2 //DarkPlaces supported extension list, draft version 1.04
4 //things that don't have extensions yet:
5 .float disableclientprediction;
7 //definitions that id Software left out:
8 //these are passed as the 'nomonsters' parameter to traceline/tracebox (yes really this was supported in all quake engines, nomonsters is misnamed)
9 float MOVE_NORMAL = 0; // same as FALSE
10 float MOVE_NOMONSTERS = 1; // same as TRUE
11 float MOVE_MISSILE = 2; // save as movement with .movetype == MOVETYPE_FLYMISSILE
13 //checkextension function
14 //idea: expected by almost everyone
15 //darkplaces implementation: LordHavoc
16 float(string s) checkextension = #99;
18 //check if (cvar("pr_checkextension")) before calling this, this is the only
19 //guaranteed extension to be present in the extension system, it allows you
20 //to check if an extension is available, by name, to check for an extension
22 //// (it is recommended this code be placed in worldspawn or a worldspawn called function somewhere)
23 //if (cvar("pr_checkextension"))
24 //if (checkextension("DP_SV_SETCOLOR"))
25 // ext_setcolor = TRUE;
26 //from then on you can check ext_setcolor to know if that extension is available
30 //darkplaces implementation: LordHavoc
32 //indicates the engine supports .wal textures for filenames in the textures/ directory
33 //(note: DarkPlaces has supported this since 2001 or 2002, but did not advertise it as an extension, then I noticed Betwix was advertising it and added the extension accordingly)
37 //darkplaces implementation: LordHavoc
41 //true if the player is currently chatting (in messagemode, menus or console)
45 //darkplaces implementation: LordHavoc
48 //client console commands:
52 //made +use and -use commands work, they now control the .buttonuse field (.button1 was used by many mods for other purposes).
55 //idea: Nehahra, LordHavoc
56 //darkplaces implementation: LordHavoc
57 //client console commands:
58 //"loadsky" (parameters: "basename", example: "mtnsun_" would load "mtnsun_up.tga" and "mtnsun_rt.tga" and similar names, use "" to revert to quake sky, note: this is the same as Quake2 skybox naming)
60 //sets global skybox for the map for this client (can be stuffed to a client by QC), does not hurt much to repeatedly execute this command, please don't use this in mods if it can be avoided (only if changing skybox is REALLY needed, otherwise please use DP_GFX_SKYBOX).
64 //darkplaces implementation: LordHavoc
66 //indicates this engine supports the "set" console command which creates or sets a non-archived cvar (not saved to config.cfg on exit), it is recommended that set and seta commands be placed in default.cfg for mod-specific cvars.
70 //darkplaces implementation: LordHavoc
72 //indicates this engine supports the "seta" console command which creates or sets an archived cvar (saved to config.cfg on exit), it is recommended that set and seta commands be placed in default.cfg for mod-specific cvars.
74 //DP_CON_ALIASPARAMETERS
76 //darkplaces implementation: Black
78 //indicates this engine supports aliases containing $1 through $9 parameter macros (which when called will expand to the parameters passed to the alias, for example alias test "say $2 $1", then you can type test hi there and it will execute say there hi), as well as $0 (name of the alias) and $* (all parameters $1 onward).
82 //darkplaces implementation: Black
84 //indicates this engine supports console commandlines containing $cvarname which will expand to the contents of that cvar as a parameter, for instance say my fov is $fov, will say "my fov is 90", or similar.
88 //darkplaces implementation: LordHavoc
90 //adds two engine-called aliases named startmap_sp and startmap_dm which are called when the engine tries to start a singleplayer game from the menu (startmap_sp) or the -listen or -dedicated options are used or the engine is a dedicated server (uses startmap_dm), these allow a mod or game to specify their own map instead of start, and also distinguish between singleplayer and -listen/-dedicated, also these need not be a simple "map start" command, they can do other things if desired, startmap_sp and startmap_dm both default to "map start".
94 //darkplaces implementation: LordHavoc
96 float EF_ADDITIVE = 32;
98 //additive blending when this object is rendered
102 //darkplaces implementation: LordHavoc
106 //entity emits blue light (used for quad)
110 //darkplaces implementation: [515] and LordHavoc
112 float EF_DOUBLESIDED = 32768;
114 //render entity as double sided (backfaces are visible, I.E. you see the 'interior' of the model, rather than just the front), can be occasionally useful on transparent stuff.
118 //darkplaces implementation: LordHavoc
120 float EF_FLAME = 1024;
126 //darkplaces implementation: LordHavoc
128 float EF_FULLBRIGHT = 512;
130 //entity is always brightly lit
134 //darkplaces implementation: LordHavoc
136 float EF_NODEPTHTEST = 8192;
138 //makes entity show up to client even through walls, useful with EF_ADDITIVE for special indicators like where team bases are in a map, so that people don't get lost
142 //darkplaces implementation: LordHavoc
144 float EF_NODRAW = 16;
146 //prevents server from sending entity to client (forced invisible, even if it would have been a light source or other such things)
149 //idea: Chris Page, Dresk
150 //darkplaces implementation: LordHAvoc
152 float EF_NOGUNBOB = 256;
154 //this has different meanings depending on the entity it is used on:
155 //player entity - prevents gun bobbing on player.viewmodel
156 //viewmodelforclient entity - prevents gun bobbing on an entity attached to the player's view
157 //other entities - no effect
159 //disabling gun bobbing on a diving mask or other model used as a .viewmodel.
160 //disabling gun bobbing on view-relative models meant to be part of the heads up display. (note: if fov is changed these entities may be off-screen, or too near the center of the screen, so use fov 90 in this case)
164 //darkplaces implementation: LordHavoc
166 float EF_NOSHADOW = 4096;
168 //realtime lights will not cast shadows from this entity (but can still illuminate it)
172 //darkplaces implementation: LordHavoc
176 //entity emits red light (used for invulnerability)
178 //DP_EF_RESTARTANIM_BIT
180 //darkplaces implementation: divVerent
182 float EF_RESTARTANIM_BIT = 1048576;
184 //when toggled, the current animation is restarted. Useful for weapon animation.
