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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	{"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",			"health - ummm... this would be the health of the wall, if it is 0 then"},
	{"rem",			"the wall can only be exploded by targetting it"},
	{"rem",			"message - this prints out when wall go boom"},
	{"rem",			"model_1 - the specific pathname of the first model to throw when killed"},
	{"rem",			"if model_1 is set then spawnflags ROCK_CHUNKS and WOOD_CHUNKS are overridden"},
	{"rem",			"model_2 - the pathname of the second model"},
	{"rem",			"model_3 - I wouldn't bet on it, but this is probably the name of the 3rd model"},
	{"rem",			" "},
	{"rem", "Spawnflags:"},
    {"rem", "ROCK_CHUNKS - makes rock chunk wall-gibs fly"},
	{"rem",	"WOOD_CHUNKS - makes wood chunk wall-gibs fly"},
	{"rem",	"EXTRA_CHUNKS - makes up to 3 chunks per explosion, instead of just one"},
	{"rem",	"EXTRA_VELOCITY - gives chunks a higher velocity (good for underwater)"},
	{"rem", "NO_CHUNKS - um, no chunks"},
	{"rem", "NO_SOUND - no sound, use when lots of func walls are activated simultaneously to keep the"},
	{"rem", "Quake engine from choking with too many sounds at once."},

	//////////////////////////////
	// func_anim
	//////////////////////////////
	{"classname",	"func_anim"},
	{"color",		"0.0 1.0 0.1"},
	{"flag",        "VISIBLE"},
	{"rem", "Spawnflags:"},
    {"rem", "VISIBLE - start visible"},

	//////////////////////////////
	// func_floater
	//////////////////////////////
	{"classname",	"func_floater"},
	{"color",		"0 0.5 0.8"},
	{"size",		"-16 -16 -16 16 16 16"},
	{"model",		""},

	{"rem",			"model - pathname to model (ie. models/floater.mdl)"},
	{"rem",			"velocity_cap - maximum up/down velocity"},
	{"rem",			"dissipate - how fast velocity degrades to velocity_cap (default = 0.99)"},
	{"rem",			"object_mass - mass of object (mass / volume = density)"},
	{"rem",			"object_volume - volume of object (mass / volume = density)"},

	//////////////////////////////
	// func_debris
	//////////////////////////////

	{"classname",	"func_debris"},
	{"color",		"0 0.5 0.8"},
	{"target",		""},
	{"flag",		"GO_TO_ACTIVATOR"},
	{"flag",		"NO_ROTATE"},
	{"flag",		"MOMENTUM_DAMAGE"},
	{"flag",		"NO_ROTATION_ADJUST"},
	{"flag",		"DROP_ONLY"},
	{"flag",		"QUARTER_SIZE"},

	{"rem",			"target - debris will fly towards targeted entity"},
	{"rem",			"fly_sound - sound to play while the entity flies through the air"},
	{"rem",			"hit_sound - sound to play when the entity hits something"},
	{"rem",			"damage - amount of damage to do when hitting another object"},
	{"rem",			"if MOMENTUM_DAMAGE is selected, then damage will be based on the"},
	{"rem",			"speed of the debris when it impacts the object and damage becomes"},
	{"rem",			"the divisor, so if speed at impact = 300 and damge = 3, then damage done"},
	{"rem",			"while 300 / 3 = 100 points.  If damage is not set, then momentum damage"},
	{"rem",			"will be the default with a damage divisor of 3."},
	{"rem",			"Spawnflags:"},
	{"rem",			"GO_TO_ACTIVATOR - debris will fly at whoever activated it"},
	{"rem",			"NO_ROTATE - don't give this debris any random rotation"},
	{"rem",			"MOMENTUM_DAMAGE - damage based on velocity"},
	{"rem",			"DROP_ONLY - no upward velocity, debris just falls"},
	{"rem",			"QUARTER_SIZE - shrink bounding box by 1/4"},
	{"rem",			"Notes:"},
	{"rem",			"A func debris entity must have an origin brush contained in it,"},
	{"rem",			"otherwise it will rotate around the center of the level, not"},
	{"rem",			"its own center.  That is bad."},

