epairs.h

来自「quake3工具源码。包括生成bsp文件」· C头文件 代码 · 共 1,381 行 · 第 1/4 页

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#ifndef	EPAIRS_H_
#define	EPAIRS_H_

typedef struct
{
	char  *key;
	char  *value;
} userEpair_t;

userEpair_t eclassStr[] =
{
	//////////////////////////////
	// Worldspawn
	//////////////////////////////
	{"classname",   "worldspawn"},
	{"color",       "0 0 0"},
	{"rem",         "Only used for the world entity."},
	{"rem",			"cdtrack - number of CD track to play when level starts"},
	{"rem",			"fog_value - level of fog for this map"},
	
	//////////////////////////////
	// Light
	//////////////////////////////
	{"classname",	"light"},
	{"size",		"-8 -8 -8 8 8 8"},
	{"color",		"0 1 0"},
	{"flag",		"START_OFF"},

	{"rem",			"style - number of style to use, 0-63"},
	{"rem",			"nelnosmama - string to define lightstyle"},

	//////////////////////////////
	// light_walltorch
	//////////////////////////////
	{"classname",	"light_walltorch"},
	{"size",		"-8 -8 -8 8 8 8"},
	{"color",		"0 1 0"},
	{"flag",		"START_ON"},

	{"rem",			"style - number of style to use, 0-63"},
	{"rem",			"nelnosmama - string to define lightstyle"},

	//////////////////////////////
	// light_spot
	//////////////////////////////
	{"classname",	"light_spot"},
	{"size",		"-8 -8 -8 8 8 8"},
	{"color",		"0 1 0"},
	{"flag",		"START_ON"},

	{"rem",			"Used to make a spotlight.  If it is targeted at another entity,"},
	{"rem",			"the spotlight will point directly at it, otherwise it will point"},
	{"rem",			"in the direction of its 'angle' field"},
	{"rem",			""},
	{"rem",			"style - number of style to use, 0-63"},
	{"rem",			"nelnosmama - string to define lightstyle"},

	//////////////////////////////
	// light_strobe
	//////////////////////////////
	{"classname",	"light_strobe"},
	{"size",		"-8 -8 -8 8 8 8"},
	{"color",		"0 1 0"},

	{"flag",		"START_ON"},
	{"rem",			"style - number of style to use, 0-63"},
	{"rem",			"nelnosmama - string to define lightstyle"},

	//////////////////////////////
	// effect_fog
	//////////////////////////////
	{"classname",	"effect_fog"},
	{"color",		"0 1 0"},
	{"rem",			"Duh, fog."},
	{"rem",			""},

	//////////////////////////////
	// effect_snow
	//////////////////////////////
	{"classname",	"effect_snow"},
	{"color",		"1 1 1"},
	{"height",		"10"},
	{"rem",			"Snow!"},
	{"rem",			"Do you realize the entire street value of this mountain?"},
	
	//////////////////////////////
	// effect_rain
	//////////////////////////////
	{"classname",	"effect_rain"},
	{"height",		"10"},
	{"color",		"0 0.5 0.8"},
	{"rem",			"Rain!"},
	{"rem",			"Yellow rain?"},

	//////////////////////////////
	// func_door
	//////////////////////////////
	{"classname",    "func_door"},
	{"color",        "0 0.5 0.8"},
	{"health",		 "0"},
	{"speed",		 "100"},
	{"wait",		 "3"},
	{"lip",			 "8"},
	{"dmg",			 "2"},
	{"angle",		 "0 0 0"},
	{"message",		 "you suck"},
	{"targetname",	 ""},
	{"flag",         "START_OPEN"},
	{"flag",         "REVERSE"},
	{"flag",         "DOOR_DONT_LINK"},
	{"flag",         "TOGGLE"},
	{"flag",		 "AUTO_OPEN"},
	{"flag",		 "USE_TO_CLOSE"},

	{"rem", "Doors that touch are linked together to operate as one."},
	{"rem", "  "},
	{"rem", "message - printed when the door is touched if it is a trigger door and it hasn't been fired yet"},
	{"rem", "angle - determines the opening direction"},
	{"rem", "targetname - if set, no touch field will be spawned and a remote button or trigger field activates the door."},
	{"rem", "health - if set, door must be shot open"},
	{"rem",	"speed - movement speed (100 default)"},
	{"rem", "wait - time to wait before returning (3 default, -1 = never return)"},
	{"rem",	"lip - amount of door visible remaining at end of move (8 default)"},
	{"rem",	"dmg - damage to inflict when blocked (2 default)"},
	{"rem", "sound_opening - name of the sound to play during opening, ie. doors/creek.wav"},
	{"rem",	"sound_open_finish - name of the sound to play when opening completes, ie. doors/slam.wav"},
	{"rem", "sound_closing - name of the sound to play when closing starts, ie. doors/creek.wav"},
	{"rem",	"sound_close_finish - name of the sound to play when closing completes, ie. doors/slam.wav"},
	{"rem", "  "},
	{"rem", "Spawnflags:"},
    {"rem", "TOGGLE causes the door to wait in both the start and end states for a"},
    {"rem", "trigger event."},
    {"rem", "  "},
    {"rem", "START_OPEN causes the door to move to its destination when spawned, and"},
    {"rem", "operate in reverse.  It is used to temporarily or permanently close off an"},
    {"rem", "area when triggered (not usefull for touch or takedamage doors)."},
	{"rem",	"AUTO_OPEN will spawn a trigger field around the door that can open it without"},
	{"rem", "its being used."},
	{"rem",	"DOOR_DONT_LINK will stop a door from being automatically linked to other doors"},
	{"rem", "that it touches."},

