// phlt_copy_brush information, from the official release thread,
// ( http://www.svencoop.com/forums/showthread.php?t=36733 ) :
// Added a new point entity, phlt_copy_brush, which allows to change
// its classname to any you want upon map compilation, e.g. func_wall,
// and then take the model/appearance of an existing unique brush entity
// by targetname. With this, you can, for example, make many clones of
// some prefab you are using a lot, without furtherly approaching map
// limits. Any additional keyvalues added with SmartEdit disabled will
// be kept, allowing for perfect copies which are indistinguishable from
// the original in appearance and function. It is adviced, that the entity
// which's appearance you are copying over possesses an origin brush. If
// you want to rotate the copy, have the new classname be func_rotating.
// Func_walls are blind for angles. Furthermore, note that some entities
// will cause massive errors when having an origin brush, e.g. func_water.
// For such cases, look at the offset of the original entity to where
// the copy is supposed to be, and offset the phlt_copy_brush entity that
// much from the origin of the coordinate system (0, 0, 0). Also, note
// that the copies will look exactly as the original, including its
// lighting and decals placed on it, no matter whether from map start or
// while the map is running (bullet holes, sprays, blood, etc.), and that
// the copies cannot emit texturelights.
@PointClass size(-8 -8 -8, 8 8 8) color(60 242 58) = phlt_copy_brush : "Copies models from other entities"
[
	phlt_cpm_target(string) : "Copy Target"
	phlt_cpm_class(string) : "Class" : "func_rotating"
	targetname(target_source) : "Name"
	angles(string) : "Pitch Yaw Roll (X Z Y)" : "0 0 0"
]

// shlt_entity_wildcard information, from the official release thread,
// ( http://www.svencoop.com/forums/showthread.php?t=36733 ) :
// This entity, upon compile, emits "wildcard_amount" - 1 info_targets,
// and morphs this shlt_entity_wildcard into a trigger_auto, which
// killtargets the emitted info_targets "delay" seconds after map start
// and also removes itself.
// The purpose of this is to prevent a crash from too many entities in
// the middle of the map. Instead, the server would crash on map load,
// and prevent frustration among players from a crash in the middle of play.
@PointClass size(-24 -24 -24, 24 24 24) color(32 96 255) = shlt_entity_wildcard : "Edicts-Wildcard"
[
	killtarget(string) : "Wildcard name" : "shlt_wildcards"
	wildcard_amount(integer) : "Wildcard size (Entities) (>=1)" : 50
	delay(string) : "Delay before removal (>=0.5)" : "1.0"
]
