/*QUAKED info_null (.5 .5 .5) (-8 -8 -8) (8 8 8) Used as a positional target for spotlights, etc. */ void() info_null = { remove(self); }; /*========== info_notnull bad maphack, bad! ==========*/ void() info_notnull = { remove(self); }; /*QUAKED info_intermission (1 0.5 0.5) (-8 -8 -8) (8 8 8) This is the camera point for the intermission. Use mangle instead of angle, so you can set pitch and roll as well as yaw. */ void() info_intermission = {}; /*QUAKED info_player_start (0 .5 0) (-16 -16 -24) (16 16 32) { model ({"path" : "progs/player.mdl", "frame" : 12}); } The normal starting point for a level. */ void() info_player_start = {}; /*QUAKED info_player_start2 (0 .5 0) (-16 -16 -24) (16 16 32) { model ({"path" : "progs/player.mdl", "frame" : 12}); } Used as the return point from an episode. Players will spawn here if they have any runes. */ void() info_player_start2 = {}; /*QUAKED info_player_test (0 .5 0) (-16 -16 -24) (16 16 32) { model ({"path" : "progs/player.mdl", "frame" : 12}); } For debugging only. If developer mode is active, player will always spawn here. */ void() info_player_test = {}; /*QUAKED info_player_deathmatch (0 .5 0) (-16 -16 -24) (16 16 32) { model ({"path" : "progs/player.mdl", "frame" : 12}); } Spawning position for deathmatch games. */ void() info_player_deathmatch = {}; /*QUAKED info_player_coop (0 .5 0) (-16 -16 -24) (16 16 32) { model ({"path" : "progs/player.mdl", "frame" : 12}); } Spawning position for coop games. */ void() info_player_coop = {}; /*QUAKED info_teleport_destination (.5 .5 .5) (-16 -16 0) (16 16 56) This is the destination marker for a teleporter. It should have a "targetname" field with the same value as a trigger_teleport "target" field. Set "angle" to the direction the player should face when arriving at the destination. */ void() info_teleport_destination = { if (!self.targetname) { objerror ("no targetname"); remove(self); } };