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
H
1,381 行
#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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