185 //to toggle this bit in QC, you can do:
186 // self.effects += (EF_RESTARTANIM_BIT - 2 * (self.effects & EF_RESTARTANIM_BIT));
189 //idea: MythWorks Inc
190 //darkplaces implementation: LordHavoc
192 float EF_STARDUST = 2048;
194 //entity emits bouncing sparkles in every direction
198 //darkplaces implementation: divVerent
200 float EF_TELEPORT_BIT = 2097152;
202 //when toggled, interpolation of the entity is skipped for one frame. Useful for teleporting.
203 //to toggle this bit in QC, you can do:
204 // self.effects += (EF_TELEPORT_BIT - 2 * (self.effects & EF_TELEPORT_BIT));
208 //darkplaces implementation: LordHavoc
212 //controls opacity of the entity, 0.0 is forced to be 1.0 (otherwise everything would be invisible), use -1 if you want to make something invisible, 1.0 is solid (like normal).
216 //darkplaces implementation: LordHavoc
220 //controls color of the entity, '0 0 0', is forced to be '1 1 1' (otherwise everything would be black), used for tinting objects, for instance using '1 0.6 0.4' on an ogre would give you an orange ogre (order is red green blue), note the colors can go up to '8 8 8' (8x as bright as normal).
222 //DP_ENT_CUSTOMCOLORMAP
224 //darkplaces implementation: LordHavoc
226 //if .colormap is set to 1024 + pants + shirt * 16, those colors will be used for colormapping the entity, rather than looking up a colormap by player number.
229 //NOTE: no longer supported by darkplaces because all entities are delta compressed now
230 //DP_ENT_DELTACOMPRESS // no longer supported
232 //darkplaces implementation: LordHavoc
234 float EF_DELTA = 8388608;
236 //(obsolete) applies delta compression to the network updates of the entity, making updates smaller, this might cause some unreliable behavior in packet loss situations, so it should only be used on numerous (nails/plasma shots/etc) or unimportant objects (gibs/shell casings/bullet holes/etc).
239 //DP_ENT_EXTERIORMODELTOCLIENT
241 //darkplaces implementation: LordHavoc
243 .entity exteriormodeltoclient;
245 //the entity is visible to all clients with one exception: if the specified client is using first person view (not using chase_active) the entity will not be shown. Also if tag attachments are supported any entities attached to the player entity will not be drawn in first person.
249 //darkplaces implementation: LordHavoc
255 //customizable glowing light effect on the entity, glow_color is a paletted (8bit) color in the range 0-255 (note: 0 and 254 are white), glow_size is 0 or higher (up to the engine what limit to cap it to, darkplaces imposes a 1020 limit), if glow_trail is true it will leave a trail of particles of the same color as the light.
259 //darkplaces implementation: LordHavoc
263 //controls color of the entity's glow texture (fullbrights), '0 0 0', is forced to be '1 1 1' (otherwise everything would be black), used for tinting objects, see colormod (same color restrictions apply).
265 //DP_ENT_LOWPRECISION
267 //darkplaces implementation: LordHavoc
269 float EF_LOWPRECISION = 4194304;
271 //uses low quality origin coordinates, reducing network traffic compared to the default high precision, intended for numerous objects (projectiles/gibs/bullet holes/etc).
275 //darkplaces implementation: LordHavoc
279 //controls rendering scale of the object, 0 is forced to be 1, darkplaces uses 1/16th accuracy and a limit of 15.9375, can be used to make an object larger or smaller.
283 //darkplaces implementation: LordHavoc
285 .entity viewmodelforclient;
287 //this is a very special capability, attachs the entity to the view of the client specified, origin and angles become relative to the view of that client, all effects can be used (multiple skins on a weapon model etc)... the entity is not visible to any other client.
290 //idea: Res2k, BlackHC
291 //darkplaces implementation: Res2k, BlackHC
292 //constant definitions:
293 float GECKO_BUTTON_DOWN = 0;
294 float GECKO_BUTTON_UP = 1;
295 // either use down and up or just press but not all of them!
296 float GECKO_BUTTON_PRESS = 2;
297 // use this for mouse events if needed?
298 float GECKO_BUTTON_DOUBLECLICK = 3;
299 //builtin definitions:
300 float(string name) gecko_create( string name ) = #487;
301 void(string name) gecko_destroy( string name ) = #488;
302 void(string name) gecko_navigate( string name, string URI ) = #489;
303 float(string name) gecko_keyevent( string name, float key, float eventtype ) = #490;
304 void gecko_mousemove( string name, float x, float y ) = #491;
305 void gecko_resize( string name, float w, float h ) = #492;
306 vector gecko_get_texture_extent( string name ) = #493;
307 //engine-called QC prototypes:
308 //string(string name, string query) Qecko_Query;
310 //provides an interface to the offscreengecko library and allows for internet browsing in games
312 //DP_GFX_EXTERNALTEXTURES
314 //darkplaces implementation: LordHavoc
316 //loads external textures found in various directories (tenebrae compatible)...
318 in all examples .tga is merely the base texture, it can be any of these:
320 _glow.tga (fullbrights or other glowing overlay stuff, NOTE: this is done using additive blend, not alpha)
321 _pants.tga (pants overlay for colormapping on models, this should be shades of grey (it is tinted by pants color) and black wherever the base texture is not black, as this is an additive blend)
322 _shirt.tga (same idea as pants, but for shirt color)
323 _diffuse.tga (this may be used instead of base texture for per pixel lighting)
324 _gloss.tga (specular texture for per pixel lighting, note this can be in color (tenebrae only supports greyscale))
325 _norm.tga (normalmap texture for per pixel lighting)
326 _bump.tga (bumpmap, converted to normalmap at load time, supported only for reasons of tenebrae compatibility)
327 _luma.tga (same as _glow but supported only for reasons of tenebrae compatibility)
329 due to glquake's incomplete Targa(r) loader, this section describes
330 required Targa(r) features support:
332 type 1 (uncompressed 8bit paletted with 24bit/32bit palette)
333 type 2 (uncompressed 24bit/32bit true color, glquake supported this)
334 type 3 (uncompressed 8bit greyscale)
335 type 9 (RLE compressed 8bit paletted with 24bit/32bit palette)
336 type 10 (RLE compressed 24bit/32bit true color, glquake supported this)
337 type 11 (RLE compressed 8bit greyscale)
338 attribute bit 0x20 (Origin At Top Left, top to bottom, left to right)
340 image formats guaranteed to be supported: tga, pcx, lmp
341 image formats that are optional: png, jpg
343 mdl/spr/spr32 examples:
344 skins are named _A (A being a number) and skingroups are named like _A_B
345 these act as suffixes on the model name...
