/*QUAKED target_startTimer (1 0 0) (-8 -8 -8) (8 8 8)
Timer Start
*/

/*QUAKED target_stopTimer (1 0 0) (-8 -8 -8) (8 8 8)
Timer Stop
-------- KEYS --------
target: stopTimer triggers its targets if the player's time is the best time.
*/

/*QUAKED target_checkpoint (1 0 0) (-8 -8 -8) (8 8 8)
Checkpoint
*/

/*QUAKED target_fragsFilter (1 0 0) (-8 -8 -8) (8 8 8) REMOVER RUNONCE
Frags Filter
-------- KEYS --------
frags: (default is 1) number of frags needed to trigger the targets.
target: Frags Filter triggers its targets if the activator has got an ammount of frags at least equal to the "frags" key.
-------- SPAWNFLAGS --------
REMOVER: removes from player's score the frags that were needed to trigger the target.
RUNONCE: run only once (until player's frags come under "frags" key value)
-------- NOTES --------
If no targetname is specified, the target becomes independant and is so always active.
The game is limited to 10 independant target_fragsFilter.
*/

/*QUAKED target_init (1 0 0) (-8 -8 -8) (8 8 8) KEEPARMOR KEEPHEALTH KEEPWEAPONS KEEPPOWERUPS KEEPHOLDABLE
Removes various items from players, and gives him 125 health as if he has just respawned.
-------- SPAWNFLAGS --------
KEEPARMOR
KEEPHEALTH
KEEPWEAPONS
KEEPPOWERUPS
KEEPHOLDABLE
-------- NOTES --------
Usefull with teleport at end of runs.
target_init fires its target when activated.
*/

/*QUAKED target_smallprint (0 .5 0) (-8 -8 -8) (8 8 8) REDTEAM BLUETEAM PRIVATE
This will print a message on the center of the screen when triggered. By default, all the clients will see the message.
-------- KEYS --------
message : text string to print on screen.
targetname : the activating trigger points to this.
-------- SPAWNFLAGS --------
REDTEAM : only the red team players will see the message.
BLUETEAM : only the blue team players will see the message.
PRIVATE : only the player that activates the target will see the message.*/
