2 ==============================================================================
4 SOURCE FOR GLOBALVARS_T C STRUCTURE
5 MUST NOT BE MODIFIED, OR CRC ERRORS WILL APPEAR
7 ==============================================================================
19 float player_localentnum; //the entnum
20 float player_localnum; //the playernum
21 float maxclients; //a constant filled in by the engine. gah, portability eh?
23 float clientcommandframe; //player movement
24 float servercommandframe; //clientframe echoed off the server
29 // global variables set by built in functions
31 vector v_forward, v_up, v_right; // set by makevectors()
33 // set by traceline / tracebox
35 float trace_startsolid;
38 vector trace_plane_normal;
39 float trace_plane_dist;
45 // required prog functions
49 float(float f, float t, float n) CSQC_InputEvent;
50 void(float w, float h) CSQC_UpdateView;
51 float(string s) CSQC_ConsoleCommand;
53 //these fields are read and set by the default player physics
58 //retrieved from the current movement commands (read by player physics)
59 float input_timelength;
61 vector input_movevalues; //forwards, right, up.
62 float input_buttons; //attack, use, jump (default physics only uses jump)
64 float movevar_gravity;
65 float movevar_stopspeed;
66 float movevar_maxspeed;
67 float movevar_spectatormaxspeed; //used by NOCLIP movetypes.
68 float movevar_accelerate;
69 float movevar_airaccelerate;
70 float movevar_wateraccelerate;
71 float movevar_friction;
72 float movevar_waterfriction;
73 float movevar_entgravity; //the local player's gravity field. Is a multiple (1 is the normal value)
75 //================================================
76 void end_sys_globals; // flag for structure dumping
77 //================================================
80 ==============================================================================
82 SOURCE FOR ENTVARS_T C STRUCTURE
83 MUST NOT BE MODIFIED, OR CRC ERRORS WILL APPEAR
85 ==============================================================================
89 // system fields (*** = do not set in prog code, maintained by C code)
91 .float modelindex; // *** model index in the precached list
92 .vector absmin, absmax; // *** origin + mins / maxs
94 .float entnum; // *** the ent number as on the server
101 .vector origin; // ***
102 .vector oldorigin; // ***
107 .string classname; // spawn function
113 .vector mins, maxs; // bounding box extents reletive to origin
114 .vector size; // maxs - mins
119 .void() blocked; // for doors or plats, called when can't push other
133 .entity owner; // who launched a missile
135 //================================================
136 void end_sys_fields; // flag for structure dumping
137 //================================================
140 ==============================================================================
142 OPTIONAL FIELDS AND GLOBALS
144 ==============================================================================
147 // Additional OPTIONAL Fields and Globals
151 ==============================================================================
155 ==============================================================================
158 const float MASK_ENGINE = 1;
159 const float MASK_ENGINEVIEWMODELS = 2;
160 const float MASK_NORMAL = 4;
162 const float RF_VIEWMODEL = 1;
163 const float RF_EXTERNALMODEL = 2;
164 const float RF_DEPTHHACK = 4;
165 const float RF_ADDATIVE = 8;
166 const float RF_USEAXIS = 16;
168 const float VF_MIN = 1; //(vector)
169 const float VF_MIN_X = 2; //(float)
170 const float VF_MIN_Y = 3; //(float)
171 const float VF_SIZE = 4; //(vector) (viewport size)
