Esempio n. 1
0
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.
============
*/
Esempio n. 2
0
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
Esempio n. 3
0
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
Esempio n. 4
0
                   
	{"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