765 lines
No EOL
19 KiB
C++
765 lines
No EOL
19 KiB
C++
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//**************************************************************************
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//**
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//** entity.hc
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//**
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//** $Header: /H2 Mission Pack/HCode/entity.hc 17 3/23/98 5:48p Mgummelt $
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//**
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//**************************************************************************
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// SYSTEM FIELDS -----------------------------------------------------------
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// (entvars_t C structure, *** = don't modify in HexC) ---------------------
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// *** Model index in the precached list.
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.float modelindex;
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// *** Origin + mins / maxs
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.vector absmin, absmax;
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// Local time for entity.
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.float ltime;
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.float movetype;
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.float solid;
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// ***
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.vector origin;
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// ***
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.vector oldorigin;
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.vector velocity;
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.vector angles;
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.vector avelocity;
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// Temp angle adjust from damage or recoil.
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.vector punchangle;
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// Spawn function.
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.string classname;
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.string model;
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.float frame;
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.float skin;
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.float effects;
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.float scale;
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.float drawflags;
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.float abslight;
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// Bounding box extents relative to origin.
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.vector mins, maxs;
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// maxs - mins
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.vector size;
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// Which clipping hull to use.
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.float hull;
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.void() touch;
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.void() use;
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.void() think;
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// For doors or plats, called when can't push other.
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.void() blocked;
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.float nextthink;
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.entity groundentity;
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// Stats
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.float stats_restored;
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.float frags;
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.float weapon;
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.string weaponmodel;
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.float weaponframe;
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.float health; // HP
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.float max_health; // Max HP
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.float playerclass; // 0 (none), 1-4
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.float bluemana; // Blue mana
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.float greenmana; // Green mana
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.float max_mana; // Maximum amount of mana for current class / level
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.float armor_amulet; // Health of amulet armor
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.float armor_bracer; // Health of bracer armor
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.float armor_breastplate; // Health of breastplate armor
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.float armor_helmet; // Health of helmet armor
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.float level; // Player level
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.float intelligence; // Player INT
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.float wisdom; // Player WIS
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.float dexterity; // Player DEX
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.float strength; // Player STR
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.float experience; // Accumulated experience points
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.float ring_flight; // Health of rings 0 - 100
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.float ring_water; //
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.float ring_turning; //
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.float ring_regeneration; //
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.float haste_time; // When hast is depleted
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.float tome_time; // When tome of power is depleted
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.string puzzle_inv1; // Puzzle piece inventory...
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.string puzzle_inv2;
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.string puzzle_inv3;
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.string puzzle_inv4;
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.string puzzle_inv5;
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.string puzzle_inv6;
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.string puzzle_inv7;
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.string puzzle_inv8;
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// Experience this entity is worth when killed or used.
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.float experience_value;
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// Bit flags.
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.float items;
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.float takedamage;
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.entity chain;
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.float deadflag;
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// Add to origin to get eye point.
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.vector view_ofs;
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// Fire.
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.float button0;
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// Use.
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.float button1;
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// Jump.
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.float button2;
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// Weapon changes, misc.
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.float impulse;
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.float fixangle;
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// View / targeting angle for players.
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.vector v_angle;
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// Calculated pitch angle for slopes.
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.float idealpitch;
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.float idealroll;
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.float hoverz;
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.string netname;
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.entity enemy;
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.float flags;
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.float flags2;
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.float artifact_flags;
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.float colormap;
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.float team;
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.float light_level;
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// Don't back up.
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.float teleport_time;
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// Save this fraction of incoming damage.
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.float armortype;
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.float armorvalue;
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// 0 = not in, 1 = feet, 2 = waist, 3 = eyes.
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.float waterlevel;
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// A contents value.
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.float watertype;
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// 0 = not in a friction entity, else the friction of the entity.
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.float friction;
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.float ideal_yaw;
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.float yaw_speed;
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//rj.entity aiment;
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// A pathentity or an enemy. also used by axeblade for it's tail
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.entity goalentity;
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.float spawnflags;
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// The target of this entity.
