9 void() weapon_crossbow = {};
10 void() weapon_handgrenade = {};
11 void() ammo_crossbow = {};
12 void() ammo_9mmclip = {};
13 void() ammo_gaussclip = {};
14 void() weapon_rpg = {};
15 void() weapon_357 = {};
16 void() ammo_ARgrenades = {};
17 void() item_battery = {};
18 void() ammo_rpgclip = {};
19 void() weapon_9mmAR = {};
20 void() weapon_tripmine = {};
21 void() weapon_snark = {};
22 void() ammo_buckshot = {};
23 void() ammo_9mmAR = {};
25 void() weapon_gauss = {};
26 void() weapon_hornetgun = {};
27 //void() weapon_shotgun = {};
28 void() item_healthkit = {};
29 void() item_longjump = {};
30 void() item_antidote = {};
31 void() func_recharge = {};
32 void() info_node = {};
33 void() env_sound = {};
34 void() light_spot = {};
35 void() func_healthcharger = {};
38 void() func_ladder_touch =
40 if (other.classname != "player")
42 other.ladder_time = time + 0.1;
43 other.ladder_entity = self;
49 self.touch = func_ladder_touch;
54 self.solid = SOLID_TRIGGER;
55 setmodel (self, self.model); // set size and link into world, precision set by mapper
56 self.touch = func_ladder_touch;