// The following are some examples on how to create entities at will.
//
// PLEASE NOTE: We have not placed any restrictions on the creation of entities 
// below, so if you attempt to create BRUSH entities the game will crash
// miserably. Don't get so creative!
//
// SYNTAX:
// {Classname} ( {Origin X} {Origin Y} {Origin Z} ) ( {Angle Pitch} {Angle Yaw} {Angle Roll} )
//
// *** Always end the file with a single "$"
// *** Adding a "-" BEFORE the 'classname" will REMOVE an entity from the map, 
//     but the origin and angle must be an almost exact match!
//
// GAME SPECIFIC ENTITIES:
// If you specify "+gamemode:" followed by a game mode number, the entries that
// follow will only be processed for that given play mode. For instance, adding
// the line...
// +gamemode:15
// ...will make it mookmatch specific.
//
// GAME MODES:
// "+gamemode:0" - Deathmatch
// "+gamemode:1" - Last Man Standing
// "+gamemode:2" - 2 player LMS
// "+gamemode:3" - 3 player LMS
// "+gamemode:10" - "Dueling Pistols"
// "+gamemode:15" - Mookmatch
// "+gamemode:-1" - Available for all game modes
	
// HOW TO USE DESIGN MODE:
// - Set "sv_designmode" to "1"
// - Load a map
//
// COMMANDS:
// "_ent_mook" : Adds a MOOK spawnpoint
// "_ent_spawnpoint" : Adds a PLAYER spawnpoint
// "_ent_save" : Saves all the newly created entities. PLEASE NOTE that this will
// OVERWRITE any existing definitions
//
// To delete a spawnpoint marker, walk up to the entity and "use" it.

// EXAMPLE:
//  spawnpoint_mook (-2109.2 1190.6 -383.0) (0.0 -14.2 0.0)	// Adds it...
//  -spawnpoint_mook (-2109.2 1190.6 -383.0) (0.0 -14.2 0.0)	// Removes it...
$
