#ifndef _G_SPAWN_H #define _G_SPAWN_H // // fields are needed for spawning from the entity string // typedef enum { F_INT, F_FLOAT, F_LSTRING, // string on disk, pointer in memory, TAG_LEVEL F_GSTRING, // string on disk, pointer in memory, TAG_GAME F_VECTOR, F_VECTOR4, F_ANGLEHACK, F_ENTITY, // index on disk, pointer in memory F_ITEM, // index on disk, pointer in memory F_CLIENT, // index on disk, pointer in memory F_IGNORE } fieldtype_t; typedef struct { char *name; int ofs; fieldtype_t type; int flags; } field_t; void SP_info_player_deathmatch(/*@shared@*/ gentity_t *ent); void SP_info_player_intermission(/*@shared@*/ gentity_t *ent); void SP_info_firstplace(/*@shared@*/ gentity_t *ent); void SP_info_secondplace(/*@shared@*/ gentity_t *ent); void SP_info_thirdplace(/*@shared@*/ gentity_t *ent); void SP_info_podium(/*@shared@*/ gentity_t *ent); void SP_func_plat (/*@shared@*/ gentity_t *ent); void SP_func_forcefield(/*@shared@*/ gentity_t *ent); void SP_func_static(/*@shared@*/ gentity_t *ent); void SP_func_rotating(/*@shared@*/ gentity_t *ent); void SP_func_bobbing(/*@shared@*/ gentity_t *ent); void SP_func_pendulum(/*@shared@*/ gentity_t *ent ); void SP_func_button(/*@shared@*/ gentity_t *ent); void SP_func_door(/*@shared@*/ gentity_t *ent); void SP_func_train(/*@shared@*/ gentity_t *ent); void SP_func_timer(/*@shared@*/ gentity_t *self); void SP_func_usable(/*@shared@*/ gentity_t *self); void SP_func_breakable(/*@shared@*/ gentity_t *self); void SP_func_door_rotating(/*@shared@*/ gentity_t *ent); void SP_func_brushmodel(/*@shared@*/ gentity_t *ent); // for brushmodel hijacking :D void SP_func_lightchange(/*@shared@*/ gentity_t *ent); // "toggling" light void SP_func_targetmover(/*@shared@*/ gentity_t *ent); void SP_func_stasis_door(/*@shared@*/ gentity_t *ent); void SP_trigger_always(/*@shared@*/ gentity_t *ent); void SP_trigger_multiple(/*@shared@*/ gentity_t *ent); void SP_trigger_push(/*@shared@*/ gentity_t *ent); void SP_trigger_teleport(/*@shared@*/ gentity_t *ent); void SP_trigger_hurt(/*@shared@*/ gentity_t *ent); void SP_trigger_transporter(/*@shared@*/ gentity_t *ent); void SP_trigger_radiation(/*@shared@*/ gentity_t *ent); void SP_target_remove_powerups(/*@shared@*/ gentity_t *ent); void SP_target_give(/*@shared@*/ gentity_t *ent); void SP_target_delay(/*@shared@*/ gentity_t *ent); void SP_target_speaker(/*@shared@*/ gentity_t *ent); void SP_target_print(/*@shared@*/ gentity_t *ent); void SP_target_laser(/*@shared@*/ gentity_t *self); void SP_target_character(/*@shared@*/ gentity_t *ent); void SP_target_teleporter(/*@shared@*/ gentity_t *ent); void SP_target_relay(/*@shared@*/ gentity_t *ent); void SP_target_kill(/*@shared@*/ gentity_t *ent); void SP_target_location(/*@shared@*/ gentity_t *ent); void SP_target_push(/*@shared@*/ gentity_t *ent); void SP_target_counter(/*@shared@*/ gentity_t *self); void SP_target_objective(/*@shared@*/ gentity_t *self); void SP_target_boolean(/*@shared@*/ gentity_t *ent); //RPG-X | Phenix | 13/06/2004 void SP_target_gravity(/*@shared@*/ gentity_t *ent); //RPG-X | Phenix | 13/06/2004 void SP_target_shake(/*@shared@*/ gentity_t *ent); //RPG-X | Phenix | 16/11/2004 void SP_target_evosuit(/*@shared@*/ gentity_t *ent); //RPG-X | Phenix | 16/11/2004 void SP_target_turbolift(/*@shared@*/ gentity_t *ent); //RPG-X | TiM