ObjectCreateStruct OCS full struct
Hello 
usefull for http://www.mpgh.net/forum/207-combat...l-spawner.html
Credits: dcomicboy (idk his name)

Code:
struct ObjectCreateStruct {
ObjectCreateStruct() {
Clear();
}
void Clear()
{
m_ObjectType = 0;
m_ContainerCode = 0;
m_Flags = 0;
m_Flags2 = 0;
m_nRenderGroup = 0;
m_GlobalForceOverride.Init();
m_Pos.Init();
m_Scale.Init(1.0f, 1.0f, 1.0f);
m_Rotation.Init();
m_UserData = 0;
m_hClass = 0;
m_Filename[0] = 0;
uint32 i;
for (i=0; i < MAX_MODEL_TEXTURES; i++) {
m_SkinNames[i][0] = 0;
}
for (i=0; i < MAX_MODEL_RENDERSTYLES; i++) {
m_RenderStyleNames[i][0] = 0;
}
for (i=1; i < MAX_CHILD_MODELS ; i++ )
{
m_Filenames[i][0]= 0;
}
m_Name[0] = 0;
m_NextUpdate = 0.0f;
m_cProperties.Reset();
}
uint16 m_ObjectType;
uint16 m_ContainerCode;
uint32 m_Flags;
uint32 m_Flags2;
uint8 m_nRenderGroup;
LTVector m_GlobalForceOverride;
LTVector m_Pos;
LTVector m_Scale;
LTRotation m_Rotation;
uint32 m_UserData;
HCLASS m_hClass;
union {
char m_Filename[MAX_CS_FILENAME_LEN+1]; //!
char m_Filenames[MAX_CHILD_MODELS][MAX_CS_FILENAME_LEN +1];
};
union {
char m_SkinName[MAX_CS_FILENAME_LEN+1]; //!
char m_SkinNames[MAX_MODEL_TEXTURES][MAX_CS_FILENAME_LEN+1];
};
union {
char m_RenderStyleName[MAX_CS_FILENAME_LEN+1]; //!
char m_RenderStyleNames[MAX_MODEL_RENDERSTYLES][MAX_CS_FILENAME_LEN+1];
};
//! This object's name.
char m_Name[MAX_CS_FILENAME_LEN+1];
//! This will be the object's starting NextUpdate.
float m_NextUpdate;
//! List of properties
GenericPropList m_cProperties;
};
Credits: dcomicboy (idk his name)


