ONLOAD: create a first entity on map load
*/
+/*QUAKED misc_breakablemodel (1 0 0) ? DISABLED INDICATE - - - - - - NOSPLASH
+This is a model which can be damaged.
+Once all health is consumed it'll disappear and trigger the targeted entity/entities.
+When triggered, it resets to full health, and unbreaks.
+-------- KEYS --------
+model: file name of model to include
+health: The damage this trigger can take
+target: The entity/entities to be triggered once this entity gets invisible
+targetname: The name other entities can use to target this entity
+mdl: particle effect name to show when destroyed
+count: particle effect multiplier
+mdl_dead: optional replacement model to show when destroyed
+debris: names of debris models to show when destroyed, separated by spaces
+noise: sound to play when destroyed
+dmg: damage to deal to the environment when destroyed
+dmg_edge: edge damage to deal to the environment when destroyed
+dmg_radius: damage radius
+dmg_force: damage force
+message: death message when a player gets hit by the explosion
+message2: death message when someone gets pushed into this (default: "was pushed into an explosion by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)
+debrismovetype: way in which the debris moves: one of 1 = ANGLENOCLIP, 2 = ANGLECLIP, 3 = WALK, 4 = STEP, 5 = FLY, 6 = TOSS, 7 = PUSH, 8 = NOCLIP, 9 = FLYMISSILE, 10 = BOUNCE, 11 = BOUNCEMISSILE
+debrissolid: solidity of the debris: one of 0 = NOT, 1 = TRIGGER, 2 = BBOX, 3 = SLIDEBOX, 4 = BSP, 5 = CORPSE
+debrisvelocity: initial velocity vector of the debris (static part)
+debrisvelocityjitter: initial velocity vector of the debris (random part)
+debrisavelocityjitter: initial angular velocity vector of the debris (random part)
+debristime: time till the debris fades (average)
+debristimejitter: time till the debris fades (random part)
+debrisfadetime: how long debris takes to fade
+debrisdamageforcescale: how much debris is affected by damage force (e.g. explosions)
+debrisskin: skin number of debris
+-------- SPAWNFLAGS --------
+DISABLED: do not allow damaging this until it is first activated
+INDICATE: indicate amount of damage already taken by coloring
+NOSPLASH: if set, splash damage cannot activate the door, only direct damage can (requires health to be set)
+*/
+
/*QUAKED func_breakable (1 0 0) ? DISABLED INDICATE - - - - - - NOSPLASH
This is a brush model which can be damaged.
Once all health is consumed it'll disappear and trigger the targeted entity/entities.