346 example names for skin _2_1 of model "progs/armor.mdl":
347 game/override/progs/armor.mdl_2_1.tga
348 game/textures/progs/armor.mdl_2_1.tga
349 game/progs/armor.mdl_2_1.tga
350 example names for skin _0 of the model "progs/armor.mdl":
351 game/override/progs/armor.mdl_0.tga
352 game/textures/progs/armor.mdl_0.tga
353 game/progs/armor.mdl_0.tga
354 note that there can be more skins files (of the _0 naming) than the mdl
355 contains, this is only useful to save space in the .mdl file if classic quake
356 compatibility is not a concern.
358 bsp/md2/md3 examples:
359 example names for the texture "quake" of model "maps/start.bsp":
360 game/override/quake.tga
361 game/textures/quake.tga
364 sbar/menu/console textures: for example the texture "conchars" (console font) in gfx.wad
365 game/override/gfx/conchars.tga
366 game/textures/gfx/conchars.tga
367 game/gfx/conchars.tga
370 //DP_GFX_EXTERNALTEXTURES_PERMAPTEXTURES
372 //darkplaces implementation: LordHavoc
374 //Q1BSP and HLBSP map loading loads external textures found in textures/<mapname>/ as well as textures/.
375 //Where mapname is the bsp filename minus the extension (typically .bsp) and minus maps/ if it is in maps/ (any other path is not removed)
377 //maps/e1m1.bsp uses textures in the directory textures/e1m1/ and falls back to textures/
378 //maps/b_batt0.bsp uses textures in the directory textures/b_batt0.bsp and falls back to textures/
379 //as a more extreme example:
380 //progs/something/blah.bsp uses textures in the directory textures/progs/something/blah/ and falls back to textures/
384 //darkplaces implementation: LordHavoc
386 //"fog" (parameters: "density red green blue", example: "0.1 0.3 0.3 0.3")
388 //global fog for the map, can not be changed by QC
390 //DP_GFX_QUAKE3MODELTAGS
392 //darkplaces implementation: LordHavoc
394 .entity tag_entity; // entity this is attached to (call setattachment to set this)
395 .float tag_index; // which tag on that entity (0 is relative to the entity, > 0 is an index into the tags on the model if it has any) (call setattachment to set this)
396 //builtin definitions:
397 void(entity e, entity tagentity, string tagname) setattachment = #443; // attachs e to a tag on tagentity (note: use "" to attach to entity origin/angles instead of a tag)
399 //allows entities to be visually attached to model tags (which follow animations perfectly) on other entities, for example attaching a weapon to a player's hand, or upper body attached to lower body, allowing it to change angles and frame separately (note: origin and angles are relative to the tag, use '0 0 0' for both if you want it to follow exactly, this is similar to viewmodelforclient's behavior).
400 //note 2: if the tag is not found, it defaults to "" (attach to origin/angles of entity)
401 //note 3: attaching to world turns off attachment
402 //note 4: the entity that this is attached to must be visible for this to work
403 //note 5: if an entity is attached to the player entity it will not be drawn in first person.
407 //darkplaces implementation: LordHavoc
409 //alias models (mdl, md2, md3) can have .skin files to replace conventional texture naming, these have a naming format such as:
410 //progs/test.md3_0.skin
411 //progs/test.md3_1.skin
414 //these files contain replace commands (replace meshname shadername), example:
415 //replace "helmet" "progs/test/helmet1.tga" // this is a mesh shader replacement
416 //replace "teamstripes" "progs/test/redstripes.tga"
417 //replace "visor" "common/nodraw" // this makes the visor mesh invisible
418 ////it is not possible to rename tags using this format
420 //Or the Quake3 syntax (100% compatible with Quake3's .skin files):
421 //helmet,progs/test/helmet1.tga // this is a mesh shader replacement
422 //teamstripes,progs/test/redstripes.tga
423 //visor,common/nodraw // this makes the visor mesh invisible
424 //tag_camera, // this defines that the first tag in the model is called tag_camera
425 //tag_test, // this defines that the second tag in the model is called tag_test
427 //any names that are not replaced are automatically show up as a grey checkerboard to indicate the error status, and "common/nodraw" is a special case that is invisible.
428 //this feature is intended to allow multiple skin sets on md3 models (which otherwise only have one skin set).
429 //other commands might be added someday but it is not expected.
433 //darkplaces implementation: LordHavoc
435 //"sky" (parameters: "basename", example: "mtnsun_" would load "mtnsun_up.tga" and "mtnsun_rt.tga" and similar names, note: "sky" is also used the same way by Quake2)
437 //global skybox for the map, can not be changed by QC
441 //darkplaces implementation: LordHavoc
443 //simply indicates that the engine supports HalfLife maps (BSP version 30, NOT the QER RGBA ones which are also version 30).
445 //DP_HALFLIFE_MAP_CVAR
447 //darkplaces implementation: LordHavoc
451 //engine sets this cvar when loading a map to indicate if it is halflife format or not.
455 //darkplaces implementation: LordHavoc
457 //simply indicates that the engine supports HalfLife sprites.
461 //darkplaces implementation: LordHavoc
470 //set to the state of the +button3, +button4, +button5, +button6, +button7, and +button8 buttons from the client, this does not involve protocol changes (the extra 6 button bits were simply not used).
471 //the exact mapping of protocol button bits on the server is:
472 //self.button0 = (bits & 1) != 0;
473 ///* button1 is skipped because mods abuse it as a variable, and accordingly it has no bit */
474 //self.button2 = (bits & 2) != 0;
475 //self.button3 = (bits & 4) != 0;
476 //self.button4 = (bits & 8) != 0;
477 //self.button5 = (bits & 16) != 0;
478 //self.button6 = (bits & 32) != 0;
479 //self.button7 = (bits & 64) != 0;
480 //self.button8 = (bits & 128) != 0;
482 // DP_LIGHTSTYLE_STATICVALUE
484 // darkplaces implementation: VorteX
485 // description: allows alternative 'static' lightstyle syntax : "=value"
486 // examples: "=0.5", "=2.0", "=2.75"
487 // could be used to control switchable lights or making styled lights with brightness > 2
488 // Warning: this extension is experimental. It safely works in CSQC, but SVQC use is limited by the fact
489 // that other engines (which do not support this extension) could connect to a game and misunderstand this kind of lightstyle syntax
493 //darkplaces implementation: LordHavoc
495 //indicates this engine supports lighting on sprites, any sprite with ! in its filename (both on disk and in the qc) will be lit rather than having forced EF_FULLBRIGHT (EF_FULLBRIGHT on the entity can still force these sprites to not be lit).
