Data Structures | |
struct | entity_s |
Macros | |
#define | DEFAULTFALLOFF 1.0f |
#define | DEFAULTLIGHTLEVEL 300 |
#define | LIGHT_INVERSE 2 |
#define | LIGHT_LH 5 |
#define | LIGHT_LINEAR 0 |
#define | LIGHT_NO_ATTEN 4 |
#define | LIGHT_RADIUS 1 |
#define | LIGHT_REALISTIC 3 |
#define | NOISE_PERLIN 2 |
#define | NOISE_RANDOM 0 |
#define | NOISE_SMOOTH 1 |
Typedefs | |
typedef struct entity_s | entity_t |
Functions | |
entity_t * | FindEntityWithKeyPair (const char *key, const char *value) |
void | GetVectorForKey (entity_t *ent, const char *key, vec3_t vec) |
void | LoadEntities (void) |
void | SetKeyValue (entity_t *ent, const char *key, const char *value) |
Set the value of the entity's key. More... | |
const char * | ValueForKey (entity_t *ent, const char *key) |
void | WriteEntitiesToString (void) |
Write all valid entities to the bsp file. More... | |
Variables | |
entity_t * | entities |
int | num_entities |
entity_t * | world_entity |
#define DEFAULTFALLOFF 1.0f |
#define DEFAULTLIGHTLEVEL 300 |
#define LIGHT_INVERSE 2 |
#define LIGHT_LH 5 |
#define LIGHT_LINEAR 0 |
#define LIGHT_NO_ATTEN 4 |
#define LIGHT_RADIUS 1 |
#define LIGHT_REALISTIC 3 |
#define NOISE_PERLIN 2 |
#define NOISE_RANDOM 0 |
#define NOISE_SMOOTH 1 |
void LoadEntities | ( | void | ) |
Set the value of the entity's key.
If the key does not exist, one will be added.
ent | The entity owning the key. |
key | The key to set. |
value | The value to which the key is to be set. |
void WriteEntitiesToString | ( | void | ) |
Write all valid entities to the bsp file.
Writes all entities that still have key=value
pairs to the bsp file. Only the key=value pairs are written: any brush data is left out.
entity_t* entities |
int num_entities |
entity_t* world_entity |