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.string target;
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.string targetname;
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// Damage is accumulated through a frame and sent as one single
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// message, so the super shotgun doesn't generate huge messages.
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.float dmg_take;
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.float dmg_save;
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.entity dmg_inflictor;
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// Who launched a missile.
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.entity owner;
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// Mostly or doors, but also used for waterjump.
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.vector movedir;
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// Trigger messages.
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.float message;
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// Either a CD track number or a sound number.
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.float soundtype;
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// Contains names of .WAVs to play.
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.string noise, noise1, noise2, noise3;
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.float rings; // Which rings hero has
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.float rings_active; // Shows which rings have been activated
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.float rings_low; // Shows which rings are low on power
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.float artifacts; // Which artifact hero has
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.float artifact_active; // Shows which artifact have been activated
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.float artifact_low; // Shows which artifact is running out
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.float hasted; // % of normal speed player has been hasted
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.float inventory; // Which item is currently chosen?
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//rj.float ordr_cnt; // Number of items in order
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// make sure you change references to:
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// max_ammo2() DropBackpack() BackpackTouch()
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// when adding or changing inventory fields
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.float cnt_torch; // Count of inventory item - Torch
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.float cnt_h_boost; // Count of inventory item - Health Boost
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.float cnt_sh_boost; // Count of inventory item - Super Health Boost
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.float cnt_mana_boost; // Count of inventory item - Mana Boost
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.float cnt_teleport; // Count of inventory item - Teleport
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.float cnt_tome; // Count of inventory item - Tome of Power
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.float cnt_summon; // Count of inventory item - Summon
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.float cnt_invisibility; // Count of inventory item - Invisibility
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.float cnt_glyph; // Count of inventory item - Glyph of the Ancients
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.float cnt_haste; // Count of inventory item - Haste
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.float cnt_blast; // Count of inventory item - Blast Radius
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.float cnt_polymorph; // Count of inventory item - Polymorph
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.float cnt_flight; // Count of inventory item - Flight
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.float cnt_cubeofforce; // Count of inventory item - Cube of Force
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.float cnt_invincibility; // Count of inventory item - Invincibility
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.entity cameramode;
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.entity movechain;
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.void() chainmoved;
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.float string_index; // Index used for global string table
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// END SYSTEM FIELDS -------------------------------------------------------
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// Flag the compiler.
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void end_sys_fields;
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// World fields
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.string wad;
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.string map;
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.float worldtype; // 0=medieval 1=metal 2=base
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.string killtarget;
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.string failtarget;
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.string close_target;
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// QuakeEd fields
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.float light_lev; // Not used by game, but parsed by light util
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.float style;
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// Monster AI, doubled over for player
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.void() th_stand;
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.void() th_walk; //player_crouch_move
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.void() th_run;
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.void() th_missile; //player_attack
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.void() th_melee;
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.void(entity attacker, float damage) th_pain;
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.void() th_die;
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.void() th_save; // In case you need to save/restore a thinking state
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// Mad at this player before taking damage.
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.entity oldenemy;
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.float speed;
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.float lefty;
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.float search_time;
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.float attack_state;
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// Monster AI stuff
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.float monster_stage;
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.float monster_duration; // Stage duration
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.float monster_awake;
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.float monster_check;
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.vector monster_last_seen;
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// because of how physics works, certain calls to the touch
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// function of other entities involving the player do not
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// allow you to adjust the velocity, so you have to do it
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// outside of the inner physics stuff
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.vector adjust_velocity;
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.union //must all be the same type!