172 const float VF_SIZE_Y = 5; //(float)
173 const float VF_SIZE_X = 6; //(float)
174 const float VF_VIEWPORT = 7; //(vector, vector)
175 const float VF_FOV = 8; //(vector)
176 const float VF_FOVX = 9; //(float)
177 const float VF_FOVY = 10; //(float)
178 const float VF_ORIGIN = 11; //(vector)
179 const float VF_ORIGIN_X = 12; //(float)
180 const float VF_ORIGIN_Y = 13; //(float)
181 const float VF_ORIGIN_Z = 14; //(float)
182 const float VF_ANGLES = 15; //(vector)
183 const float VF_ANGLES_X = 16; //(float)
184 const float VF_ANGLES_Y = 17; //(float)
185 const float VF_ANGLES_Z = 18; //(float)
186 const float VF_DRAWWORLD = 19; //(float)
187 const float VF_DRAWENGINESBAR = 20; //(float)
188 const float VF_DRAWCROSSHAIR = 21; //(float)
190 const float VF_CL_VIEWANGLES = 33; //(vector)
191 const float VF_CL_VIEWANGLES_X = 34; //(float)
192 const float VF_CL_VIEWANGLES_Y = 35; //(float)
193 const float VF_CL_VIEWANGLES_Z = 36; //(float)
195 const float VF_PERSPECTIVE = 200;
197 const float STAT_HEALTH = 0;
198 const float STAT_WEAPONMODEL = 2;
199 const float STAT_AMMO = 3;
200 const float STAT_ARMOR = 4;
201 const float STAT_WEAPONFRAME = 5;
202 const float STAT_SHELLS = 6;
203 const float STAT_NAILS = 7;
204 const float STAT_ROCKETS = 8;
205 const float STAT_CELLS = 9;
206 const float STAT_ACTIVEWEAPON = 10;
207 const float STAT_TOTALSECRETS = 11;
208 const float STAT_TOTALMONSTERS = 12;
209 const float STAT_SECRETS = 13;
210 const float STAT_MONSTERS = 14;
211 const float STAT_ITEMS = 15;
212 const float STAT_VIEWHEIGHT = 16;
214 // Quake Sound Constants
215 const float CHAN_AUTO = 0;
216 const float CHAN_WEAPON = 1;
217 const float CHAN_VOICE = 2;
218 const float CHAN_ITEM = 3;
219 const float CHAN_BODY = 4;
221 const float ATTN_NONE = 0;
222 const float ATTN_NORM = 1;
223 const float ATTN_IDLE = 2;
224 const float ATTN_STATIC = 3;
226 // Frik File Constants
227 const float FILE_READ = 0;
228 const float FILE_APPEND = 1;
229 const float FILE_WRITE = 2;
231 // Quake Point Contents
232 const float CONTENT_EMPTY = -1;
233 const float CONTENT_SOLID = -2;
234 const float CONTENT_WATER = -3;
235 const float CONTENT_SLIME = -4;
236 const float CONTENT_LAVA = -5;
237 const float CONTENT_SKY = -6;
239 // Quake Solid Constants
240 const float SOLID_NOT = 0;
241 const float SOLID_TRIGGER = 1;
242 const float SOLID_BBOX = 2;
243 const float SOLID_SLIDEBOX = 3;
244 const float SOLID_BSP = 4;
245 const float SOLID_CORPSE = 5;
247 // Quake Move Constants
248 const float MOVE_NORMAL = 0;
249 const float MOVE_NOMONSTERS = 1;
250 const float MOVE_MISSILE = 2;
253 const float true = 1;
254 const float false = 0;
255 const float TRUE = 1;
256 const float FALSE = 0;
258 const float EXTRA_LOW = -99999999;
259 const float EXTRA_HIGH = 99999999;
261 const vector VEC_1 = '1 1 1';
262 const vector VEC_0 = '0 0 0';
263 const vector VEC_M1 = '-1 -1 -1';
265 const float M_PI = 3.14159265358979323846;
267 vector VEC_HULL_MIN = '-16 -16 -24';
268 vector VEC_HULL_MAX = '16 16 32';
270 // Quake Temporary Entity Constants
271 const float TE_SPIKE = 0;
272 const float TE_SUPERSPIKE = 1;
273 const float TE_GUNSHOT = 2;
274 const float TE_EXPLOSION = 3;
275 const float TE_TAREXPLOSION = 4;
276 const float TE_LIGHTNING1 = 5;
277 const float TE_LIGHTNING2 = 6;
278 const float TE_WIZSPIKE = 7;
279 const float TE_KNIGHTSPIKE = 8;
280 const float TE_LIGHTNING3 = 9;
281 const float TE_LAVASPLASH = 10;
282 const float TE_TELEPORT = 11;
283 const float TE_EXPLOSION2 = 12;
284 // Darkplaces Additions
285 const float TE_EXPLOSIONRGB = 53;
286 const float TE_GUNSHOTQUAD = 57;
287 const float TE_EXPLOSIONQUAD = 70;
