===========================================
 Action Half-Life map entity help 09/14/99
===========================================
 Rough write up on changes to normal HL map entities and info on any new ones.


 On Targetnames :
  HL automatically checks for certain targets when a client dies, connects etc.
	game_playerdie - fired by the player that died
	game_playerkill - fired by the player the killed another player
	game_playerleave - fired by a player when the disconnect from the server

	game_playerjoin - fired when a player when they first join a server?
	game_playerspawn - fired when a player spawns?


================
game_team_master
================
 Changes :
  teamindex <1-4>
	There is no team at index 0 anymore.

================
game_team_set
================
 Additions :
  teamindex <1-4>
	Ignore the activators team and just set it to the one at this index


================
game_score
================
 Info : As soon as you add one of these, normal teamplay takes a back seat to what ever you have planned. Normally, the round will end if only one team remains alive. Once this entity is added, that is no longer the case. If you add one of these, you must also add some game_text to say who won etc. The DLL will no longer do that for you.

 Changes : 
	Will only awards points if the game is actually in progress.
	If you intend to end the round with a 'game_roundend', 
	award points at the same time.

 Additions :
  teamindex <1-4>
	Normally, a game_score with the 'TEAM SCORE' spawn flag will award points
	to the team of the player that activates it. By setting 'teamindex', you can
	override this. This is useful if you want to target it with a non-client,
	or perhaps have a goal which can be 'accidently' done by another team
	(such as killing themselves etc).


================
game_text
================
 Additions :
  teamindex <1-4>
	Send a message to everyone on this team (ONLY!)


================
game_counter
================
 Additions :
  SF_GAMECOUNT_NOROUND - spawnflag 4
	Normally, a game_counter will reset when the round does.
	Setting this spawnflag tells it to be ignored


// NEW ONES
================
game_roundend
================
 Ends the round in a gametype that supports round (Action Teamplay only really)
 There is a slight delay before firing, allowing you to award points etc first.

 Variables :
  wait <0.1+>
	Delay before the round will try to restart.
	Must be greater then 0 obviously
	Defaults to 3.5 seconds

================
game_player_die
================
 About the only real use of this is to check for the death of a team.
 Everything else it does can be done by anything else really.
	REMEMBER : set the targetname to 'game_playerdie'

 Spawnflags :
  SF_WHOLE_TEAM 1
	Will only fire if the activators entire team is dead


================
info_team
================
 These allow you to set the number of teams, a teams name, model, weapon choices etc.
 It is important to remember one thing : the order you put them in.
 	eg. The first info_team you add will become the team at index 1
 	    The second info_team you add will become the team at index 2
	    The third to team index3 etc

 It's really important for setting a teams ally.

 Action Half-Life only supports 4 teams at the moment.
 So remember to only add four, eh?
	

 Variables :
  name <max 16 chars>
	duh?

  model <max 16 chars>
	hmm, I wonder...

  ally <1 - 4>
	Makes this team consider the team at this index to be an 'ally'
	That means it will show them as 'friendly' and consider them
	as a team kill etc.
	This is how you can make 'the hunted' type of scenarios and such.

  max_members <0-1, 1+>
	0-1 : A percentage of the biggest other team
		eg. If at 0.6, and the biggest team had 10 ppl, 
		    only 6 ppl could join this team.

	1+ : Max this amount of ppl may join this team
		Useful for 'the hunted' type of scenarios.
	
  respawn <0-1, 1+>
	0-1 : Wait until this percantage of the team is dead, then respawn
	1+ : wait this many seconds before being able to respawn

  lives <-1+> - number of times someone on this team can die
	-1 : Unlimited lives. Team members can respawn as much as they want
	1+ : Each team member can respawn this many times before remaining dead

  weaponlist <bitvalue> - The weapon choices this team has
	-1 : Anyone joining this team is considered a civie. 
	     They start with no weapons and can't pick em' up either.
        -2 : Anyone joining this team will simply have no weapons at the start.
	     Might be useful for maps with added items (if that is allowed later)

	Weapon Choice BitValues :
		Beretta 	1
		Anaconda	2
		MP5k		4
		Sniper Rifle	8
		HandCannon	16
		Shotgun		32
		Knives		64
		2nd Pistol	128

  itemlist <bitvalue> - The item choices this team has
	Item Choice BitValues :
		Vest		1
		Laser Sight	2
		StealthSlippers	4
		Silencer	8
		Bandolier	16
		FlashLight	32


// Other map entities

================
func_breakable
================
 If it doesn't have a target or targetname, it will respawn in DM.
 In teamplay, it will respawn no matter what when the round resets.

================
tigger_once
================
 Will reset when the round does.
 Definate on this one :)

================================================================
 func_door, trains, plats, buttons etc
================================================================
 Most of these should reset when a round does.
 I have tested lots of doors, plats, buttons etc, some trains and momentary buttons/doors.
 They all seem to work fine. Had a problem with one door on Asylum2 for some reason (freezer)