg:	message printed to the player touching this 
			trigger if he/she has not the required items

-required_frags: the frags a player touching this trigger must have at 
		 least to activate it 

-fragsnotmatched_msg:	message printed to the player touching this 
			trigger if he/she has not the required frags

-takedamage:	if < 0: activator cannot be damaged anymore
		if > 0: activator can be damaged as normal

-ammo_shells:	the trigger's activator gets this amount of shells

-ammo_nails:	the trigger's activator gets this amount of nails

-ammo_rockets:	the trigger's activator gets this amount of rockets

-ammo_cells:	the trigger's activator gets this amount of cells

-loseitems:	activator loses these items (look at the list of 
		items; add numbers if you want the player to lose
		more than one item)

-items:		activator gets these items (look at the list of 
		items; add numbers if you want to give the player
		more than one item; only weapons and orbs will work)

-message:	a message printed to the activators screen

-cmessage:	a message printed to all players

-print_name_first:	if = 1: prints the name of the activator to all players
			in the first place of cmessage

-noise:	trigger plays this sound if activated(has to be one of the
	sounds already used in Genclasses)

-consolecomm:	this command is executed at the players console
		(use ";" to seperate multiple commands)

-health:	amount of health given to the activator

-dmg:		amount of damage done to the activator

-count:		damage done to all players except activator;
		use a negative number to give health to all
		players

-wait:	time in seconds before this trigger can be "retouched"
	after an activation

List of items:
3rd weapon	:       2
4th weapon	:       4
5th weapon	:       8
6th weapon	:      16
7th weapon	:      32
8th weapon	:      64

green armor	:    8192
yellow armor	:   16384
red armor	:   32768

red orb		:  131072
(formerly known as silver key)
yellow		:  262144
(formerly known as gold key)

invisibility	:  524288
invulnerability	: 1048576
bio suit	: 2097152
quad damage	: 4194304

level ambience
-----------------------------------------------------------------------------------------------------------
-classname:	level_ambience
-noise:	wav to be played without .wav in the gencl\sound 
	directory
-count:	volume of the sound (0.1 to 1)
-wait:	the time in seconds before the
	sound is played again
-delay:	a random number of seconds from 0 up to this value 
	is added to the time defined by the wait key
-oldcount: the time before it is played the first time
	   after entering the map; if set to -1 the sound
	   can only be activated by triggers or buttons
-concount: the range within the sound can be heard;
           if this is set to -1 the sound can be 
           heard in the whole level
-ntype	: if set to 1: the sound is dimmed refering to the 
		       distance to the level ambience entity
	  if set to 0: the sound is always played in with
		       the volume set with the count key
-num_bounces :	defines how often the sound is played at all;
		set to -1 if it should be played each time 
		it is activated
-targetname :	like a door or other things you may play the 
		sound using a button or trigger activating it.

Note:	plays any .wav file out of the gencl\sound directory
	I advice short sounds because the sound is "placed"
	at the players position that means it gets quieter
	the higher the distance to the players 's old 
	position is

