/*
 * =======================================================================
 *
 * Game fields to be saved.
 *
 * =======================================================================
 */

{"classname", FOFS(classname), F_LSTRING},
{"origin", FOFS(s.origin), F_VECTOR},
{"model", FOFS(model), F_LSTRING},
{"spawnflags", FOFS(spawnflags), F_INT},
{"speed", FOFS(speed), F_FLOAT},
{"accel", FOFS(accel), F_FLOAT},
{"decel", FOFS(decel), F_FLOAT},
{"target", FOFS(target), F_LSTRING},
{"targetname", FOFS(targetname), F_LSTRING},
{"pathtarget", FOFS(pathtarget), F_LSTRING},
{"deathtarget", FOFS(deathtarget), F_LSTRING},
{"killtarget", FOFS(killtarget), F_LSTRING},
{"combattarget", FOFS(combattarget), F_LSTRING},
{"message", FOFS(message), F_LSTRING},
{"team", FOFS(team), F_LSTRING},
{"wait", FOFS(wait), F_FLOAT},
{"delay", FOFS(delay), F_FLOAT},
{"random", FOFS(random), F_FLOAT},
{"move_origin", FOFS(move_origin), F_VECTOR},
{"move_angles", FOFS(move_angles), F_VECTOR},
{"style", FOFS(style), F_INT},
{"count", FOFS(count), F_INT},
{"health", FOFS(health), F_INT},
{"sounds", FOFS(sounds), F_INT},
{"light", 0, F_IGNORE},
{"dmg", FOFS(dmg), F_INT},
{"angles", FOFS(s.angles), F_VECTOR},
{"angle", FOFS(s.angles), F_ANGLEHACK},
{"mass", FOFS(mass), F_INT},
{"volume", FOFS(volume), F_FLOAT},
{"attenuation", FOFS(attenuation), F_FLOAT},
{"map", FOFS(map), F_LSTRING},

/* temp spawn vars -- only valid when the spawn function is called */
{"lip", STOFS(lip), F_INT, FFL_SPAWNTEMP},
{"distance", STOFS(distance), F_INT, FFL_SPAWNTEMP},
{"height", STOFS(height), F_INT, FFL_SPAWNTEMP},
{"noise", STOFS(noise), F_LSTRING, FFL_SPAWNTEMP},
{"pausetime", STOFS(pausetime), F_FLOAT, FFL_SPAWNTEMP},
{"item", STOFS(item), F_LSTRING, FFL_SPAWNTEMP},
{"gravity", STOFS(gravity), F_LSTRING, FFL_SPAWNTEMP},
{"sky", STOFS(sky), F_LSTRING, FFL_SPAWNTEMP},
{"skyrotate", STOFS(skyrotate), F_FLOAT, FFL_SPAWNTEMP},
{"skyaxis", STOFS(skyaxis), F_VECTOR, FFL_SPAWNTEMP},
{"minyaw", STOFS(minyaw), F_FLOAT, FFL_SPAWNTEMP},
{"maxyaw", STOFS(maxyaw), F_FLOAT, FFL_SPAWNTEMP},
{"minpitch", STOFS(minpitch), F_FLOAT, FFL_SPAWNTEMP},
{"maxpitch", STOFS(maxpitch), F_FLOAT, FFL_SPAWNTEMP},
{"nextmap", STOFS(nextmap), F_LSTRING, FFL_SPAWNTEMP},
{0, 0, 0, 0}
