+ #define FIELDS_UNION(fld) \
+ FIELD_SCALAR(fld, Version) \
+ FIELD_SCALAR(fld, ammo_cells) \
+ FIELD_SCALAR(fld, ammo_nails) \
+ FIELD_SCALAR(fld, ammo_rockets) \
+ FIELD_SCALAR(fld, armorvalue) \
+ FIELD_SCALAR(fld, atten) \
+ FIELD_SCALAR(fld, bgmscriptdecay) \
+ FIELD_SCALAR(fld, bgmscriptsustain) \
+ FIELD_SCALAR(fld, bgmscript) \
+ FIELD_SCALAR(fld, button0) \
+ FIELD_SCALAR(fld, cnt) \
+ FIELD_SCALAR(fld, colormap) \
+ FIELD_SCALAR(fld, count) \
+ FIELD_SCALAR(fld, curvetarget) \
+ FIELD_SCALAR(fld, cvarfilter) \
+ FIELD_SCALAR(fld, debrisdamageforcescale) \
+ FIELD_SCALAR(fld, debrisfadetime) \
+ FIELD_SCALAR(fld, debristimejitter) \
+ FIELD_SCALAR(fld, debristime) \
+ FIELD_SCALAR(fld, debris) \
+ FIELD_SCALAR(fld, delay) \
+ FIELD_SCALAR(fld, dmgtime) \
+ FIELD_SCALAR(fld, dmg) \
+ FIELD_SCALAR(fld, dmg_edge) \
+ FIELD_SCALAR(fld, dmg_force) \
+ FIELD_SCALAR(fld, dmg_radius) \
+ FIELD_SCALAR(fld, effects) \
+ FIELD_SCALAR(fld, flags) \
+ FIELD_SCALAR(fld, fog) \
+ FIELD_SCALAR(fld, frags) \
+ FIELD_SCALAR(fld, frame) \
+ FIELD_SCALAR(fld, gametypefilter) \
+ FIELD_SCALAR(fld, geomtype) \
+ FIELD_SCALAR(fld, gravity) \
+ FIELD_SCALAR(fld, health) \
+ FIELD_SCALAR(fld, height) \
+ FIELD_SCALAR(fld, impulse) \
+ FIELD_SCALAR(fld, killtarget) \
+ FIELD_SCALAR(fld, lerpfrac) \
+ FIELD_SCALAR(fld, light_lev) \
+ FIELD_SCALAR(fld, lip) \
+ FIELD_SCALAR(fld, loddistance1) \
+ FIELD_SCALAR(fld, lodmodel1) \
+ FIELD_SCALAR(fld, ltime) \
+ FIELD_SCALAR(fld, mdl) \
+ FIELD_SCALAR(fld, message2) \
+ FIELD_SCALAR(fld, message) \
+ FIELD_SCALAR(fld, modelindex) \
+ FIELD_SCALAR(fld, modelscale) \
+ FIELD_SCALAR(fld, model) \
+ FIELD_SCALAR(fld, monsterid) \
+ FIELD_SCALAR(fld, monster_moveflags) \
+ FIELD_SCALAR(fld, monster_name) \
+ FIELD_SCALAR(fld, movetype) \
+ FIELD_SCALAR(fld, move_movetype) \
+ FIELD_SCALAR(fld, netname) \
+ FIELD_SCALAR(fld, nextthink) \
+ FIELD_SCALAR(fld, noalign) \
+ FIELD_SCALAR(fld, noise1) \
+ FIELD_SCALAR(fld, noise2) \
+ FIELD_SCALAR(fld, noise) \
+ FIELD_SCALAR(fld, phase) \
+ FIELD_SCALAR(fld, platmovetype) \
+ FIELD_SCALAR(fld, race_place) \
+ FIELD_SCALAR(fld, radius) \
+ FIELD_SCALAR(fld, respawntimestart) \
+ FIELD_SCALAR(fld, respawntimejitter) \
+ FIELD_SCALAR(fld, respawntime) \
+ FIELD_SCALAR(fld, restriction) \
+ FIELD_SCALAR(fld, scale) \
+ FIELD_SCALAR(fld, skin) \
+ FIELD_SCALAR(fld, solid) \
+ FIELD_SCALAR(fld, sound1) \
+ FIELD_SCALAR(fld, sounds) \
+ FIELD_SCALAR(fld, spawnflags) \
+ FIELD_SCALAR(fld, speed) \
+ FIELD_SCALAR(fld, strength) \
+ FIELD_SCALAR(fld, target2) \
+ FIELD_SCALAR(fld, target3) \
+ FIELD_SCALAR(fld, target4) \
+ FIELD_SCALAR(fld, targetname) \
+ FIELD_SCALAR(fld, target) \
+ FIELD_SCALAR(fld, target_random) \
+ FIELD_SCALAR(fld, target_range) \
+ FIELD_SCALAR(fld, team) \
+ FIELD_SCALAR(fld, turret_scale_health) \
+ FIELD_SCALAR(fld, turret_scale_range) \
+ FIELD_SCALAR(fld, turret_scale_respawn) \
+ FIELD_SCALAR(fld, volume) \
+ FIELD_SCALAR(fld, wait) \
+ FIELD_SCALAR(fld, warpzone_fadeend) \
+ FIELD_SCALAR(fld, warpzone_fadestart) \
+ FIELD_SCALAR(fld, weapon) \
+ FIELD_VEC(fld, absmax) \
+ FIELD_VEC(fld, absmin) \
+ FIELD_VEC(fld, angles) \
+ FIELD_VEC(fld, avelocity) \
+ FIELD_VEC(fld, maxs) \
+ FIELD_VEC(fld, maxs) \
+ FIELD_VEC(fld, mins) \
+ FIELD_VEC(fld, modelscale_vec) \
+ FIELD_VEC(fld, velocity) \
+ /**/