288 const float TE_SPIKEQUAD = 58;
289 const float TE_SUPERSPIKEQUAD = 59;
291 // PFlags for Dynamic Lights
292 const float PFLAGS_NOSHADOW = 1;
293 const float PFLAGS_CORONA = 2;
294 const float PFLAGS_FULLDYNAMIC = 128;
296 const float EF_ADDITIVE = 32;
297 const float EF_BLUE = 64;
298 const float EF_FLAME = 1024;
299 const float EF_FULLBRIGHT = 512;
300 const float EF_NODEPTHTEST = 8192;
301 const float EF_NODRAW = 16;
302 const float EF_NOSHADOW = 4096;
303 const float EF_RED = 128;
304 const float EF_STARDUST = 2048;
305 const float EF_SELECTABLE = 16384;
307 const float PFL_ONGROUND = 1;
308 const float PFL_CROUCH = 2;
309 const float PFL_DEAD = 4;
310 const float PFL_GIBBED = 8;
313 ==============================================================================
316 EXTENSIONS ARE NOT ADDED HERE, BUT BELOW!
318 ==============================================================================
321 void(vector ang) makevectors = #1;
322 void(entity e, vector o) setorigin = #2;
323 void(entity e, string m) setmodel = #3;
324 void(entity e, vector min, vector max) setsize = #4;
328 void(entity e, float chan, string samp) sound = #8;
329 vector(vector v) normalize = #9;
330 void(string e) error = #10;
331 void(string e) objerror = #11;
332 float(vector v) vlen = #12;
333 float(vector v) vectoyaw = #13;
334 entity() spawn = #14;
335 void(entity e) remove = #15;
336 float(vector v1, vector v2, float tryents, entity ignoreentity) traceline = #16;
338 entity(entity start, .string fld, string match) find = #18;
339 void(string s) precache_sound = #19;
340 void(string s) precache_model = #20;
342 entity(vector org, float rad) findradius = #22;
344 void(string s, ...) dprint = #25;
345 string(float f) ftos = #26;
346 string(vector v) vtos = #27;
347 void() coredump = #28;
348 void() traceon = #29;
349 void() traceoff = #30;
350 void(entity e) eprint = #31;
352 float(float yaw, float dist, float settrace) walkmove = #32;
354 float() droptofloor = #34;
355 void(float style, string value) lightstyle = #35;
356 float(float v) rint = #36;
357 float(float v) floor = #37;
358 float(float v) ceil = #38;
360 float(entity e) checkbottom = #40;
361 float(vector v) pointcontents = #41;
363 float(float f) fabs = #43;
365 float(string s) cvar = #45;
366 void(string s, ...) localcmd = #46;
367 entity(entity e) nextent = #47;
368 void(vector o, vector d, float color, float count) particle = #48;
369 void() ChangeYaw = #49;
371 vector(vector v) vectoangles = #51;
372 vector(vector v, vector w) vectoangles2 = #51;
374 float(float f) sin = #60;
375 float(float f) cos = #61;
376 float(float f) sqrt = #62;
377 void(entity ent) changepitch = #63;
378 void(entity e, entity ignore) tracetoss = #64;
379 string(entity ent) etos = #65;
381 string(string s) precache_file = #68;
382 void(entity e) makestatic = #69;
384 void(string var, string val) cvar_set = #72;
386 void(vector pos, string samp, float vol, float atten) ambientsound = #74;
387 string(string s) precache_model2 = #75;
388 string(string s) precache_sound2 = #76;
389 string(string s) precache_file2 = #77;
391 float(string s) stof = #81;
393 void(vector v1, vector min, vector max, vector v2, float nomonsters, entity forent) tracebox = #90;
394 vector() randomvec = #91;
395 vector(vector org) getlight = #92;
396 float(string name, string value) registercvar = #93;
397 float( float a, ... ) min = #94;
398 float( float b, ... ) max = #95;
399 float(float minimum, float val, float maximum) bound = #96;
400 float(float f, float f) pow = #97;
401 entity(entity start, .float fld, float match) findfloat = #98;
402 float(string s) checkextension = #99;
