CORE:
  * make sure when a quagent dies and respawns it always gets the same entityid (try interleaving deaths?, or having another client join while an entity is respawning) <- seems fairly consistent, but "Prove it, and I still won't believe it" as Lane says. <-what's the entityid of the corpse?

  * build a set of commands for the director mode that gives caps on certain parameters (like shove magnitude, rangefinder distance, etc), or maybe introduces noise.

  * We want players to be able to do the same thing bots can do.
     * Add "shove" capabilities to the player.
     * Add inventory management to the player so he can pick up / put down quagents treasure/gold.

  * add a way to specify alternative server ports if 6000-6002 are blocked.

  * add damage taken events to event socket, maybe "picked up armor" and stuff as well.

  * make quagents spawn with 100 max health by default. <- perhaps best to do by editing all botfiles, so that we're not hardcoding anything.

  * what is now the quagents config file now ought to be a set of director commands.
     * remove config file stuff.
     * add new director commands.

  * still want to implement some kind of collaborative shove

  * add custom models for Quagents items - gold, treasure, glitter, etc.

WIKI/DOCUMENTATION:
  Tutorials:
    Flesh out tutorials.

  Quake 3 Documentation:
    Description of salient files.
    Redo bounding box graphic to be -15 through 15.

  ProtocolZero commands:
    Add graphics to most.

  Other:
    fix broken links on Wiki

Random low-priority ideas (AKA "fun"):
  Retool one of the guns to be a repulsor beam (pushes things it hits, does no damage), or better yet make a new gun.
  Retool one of the guns to be a tractor beam (pulls things it hits, does no damage), or better yet make a new gun.
  Sensing of water/lava and stuff is a little different than sensing solid surfaces - be nice if we knew what our bots did there. Use rf?

IOQUAKE3 TODO:
    http://wiki.ioquake3.org/Ioquake3_Road_Map
