   
  Teleporters as weapon dispensers - By Chihris Hedberg (chrished@microsoft.com)

  The QuakeLab - http://www.in2nett.com/stevefu/QuakeLab

  WHAT IT IS: A cool, easy way to frustrate players by putting weapons
	      or other powerups where they can be seen but seemingly not
	      reached.

  PRINCIPLES: If a player passes thru a trigger_teleport whose 
	      info_teleport_destination entity doesn't have enough space, the 
	      player bounces back to the trigger_teleport and uses that as the
	      landing spot instead. However, all entities at the destination point
	      (trigger_*, item_*. weapon_*, etc.) act on him before he goes back.

  TEXTURES:   Any. Doesn't matter.
             
  ENTITIES:   Any pick-uppable item (weapon_rocketlauncher in this case); 
	      trigger_teleport; info_teleport_destination

  WHAT TO DO: Build a room/cubicle/cage for the item large enough that 
	      the item will fit, but too small to fit an info_teleport_destination.
	      In practice, all that's needed is for the I_T_D to be blocked. 
	      You'll know you've got it right when you step thru the 
	      teleporter and come back to exactly the same spot instead
	      landing at the destination point.
	         Place the item to be gotten and the I_T_D in the cubicle
	      and create a trigger_teleport that points to the "blocked" 
	      I_T_D. You can also set other trigger_ entities around the
	      destination and they'll fire as well. the "Persistence" 
	      message in the sample's around the rocket launcher as you'll
	      discover if you no-clip up there.
	         You're done! The rest is window dressing!
   
  NOTES:      Thought this'd be cool to use in a level where the player gets to
	      see *all* the powerups on the level in the opening room, but then
	      has to hunt thru the whole level to get them anyway! The cool effect
	      would be that each time they got an item, it'd disappear apparently
	      by magic from the opening room. Obviously you could set up some very
	      complex effects with these. Oh, also the I_T_D entity *does* have an
	      effect on you: your angle on returning to the teleporter is the same
	      as the angle value of the I_T_D entity, so be sure to set it facing
	      away from the teleporter or people will spend their whole day running
	      back into the 'porter when they land. 

  BUGS:	      Nothing serious. You get an "unstuck" message at the console when U 
	      bounce back. Aesthetically unpleasing, but I think it's worthwhile. 
	      Haven't tested with Net play, so I don't know if it has any consequences
	      there.

    