403 // FrikaC and Telejano range #100-#199
405 float(string filename, float mode) fopen = #110;
406 void(float fhandle) fclose = #111;
407 string(float fhandle) fgets = #112;
408 void(float fhandle, string s) fputs = #113;
409 float(string s) strlen = #114;
410 string(...) strcat = #115;
411 string(string s, float start, float length) substring = #116;
412 vector(string) stov = #117;
413 string(string s) strzone = #118;
414 void(string s) strunzone = #119;
416 // FTEQW range #200-#299
418 float(float number, float quantity) bitshift = #218;
420 //float(string str, string sub[, float startpos]) strstrofs = #221;
421 float(string str, string sub, float startpos) strstrofs = #221;
422 float(string str, float ofs) str2chr = #222;
423 string(float c, ...) chr2str = #223;
424 string(float ccase, float calpha, float cnum, string s, ...) strconv = #224;
425 string(float chars, string s, ...) strpad = #225;
426 string(string info, string key, string value, ...) infoadd = #226;
427 string(string info, string key) infoget = #227;
428 float(string s1, string s2, float len) strncmp = #228;
429 float(string s1, string s2) strcasecmp = #229;
430 float(string s1, string s2, float len) strncasecmp = #230;
432 // CSQC range #300-#399
433 void() clearscene = #300;
434 void(float mask) addentities = #301;
435 void(entity ent) addentity = #302;
436 float(float property, ...) setproperty = #303;
437 void() renderscene = #304;
438 void(vector org, float radius, vector lightcolours) adddynamiclight = #305;
439 void(vector org, float radius, vector lightcolours, float style, string cubemapname, float pflags) adddynamiclight2 = #305;
440 //void(string texturename, float flag[, float is2d, float lines]) R_BeginPolygon = #306;
441 void(string texturename, float flag, float is2d, float lines) R_BeginPolygon = #306;
442 void(vector org, vector texcoords, vector rgb, float alpha) R_PolygonVertex = #307;
443 void() R_EndPolygon = #308;
444 vector (vector v) cs_unproject = #310;
445 vector (vector v) cs_project = #311;
447 void(float width, vector pos1, vector pos2, float flag) drawline = #315;
448 float(string name) iscachedpic = #316;
449 string(string name, float trywad) precache_pic = #317;
450 vector(string picname) draw_getimagesize = #318;
451 void(string name) freepic = #319;
452 float(vector position, float character, vector scale, vector rgb, float alpha, float flag) drawcharacter = #320;
453 float(vector position, string text, vector scale, vector rgb, float alpha, float flag) drawstring = #321;
454 float(vector position, string pic, vector size, vector rgb, float alpha, float flag) drawpic = #322;
455 float(vector position, vector size, vector rgb, float alpha, float flag) drawfill = #323;
456 void(float x, float y, float width, float height) drawsetcliparea = #324;
457 void(void) drawresetcliparea = #325;
458 float(vector position, string text, vector scale, float alpha, float flag) drawcolorcodedstring = #326;
460 float(float stnum) getstatf = #330;
461 float(float stnum) getstati = #331;
462 string(float firststnum) getstats = #332;
463 void(entity e, float mdlindex) setmodelindex = #333;
464 string(float mdlindex) modelnameforindex = #334;
465 float(string effectname) particleeffectnum = #335;
466 void(entity ent, float effectnum, vector start, vector end) trailparticles = #336;
467 //void(float effectnum, vector origin [, vector dir, float count]) pointparticles = #337;
468 void(float effectnum, vector origin , vector dir, float count) pointparticles = #337;
469 void(string s, ...) centerprint = #338;
470 void(string s, ...) print = #339;
471 string(float keynum) keynumtostring = #340;
