@name Weapon Entity Scanner
@inputs 
@outputs 
@persist 
@trigger 
interval(500)
findInSphere(entity():owner():pos(),1000)
findExcludeClass("player")
findSortByDistance(entity():owner():pos())
R=findToArray()
E=array()
for(C=1,R:count()){
    if(R[C,entity]:pos():distance(owner():pos())>10){
        E:pushEntity(R[C,entity])
    }
}
M=array()
for(C=1,E:count()){
    M:pushString(E[C,entity]:model())
}
printTable(E)

#Associated weapon entities
#primary weapon entity
#special effect entities

#Combine Ball
#1=Entity [110][prop_combine_ball]
#2=Entity [112][env_spritetrail]

#Grenade
#3=Entity [110][npc_grenade_frag]
#1=Entity [113][env_spritetrail]
#2=Entity [112][env_sprite]

#RPG Entities
#1=Entity [110][env_laserdot]
#1=Entity [112][rpg_missile]
#2=Entity [113][env_rockettrail]

#Crossbow bolts hiitting
#1=Entity [113][crossbow_bolt]
#2=Entity [114][env_sprite]

#Dropped SMG grenade
#1=Entity [110][grenade_ar2]
#2=Entity [112][env_smoketrail]

#antlion worker
#=Entity [147][grenade_spit]
#6=Entity [148][info_particle_system]
#7=Entity [150][info_particle_system]
#8=Entity [149][grenade_spit]
#9=Entity [151][grenade_spit]
#10=Entity [152][info_particle_system]
#11=Entity [143][grenade_spit]
#12=Entity [144][info_particle_system]
#Models:
#3=models/spitball_large.mdl
#4=models/spitball_small.mdl
#5=models/spitball_medium.mdl

