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, 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, modelindex) \
FIELD_SCALAR(fld, modelscale) \
FIELD_SCALAR(fld, model) \
+ FIELD_SCALAR(fld, monster_moveflags) \
FIELD_SCALAR(fld, movetype) \
FIELD_SCALAR(fld, netname) \
FIELD_SCALAR(fld, nextthink) \
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, respawntimejitter) \
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, 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) \