I noticed that the trip mine entity that razor ported didn't take into account the fact that they are not flush with the wall usually. Whereas the SP code did: this also makes it so that it reuses the same entity instead of spawning another.
Update: changed angle set method and removed unnecessary set of s.origin.
Will need to check CreateLaserTrap so that it does not override the classname. (Since misc_trip_mine and laserTrap are two different ents now).
I didn't finish the 1 and 4 spawnflags yet and two is going to pretty much always be active since we need to broadcast them due to areaportals.
I marked flags as FL_NO_HUMANS just because, I wanted a way to poll for if it was a map one vs normal player/npc fired one in the think funcs otherwise I'd be checking classname each think and every frame which is not a good idea.