예제 #1
0
	{"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}
};
예제 #2
0
파일: g_spawn.cpp 프로젝트: MGXRace/racesow
	{ "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 },