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{ // Entity type specific stuff
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struct // player stuff
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{
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float splash_time; // When to generate the next splash
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float camera_time; //
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float weaponframe_cnt; //
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float attack_cnt; // Shows which attack animation can be used
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float ring_regen_time; // When to add the next point of health
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float ring_flight_time; // When to update ring of flight health
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float ring_water_time; // When to update ring of waterbreathing health
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float ring_turning_time;// When to update ring of turning health
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float super_damage; // Player does this much more damage (Like Crusader with Special Ability #2)
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float super_damage_low; // Flag the super damage is low
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float puzzles_cheat; // Allows player past puzzle triggers
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float camptime; // Amount of time player has been motionless
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float crouch_time; // Next time player should run crouch subroutine
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float crouch_stuck; // If set this means the player has released the crouch key in an area too small to uncrouch in
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float divine_time; // Amount of time flash happens in divine intervention
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float act_state; // Anim info
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float raven_cnt; // Number of raven's this guys has in the world
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float newclass; // If doing a quick class change
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float sheep_call;
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};
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/* struct // Talking heads
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{
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float voice1; // When to generate the next splash
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float voice2;
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float voice3;
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float voice4;
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float voice5;
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float voice6;
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float voice7;
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float voice8;
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float voice9;
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float voice10;
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float delay1;
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float delay2;
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float delay3;
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float delay4;
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float delay5;
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float delay6;
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float delay7;
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float delay8;
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float delay9;
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float delay10;
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float loop;
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};
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*/
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struct
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{ // Fallen Angel
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float fangel_SaveFrame;
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float fangel_Count;
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float shoot_cnt;
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float shoot_time; // Time of last shot
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float z_movement;
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float z_duration;
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float drop_time;
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};
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struct
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{ // Fallen Angel's Spell
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float spell_angle;
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};
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struct
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{ // Hydra
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float hydra_FloatTo;
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float hydra_chargeTime;
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};
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struct
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{ // Spider
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float spiderType; // SPIDER_? types
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float spiderActiveCount; // Tallies "activity"
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float spiderGoPause; // Active/pause threshold
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float spiderPauseLength; // Pause duration in frames
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float spiderPauseCount; // Tallies paused frames
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};
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struct
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{ // Scorpion
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float scorpionType; // SCORPION_? types
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float scorpionRest; // Resting state counter
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float scorpionWalkCount; // Counts walking frames
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};
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struct
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{ // Golem
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float golemSlideCounter;
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float golemBeamDelay;
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float golemBeamOff1;
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float golemBeamOff2;
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};
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struct
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{ // Imp
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float impType; // IMP_? types
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};
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struct
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{ // Mummy
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float parts_gone;
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float mummy_state;
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float mummy_state_time;
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};
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struct
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{ // Artifacts
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float artifact_respawn; // Should respawn?
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float artifact_ignore_owner_time;
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float artifact_ignore_time;
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};
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struct
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{ // Rider path
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float next_path_1;
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float next_path_2;
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float next_path_3;
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float next_path_4;
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float path_id;
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float next_path_5;
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float next_path_6;
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};
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struct
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{ // Rider triggers
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float rt_chance;
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};
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struct
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{ // Rider data
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float rider_gallop_mode;
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float rider_last_y_change;
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float rider_y_change;
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float rider_death_speed;
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float rider_path_distance;
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float rider_move_adjustment;
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};
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struct
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{ // War rider axe
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float waraxe_offset;
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float waraxe_horizontal;
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float waraxe_track_inc;
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float waraxe_track_limit;
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float waraxe_max_speed;
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float waraxe_max_height;
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};
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struct
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{ // War rider's quake
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float wrq_effect_id;
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float wrq_radius;
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float wrq_count;
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};
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struct
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{ // Rider's beam
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float beam_angle_a;
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float beam_angle_b;
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float beam_max_scale;
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float beam_direction;
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float beam_speed;
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};
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struct
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{ // Used by smoke generator
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float z_modifier;
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};
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struct
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{
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float last_health; // Used by bell entity
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};
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struct // For raven staff Ravens
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{
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float idealpitch;
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float pitchdowntime;
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float searchtime; // Amount of time bird has been searching
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float next_action; // Next time to take action
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float searchtime; // When search was first started
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float damage_max; // Amount of damage each raven can do before it has to leave
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};
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struct
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{ // fish
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float fish_speed;
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float fish_leader_count;
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};
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struct
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{ // Used by particle explosion entity.
