NOANGLE: Ignore angle attenuation.
*/
-/*QUAKED misc_laser (.5 .5 .5) (-8 -8 -8) (8 8 8) START_ON FINITE
+/*QUAKED misc_laser (.5 .5 .5) (-8 -8 -8) (8 8 8) START_ON FINITE NOTRACE
Laser beam emitter. Note that for the laser to be deadly, it has to start OUTSIDE the player's collision box. To ensure this, you may want to put this entity inside the walls (or directly on their surface), or cover it with a playerclip brush.
-------- KEYS --------
target: target_position the laser targets (may be another entity, preferably target_position, possibly controlled by misc_follow)
-------- SPAWNFLAGS --------
START_ON: when targeted, the laser will start switched on
FINITE: the laser does not extend over its target like light would do, but stops there (takes more bandwidth)
+NOTRACE: the laser passes through solid (faster rendering on clientside); non-FINITE lasers then never display their impact effect "mdl"!
-------- NOTES --------
Use trigger_monoflop if you want the laser to turn off for a while, then turn back on.
When the laser's target has itself target set, its targets are triggered when someone enters or leaves the laser.
warpzone_fadeend: end distance of fading out the warpzone (if viewer is further, warpzone is not rendered at all)
*/
-/*QUAKED trigger_warpzone_reconnect (1 .5 1) (-8 -8 -8) (8 8 8)
-Reconnects (randomly) all warpzones with matching target when triggered
+/*QUAKED trigger_warpzone_reconnect (1 .5 1) (-8 -8 -8) (8 8 8) IGNORE_VISIBLE
+Reconnects (randomly) all warpzones/cameras with matching target when triggered
-------- KEYS --------
target: must point to multiple trigger_warpzones, or be not set (then all warpzones may get changed)
targetname: name that identifies this entity so it can be triggered
+-------- SPAWNFLAGS --------
+IGNORE_VISIBLE: do not rearrange a warpzone if a player can currently see it
*/
/*QUAKED misc_warpzone_position (1 .5 .25) (-8 -8 -8) (8 8 8)