void SP_target_doorLock(/*@shared@*/ gentity_t *ent); //RPG-X | GSIO01 | 08/05/2009 void SP_target_repair(/*@shared@*/ gentity_t *ent); //RPG-X | GSIO01 | 09/05/2009 void SP_target_alert(/*@shared@*/ gentity_t *ent); //RPG-X | GSIO01 | 11/05/2009 void SP_target_warp(/*@shared@*/ gentity_t *ent); //RPG-X | GSIO01 | 19/05/2009 void SP_target_deactivate(/*@shared@*/ gentity_t *ent); void SP_target_serverchange(/*@shared@*/ gentity_t *ent); void SP_target_levelchange(/*@shared@*/ gentity_t *ent); void SP_target_shaderremap(/*@shared@*/ gentity_t *ent); void SP_target_selfdestruct(/*@shared@*/ gentity_t *ent); void SP_target_zone(/*@shared@*/ gentity_t *ent); void SP_target_shiphealth(/*@shared@*/ gentity_t *ent); void SP_light(/*@shared@*/ gentity_t *self); void SP_info_null(/*@shared@*/ gentity_t *self); void SP_info_notnull(/*@shared@*/ gentity_t *self); void SP_info_camp(/*@shared@*/ gentity_t *self); void SP_path_corner(/*@shared@*/ gentity_t *self); void SP_misc_model(/*@shared@*/ gentity_t *ent); void SP_misc_model_breakable(/*@shared@*/ gentity_t *ent); void SP_misc_portal_camera(/*@shared@*/ gentity_t *ent); void SP_misc_portal_surface(/*@shared@*/ gentity_t *ent); void SP_misc_turret(/*@shared@*/ gentity_t *base); void SP_laser_arm(/*@shared@*/ gentity_t *base); void SP_misc_ammo_station(/*@shared@*/ gentity_t *ent); void SP_shooter_rocket(/*@shared@*/ gentity_t *ent); void SP_shooter_plasma(/*@shared@*/ gentity_t *ent); void SP_shooter_grenade(/*@shared@*/ gentity_t *ent); void SP_shooter_torpedo(/*@shared@*/ gentity_t *ent); // extra Trek stuff void SP_fx_spark (/*@shared@*/ gentity_t *ent); void SP_fx_steam (/*@shared@*/ gentity_t *ent); void SP_fx_bolt (/*@shared@*/ gentity_t *ent); void SP_fx_transporter(/*@shared@*/ gentity_t *ent); void SP_fx_drip(/*@shared@*/ gentity_t *ent); //RPG-X - TiM: SP ripped visual FX void SP_fx_fountain(/*@shared@*/ gentity_t *ent); void SP_fx_surface_explosion(/*@shared@*/ gentity_t *ent); void SP_fx_blow_chunks(/*@shared@*/ gentity_t *ent); void SP_fx_smoke(/*@shared@*/ gentity_t *ent); void SP_fx_electrical_explosion(/*@shared@*/ gentity_t *ent); //RPG-X | RPG-X | 09/05/2009: additional Trek fx void SP_fx_phaser(/*@shared@*/ gentity_t *ent); void SP_fx_torpedo(/*@shared@*/ gentity_t *ent); //RPG-X | RPG-X | 01/07/2009: additional fx void SP_fx_particleFire(/*@shared@*/ gentity_t *ent); void SP_fx_fire(/*@shared@*/ gentity_t *ent); // Additional ports from SP by Harry Young void SP_fx_cooking_steam(/*@shared@*/ gentity_t *ent); void SP_fx_electricfire(/*@shared@*/ gentity_t *ent); //void SP_fx_forge_bolt( gentity_t *ent ); //void SP_fx_plasma( gentity_t *ent ); //void SP_fx_stream( gentity_t *ent ); //void SP_fx_transporter_stream( gentity_t *ent ); //void SP_fx_explosion_trail( gentity_t *ent ); //void SP_fx_borg_energy_beam( gentity_t *ent ); void SP_fx_shimmery_thing(/*@shared@*/ gentity_t *ent); void SP_fx_borg_bolt(/*@shared@*/ gentity_t *ent); // new mover void SP_func_mover(/*@shared@*/ gentity_t *ent); void SP_path_point(/*@shared@*/ gentity_t *ent); // ui entities void SP_ui_transporter(/*@shared@*/ gentity_t *ent); void SP_ui_msd(/*@shared@*/ gentity_t *ent); void SP_ui_holodeck(/*@shared@*/ gentity_t *ent); // cinematic entities void SP_cinematic_camera(/*@shared@*/ gentity_t *ent); #endif /* _G_SPAWN_H */