field_t levelfields[] = { {"", LLOFS(changemap), F_LSTRING}, {"", LLOFS(sight_client), F_EDICT}, {"", LLOFS(sight_entity), F_EDICT}, {"", LLOFS(sound_entity), F_EDICT}, {"", LLOFS(sound2_entity), F_EDICT}, {NULL, 0, F_INT} }; field_t clientfields[] = { {"", CLOFS(pers.weapon), F_ITEM}, {"", CLOFS(pers.lastweapon), F_ITEM}, {"", CLOFS(newweapon), F_ITEM}, {NULL, 0, F_INT} }; /* ============ InitGame This will be called when the dll is first loaded, which only happens when a new game is started or a save game is loaded. ============ */
field_t levelfields[] = { {"changemap", LLOFS(changemap), F_LSTRING}, {"sight_client", LLOFS(sight_client), F_EDICT}, {"sight_entity", LLOFS(sight_entity), F_EDICT}, {"sound_entity", LLOFS(sound_entity), F_EDICT}, {"sound2_entity", LLOFS(sound2_entity), F_EDICT}, {"disguise_violator", LLOFS(disguise_violator), F_EDICT}, {NULL, 0, F_INT} }; field_t clientfields[] = { {"pers.weapon", CLOFS(pers.weapon), F_ITEM}, {"pers.lastweapon", CLOFS(pers.lastweapon), F_ITEM}, {"newweapon", CLOFS(newweapon), F_ITEM}, {"chasecam", CLOFS(chasecam), F_EDICT}, {"oldplayer", CLOFS(oldplayer), F_EDICT}, {NULL, 0, F_INT} }; /* ============ InitGame This will be called when the dll is first loaded, which only happens when a new game is started or a save game
field_t levelfields[] = { {"", LLOFS(changemap), F_LSTRING}, {"", LLOFS(sight_client), F_EDICT}, {"", LLOFS(sight_entity), F_EDICT}, {"", LLOFS(sound_entity), F_EDICT}, {"", LLOFS(sound2_entity), F_EDICT}, {NULL, 0, F_INT} }; field_t clientfields[] = { {"", CLOFS(pers.weapon), F_ITEM}, {"", CLOFS(pers.lastweapon), F_ITEM}, {"", CLOFS(pers.lastweapon2), F_ITEM}, {"", CLOFS(newweapon), F_ITEM}, // evolve {"", CLOFS(zCameraTrack), F_EDICT}, {"", CLOFS(zCameraLocalEntity), F_EDICT}, {NULL, 0, F_INT} }; /* ============ InitGame
{"sight_client", LLOFS(sight_client), F_EDICT}, {"sight_entity", LLOFS(sight_entity), F_EDICT}, {"sound_entity", LLOFS(sound_entity), F_EDICT}, {"sound2_entity", LLOFS(sound2_entity), F_EDICT}, // ROGUE {"disguise_violator", LLOFS(disguise_violator), F_EDICT}, // ROGUE {NULL, 0, F_INT} }; field_t clientfields[] = { {"pers.weapon", CLOFS(pers.weapon), F_ITEM}, {"pers.lastweapon", CLOFS(pers.lastweapon), F_ITEM}, {"newweapon", CLOFS(newweapon), F_ITEM}, // ROGUE {"owned_sphere", CLOFS(owned_sphere), F_EDICT}, // ROGUE {NULL, 0, F_INT} }; /* ============ InitGame This will be called when the dll is first loaded, which only happens when a new game is started or a save game