These are the Hydroball-specific entities to use in your map.
Make sure radiant knows the triggers are triggers and whatnot,
or the map won't compile correctly.

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classname: info_ball_spawn

key/value pairs:
none

Where the ball spawns each time.
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classname: info_start_position

key/value pairs:
plteam - can be 1 or 2. 1 is team 1 (red), 2 is team 2 (blue).

Points in the arena for players to swim to during match countdown.
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classname: trigger_weaponstrip

key/value pairs:
giveback - Can be 0 or 1. If 0, players will be stripped to their
fists upon touching this. If 1, their weapons will be given back
upon touching this (if they are in a stripped state).

Strips weapons/gives weapons to player when he is entering/leaving
the arena.
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classname: trigger_teamchoice

key/value pairs:
teamchoose - Can be 1 (team 1) or 2 (team 2).

Acts as the entry gate for the given team.
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classname: trigger_goal

key/value pairs:
team - Can be 1 (team 1) or 2 (team 2).

Acts as the goal for the given team. When the ball enters this trigger,
the opposing team will be awarded a point.
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classname: trigger_playarea

key/value pairs:
none

This trigger should be stretched across the entire play area. It monitors
players inside in order to decide what to do for match status.
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classname: trigger_scoreboard

key/value pairs:
team - Can be 1 (team 1) or 2 (team 2).
alt_normal - If non-0 will use alternate axis to split face.

Displays the given team's score on an actual texture rendered in realtime.
The alt_normal key allows you to use an alternate direction. Use it if
only one number appears on the face to tell it to split the face for the
other digit in a seperate direction.
