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
字号

	//////////////////////////////
	// info_teleport_destination
	//////////////////////////////
	{"classname",	"info_teleport_destination"},
	{"color",		"0.5 0.5 0.5"},
	{"size",		"-8.0 -8.0 -8.0 8.0 8.0 8.0"},

	//////////////////////////////
	// trigger_warp
	//////////////////////////////
	{"classname",	"trigger_warp"},
	{"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 warp is used"},
	{"rem",			"speed - speed from this path point to the next"},
	{"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."},

	//////////////////////////////
	//	tele_cylinder
	//////////////////////////////

	{"classname",	"warp_cylinder"},
	{"color",		"0.5 0.5 0.5"},
	{"color",        "1 0 1"},
	{"size",         "-16 -16 -24 16 16 32"},
	{"rem",          "Location player starts in deathmatch"},

	//////////////////////////////
	// info_warp_destination
	//////////////////////////////
	{"classname",	"info_warp_destination"},
	{"color",		"0.5 0.5 0.5"},
	{"size",		"-8.0 -8.0 -8.0 8.0 8.0 8.0"},

	{"rem",			"target - next target to warp to"},
	{"rem",			"speed - speed from this path point to the next"},

	//////////////////////////////
	// trigger_onlyregistered
	//////////////////////////////
	{"classname",	"trigger_onlyregistered"},
	{"color",		"0.5 0.5 0.5"},
	{"sound",		""},
	{"wait",		"2.0"},
	{"message",		""},

	{"rem",			"sound - name of sound to play upon firing"},
	{"rem",			"wait - the number of seconds between triggerings and"},
	{"rem",			"the length of time the message will be displayed"},

	//////////////////////////////
	// trigger_hurt
	//////////////////////////////
	{"classname",	"trigger_hurt"},
	{"color",		"0.5 0.5 0.5"},
	{"sound",		""},
	{"dmg",			"2.0"},
	{"wait",		"2.0"},
	{"message",		""},

	{"rem",			"sound - name of sound to play upon firing"},
	{"rem",			"dmg - the amount of damage the trigger will do to an object"},
	{"rem",			"wait - the number of seconds between triggerings and"},

	//////////////////////////////
	// trigger_push
	//////////////////////////////
	{"classname",	"trigger_push"},
	{"color",		"0.5 0.5 0.5"},
	{"sound",		""},
	{"message",		""},
	{"speed",		"1000.0"},
	{"flag",		"PUSH_ONCE"},
	{"rem",			"speed - the velocity to give the object"},
	{"rem",			"speed - the velocity to give the object"},

	//////////////////////////////
	// trigger_counter
	//////////////////////////////
	{"classname",	"trigger_counter"},
	{"color",		"0.5 0.5 0.5"},
	{"sound",		""},
	{"flag",		"NO_MESSAGE"},

	{"rem",			"sound - name of sound to play upon firing"},
	{"rem",			"message - message to display upon last triggering"},
	{"rem",			"when NO_MESSAGE is set, no messages are displayed upon triggering"},

	//////////////////////////////
	// trigger_changelevel
	//////////////////////////////
	{"classname",	"trigger_changelevel"},
	{"color",		"0.5 0.5 0.5"},
	{"sound",		""},
	{"map",			""},
	{"flag",		"NO_INTERMISSION"},

	{"rem",			"sound - name of sound to play upon firing"},
	{"rem",			"message - message to display upon last triggering"},

	//////////////////////////////
	// func_wall
	//////////////////////////////
	{"classname",	"func_wall"},
	{"color",		"0 0.5 0.8"},
	{"health",		"0"},
	{"message",		""},
	{"targetname",	""},
	{"target",		""},
	{"killtarget",	""},

	{"rem",			"targetname - the name of this wall if it is a target"},
	{"rem",			"target - the next entity to trigger when this one is triggered"},
	{"rem",			"killtarget - the targetname of the entity to remove when triggered"},

	//////////////////////////////
	// func_button
	//////////////////////////////
	{"classname",	"func_button"},
	{"color",		"0 0.5 0.8"},
	{"health",		"0"},
	{"targetname",	""},
	{"target",		""},
	{"killtarget",	""},
	{"speed",		""},
	{"wait",		""},
	{"angle",		""},
	{"lip",			""},
	{"flag",		"PUSH_TOUCH"},