499 //darkplaces implementation: LordHavoc
501 //indicates this engine loads .lit files for any quake1 format .bsp files it loads to enhance maps with colored lighting.
502 //implementation description: these files begin with the header QLIT followed by version number 1 (as little endian 32bit), the rest of the file is a replacement lightmaps lump, except being 3x as large as the lightmaps lump of the map it matches up with (and yes the between-lightmap padding is expanded 3x to keep this consistent), so the lightmap offset in each surface is simply multiplied by 3 during loading to properly index the lit data, and the lit file is loaded instead of the lightmap lump, other renderer changes are needed to display these of course... see the litsupport.zip sample code (almost a tutorial) at http://icculus.org/twilight/darkplaces for more information.
506 //darkplaces implementation: LordHavoc
508 //MOVETYPE_WALK is permitted on non-clients, so bots can move smoothly, run off ledges, etc, just like a real player.
510 //DP_MOVETYPEBOUNCEMISSILE
512 //darkplaces implementation: id Software
513 //movetype definitions:
514 //float MOVETYPE_BOUNCEMISSILE = 11; // already in defs.qc
516 //MOVETYPE_BOUNCE but without gravity, and with full reflection (no speed loss like grenades have), in other words - bouncing laser bolts.
520 //darkplaces implementation: divVerent
522 //string dp_null_model = "null";
524 //setmodel(e, "null"); makes an entity invisible, have a zero bbox, but
525 //networked. useful for shared CSQC entities.
528 //idea: id Software, LordHavoc (redesigned)
529 //darkplaces implementation: LordHavoc
530 //movetype definitions:
531 float MOVETYPE_FOLLOW = 12;
533 //MOVETYPE_FOLLOW implemented, this uses existing entity fields in unusual ways:
534 //aiment - the entity this is attached to.
535 //punchangle - the original angles when the follow began.
536 //view_ofs - the relative origin (note that this is un-rotated by punchangle, and that is actually the only purpose of punchangle).
537 //v_angle - the relative angles.
538 //here's an example of how you would set a bullet hole sprite to follow a bmodel it was created on, even if the bmodel rotates:
539 //hole.movetype = MOVETYPE_FOLLOW; // make the hole follow
540 //hole.solid = SOLID_NOT; // MOVETYPE_FOLLOW is always non-solid
541 //hole.aiment = bmodel; // make the hole follow bmodel
542 //hole.punchangle = bmodel.angles; // the original angles of bmodel
543 //hole.view_ofs = hole.origin - bmodel.origin; // relative origin
544 //hole.v_angle = hole.angles - bmodel.angles; // relative angles
546 //DP_QC_ASINACOSATANATAN2TAN
548 //darkplaces implementation: LordHavoc
549 //constant definitions:
550 float DEG2RAD = 0.0174532925199432957692369076848861271344287188854172545609719144;
551 float RAD2DEG = 57.2957795130823208767981548141051703324054724665643215491602438612;
552 float PI = 3.1415926535897932384626433832795028841971693993751058209749445923;
553 //builtin definitions:
554 float(float s) asin = #471; // returns angle in radians for a given sin() value, the result is in the range -PI*0.5 to PI*0.5
555 float(float c) acos = #472; // returns angle in radians for a given cos() value, the result is in the range 0 to PI
556 float(float t) atan = #473; // returns angle in radians for a given tan() value, the result is in the range -PI*0.5 to PI*0.5
557 float(float c, float s) atan2 = #474; // returns angle in radians for a given cos() and sin() value pair, the result is in the range -PI to PI (this is identical to vectoyaw except it returns radians rather than degrees)
558 float(float a) tan = #475; // returns tangent value (which is simply sin(a)/cos(a)) for the given angle in radians, the result is in the range -infinity to +infinity
560 //useful math functions for analyzing vectors, note that these all use angles in radians (just like the cos/sin functions) not degrees unlike makevectors/vectoyaw/vectoangles, so be sure to do the appropriate conversions (multiply by DEG2RAD or RAD2DEG as needed).
561 //note: atan2 can take unnormalized vectors (just like vectoyaw), and the function was included only for completeness (more often you want vectoyaw or vectoangles), atan2(v_x,v_y) * RAD2DEG gives the same result as vectoyaw(v)
565 //darkplaces implementation: divVerent
567 //allows QC variables to be bound to cvars
568 //(works for float, string, vector types)
570 // float autocvar_developer;
571 // float autocvar_registered;
572 // string autocvar__cl_name;
573 //NOTE: copying a string-typed autocvar to another variable/field, and then
574 //changing the cvar or returning from progs is UNDEFINED. Writing to autocvar
575 //globals is UNDEFINED. Accessing autocvar globals after cvar_set()ing that
576 //cvar is IMPLEMENTATION DEFINED (an implementation may either yield the
577 //previous, or the current, value). Writing to an autocvar global is NOT
579 //In case the cvar does NOT exist, then it is automatically created with the
580 //value of the autocvar initializer, if given. This is possible with e.g.
581 //frikqcc and fteqcc the following way:
582 // var float autocvar_whatever = 42;
583 //If no initializer is given, the cvar will be initialized to a string
584 //equivalent to the NULL value of the given data type, that is, the empty
585 //string, 0, or '0 0 0'. However, when automatic cvar creation took place, a
586 //warning is printed to the game console.
590 //darkplaces implementation: id Software
594 //builtin definitions:
595 void(entity ent) changepitch = #63;
597 //equivilant to changeyaw, ent is normally self. (this was a Q2 builtin)
601 //darkplaces implementation: LordHavoc
602 //builtin definitions:
603 void(entity from, entity to) copyentity = #400;
605 //copies all data in the entity to another entity.