	//////////////////////////////
	// func_debris_visible
	//////////////////////////////

	{"classname",	"func_debris_visible"},
	{"color",		"0 0.5 0.8"},
	{"target",		""},
	{"flag",		"GO_TO_ACTIVATOR"},
	{"flag",		"NO_ROTATE"},
	{"flag",		"MOMENTUM_DAMAGE"},
	{"flag",		"NO_ROTATION_ADJUST"},
	{"flag",		"DROP_ONLY"},
	{"flag",		"QUARTER_SIZE"},

	{"rem",			"SAME AS FUNC_DEBRIS EXCEPT DEBRIS IS VISIBLE BEFORE TARGETTING"},
	{"rem",			"target - debris will fly towards targeted entity"},
	{"rem",			"fly_sound - sound to play while the entity flies through the air"},
	{"rem",			"hit_sound - sound to play when the entity hits something"},
	{"rem",			"damage - amount of damage to do when hitting another object"},
	{"rem",			"if MOMENTUM_DAMAGE is selected, then damage will be based on the"},
	{"rem",			"speed of the debris when it impacts the object and damage becomes"},
	{"rem",			"the divisor, so if speed at impact = 300 and damge = 3, then damage done"},
	{"rem",			"while 300 / 3 = 100 points.  If damage is not set, then momentum damage"},
	{"rem",			"will be the default with a damage divisor of 3."},
	{"rem",			"Spawnflags:"},
	{"rem",			"GO_TO_ACTIVATOR - debris will fly at whoever activated it"},
	{"rem",			"NO_ROTATE - don't give this debris any random rotation"},
	{"rem",			"MOMENTUM_DAMAGE - damage based on velocity"},
	{"rem",			"DROP_ONLY - no upward velocity, debris just falls"},
	{"rem",			"QUARTER_SIZE - shrink bounding box by 1/4"},
	{"rem",			"Notes:"},
	{"rem",			"A func debris entity must have an origin brush contained in it,"},
	{"rem",			"otherwise it will rotate around the center of the level, not"},
	{"rem",			"its own center.  That is bad."},

	//////////////////////////////
	// func_particlefield
	//////////////////////////////
	{"classname",	"func_particlefield"},
	{"color",		"0 0.5 0.8"},
	{"flag",		"USE_COUNT"},
	{"rem",			"count - number of times to trigger before activated"},
	{"rem",			"color - color of particles use:"},
	{"rem",			"black, blue, green, cyan, red, "},
	{"rem",			"purple, brown, ltgray, dkgray, "},
	{"rem",			"ltblue, ltgreen, ltcyan, ltpurple,"},
	{"rem",			"yellow, white"},

	//////////////////////////////
	// func_monitor
	//////////////////////////////
	{"classname",	"func_monitor"},
	{"color",		"0 0.5 0.8"},
	{"rem",			"target - the info_camera that the view will be from"},
	{"rem",			"fov - the field of view when looking through this camera"},

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

	//////////////////////////////
	// misc_lavaball_drop
	//////////////////////////////
	{"classname",	"misc_lavaball_drop"},
	{"size",		"-8 -8 -8 8 8 8"},
	{"color",		"1.0 0.5 0.0"},

	//////////////////////////////
	// misc_lavaball_toss
	//////////////////////////////
	{"classname",	"misc_lavaball_toss"},
	{"size",		"-8 -8 -8 8 8 8"},
	{"color",		"1.0 0.5 0.0"},

	{"rem",			"target = can be triggered"},
	{"rem",			"mintime = minimum time between tosses (default = 4.0 seconds)"},
	{"rem",			"maxtime = maximum time between tosses (default = 12.0 seconds)"},
	{"rem",			"damage = damage to do when an hitting something"},
	{"rem",			"upmin = minimum upward velocity (default = 200)"},
	{"rem",			"upmax = maximum upward velocity (default = 800)"},