	//////////////////////////////
	// func_plat
	//////////////////////////////
	{"classname",    "func_plat"},
	{"color",        "0 0.5 0.8"},
	{"flag",         "PLAT_START_UP"},
	{"flag",         ""},
	{"flag",         ""},
	{"flag",         "PLAT_TOGGLE"},

	{"rem", "Plats should be drawn in the up position to spawn correctly"},
	{"rem",	" "},
	{"rem", "message - printed when the door is touched if it is a trigger door and it hasn't been fired yet"},
	{"rem", "angle - determines the opening direction"},
	{"rem", "targetname - if set, no touch field will be spawned and a remote button or trigger field activates the door."},
	{"rem", "health - if set, door must be shot open"},
	{"rem",	"speed - movement speed (100 default)"},
	{"rem", "wait - time to wait before returning (3 default, -1 = never return)"},
	{"rem",	"height - number of units to move the platform up from spawn position.  If height is"},
	{"rem", "not specified, then the movement distance is determined based on the vertical size of the platform."},
	{"rem",	"dmg - damage to inflict when blocked (2 default)"},
	{"rem", "sound_up - name of the sound to play when going up, ie. doors/creek.wav"},
	{"rem",	"sound_top - name of the sound to play when plat hits top, ie. doors/slam.wav"},
	{"rem", "sound_down - name of the sound to play when going down, ie. doors/creek.wav"},
	{"rem",	"sound_bottom - name of the sound to play when plat hits bottom, ie. doors/slam.wav"},
	{"rem",	" "},
	{"rem", "Spawnflags:"},
	{"rem",	"PLAT_START_UP starts the platform in the up (drawn) position"},
	{"rem",	"(height added to drawn position)"},
    {"rem", "TOGGLE causes the platform to wait in both the start and end states for a"},
    {"rem", "trigger event."},

	//////////////////////////////
	// func_door_rotate
	//////////////////////////////
	{"classname",    "func_door_rotate"},
	{"distance",	 "90.0"},
	{"color",        "0 0.5 0.8"},
	{"message",		 "they suck"},
	{"flag",         "START_OPEN"},
	{"flag",         "REVERSE"},
	{"flag",         "DOOR_DONT_LINK"},
	{"flag",         "TOGGLE"},
	{"flag",         "X_AXIS"},
	{"flag",         "Y_AXIS"},
	{"flag",		 "AUTO_OPEN"},
	{"flag",		 "USE_TO_CLOSE"},
//	{"flag",         "X_AXIS"},
//	{"flag",         "Y_AXIS"},

	{"rem", "if two doors touch, they are assumed to be connected and operate as a unit."},
	{"rem", "  "},
    {"rem", "TOGGLE causes the door to wait in both the start and end states for a"},
    {"rem", "trigger event."},
    {"rem", "  "},
    {"rem", "START_OPEN causes the door to move to its destination when spawned, and"},
    {"rem", "operate in reverse.  It is used to temporarily or permanently close off an"},
    {"rem", "area when triggered (not usefull for touch or takedamage doors)."},
    {"rem", "  "},
    {"rem", "Key doors are allways wait -1."},
    {"rem", "  "},
    {"rem", "You need to have an origin brush as part of this entity.  The center of"},
    {"rem", "that brush will be"},
    {"rem", "the point around which it is rotated. It will rotate around the Z axis by"},
    {"rem", "default.  You can"},
    {"rem", "check either the X_AXIS or Y_AXIS box to change that."},
    {"rem", "  "},
    {"rem", "'distance'	is how many degrees the door will be rotated."},
    {"rem", "'speed'	determines how fast the door moves; default value is 100."},
    {"rem", "  "},
    {"rem", "REVERSE will cause the door to rotate in the opposite direction."},
    {"rem", "  "},
    {"rem", "'message'	is printed when the door is touched if it is a trigger door and"},
    {"rem", "		it hasn't been fired yet."},
    {"rem", "'targetname'	if set, no touch field will be spawned and a remote button or"},
    {"rem", "			trigger field activates the door."},
    {"rem", "'health'	if set, door must be shot open"},
    {"rem", "'wait'	wait before returning (3 default, -1 = never return)"},
    {"rem", "'dmg'	damage to inflict when blocked (2 default)"},
	{"rem", "sound_opening - name of the sound to play during opening, ie. doors/creek.wav"},
	{"rem",	"sound_open_finish - name of the sound to play when opening completes, ie. doors/slam.wav"},
	{"rem", "sound_closing - name of the sound to play when closing starts, ie. doors/creek.wav"},
	{"rem",	"sound_close_finish - name of the sound to play when closing completes, ie. doors/slam.wav"},
	{"rem",	"AUTO_OPEN will spawn a trigger field around the door that can open it without"},
	{"rem", "its being used."},
	{"rem",	"DOOR_DONT_LINK will stop a door from being automatically linked to other doors"},
	{"rem", "that it touches."},