	{"rem",			"targetname - the name of this wall if it is a target"},
	{"rem",			"target - the next entity to trigger when this one is triggered"},
	{"rem",			"killtarget - the targetname of the entity to remove when triggered"},
	{"rem",			"sound_use - the sound to play when the button is used (defaults to none)"},
	{"rem",			"sound_return - the sound to play when the button returns (defaults to none)"},
	{"rem",			"speed - rate of travel when button moves"},
	{"rem",			"wait - seconds to wait befor returning to useable (-1 = never return)"},
	{"rem",			"angle - direction of travel"},
	{"rem",			"lip - amount of button left sticking out after being pushed (default 4)"},
	{"rem",			"health - when > 0 the button must be killed in order to fire"},
	{"rem",			"PUSH_TOUCH will allow the button to be pushed by running into it, Quake style"},

	//////////////////////////////
	// func_multi_button
	//////////////////////////////
	{"classname",	"func_multi_button"},
	{"color",		"0 0.5 0.8"},
	{"health",		"0"},
	{"targetname",	""},
	{"target",		""},
	{"killtarget",	""},
	{"speed",		""},
	{"wait",		""},
	{"angle",		""},
	{"lip",			""},
	{"flag",		"PUSH_TOUCH"},
	{"flag",		"CYCLE"},

	{"rem",			"targetname - the name of this wall if it is a target"},
	{"rem",			"target - the next entity to trigger when this one is triggered"},
	{"rem",			"killtarget - the targetname of the entity to remove when triggered"},
	{"rem",			"sound_use - the sound to play when the button is used (defaults to none)"},
	{"rem",			"sound_return - the sound to play when the button returns (defaults to none)"},
	{"rem",			"speed - rate of travel when button moves"},
	{"rem",			"wait - seconds to wait befor returning to useable (-1 = never return)"},
	{"rem",			"angle - direction of travel"},
	{"rem",			"health - when > 0 the button must be killed in order to fire"},
	{"rem",			"distance - distance button travels on each push"},
	{"rem",			"count - number of positions this button has"},
	{"rem",			"PUSH_TOUCH will allow the button to be pushed by running into it, Quake style"},
	{"rem",			"CYCLE - button will not return to top from last position, but will go back through all positions"},

	//////////////////////////////
	// func_train
	//////////////////////////////
	{"classname",    "func_train"},
	{"distance",	 "90.0"},
	{"color",        "0 0.5 0.8"},
	{"rem",			"targetname - the name of this train"},
	{"rem",			"target - the path_corner that the train will spawn at"},
	{"rem",			"killtarget - the targetname of the entity to remove when triggered"},

	//////////////////////////////
	// func_train
	//////////////////////////////
	{"classname",    "func_train2"},
	{"distance",	 "90.0"},
	{"color",        "0 0.5 0.8"},
	{"rem",			"targetname - the name of this train"},
	{"rem",			"target - the path_corner that the train will spawn at"},
	{"rem",			"killtarget - the targetname of the entity to remove when triggered"},
	
	//////////////////////////////
	// path_corner_train
	//////////////////////////////
	{"classname",    "path_corner_train"},
	{"distance",	 "90.0"},
	{"color",        "0.5 0.3 0"},
	{"size",		 "-8 -8 -8 8 8 8"},
	{"flag",		"X_AXIS"},
	{"flag",		"Y_AXIS"},
	{"flag",		"Z_AXIS"},
	{"flag",		"TRIGWAIT"},
	{"rem",			"killtarget - the targetname of the entity to remove when this"},
	{"rem",			"path_corner is reached"},
	{"rem",			"speed - rate of travel from this path_corner to the next"},
	{"rem",			"wait - seconds to wait after the actions on this path_corner are complete"},
	{"rem",			"sound - sound to play at this path corner"},
	{"rem",			"x_distance - distance in degrees to rotate around x axis"},
	{"rem",			"y_distance - distance in degrees to rotate around y axis"},
	{"rem",			"z_distance - distance in degrees to rotate around z axis"},
	{"rem",			"x_speed - speed to rotate along x axis in degrees per second"},
	{"rem",			"y_speed - speed to rotate along y axis in degrees per second"},
	{"rem",			"z_speed - speed to rotate along z axis in degrees per second"},
	{"rem",			"health - if health is set, the train will wait at this path corner"},
	{"rem",			"until it is killed."},
	{"rem",			"Spawnflags:"},
	{"rem",			"X_AXIS - when checked train will rotate continually around "},
	{"rem",			"x axis at x_speed degrees per second"},
	{"rem",			"Y_AXIS - when checked train will rotate continually around "},
	{"rem",			"y axis at y_speed degrees per second"},
	{"rem",			"Z_AXIS - when checked train will rotate continually around "},
	{"rem",			"z axis at z_speed degrees per second"},
	{"rem",			"TRIGWAIT - wait here until triggered"},

