mirror of
https://github.com/ioquake/jedi-academy.git
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155 lines
2.9 KiB
Text
155 lines
2.9 KiB
Text
;rww - this file will allow you to override the number of bits any given
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;entityState value is sent across the network in for your mod. Do not
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;mess with this unless you know what you're doing as it's easily possible
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;to mess something up terribly. Just remove the ; in front of any of the
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;values that you want to override and use the desired bit num. 0 is a
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;special-case value, it means to send across as a float. GENTITYNUM_BITS
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;means to send in as many bits as it takes to send the highest possible
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;entity number.
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;
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;pos.trTime, 32
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;pos.trBase[0], 0
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;pos.trBase[1], 0
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;pos.trDelta[0], 0
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;pos.trDelta[1], 0
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;pos.trBase[2], 0
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;apos.trBase[1], 0
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;pos.trDelta[2], 0
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;apos.trBase[0], 0
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;event, 10
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;angles2[1], 0
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;eType, 8
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;torsoAnim, 16
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;forceFrame, 16
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;eventParm, 8
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;legsAnim, 16
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;torsoFlip, 1
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;legsFlip, 1
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;groundEntityNum, GENTITYNUM_BITS
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;pos.trType, 8
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;eFlags, 32
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;bolt1, 8
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;bolt2, GENTITYNUM_BITS
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;trickedentindex, 16
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;trickedentindex2, 16
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;trickedentindex3, 16
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;trickedentindex4, 16
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;speed, 0
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;fireflag, 2
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;genericenemyindex, 32
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;activeForcePass, 6
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;emplacedOwner, 32
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;otherEntityNum, GENTITYNUM_BITS
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;weapon, 32
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;clientNum, GENTITYNUM_BITS
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;angles[1], 0
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;pos.trDuration, 32
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;apos.trType, 8
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;origin[0], 0
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;origin[1], 0
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;origin[2], 0
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;solid, 24
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;owner, GENTITYNUM_BITS
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;teamowner, 8
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;shouldtarget, 1
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;powerups, 16
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;modelGhoul2, 8
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;g2radius, 8
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;modelindex, -16
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;otherEntityNum2, GENTITYNUM_BITS
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;loopSound, 8
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;loopIsSoundset, 1
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;soundSetIndex, 8
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;generic1, 8
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;origin2[2], 0
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;origin2[0], 0
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;origin2[1], 0
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;modelindex2, 8
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;angles[0], 0
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;time, 32
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;apos.trTime, 32
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;apos.trDuration, 32
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;apos.trBase[2], 0
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;apos.trDelta[0], 0
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;apos.trDelta[1], 0
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;apos.trDelta[2], 0
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;time2, 32
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;angles[2], 0
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;angles2[0], 0
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;angles2[2], 0
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;constantLight, 32
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;frame, 16
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;saberInFlight, 1
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;saberEntityNum, GENTITYNUM_BITS
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;saberMove, 8
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;forcePowersActive, 32
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;isJediMaster, 1
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;isPortalEnt, 1
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;heldByClient, 6
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;ragAttach, GENTITYNUM_BITS
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;iModelScale, 10
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;brokenLimbs, 8
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;boltToPlayer, 6
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;hasLookTarget, 1
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;lookTarget, GENTITYNUM_BITS
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;
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;customRGBA[0], 8
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;customRGBA[1], 8
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;customRGBA[2], 8
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;customRGBA[3], 8
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;
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;health, 10
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;maxhealth, 10
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;
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;npcSaber1, 9
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;npcSaber2, 9
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;
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;csSounds_Std, 8
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;csSounds_Combat, 8
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;csSounds_Extra, 8
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;csSounds_Jedi, 8
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;
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;surfacesOn, 32
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;surfacesOff, 32
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;
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;boneIndex1, 6
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;boneIndex2, 6
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;boneIndex3, 6
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;boneIndex4, 6
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;
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;boneOrient, 9
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;
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;boneAngles1[0], 0
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;boneAngles1[1], 0
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;boneAngles1[2], 0
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;
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;boneAngles2[0], 0
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;boneAngles2[1], 0
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;boneAngles2[2], 0
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;
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;boneAngles3[0], 0
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;boneAngles3[1], 0
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;boneAngles3[2], 0
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;
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;boneAngles4[0], 0
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;boneAngles4[1], 0
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;boneAngles4[2], 0
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;
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;NPC_class, 8
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;
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;m_iVehicleNum, 10
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;
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;eFlags2,10
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;
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;userInt1, 1
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;userInt2, 1
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;userInt3, 1
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;userFloat1, 1
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;userFloat2, 1
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;userFloat3, 1
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;userVec1[0], 1
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;userVec1[1], 1
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;userVec1[2], 1
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;userVec2[0], 1
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;userVec2[1], 1
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;userVec2[2], 1
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