607 //DP_QC_CVAR_DEFSTRING
608 //idea: id Software (Doom3), LordHavoc
609 //darkplaces implementation: LordHavoc
610 //builtin definitions:
611 string(string s) cvar_defstring = #482;
613 //returns the default value of a cvar, as a tempstring.
615 //DP_QC_CVAR_DESCRIPTION
617 //DarkPlaces implementation: divVerent
618 //builtin definitions:
619 string(string name) cvar_description = #518;
621 //returns the description of a cvar
625 //DarkPlaces implementation: VorteX, LordHavoc
626 //builtin definitions:
627 string(string s) cvar_string = #448;
629 //returns the value of a cvar, as a tempstring.
633 //DarkPlaces implementation: divVerent
634 //builtin definitions:
635 float(string name) cvar_type = #495;
636 float CVAR_TYPEFLAG_EXISTS = 1;
637 float CVAR_TYPEFLAG_SAVED = 2;
638 float CVAR_TYPEFLAG_PRIVATE = 4;
639 float CVAR_TYPEFLAG_ENGINE = 8;
640 float CVAR_TYPEFLAG_HASDESCRIPTION = 16;
641 float CVAR_TYPEFLAG_READONLY = 32;
645 //DarkPlaces implementation: LordHavoc
646 //builtin definitions:
647 entity(float entnum) edict_num = #459;
648 float(entity ent) wasfreed = #353; // same as in EXT_CSQC extension
650 //edict_num returns the entity corresponding to a given number, this works even for freed entities, but you should call wasfreed(ent) to see if is currently active.
651 //wasfreed returns whether an entity slot is currently free (entities that have never spawned are free, entities that have had remove called on them are also free).
655 //darkplaces implementation: KrimZon
656 //builtin definitions:
657 float() numentityfields = #496;
658 string(float fieldnum) entityfieldname = #497;
659 float(float fieldnum) entityfieldtype = #498;
660 string(float fieldnum, entity ent) getentityfieldstring = #499;
661 float(float fieldnum, entity ent, string s) putentityfieldstring = #500;
663 //Returned by entityfieldtype
664 float FIELD_STRING = 1;
665 float FIELD_FLOAT = 2;
666 float FIELD_VECTOR = 3;
667 float FIELD_ENTITY = 4;
668 float FIELD_FUNCTION = 6;
670 //Versatile functions intended for storing data from specific entities between level changes, but can be customized for some kind of partial savegame.
671 //WARNING: .entity fields cannot be saved and restored between map loads as they will leave dangling pointers.
672 //numentityfields returns the number of entity fields. NOT offsets. Vectors comprise 4 fields: v, v_x, v_y and v_z.
673 //entityfieldname returns the name as a string, eg. "origin" or "classname" or whatever.
674 //entityfieldtype returns a value that the constants represent, but the field may be of another type in more exotic progs.dat formats or compilers.
675 //getentityfieldstring returns data as would be written to a savegame, eg... "0.05" (float), "0 0 1" (vector), or "Hello World!" (string). Function names can also be returned.
676 //putentityfieldstring puts the data returned by getentityfieldstring back into the entity.
679 void(string s) loadfromdata = #529;
680 void(string s) loadfromfile = #530;
681 void(string s) callfunction = #605;
682 void(float fh, entity e) writetofile = #606;
683 float(string s) isfunction = #607;
684 void(entity e, string s) parseentitydata = #608;
688 //darkplaces implementation: id Software
689 //builtin definitions:
690 string(entity ent) etos = #65;
692 //prints "entity 1" or similar into a string. (this was a Q2 builtin)
694 //DP_QC_EXTRESPONSEPACKET
696 //darkplaces implementation: divVerent
697 //builtin definitions:
698 string(void) getextresponse = #624;
700 //returns a string of the form "\"ipaddress:port\" data...", or the NULL string
701 //if no packet was found. Packets can be queued into the client/server by
702 //sending a packet starting with "\xFF\xFF\xFF\xFFextResponse " to the
707 //darkplaces implementation: LordHavoc
708 //builtin definitions:
709 entity(.string fld, string match) findchain = #402;
711 //similar to find() but returns a chain of entities like findradius.
713 //DP_QC_FINDCHAIN_TOFIELD
715 //darkplaces implementation: divVerent
716 //builtin definitions:
717 entity(.string fld, float match, .entity tofield) findradius_tofield = #22;
718 entity(.string fld, string match, .entity tofield) findchain_tofield = #402;
719 entity(.string fld, float match, .entity tofield) findchainflags_tofield = #450;
720 entity(.string fld, float match, .entity tofield) findchainfloat_tofield = #403;
722 //similar to findchain() etc, but stores the chain into .tofield instead of .chain
723 //actually, the .entity tofield is an optional field of the the existing findchain* functions
725 //DP_QC_FINDCHAINFLAGS
727 //darkplaces implementation: LordHavoc
728 //builtin definitions:
729 entity(.float fld, float match) findchainflags = #450;
731 //similar to findflags() but returns a chain of entities like findradius.
733 //DP_QC_FINDCHAINFLOAT
735 //darkplaces implementation: LordHavoc
736 //builtin definitions:
737 entity(.entity fld, entity match) findchainentity = #403;
738 entity(.float fld, float match) findchainfloat = #403;
740 //similar to findentity()/findfloat() but returns a chain of entities like findradius.
744 //darkplaces implementation: LordHavoc
745 //builtin definitions:
746 entity(entity start, .float fld, float match) findflags = #449;
748 //finds an entity with the specified flag set in the field, similar to find()
752 //darkplaces implementation: LordHavoc
753 //builtin definitions:
754 entity(entity start, .entity fld, entity match) findentity = #98;
755 entity(entity start, .float fld, float match) findfloat = #98;
757 //finds an entity or float field value, similar to find(), but for entity and float fields.
761 //darkplaces implementation: Black
762 //builtin definitions:
763 float(string pattern, float caseinsensitive, float quiet) search_begin = #444;
764 void(float handle) search_end = #445;
765 float(float handle) search_getsize = #446;
766 string(float handle, float num) search_getfilename = #447;
768 //search_begin performs a filename search with the specified pattern (for example "maps/*.bsp") and stores the results in a search slot (minimum of 128 supported by any engine with this extension), the other functions take this returned search slot number, be sure to search_free when done (they are also freed on progs reload).