	//////////////////////////////
	// func_rotate
	//////////////////////////////
	{"classname",    "func_rotate"},
	{"color",        "0.0 0.5 0.8"},
	{"flag",         "START_ON"},
	{"flag",         "REVERSE"},
	{"flag",         "X_AXIS"},
	{"flag",         "Y_AXIS"},

    {"rem", "You need to have an origin brush as part of this entity."},
	{"rem", "The center of that brush will be"},
    {"rem", "the point around which it is rotated. It will rotate around the Z axis by"},
	{"rem", "default.  You can"},
    {"rem", "check either the X_AXIS or Y_AXIS box to change that."},
    {"rem", "  "},
    {"rem", "'speed'	determines how fast it moves; default value is 100."},
    {"rem", "'dmg'	damage to inflict when blocked (2 default)"},
    {"rem", "  "},
    {"rem", "REVERSE will cause the it to rotate in the opposite direction."},

	//////////////////////////////
	// trigger_multiple
	//////////////////////////////
	{"classname",	"trigger_multiple"},
	{"color",		"0.5 0.5 0.5"},
	{"health",		"0"},
	{"delay",		"0"},
	{"wait",		"0.2"},
	{"sound",		""},
	{"targetname",	""},
	{"target",		""},
	{"killtarget",	""},
	{"message",		""},
	{"flag",		"NOTOUCH"},

	{"rem",			"a repeatable trigger, targetted at the entity with the name"},
	{"rem",			"targetname."},
	{"rem",			""},
	{"rem",			"health - if set the trigger must be killed to activate"},
	{"rem",			"delay - time to wait after activation before firing target"},
	{"rem",			"wait - time to wait between retriggering (default = 0.2 seconds)"},
	{"rem",			""},
	{"rem",			"Spawnflags:"},
	{"rem",			"NOTOUCH - if set the trigger is only fired by other entities and"},
	{"rem",			"not by touching."},

	//////////////////////////////
	// trigger_console
	//////////////////////////////
	{"classname",	"trigger_console"},
	{"color",		"0.5 0.5 0.5"},
	{"wait",		"0.2"},
	{"command",		""},
	{"rem",			""},
	{"rem",			"command - the command to send to the console when triggered"},

	//////////////////////////////
	// trigger_once
	//////////////////////////////
	{"classname",	"trigger_once"},
	{"color",		"0.5 0.5 0.5"},
	{"angle",		 "0 0 0"},
	{"health",		"0"},
	{"delay",		"0"},
	{"sound",		""},
	{"targetname",	""},
	{"killtarget",	""},
	{"message",		""},
	{"flag",		"NOTOUCH"},

	{"rem",			"triggers once, then removes itself"},
	{"rem",			" "},
	{"rem",			"health - if set the trigger must be killed to activate"},
	{"rem",			"delay - time to wait after activation before firing target"},
	{"rem",			"wait - time to wait between retriggering (default = 0.2 seconds)"},
	{"rem",			"sound - name of sound to play upon firing"},
	{"rem",			" "},
	{"rem",			"Spawnflags:"},
	{"rem",			"NOTOUCH - if set the trigger is only fired by other entities and"},
	{"rem",			"not by touching."},

	//////////////////////////////
	// trigger_relay
	//////////////////////////////
	{"classname",	"trigger_relay"},
	{"color",		"0.5 0.5 0.5"},
	{"delay",		"0"},
	{"sound",		""},
	{"targetname",	""},
	{"killtarget",	""},
	{"message",		""},

	{"rem",			"sound - name of sound to play upon firing"},

	//////////////////////////////
	// trigger_teleport
	//////////////////////////////
	{"classname",	"trigger_teleport"},
	{"color",		"0.5 0.5 0.5"},
	{"sound",		""},
	{"targetname",	""},
	{"killtarget",	""},
	{"message",		""},
	{"flag",		"PLAYER_ONLY"},
	{"flag",		"NO_FLASH"},
	{"flag",		"NO_ANGLE_ADJUST"},
	
	{"rem",			"sound - name of sound to play upon firing, if not specified, then no"},
	{"rem",			"sound will be played"},
	{"rem",			"fog_value - sets fog_value to this when a teleporter is used"},
	{"rem",			""},
	{"rem",			"Spawnflags:"},
	{"rem",			"PLAYER_ONLY - will only teleport players (NOT bots)"},
	{"rem",			"NO_FLASH - no spawn fog will be generated when an object teleports"},
	{"rem",			"NO_ANGLE_ADJUST - the object's angle will not be adjusted when it is"},
	{"rem",			"teleported."},

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