472 float(string keyname) stringtokeynum = #341;
473 string(float keynum) getkeybind = #342;
474 void(float usecursor) setcursormode = #343;
475 vector() getmousepos = #344;
476 float(float framenum) getinputstate = #345;
477 void(float sens) setsensitivityscale = #346;
478 void() runstandardplayerphysics = #347;
479 string(float playernum, string keyname) getplayerkeyvalue = #348;
480 float() isdemo = #349;
481 float() isserver = #350;
482 void(vector origin, vector forward, vector right, vector up) SetListener = #351;
483 void(string cmdname) registercommand = #352;
484 float(entity ent) wasfreed = #353;
485 string(string key) serverkey = #354;
487 // Use proper case; refer to the id1 Write* functions!
488 float() ReadByte = #360;
489 float() ReadChar = #361;
490 float() ReadShort = #362;
491 float() ReadLong = #363;
492 float() ReadCoord = #364;
493 float() ReadAngle = #365;
494 string() ReadString = #366;
495 float() ReadFloat = #367;
497 // LordHavoc's range #400-#499
498 void(entity from, entity to) copyentity = #400;
500 entity(.string fld, string match) findchain = #402;
501 entity(.float fld, float match) findchainfloat = #403;
502 void(vector org, string modelname, float startframe, float endframe, float framerate) effect = #404;
503 void(vector org, vector velocity, float howmany) te_blood = #405;
504 void(vector mincorner, vector maxcorner, float explosionspeed, float howmany) te_bloodshower = #406;
505 void(vector org, vector color) te_explosionrgb = #407;
506 void(vector mincorner, vector maxcorner, vector vel, float howmany, float color, float gravityflag, float randomveljitter) te_particlecube = #408;
507 void(vector mincorner, vector maxcorner, vector vel, float howmany, float color) te_particlerain = #409;
508 void(vector mincorner, vector maxcorner, vector vel, float howmany, float color) te_particlesnow = #410;
509 void(vector org, vector vel, float howmany) te_spark = #411;
510 void(vector org) te_gunshotquad = #412;
511 void(vector org) te_spikequad = #413;
512 void(vector org) te_superspikequad = #414;
513 void(vector org) te_explosionquad = #415;
514 void(vector org) te_smallflash = #416;
515 void(vector org, float radius, float lifetime, vector color) te_customflash = #417;
516 void(vector org) te_gunshot = #418;
517 void(vector org) te_spike = #419;
518 void(vector org) te_superspike = #420;
519 void(vector org) te_explosion = #421;
520 void(vector org) te_tarexplosion = #422;
521 void(vector org) te_wizspike = #423;
522 void(vector org) te_knightspike = #424;
523 void(vector org) te_lavasplash = #425;
524 void(vector org) te_teleport = #426;
525 void(vector org, float colorstart, float colorlength) te_explosion2 = #427;
526 void(entity own, vector start, vector end) te_lightning1 = #428;
527 void(entity own, vector start, vector end) te_lightning2 = #429;
528 void(entity own, vector start, vector end) te_lightning3 = #430;
529 void(entity own, vector start, vector end) te_beam = #431;
530 void(vector dir) vectorvectors = #432;
531 void(vector org) te_plasmaburn = #433;
532 float(entity e, float s) getsurfacenumpoints = #434;
533 vector(entity e, float s, float n) getsurfacepoint = #435;
534 vector(entity e, float s) getsurfacenormal = #436;
535 string(entity e, float s) getsurfacetexture = #437;
536 float(entity e, vector p) getsurfacenearpoint = #438;
537 vector(entity e, float s, vector p) getsurfaceclippedpoint = #439;
539 float(string s) tokenize = #441;
540 string(float n) argv = #442;
541 void(entity e, entity tagentity, string tagname) setattachment = #443;
542 float(string pattern, float caseinsensitive, float quiet) search_begin = #444;
