modeldisabled="models/weapons/g_fireball.md3"
*/
-/*QUAKED trigger_warpzone (1 .5 1) ?
+/*QUAKED trigger_warpzone (1 .5 1) ? WATCHMOVE
A warp zone, i.e. seamlessly connecting two parts of the map.
One surface of this entity must have the common/warpzone shader (or a similar selfmade shader) - this will be the warp plane - the others must be common/trigger.
Must target, or be targeted by, another trigger_warpzone with a congruent common/warpzone surface.
killtarget: should point to a target_position entity, or
warpzone_fadestart: start distance of fading out the warpzone
warpzone_fadeend: end distance of fading out the warpzone (if viewer is further, warpzone is not rendered at all)
+-------- SPAWNFLAGS --------
+WATCHMOVE: allow this entity to be moved by others, e.g. misc_follow in MOVETYPE_FOLLOW mode
*/
/*QUAKED trigger_warpzone_reconnect (1 .5 1) (-8 -8 -8) (8 8 8) IGNORE_VISIBLE
origin: must be on the common/warpzone surface of the trigger_warpzone
*/
-/*QUAKED func_camera (1 .5 1) ?
+/*QUAKED func_camera (1 .5 1) ? WATCHMOVE
A camera, i.e. a surface that shows a view from another part of the map.
One surface of this entity must have the common/camera shader, the others should be common/caulk.
Must target a target_position that indicates the view to be shown (and whose angles also indicate the orientation of the view)
target: must point to a target_position
warpzone_fadestart: start distance of fading out the warpzone
warpzone_fadeend: end distance of fading out the warpzone (if viewer is further, warpzone is not rendered at all)
+-------- SPAWNFLAGS --------
+WATCHMOVE: allow this entity to be moved by others, e.g. misc_follow in MOVETYPE_FOLLOW mode
*/
/*QUAKED target_music (1 0 0) (-8 -8 -8) (8 8 8) START_OFF