void() NOTHING_function = {}; // ========================================================================== // // ========================================================================== // /* Fields in maps */ // not used by the gamecode, but some utils leave it. .float light_lev; .float style; // worldspawn .string wad; .string map; .float worldtype; // 0=medieval 1=metal 2=base // various triggers .string killtarget; .float wait; // time from firing to restarting .float delay; // time from activation to firing .float count; // for counting triggers // plats, doors, trains, etc .float speed; .float dmg; // damage done by door when hit .float lip; .float state; .float height; // secret doors .float t_length, t_width; // various .vector mangle; // angle at start /* Custom klik stuff, to be used in maps */ // for sounds .float volume, attenuation; .string noise4; .string noise5, noise6; // can't activate, can activate. .string noise7; // for items, respawn // ========================================================================== // // ========================================================================== // #if 0 // used by QSG engines .float alpha, scale; .float glow_size, glow_color; .vector colormod; #endif // plats, doors, trains, etc .vector pos1, pos2; .void() think1; // Per-player modifiers .float gravity; // Gravity Multiplier (0 to 1.0) .float maxspeed; // Used to set Maxspeed on a player // ========================================================================== // // ========================================================================== // .float mass; // for projectile collisions .float currency; .float max_armor; .float max_ammo_shells; .float max_ammo_nails; .float max_ammo_rockets; .float max_ammo_cells; .float air_finished; // Air left in lungs .float water_finished; // swim sound .float pain_finished; // pain sound // ========================================================================== // // ========================================================================== //