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
//////////////////////////////
// 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"},
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