	//////////////////////////////
	// info_player_start
	//////////////////////////////
	{"classname",    "info_player_start"},
	{"color",        "1 0 0"},
	{"size",         "-16 -16 -24 16 16 32"},
	{"rem",          "Location player starts in single play."},

	//////////////////////////////
	// info_mikiko_start
	//////////////////////////////
	{"classname",    "info_mikiko_start"},
	{"color",        "1 0 0"},
	{"size",         "-16 -16 -24 16 16 32"},
	{"rem",          "Location Mikiko starts in single play."},

	//////////////////////////////
	// info_superfly_start
	//////////////////////////////
	{"classname",    "info_superfly_start"},
	{"color",        "1 0 0"},
	{"size",         "-16 -16 -24 16 16 32"},
	{"rem",          "Location Superfly starts in single play."},

	//////////////////////////////
	// info_null
	//////////////////////////////
	{"classname",    "info_null"},
	{"color",        "1 0 0"},
	{"size",         "-8 -8 -8 8 8 8"},
	{"rem",          "You can point anything to this as a target"},

	//////////////////////////////
	// info_player_deathmatch
	//////////////////////////////
	{"classname",    "info_player_deathmatch"},
	{"color",        "1 0 1"},
	{"size",         "-16 -16 -24 16 16 32"},
	{"rem",          "Location player starts in deathmatch"},

	//////////////////////////////
	// info_player_coop
	//////////////////////////////
	{"classname",    "info_player_coop"},
	{"color",        "1 0 1"},
	{"size",         "-16 -16 -24 16 16 32"},
	{"rem",          "Location player starts in coop"},

	//////////////////////////////
	// func_door_secret
	//////////////////////////////
	{"classname",    "func_door_secret"},
	{"color",        "0 0.5 0.8"},
	{"health",		 "0"},
	{"speed",		 "100"},
	{"wait",		 "3"},
	{"lip",			 "8"},
	{"dmg",			 "2"},
	{"angle",		 "0 0 0"},
	{"message",		 "we all suck"},
	{"targetname",	 ""},
	{"flag",         "OPEN_ONCE"},
	{"flag",         "1ST_LEFT"},
	{"flag",         "1ST_DOWN"},
	{"flag",         "NO_SHOOT"},
	{"flag",		 "YES_SHOOT"},

	{"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",	"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", "SECRET_OPEN_ONCE - door stays open (imagine that...)"},
    {"rem", "SECRET_1ST_LEFT - first move is left of move direction"},
    {"rem", "SECRET_1ST_DOWN - first move is down from move direction"},
    {"rem", "SECRET_NO_SHOOT - only opened by a trigger"},
    {"rem", "SECRET_YES_SHOOT - shootable even if targeted"},

	//////////////////////////////
	// func_wall_explode
	//////////////////////////////
	{"classname",	"func_wall_explode"},
	{"color",		"0 0.5 0.8"},
	{"health",		"0"},
	{"message",		""},
	{"targetname",	""},
	{"target",		""},
	{"killtarget",	""},
	{"model_1",		""},
	{"model_2",		""},
	{"model_3",		""},
	{"flag",        "ROCK_CHUNKS"},
	{"flag",        "WOOD_CHUNKS"},
	{"flag",        "EXTRA_CHUNKS"},
	{"flag",        "EXTRA_VELOCITY"},
	{"flag",		"NO_CHUNKS"},
	{"flag",		"NO_SOUND"},

⌨️ 快捷键说明

复制代码Ctrl + C
搜索代码Ctrl + F
全屏模式F11
增大字号Ctrl + =
减小字号Ctrl + -
显示快捷键?