target_temp_entity
/*QUAK-ED target_temp_entity (1 0 0) (-8 -8 -8) (8 8 8)
Fire an origin based temp entity event to the clients.
"style"        type byte
*/

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target_changelevel
/*QUAKED target_changelevel (1 0 0) (-8 -8 -8) (8 8 8)
Changes map player is on.

map - the map to change to
     'newmap'$'target'

newmap is the map the player is changing to
$ - has to be there
target is the targetname of the info_player_start to go to. 

If an info_player_start is not given a random one on the level is chosen


*/

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target_splash
/*QUAKED target_splash (1 0 0) (-8 -8 -8) (8 8 8)
Creates a particle splash effect when used.

Set "sounds" to one of the following:
  1) sparks
  2) blue water
  3) brown water
  4) slime
  5) lava
  6) blood

"count"    how many pixels in the splash
"dmg"    if set, does a radius damage at this location when it splashes
        useful for lava/sparks
*/

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target_crosslevel_trigger
/*QUAKED target_crosslevel_trigger (.5 .5 .5) (-8 -8 -8) (8 8 8) trigger1 trigger2 trigger3 trigger4 trigger5 trigger6 trigger7 trigger8
Once this trigger is touched/used, any trigger_crosslevel_target with the same trigger number is automatically used when a level is started within the same unit.  It is OK to check multiple triggers.  Message, delay, target, and killtarget also work.
*/

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target_crosslevel_target
/*QUAKED target_crosslevel_target (.5 .5 .5) (-8 -8 -8) (8 8 8) trigger1 trigger2 trigger3 trigger4 trigger5 trigger6 trigger7 trigger8
Triggered by a trigger_crosslevel elsewhere within a unit.  If multiple triggers are checked, all must be true.  Delay, target and
killtarget also work.

"delay"        delay before using targets if the trigger has been activated (default 1)
*/

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target_lightramp
/*QUAKED target_lightramp (0 .5 .8) (-8 -8 -8) (8 8 8) TOGGLE
speed        How many seconds the ramping will take
message        two letters; starting lightlevel and ending lightlevel
*/

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target_earthquake
/*QUAK-ED target_earthquake (1 0 0) (-8 -8 -8) (8 8 8)
When triggered, this initiates a level-wide earthquake.
All players and monsters are affected.
"speed"        severity of the quake (default:200)
"count"        duration of the quake (default:5)
*/

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