769 //search_end frees a search slot (also done at progs reload).
770 //search_getsize returns how many filenames were found.
771 //search_getfilename returns a filename from the search.
775 //darkplaces implementation: LordHavoc
776 //builtin definitions:
777 vector(vector org) getlight = #92;
779 //returns the lighting at the requested location (in color), 0-255 range (can exceed 255).
783 //darkplaces implementation: LordHavoc
784 //builtin definitions:
785 float(entity e, float s) getsurfacenumpoints = #434;
786 vector(entity e, float s, float n) getsurfacepoint = #435;
787 vector(entity e, float s) getsurfacenormal = #436;
788 string(entity e, float s) getsurfacetexture = #437;
789 float(entity e, vector p) getsurfacenearpoint = #438;
790 vector(entity e, float s, vector p) getsurfaceclippedpoint = #439;
792 //functions to query surface information.
794 //DP_QC_GETSURFACEPOINTATTRIBUTE
796 //darkplaces implementation: BlackHC
798 float SPA_POSITION = 0;
799 float SPA_S_AXIS = 1;
800 float SPA_T_AXIS = 2;
801 float SPA_R_AXIS = 3; // same as SPA_NORMAL
802 float SPA_TEXCOORDS0 = 4;
803 float SPA_LIGHTMAP0_TEXCOORDS = 5;
804 float SPA_LIGHTMAP0_COLOR = 6;
805 //builtin definitions:
806 vector(entity e, float s, float n, float a) getsurfacepointattribute = #486;
809 //function to query extended information about a point on a certain surface
811 //DP_QC_GETSURFACETRIANGLE
813 //darkplaces implementation: divVerent
814 //builtin definitions:
815 float(entity e, float s) getsurfacenumtriangles = #628;
816 vector(entity e, float s, float n) getsurfacetriangle = #629;
818 //function to query triangles of a surface
821 //idea: VorteX, LordHavoc (somebody else?)
822 //DarkPlaces implementation: VorteX
823 //builtin definitions:
824 float(entity ent, string tagname) gettagindex = #451;
825 vector(entity ent, float tagindex) gettaginfo = #452;
827 //gettagindex returns the number of a tag on an entity, this number is the same as set by setattachment (in the .tag_index field), allowing the qc to save a little cpu time by keeping the number around if it wishes (this could already be done by calling setattachment and saving off the tag_index).
828 //gettaginfo returns the origin of the tag in worldspace and sets v_forward, v_right, and v_up to the current orientation of the tag in worldspace, this automatically resolves all dependencies (attachments, including viewmodelforclient), this means you could fire a shot from a tag on a gun entity attached to the view for example.
830 //DP_QC_GETTAGINFO_BONEPROPERTIES
832 //DarkPlaces implementation: divVerent
833 //global definitions:
834 float gettaginfo_parent;
835 string gettaginfo_name;
836 vector gettaginfo_offset;
837 vector gettaginfo_forward;
838 vector gettaginfo_right;
839 vector gettaginfo_up;
841 //when this extension is present, gettaginfo fills in some globals with info about the bone that had been queried
842 //gettaginfo_parent is set to the number of the parent bone, or 0 if it is a root bone
843 //gettaginfo_name is set to the name of the bone whose index had been specified in gettaginfo
844 //gettaginfo_offset, gettaginfo_forward, gettaginfo_right, gettaginfo_up contain the transformation matrix of the bone relative to its parent. Note that the matrix may contain a scaling component.
848 //darkplaces implementation: tZork, divVerent
849 //constant definitions:
850 float GETTIME_FRAMESTART = 0; // time of start of frame
851 float GETTIME_REALTIME = 1; // current time (may be OS specific)
852 float GETTIME_HIRES = 2; // like REALTIME, but may reset between QC invocations and thus can be higher precision
853 float GETTIME_UPTIME = 3; // time since start of the engine
854 //builtin definitions:
855 float(float tmr) gettime = #519;
857 //some timers to query...
859 //DP_QC_GETTIME_CDTRACK
861 //darkplaces implementation: divVerent
862 //constant definitions:
863 float GETTIME_CDTRACK = 4;
865 //returns the playing time of the current cdtrack when passed to gettime()
868 //darkplaces implementation: divVerent
869 //builtin definitions:
870 float log(float f) = #532;
876 //darkplaces implementation: LordHavoc
877 //builtin definitions:
878 float(float a, float b) min = #94;
879 float(float a, float b, float c) min3 = #94;
880 float(float a, float b, float c, float d) min4 = #94;
881 float(float a, float b, float c, float d, float e) min5 = #94;
882 float(float a, float b, float c, float d, float e, float f) min6 = #94;
883 float(float a, float b, float c, float d, float e, float f, float g) min7 = #94;
884 float(float a, float b, float c, float d, float e, float f, float g, float h) min8 = #94;
885 float(float a, float b) max = #95;
886 float(float a, float b, float c) max3 = #95;
887 float(float a, float b, float c, float d) max4 = #95;
888 float(float a, float b, float c, float d, float e) max5 = #95;
889 float(float a, float b, float c, float d, float e, float f) max6 = #95;
890 float(float a, float b, float c, float d, float e, float f, float g) max7 = #95;
891 float(float a, float b, float c, float d, float e, float f, float g, float h) max8 = #95;
892 float(float minimum, float val, float maximum) bound = #96;
894 //min returns the lowest of all the supplied numbers.
895 //max returns the highest of all the supplied numbers.
896 //bound clamps the value to the range and returns it.
898 //DP_QC_MULTIPLETEMPSTRINGS
900 //darkplaces implementation: LordHavoc
902 //this extension makes all builtins returning tempstrings (ftos for example)
903 //cycle through a pool of multiple tempstrings (at least 16), allowing
904 //multiple ftos results to be gathered before putting them to use, normal
905 //quake only had 1 tempstring, causing many headaches.
907 //Note that for longer term storage (or compatibility on engines having
908 //FRIK_FILE but not this extension) the FRIK_FILE extension's
909 //strzone/strunzone builtins provide similar functionality (slower though).
