{"move_angles", FOFS(move_angles), F_VECTOR}, {"style", FOFS(style), F_INT}, {"count", FOFS(count), F_INT}, {"health", FOFS(health), F_INT}, {"sounds", FOFS(sounds), F_INT}, {"light", 0, F_IGNORE}, {"dmg", FOFS(dmg), F_INT}, {"angles", FOFS(s.angles), F_VECTOR}, {"angle", FOFS(s.angles), F_ANGLEHACK}, {"mass", FOFS(mass), F_INT}, {"volume", FOFS(volume), F_FLOAT}, {"attenuation", FOFS(attenuation), F_FLOAT}, {"map", FOFS(map), F_LSTRING}, // temp spawn vars -- only valid when the spawn function is called {"lip", STOFS(lip), F_INT, FFL_SPAWNTEMP}, {"distance", STOFS(distance), F_INT, FFL_SPAWNTEMP}, {"height", STOFS(height), F_INT, FFL_SPAWNTEMP}, {"noise", STOFS(noise), F_LSTRING, FFL_SPAWNTEMP}, {"pausetime", STOFS(pausetime), F_FLOAT, FFL_SPAWNTEMP}, {"item", STOFS(item), F_LSTRING, FFL_SPAWNTEMP}, {"gravity", STOFS(gravity), F_LSTRING, FFL_SPAWNTEMP}, {"sky", STOFS(sky), F_LSTRING, FFL_SPAWNTEMP}, {"skyrotate", STOFS(skyrotate), F_FLOAT, FFL_SPAWNTEMP}, {"skyaxis", STOFS(skyaxis), F_VECTOR, FFL_SPAWNTEMP}, {"minyaw", STOFS(minyaw), F_FLOAT, FFL_SPAWNTEMP}, {"maxyaw", STOFS(maxyaw), F_FLOAT, FFL_SPAWNTEMP}, {"minpitch", STOFS(minpitch), F_FLOAT, FFL_SPAWNTEMP}, {"maxpitch", STOFS(maxpitch), F_FLOAT, FFL_SPAWNTEMP}, {"nextmap", STOFS(nextmap), F_LSTRING, FFL_SPAWNTEMP} };
{ "style", FOFS( style ), F_INT }, { "count", FOFS( count ), F_INT }, { "health", FOFS( health ), F_FLOAT }, { "sounds", FOFS( sounds ), F_LSTRING }, { "light", FOFS( light ), F_FLOAT }, { "color", FOFS( color ), F_VECTOR }, { "dmg", FOFS( dmg ), F_INT }, { "angles", FOFS( s.angles ), F_VECTOR }, { "mangle", FOFS( s.angles ), F_VECTOR }, { "angle", FOFS( s.angles ), F_ANGLEHACK }, { "mass", FOFS( mass ), F_INT }, { "attenuation", FOFS( attenuation ), F_FLOAT }, { "map", FOFS( map ), F_LSTRING }, // temp spawn vars -- only valid when the spawn function is called { "lip", STOFS( lip ), F_INT, FFL_SPAWNTEMP }, { "distance", STOFS( distance ), F_INT, FFL_SPAWNTEMP }, { "radius", STOFS( radius ), F_FLOAT, FFL_SPAWNTEMP }, { "roll", STOFS( roll ), F_FLOAT, FFL_SPAWNTEMP }, { "height", STOFS( height ), F_INT, FFL_SPAWNTEMP }, { "phase", STOFS( phase ), F_FLOAT, FFL_SPAWNTEMP }, { "noise", STOFS( noise ), F_LSTRING, FFL_SPAWNTEMP }, { "noise_start", STOFS( noise_start ), F_LSTRING, FFL_SPAWNTEMP }, { "noise_stop", STOFS( noise_stop ), F_LSTRING, FFL_SPAWNTEMP }, { "pausetime", STOFS( pausetime ), F_FLOAT, FFL_SPAWNTEMP }, { "item", STOFS( item ), F_LSTRING, FFL_SPAWNTEMP }, { "gravity", STOFS( gravity ), F_LSTRING, FFL_SPAWNTEMP }, { "music", STOFS( music ), F_LSTRING, FFL_SPAWNTEMP }, { "fov", STOFS( fov ), F_FLOAT, FFL_SPAWNTEMP }, { "nextmap", STOFS( nextmap ), F_LSTRING, FFL_SPAWNTEMP }, { "notsingle", STOFS( notsingle ), F_INT, FFL_SPAWNTEMP },