543 void(float handle) search_end = #445;
544 float(float handle) search_getsize = #446;
545 string(float handle, float num) search_getfilename = #447;
546 string(string s) cvar_string = #448;
547 entity(entity start, .float fld, float match) findflags = #449;
548 entity(.float fld, float match) findchainflags = #450;
549 float(entity ent, string tagname) gettagindex = #451;
550 vector(entity ent, float tagindex) gettaginfo = #452;
552 void(vector org, vector vel, float howmany) te_flamejet = #457;
554 entity(float num) entitybyindex = #459;
555 float() buf_create = #460;
556 void(float bufhandle) buf_del = #461;
557 float(float bufhandle) buf_getsize = #462;
558 void(float bufhandle_from, float bufhandle_to) buf_copy = #463;
559 void(float bufhandle, float sortpower, float backward) buf_sort = #464;
560 string(float bufhandle, string glue) buf_implode = #465;
561 string(float bufhandle, float string_index) bufstr_get = #466;
562 void(float bufhandle, float string_index, string str) bufstr_set = #467;
563 float(float bufhandle, string str, float order) bufstr_add = #468;
564 void(float bufhandle, float string_index) bufstr_free = #469;
566 float(float s) asin = #471;
567 float(float c) acos = #472;
568 float(float t) atan = #473;
569 float(float c, float s) atan2 = #474;
570 float(float a) tan = #475;
571 float(string s) strippedstringlen = #476;
572 float(string s) strlennocol = #476; // This is the correct name for the function, but not removing the decolorizedstring mapping.
573 string(string s) decolorizedstring = #477;
574 string(string s) strdecolorize = #477; // This is the correct name for the function, but not removing the decolorizedstring mapping.
575 string(float uselocaltime, string format, ...) strftime = #478;
576 float(string s) tokenizebyseparator = #479;
577 string(string s) strtolower = #480;
578 string(string s) strtoupper = #481;
579 string(string s) cvar_defstring = #482;
580 void(vector origin, string sample, float volume, float attenuation) pointsound = #483;
581 string(string search, string replace, string subject) strreplace = #484;
582 string(string search, string replace, string subject) strireplace = #485;
583 vector(entity e, float s, float n, float a) getsurfacepointattribute = #486;
585 float gecko_create( string name ) = #487;
586 void gecko_destroy( string name ) = #488;
587 void gecko_navigate( string name, string URI ) = #489;
588 float gecko_keyevent( string name, float key, float eventtype ) = #490;
589 void gecko_mousemove( string name, float x, float y ) = #491;
590 void gecko_resize( string name, float w, float h ) = #492;
591 vector gecko_get_texture_extent( string name ) = #493;
597 ==============================================================================
599 EXTENSION DEFINITIONS
601 ==============================================================================
604 // DP_CSQC_SPAWNPARTICLE
606 // darkplaces implementation: VorteX
607 // constant definitions:
608 // particle base behavior:
609 float PT_ALPHASTATIC = 1;
614 float PT_RAINDECAL = 6;
620 float PT_ENTITYPARTICLE = 12;
621 // particle blendtypes:
622 float PBLEND_ALPHA = 0;
623 float PBLEND_ADD = 1;
624 float PBLEND_INVMOD = 2;
625 // particle orientation:
626 float PARTICLE_BILLBOARD = 0;
627 float PARTICLE_SPARK = 1;
628 float PARTICLE_ORIENTED_DOUBLESIDED = 2;
629 float PARTICLE_BEAM = 3;
630 // global definitions:
631 float particle_type; // one of PT_
632 float particle_blendmode; // one of PBLEND_ values
633 float particle_orientation; // one of PARTICLE_ values
634 vector particle_color1;
635 vector particle_color2;
