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Map entities and Quake C | Locked | |
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May 30 2014 Anchor | |
You may have been wondering how map authors use quake-c. Raw maps are composed of 2 sections: 1. Brush data Entity data looks like this: { A sequence of string pairs consisting of string or numeric data. When the map is compiled, entity data is included in the "{mapname}.bsp". When the engine loads the map it processes entity data last. void() item_shells = if (self.spawnflags & WEAPON_BIG2) Notes: As seen in the shells example, one bit in spawnflags is used to control setting various fields in the code with regards to a large or small box of shells. if (self.count > 0) self.aflag = self.count; Add this prior to the closing "};". The map author could now use "count" to specify shell boxes with 1 to any ammo count. |
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