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

	{"rem",			"sound - path to ambient sound (ie. ambience/sound.wav."},
	{"rem",			"fade - distance multiplier to make sounds fade in further away from source."},
	{"rem",			"1.0 is normal, 2.0 is twice as far."},
	{"rem",			"volume - 0 through 255.  255 is max."},

	//////////////////////////////
	// sound_ambient
	//////////////////////////////
	
	{"classname",	"trigger_fog_value"},
	{"color",		"0 1 0"},

	{"rem",			"fog_value - the value for fog density 0 - 4.  0 is off, ie. r_drawfog 0"},

	//////////////////////////////
	// node_node
	//////////////////////////////
	
	{"classname",	"node_node"},
	{"color",		"0.5 0.5 1"},
	{"size",		"-8 -8 -8 8 8 8"},
	{"flag",		"NODE_DOOR"},

	{"rem",			"number - the number of this node"},
	{"rem",			"link - the number of the node linked to (can be up to four link fields)"},

	//////////////////////////////////////////////////////////////////////////////////////////////////////
	//
	// Monsters
	// 
	//////////////////////////////////////////////////////////////////////////////////////////////////////

	////////////////////////////////////////
	// Episode 1 monsters
	////////////////////////////////////////

    {"classname",    "monster_froginator"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"rem",          "A light and refreshing monster."},
	{"rem",          "One day I will read the spec and know what this"},
	{"rem",          "monster does."},
	{"rem",          "radius - wander radius"},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "monster_crox"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"rem",          "A realistic representation of your mother"},
	{"rem",          "radius - wander radius"},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "monster_slaughterskeet"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"rem",          "A big thing with a big beak."},
	{"rem",          "radius - wander radius"},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "monster_thunderskeet"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"rem",          "A big thing with a big beak."},
	{"rem",          "radius - wander radius"},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "monster_venomvermin"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"rem",          "A big thing with a big beak."},
	{"rem",          "radius - wander radius"},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "monster_tentaclor"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"rem",          "A big thing with a big beak."},
	{"rem",          "radius - wander radius"},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "monster_sludgeminion"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"flag",		 "PATHFOLLOW"},
	{"rem",          "A big thing with a big beak."},
	{"rem",          "radius - wander radius"},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "monster_prisoner"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"rem",          "gib him."},
	{"rem",          "radius - wander radius"},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "func_prisoner_respawn"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"rem",			 "time - seconds until a new prisoner is spawned"},

    {"classname",    "monster_inmater"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-32 -32 -24 32 32 64"},
	{"flag",		 "WANDER"},
	{"flag",		 "PATHFOLLOW"},
	{"rem",          "A big thing with a big beak."},
	{"rem",          "radius - wander radius"},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},
	{"rem",			 "PATH_FOLLOW - begin following a monster path"},

    {"classname",    "monster_squid"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"rem",          "A big thing with a big beak."},
	{"rem",          "radius - wander radius"},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "monster_trackattack"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"rem",          "Track turrets need to have a target"},
	{"rem",          "which is the path_corner_track at which"},
	{"rem",          "they will start."},
	{"rem",          "Spawn about 16 units below the track to"},

    {"classname",    "monster_trackdaddy"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"rem",          "Track turrets need to have a target"},
	{"rem",          "which is the path_corner_track at which"},
	{"rem",          "they will start."},
	
    {"classname",    "monster_lasergat"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"rem",          "Track turrets need to have a target"},
	{"rem",          "which is the path_corner_track at which"},
	{"rem",          "they will start."},

    {"classname",    "monster_psyclaw"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"rem",          "A big dog without a head and a"},
	{"rem",			 "brain for a back.  Cool, eh?"},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "monster_labworker"},
	{"color",        "1.0 0.0 0.0"},
    {"size",         "-16 -16 -24 16 16 32"},
	{"flag",		 "WANDER"},
	{"rem",          "Lab worker.  Your momma."},
	{"rem",			 "Spawnflags:"},
	{"rem",			 "WANDER - monster will wander around"},

    {"classname",    "monster_battleboar"},
	{"color",        "1.0 0.0 0.0"},

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