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float exploderadius;
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};
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struct
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{ // Skull missiles from skullwizard
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float scream_time;
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};
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struct
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{ // Pestalance's Hive
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float beginframe;
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};
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struct
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{ // Soul spheres
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float sound_time;
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};
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struct
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{ // Cube of force
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float shot_cnt; // Number of shots the force cube has shot
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};
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struct
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{ // Trigger field
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float failchance; // percentage (chance) that trigger will not fire
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vector dest, dest1, dest2; //9 spots unioned
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};
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};
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//Needed to remember set gravity compared to other grav changes
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.float standard_grav;
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// Once we can do unions above end_sys, have this with the field 'playerclass'
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.float monsterclass;
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.float turn_time;
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// Triggers / doors
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.string puzzle_piece_1;
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.string puzzle_piece_2;
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.string puzzle_piece_3;
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.string puzzle_piece_4;
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.float no_puzzle_msg;
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// Puzzle Item
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.string puzzle_id;
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// More rider stuff that can't be in the union
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.entity path_current;
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.vector oldangles;
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.string lastweapon; // Weapon model player had before changing to camera mode
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.float lifetime;
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.float lifespan;
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.float walkframe;
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.float wfs; // Weapon frame state
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.float attack_finished;
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.float pain_finished;
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.float invisible_finished;
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.float invincible_time, invincible_sound;
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.float invisible_time;
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.float super_damage_time;
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// Set to time+0.2 whenever a client fires a weapon or takes damage.
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// Used to alert monsters that otherwise would let the player go.
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.float show_hostile;
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// Player jump flag.
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.float jump_flag;
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// Player swimming sound flag.
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.float swim_flag;
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// When time > air_finished, start drowning.
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.float air_finished;
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// Keeps track of the number of bubbles.
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.float bubble_count;
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.union
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{
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// Keeps track of how the player died.
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struct
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{
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string deathtype;
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};
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struct
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{
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string spawnername;
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};
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struct
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{
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string mdl;
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};
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};
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// Object stuff.
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.vector mangle; // Angle at start
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// Only used by secret door.
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.vector oldorigin;
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.float t_length, t_width;
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// Things color.
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.float color;
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// Count of things (used by rain entity)
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.float counter;
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// Can these be made part of a union??
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.float plaqueflg; // 0 if not using a plaque, 1 if using a plaque
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.vector plaqueangle; // Angle player was facing when the plaque was touched
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// Doors, etc.
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//.vector dest, dest1, dest2;
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.float wait; // Time from firing to restarting
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.float delay; // Time from activation to firing
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.entity trigger_field; // Door's trigger entity
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.string noise4;
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// Monsters.
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.float pausetime;
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.entity pathentity;
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// Doors.
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.float aflag;
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.float dmg; // Damage done by door when hit
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// Misc flag.
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.float cnt;
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// What type of thing is this?
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.float thingtype;
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// Amount of time left on torch.
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.float torchtime;
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// Next torch think.
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.void() torchthink;
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// Amount of time left on the super health.
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.float healthtime;
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// Subs
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.void() think1;
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.vector finaldest, finalangle;
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// For counting triggers
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.float count;
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.float spawn_health; // Set to >0 to spawn instant health
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// Plats/doors/buttons
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.float lip;
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.float state;
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.vector pos1, pos2; // Top and bottom positions
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.float height;
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// Sounds
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//.float waitmin, waitmax;
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//.float distance;
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//.float volume;
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.vector orgnl_mins, orgnl_maxs; // original bounding box
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.float veer; //Amount of veer when Veer function called (included in HomeThink Function)
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//The higher the number, the more drastic the wander is.
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.float homerate;//Turning rate on homing missiles, is used as the nextthink time
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//so the lower the number, the tighter thr turn radius.
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//From the SpiralThink function, a value of FALSE will
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//stop it from randomly homing while spiraling,
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//a value of TRUE will allow it to randomly Home, but
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//does not effect rate of homing since it only calls
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//it randomly.
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.float mass; //NOTE: 1 = @18.5 pounds.