911 //NOTE: this extension is superseded by DP_QC_UNLIMITEDTEMPSTRINGS
913 //DP_QC_NUM_FOR_EDICT
915 //darkplaces implementation: Blub\0
916 //Function to get the number of an entity - a clean way.
917 float(entity num) num_for_edict = #512;
921 //darkplaces implementation: LordHavoc
922 //builtin definitions:
923 vector() randomvec = #91;
925 //returns a vector of length < 1, much quicker version of this QC: do {v_x = random()*2-1;v_y = random()*2-1;v_z = random()*2-1;} while(vlen(v) > 1)
927 //DP_QC_SINCOSSQRTPOW
928 //idea: id Software, LordHavoc
929 //darkplaces implementation: id Software, LordHavoc
930 //builtin definitions:
931 float(float val) sin = #60;
932 float(float val) cos = #61;
933 float(float val) sqrt = #62;
934 float(float a, float b) pow = #97;
936 //useful math functions, sine of val, cosine of val, square root of val, and raise a to power b, respectively.
940 //darkplaces implementation: divVerent
941 //builtin definitions:
942 string(string format, ...) sprintf = #627;
944 //you know sprintf :P
947 // optional: <argpos>$ for the argument to format
949 // optional: <width>, *, or *<argpos>$ for the field width
950 // optional: .<precision>, .*, or .*<argpos>$ for the precision
951 // length modifiers: h for forcing a float, l for forcing an int/entity (by default, %d etc. cast a float to int)
953 // di take a float if no length is specified or h is, and an int/entity if l is specified as length, and cast it to an int
954 // ouxXc take a float if no length is specified or h is, and an int/entity if l is specified as length, and cast it to an unsigned int
955 // eEfFgG take a float if no length is specified or h is, and an int/entity if l is specified as length, and cast it to a double
957 // vV takes a vector, and processes the three components as if it were a gG for all three components, separated by space
958 // For conversions s and c, the flag # makes precision and width interpreted
959 // as byte count, by default it is interpreted as character count in UTF-8
960 // enabled engines. No other conversions can create wide characters, and #
961 // has another meaning in these.
965 //darkplaces implementation: LordHavoc
966 //builtin definitions:
967 string(float uselocaltime, string format, ...) strftime = #478;
969 //provides the ability to get the local (in your timezone) or world (Universal Coordinated Time) time as a string using the formatting of your choice:
970 //example: "%Y-%m-%d %H:%M:%S" (result looks like: 2007-02-08 01:03:15)
971 //note: "%F %T" gives the same result as "%Y-%m-%d %H:%M:%S" (ISO 8601 date format and 24-hour time)
972 //for more format codes please do a web search for strftime 3 and you should find the man(3) pages for this standard C function.
975 //changing day/night cycle (shops closing, monsters going on the prowl) in an RPG, for this you probably want to use s = strftime(TRUE, "%H");hour = stof(s);
976 //printing current date/time for competitive multiplayer games, such as the beginning/end of each round in real world time.
977 //activating eastereggs in singleplayer games on certain dates.
979 //note: some codes such as %x and %X use your locale settings and thus may not make sense to international users, it is not advisable to use these as the server and clients may be in different countries.
980 //note: if you display local time to a player, it would be a good idea to note whether it is local time using a string like "%F %T (local)", and otherwise use "%F %T (UTC)".
981 //note: be aware that if the game is saved and reloaded a week later the date and time will be different, so if activating eastereggs in a singleplayer game or something you may want to only check when a level is loaded and then keep the same easteregg state throughout the level so that the easteregg does not deactivate when reloading from a savegame (also be aware that precaches should not depend on such date/time code because reloading a savegame often scrambles the precaches if so!).
982 //note: this function can return a NULL string (you can check for it with if (!s)) if the localtime/gmtime functions returned NULL in the engine code, such as if those functions don't work on this platform (consoles perhaps?), so be aware that this may return nothing.
984 //DP_QC_STRINGCOLORFUNCTIONS
986 //darkplaces implementation: Dresk
987 //builtin definitions:
988 float(string s) strlennocol = #476; // returns how many characters are in a string, minus color codes
989 string(string s) strdecolorize = #477; // returns a string minus the color codes of the string provided
991 //provides additional functionality to strings by supporting functions that isolate and identify strings with color codes
993 //DP_QC_STRING_CASE_FUNCTIONS
995 //darkplaces implementation: LordHavoc / Dresk
996 //builtin definitions:
997 string(string s) strtolower = #480; // returns the passed in string in pure lowercase form
998 string(string s) strtoupper = #481; // returns the passed in string in pure uppercase form
1000 //provides simple string uppercase and lowercase functions
1002 //DP_QC_TOKENIZEBYSEPARATOR
1003 //idea: Electro, SavageX, LordHavoc
1004 //darkplaces implementation: LordHavoc
1005 //builtin definitions:
1006 float(string s, string separator1, ...) tokenizebyseparator = #479;
1008 //this function returns tokens separated by any of the supplied separator strings, example:
1009 //numnumbers = tokenizebyseparator("10.2.3.4", ".");
1010 //returns 4 and the tokens are "10" "2" "3" "4"
1011 //possibly useful for parsing IPv4 addresses (such as "1.2.3.4") and IPv6 addresses (such as "[1234:5678:9abc:def0:1234:5678:9abc:def0]:26000")
1013 //DP_QC_TOKENIZE_CONSOLE
1015 //darkplaces implementation: divVerent
1016 //builtin definitions:
1017 float(string s) tokenize_console = #514;
1018 float(float i) argv_start_index = #515;
1019 float(float i) argv_end_index = #516;
1021 //this function returns tokens separated just like the console does
1022 //also, functions are provided to get the index of the first and last character of each token in the original string
1023 //Passing negative values to them, or to argv, will be treated as indexes from the LAST token (like lists work in Perl). So argv(-1) will return the LAST token.
1027 //darkplaces implementation: id Software
1028 //builtin definitions:
1029 void(vector v1, vector min, vector max, vector v2, float nomonsters, entity forent) tracebox = #90;
1031 //similar to traceline but much more useful, traces a box of the size specified (technical note: in quake1 and halflife bsp maps the mins and maxs will be rounded up to one of the hull sizes, quake3 bsp does not have this problem, this is the case with normal moving entities as well).
