My test map for some mirror effects.

The first room contains a fairly standard mirror.  The grate on the wall is a 
breakable func_explosive.  It's setup to killtarget its "reflection", which is 
just a func_wall.  

The two sets of double-doors & their reflections (silent func_doors) presented 
an unexpected problem...  For each pair, I originally just set the doors & 
their reflections to the same team.  Unfortunately, that appears to extend 
the auto-trigger-field around all 4 entities!  Instead, I had to build a 
trigger_multiple around the "real" doors to manually trigger both the doors & 
their reflections to open.  Unfortunately, now it's possible to block the 
doors and throw 'em out of synch with their reflections. :( 

The second room features a REALLY cool mirror.  It's breakable, with a 
different area behind it! :)  The glass is a func_explosive.  When destroyed, 
it:
1) Killtargets the func_reflect to stop the reflections
2) Killtargets part of the "reflection-room" wall (a func_wall), revealing a 
   hallway 
3) Spawns a large func_wall passageway which "hides" the entire reflection-
   room, and connects to the rest of the hallway.  
I had to be sneaky with the large func_wall's lighting...  Naturally it's 
being lit by the reflection-room's lights, so to make it believable I had to 
include an appropriate light fixture that doesn't actually cast any light.

- Tim Wright (Argh!)