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//How much they weigh- should be used in all velocity mods
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//(pushing, impact, throwing). Used as a divider, so
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//the higher the number, the higher the mass, the less
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//distance it will go. Make sure it's >0
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//Buttons and pressure plates can use this too so that
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//if a light object is placed on it, it won't activate
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//(but it should be cumulative so that you can stack several
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//light objects to increase mass and activate it)
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//Also, a light player (featherfall?) could get around
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//certain traps?
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.float onfire; //A value that, when FALSE means the object is not on
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//fire. A greater than zero value indicates how fast
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//the thing is burning. The higher the number, the higher
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//the damage and the more flames.
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.vector o_angle;//Just to remember an old angle or vector
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//Player
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.float bloodloss;//For the Bleed() function which will remove health
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//and add graphic. Set to 666 for beheading death.
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.float oldweapon;//For remembering your last weapon, has many uses
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//Monsters (and some projectiles)
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.entity controller; //What is the owner of this thing, this allows
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//it to touch it's owner if you set the owner
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//to self.
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.float init_modelindex;//initial model index, so you can switch away and back
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.string init_model;
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//Player Only th_***
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.void() th_swim;
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.void() th_jump;
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.void() th_fly;
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.void() th_die1;
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.void() th_die2;
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.void() th_goredeath;
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.float last_attack; //Used for weapons that go into rest mode after
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//a while
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.entity shield;
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.float frozen; //Can't be a flag, is a counter
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.float oldskin;
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.void() oldthink;
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.void() th_weapon;
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.float decap; //To know if was beheaded, not a flag, set to 2 if
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//head should explode
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.string headmodel;
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.void() oldtouch; //These two are for when you're frozen and thaw out
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.float oldmovetype;
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.float target_scale;
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.float scalerate;
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.float blizzcount;
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.float tripwire_cnt;
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.float imp_count;
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.vector proj_ofs; //Projectile offset, different from view_ofs.
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.entity catapulter;
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.float catapult_time;
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.float last_onground; //Timer- helps keep track of how long something has been in the air.
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|
.vector pos_ofs; //Position ofset
|
|
.vector angle_ofs; //Angle offset
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|
.float safe_time; //How long after a tornado throws you that it cant pick you up again
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|
.float absorb_time; //for 0.3 seconds after crouching, you will absorb 1/2 of your falling damage upon impact
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|
.float mintel; //Monster intelligence- temp since entity.hc was checked out
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|
.vector wallspot; //Last place enemy was seen- for waypoint ai
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|
.vector walldir;
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|
.vector lastwaypointspot;//explains itself
|
|
.entity lockentity; //for waypoint system
|
|
.float last_impact; //Last time touch function was called
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|
|
.float inactive;
|
|
.float msg2;
|
|
.string msg3;
|
|
.string nexttarget; //For target transferral
|
|
.float gravity; //Gravity, duh
|
|
.float upside_down;
|
|
.float lightvalue1;
|
|
.float lightvalue2;
|
|
.float fadespeed;
|
|
.float point_seq; //Waypoint sequence number
|
|
.float sheep_time; //How long you will be a sheep for
|
|
.float sheep_sound_time;
|
|
.float still_time; //How long she's been standing still
|
|
.float visibility_offset; //How hard it is to see and aim at entity, from 0 to 1
|
|
//0 is totally visible, 1 is invisible
|
|
.float check_ok; //For trigger check, instead of re-using aflag
|
|
.entity check_chain; //for trigger_check, keeps track of it's targetted entities
|
|
|
|
.void() th_init; //Monster function you spawned with
|
|
.float freeze_time;
|
|
.float level_frags;
|
|
.float visibility;
|
|
|
|
entity sight_entity; //So monsters wake up other monsters
|
|
.entity viewentity;
|
|
.float sv_flags; //temp serverflags fix
|
|
|
|
.float dmgtime;
|
|
.float healamount, healtype;
|
|
.float anglespeed;
|
|
.float angletime;
|
|
.float movetime;
|
|
.float hit_z;
|
|
.float torncount;
|
|
.entity path_last;
|
|
.float dflags;
|
|
.float init_exp_val;
|
|
.vector init_org;
|
|
|
|
.float fire_damage;
|
|
.float scoped; |