#define spawnfunc_1(id) spawnfunc_2(id, FIELDS_UNION)
#define spawnfunc_2(id, whitelist) \
void __spawnfunc_##id(entity this); \
- [[accumulate]] void spawnfunc_##id(entity this) \
+ ACCUMULATE void spawnfunc_##id(entity this) \
{ \
if (!__spawnfunc_first) { \
__spawnfunc_first = true; \
FIELD_SCALAR(fld, bgmscriptsustain) \
FIELD_SCALAR(fld, bgmscript) \
FIELD_SCALAR(fld, button0) \
+ FIELD_SCALAR(fld, chmap) \
FIELD_SCALAR(fld, cnt) \
FIELD_SCALAR(fld, colormap) \
FIELD_SCALAR(fld, count) \
FIELD_SCALAR(fld, dmg_force) \
FIELD_SCALAR(fld, dmg_radius) \
FIELD_SCALAR(fld, effects) \
+ FIELD_SCALAR(fld, falloff) \
FIELD_SCALAR(fld, flags) \
FIELD_SCALAR(fld, fog) \
FIELD_SCALAR(fld, frags) \
FIELD_SCALAR(fld, frame) \
+ FIELD_SCALAR(fld, gametype) \
FIELD_SCALAR(fld, gametypefilter) \
FIELD_SCALAR(fld, geomtype) \
FIELD_SCALAR(fld, gravity) \
FIELD_SCALAR(fld, noalign) \
FIELD_SCALAR(fld, noise1) \
FIELD_SCALAR(fld, noise2) \
+ FIELD_SCALAR(fld, noise3) \
FIELD_SCALAR(fld, noise) \
FIELD_SCALAR(fld, phase) \
FIELD_SCALAR(fld, platmovetype) \
FIELD_SCALAR(fld, target_random) \
FIELD_SCALAR(fld, target_range) \
FIELD_SCALAR(fld, team) \
+ FIELD_SCALAR(fld, trigger_reverse) \
FIELD_SCALAR(fld, turret_scale_health) \
FIELD_SCALAR(fld, turret_scale_range) \
FIELD_SCALAR(fld, turret_scale_respawn) \
FIELD_VEC(fld, absmin) \
FIELD_VEC(fld, angles) \
FIELD_VEC(fld, avelocity) \
+ FIELD_VEC(fld, beam_color)\
FIELD_VEC(fld, debrisavelocityjitter) \
FIELD_VEC(fld, debrisvelocity) \
FIELD_VEC(fld, debrisvelocityjitter) \