636 float particle_tex; // number of chunk in particlefont
638 float particle_sizeincrease;
639 float particle_alpha;
640 float particle_alphafade;
642 float particle_gravity;
643 float particle_bounce;
644 float particle_airfriction;
645 float particle_liquidfriction;
646 float particle_originjitter;
647 float particle_velocityjitter;
648 float particle_qualityreduction; // enable culling of this particle when FPS is low
649 float particle_stretch;
650 vector particle_staincolor1;
651 vector particle_staincolor2;
652 float particle_staintex;
653 float particle_stainalpha;
654 float particle_stainsize;
655 float particle_delayspawn;
656 float particle_delaycollision;
657 float particle_angle;
659 // builtin definitions:
660 float(float max_themes) initparticlespawner = #522; // check fields/globals for integration and enable particle spawner, return 1 is succeded, otherwise returns 0
661 void() resetparticle = #523; // reset p_ globals to default theme #0
662 void(float theme) particletheme = #524; // restore p_ globals from saved theme
663 float() particlethemesave = #525; // save p_ globals to new particletheme and return it's index
664 void(float theme) particlethemeupdate = #525; // save p_ globals to new particletheme and return it's index
665 void(float theme) particlethemefree = #526; // delete a particle theme
666 float(vector org, vector vel) particle = #527; // returns 0 when failed, 1 when spawned
667 float(vector org, vector vel, float theme) quickparticle = #527; // not reading globals, just theme, returns 0 when failed, 1 when spawned
668 float(vector org, vector vel, float delay, float collisiondelay) delayedparticle = #528;
669 float(vector org, vector vel, float delay, float collisiondelay, float theme) quickdelayedparticle = #528;
670 // description: this builtin provides an easy and flexible way to spawn particles,
671 // it is not created as replace for DP_SV_POINTPARTICLES but as an addition to it.
672 // With this extension you can create a specific particles like rain particles, or entity particles
674 // 1) 0 is default particle template, it could be changed
675 // 2) color vectors could have value 0-255 of each component
676 // restrictions: max themes could be between 4 and 2048
677 // warning: you should call initparticlespawner() at very beginning BEFORE all other particle spawner functions
678 // function to query particle info
679 // don't remove this function as it protects all particle_ globals from FTEQCC/FRIKQCC non-referenced removal optimisation
680 void() printparticle =
682 // vortex: this also protects from 'non-referenced' optimisation on some compilers
683 print("PARTICLE:\n");
684 print(strcat(" type: ", ftos(particle_type), "\n"));
685 print(strcat(" blendmode: ", ftos(particle_blendmode), "\n"));
686 print(strcat(" orientation: ", ftos(particle_orientation), "\n"));
687 print(strcat(" color1: ", vtos(particle_color1), "\n"));
688 print(strcat(" color2: ", vtos(particle_color2), "\n"));
689 print(strcat(" tex: ", ftos(particle_tex), "\n"));
690 print(strcat(" size: ", ftos(particle_size), "\n"));
691 print(strcat(" sizeincrease: ", ftos(particle_sizeincrease), "\n"));
692 print(strcat(" alpha: ", ftos(particle_alpha), "\n"));
693 print(strcat(" alphafade: ", ftos(particle_alphafade), "\n"));
694 print(strcat(" time: ", ftos(particle_time), "\n"));
695 print(strcat(" gravity: ", ftos(particle_gravity), "\n"));
696 print(strcat(" bounce: ", ftos(particle_bounce), "\n"));
697 print(strcat(" airfriction: ", ftos(particle_airfriction), "\n"));
698 print(strcat(" liquidfriction: ", ftos(particle_liquidfriction), "\n"));
699 print(strcat(" originjitter: ", ftos(particle_originjitter), "\n"));
700 print(strcat(" velocityjitter: ", ftos(particle_velocityjitter), "\n"));
701 print(strcat(" qualityreduction: ", ftos(particle_qualityreduction), "\n"));
702 print(strcat(" stretch: ", ftos(particle_stretch), "\n"));
703 print(strcat(" staincolor1: ", vtos(particle_staincolor1), "\n"));
704 print(strcat(" staincolor2: ", vtos(particle_staincolor2), "\n"));
705 print(strcat(" staintex: ", ftos(particle_staintex), "\n"));
706 print(strcat(" stainalpha: ", ftos(particle_stainalpha), "\n"));
707 print(strcat(" stainsize: ", ftos(particle_stainsize), "\n"));
708 print(strcat(" delayspawn: ", ftos(particle_delayspawn), "\n"));
709 print(strcat(" delaycollision: ", ftos(particle_delaycollision), "\n"));
710 print(strcat(" angle: ", ftos(particle_angle), "\n"));
711 print(strcat(" spin: ", ftos(particle_spin), "\n"));
714 // DP_CSQC_ENTITYTRANSPARENTSORTING_OFFSET
716 // darkplaces implementation: VorteX
717 float RF_USETRANSPARENTOFFSET = 64; // enables transparent origin offsetting
718 // global definitions
719 float transparent_offset; // should be set before entity is added
720 // description: offset a model's meshes origin used for transparent sorting. Could be used to tweak sorting bugs on very large transparent entities or hacking transparent sorting order for certain objects
721 // example: transparent_offset = 1000000; // entity always appear on background of other transparents
722 // note: offset is done in view forward axis
724 // DP_CSQC_ENTITYNOCULL
726 // darkplaces implementation: VorteX
727 const float RF_NOCULL = 128;
728 // description: when renderflag is set, engine will not use culling methods for this entity, e.g. it will always be drawn
729 // useful for large outdoor objects (like asteriods on sky horizont or sky models)
730 // also useful when culling is done at CSQC side
734 // darkplaces implementation: VorteX
735 // builtin definitions:
736 void(float ispaused) setpause = #531;
737 // description: provides ability to set pause in local games (similar to one set once console is activated)
738 // not stopping sound/cd track, useful for inventory screens, ingame menus with input etc.
740 // DP_CSQC_QUERYRENDERENTITY
742 // darkplaces implementation: VorteX
743 // constant definitions:
744 // render entity fields:
745 float E_ACTIVE = 0; // float 0/1
746 float E_ORIGIN = 1; // vector
747 float E_FORWARD = 2; // vector
748 float E_RIGHT = 3; // vector
749 float E_UP = 4; // vector
750 float E_SCALE = 5; // float
751 float E_ORIGINANDVECTORS = 6; // returns origin, + sets v_* vectors to orientation
752 float E_ALPHA = 7; // float
753 float E_COLORMOD = 8; // vector
754 float E_PANTSCOLOR = 9; // vector
755 float E_SHIRTCOLOR = 10; // vector
756 float E_SKIN = 11; // float
757 float E_MINS = 12; // vector
758 float E_MAXS = 13; // vector
759 float E_ABSMIN = 14; // vector
760 float E_ABSMAX = 15; // vector
761 float E_LIGHT = 16; // vector - modellight
762 // builtin definitions:
763 float(float entitynum, float fldnum) getentity = #504;
764 vector(float entitynum, float fldnum) getentityvec = #504;
765 // description: allows to query parms from render entities, especially useful with attaching CSQC ents to
766 // server entities networked and interpolated by engine (monsters, players), number of entity is it's SVQC number
767 // you can send it via tempentity/CSQC entity message. Note that this builtin doesnt know about entity removing/reallocating
768 // so it's meaning to work for short period of time, dont use it on missiles/grenades whatever will be removed next five seconds