1035 //darkplaces implementation: id Software
1036 //builtin definitions:
1037 void(entity ent, entity ignore) tracetoss = #64;
1039 //simulates movement of the entity as if it is MOVETYPE_TOSS and starting with it's current state (location, velocity, etc), returns relevant trace_ variables (trace_fraction is always 0, all other values are supported - trace_ent, trace_endpos, trace_plane_normal), does not actually alter the entity.
1041 //DP_QC_TRACE_MOVETYPE_HITMODEL
1043 //darkplaces implementation: LordHavoc
1044 //constant definitions:
1045 float MOVE_HITMODEL = 4;
1047 //allows traces to hit alias models (not sprites!) instead of entity boxes, use as the nomonsters parameter to trace functions, note that you can hit invisible model entities (alpha < 0 or EF_NODRAW or model "", it only checks modelindex)
1049 //DP_QC_TRACE_MOVETYPE_WORLDONLY
1051 //darkplaces implementation: LordHavoc
1052 //constant definitions:
1053 float MOVE_WORLDONLY = 3;
1055 //allows traces to hit only world (ignoring all entities, unlike MOVE_NOMONSTERS which hits all bmodels), use as the nomonsters parameter to trace functions
1057 //DP_QC_UNLIMITEDTEMPSTRINGS
1059 //darkplaces implementation: LordHavoc
1061 //this extension alters Quake behavior such that instead of reusing a single
1062 //tempstring (or multiple) there are an unlimited number of tempstrings, which
1063 //are removed only when a QC function invoked by the engine returns,
1064 //eliminating almost all imaginable concerns with string handling in QuakeC.
1067 //you can now use and abuse tempstrings as much as you like, you still have to
1068 //use strzone (FRIK_FILE) for permanent storage however.
1072 //implementation notes for other engine coders:
1073 //these tempstrings are expected to be stored in a contiguous buffer in memory
1074 //which may be fixed size or controlled by a cvar, or automatically grown on
1075 //demand (in the case of DarkPlaces).
1077 //this concept is similar to quake's Zone system, however these are all freed
1078 //when the QC interpreter returns.
1080 //this is basically a poor man's garbage collection system for strings.
1082 //DP_QC_VECTOANGLES_WITH_ROLL
1084 //darkplaces implementation: LordHavoc
1085 //builtin definitions:
1086 vector(vector forward, vector up) vectoangles2 = #51; // same number as vectoangles
1088 //variant of vectoangles that takes an up vector to calculate roll angle (also uses this to calculate yaw correctly if the forward is straight up or straight down)
1089 //note: just like normal vectoangles you need to negate the pitch of the returned angles if you want to feed them to makevectors or assign to self.v_angle
1091 //DP_QC_VECTORVECTORS
1093 //darkplaces implementation: LordHavoc
1094 //builtin definitions:
1095 void(vector dir) vectorvectors = #432;
1097 //creates v_forward, v_right, and v_up vectors given a forward vector, similar to makevectors except it takes a forward direction vector instead of angles.
1101 //darkplaces implementation: divVerent
1102 //builtin definitions:
1103 string(string filename) whichpack = #503;
1105 //returns the name of the pak/pk3/whatever containing the given file, in the same path space as FRIK_FILE functions use (that is, possibly with a path name prefix)
1109 //darkplaces implementation: divVerent
1110 //URI::Escape's functionality
1111 string(string in) uri_escape = #510;
1112 string(string in) uri_unescape = #511;
1116 //darkplaces implementation: divVerent
1117 //loads text from an URL into a string
1118 //returns 1 on success of initiation, 0 if there are too many concurrent
1119 //connections already or if the URL is invalid
1120 //the following callback will receive the data and MUST exist!
1121 // void(float id, float status, string data) URI_Get_Callback;
1123 // negative for an internal error,
1124 // 0 for success, or
1125 // the HTTP response code on server error (e.g. 404)
1126 //if 1 is returned by uri_get, the callback will be called in the future
1127 float(string url, float id) uri_get = #513;
1129 //DP_SKELETONOBJECTS
1131 //darkplaces implementation: LordHavoc
1133 //this extension indicates that FTE_CSQC_SKELETONOBJECTS functionality is available in server QC (as well as CSQC).
1135 //DP_SV_SPAWNFUNC_PREFIX
1137 //darkplaces implementation: divVerent
1138 //Make functions whose name start with spawnfunc_ take precedence as spawn function for loading entities.
1139 //Useful if you have a field ammo_shells (required in any Quake mod) but want to support spawn functions called ammo_shells (like in Q3A).
1140 //Optionally, you can declare a global "float require_spawnfunc_prefix;" which will require ANY spawn function to start with that prefix.
1144 //idea: quake community
1145 //darkplaces implementation: LordHavoc
1147 //shows that the engine supports Quake2 .md2 files.
1151 //darkplaces implementation: Elric
1153 //shows that the engine supports Quake2 .sp2 files.
1156 //idea: quake community
1157 //darkplaces implementation: LordHavoc
1159 //shows that the engine supports Quake3 .bsp files.
1162 //idea: quake community
1163 //darkplaces implementation: LordHavoc
1165 //shows that the engine supports Quake3 .md3 files.
1169 //darkplaces implementation: LordHavoc
1170 //builtin definitions:
1171 float(string name, string value) registercvar = #93;
1173 //adds a new console cvar to the server console (in singleplayer this is the player's console), the cvar exists until the mod is unloaded or the game quits.
1174 //NOTE: DP_CON_SET is much better.
1176 //DP_SND_DIRECTIONLESSATTNNONE
1178 //darkplaces implementation: LordHavoc
1180 //make sounds with ATTN_NONE have no spatialization (enabling easy use as music sources).
1184 //darkplaces implementation: Elric
1186 //the engine plays sound/cdtracks/track001.wav instead of cd track 1 and so on if found, this allows games and mods to have music tracks without using ambientsound.
1187 //Note: also plays .ogg with DP_SND_OGGVORBIS extension.
1191 //darkplaces implementation: Elric
1193 //the engine supports loading Ogg Vorbis sound files. Use either the .ogg filename directly, or a .wav of the same name (will try to load the .wav first and then .ogg).
1197 //darkplaces implementation: LordHavoc
1199 //the engine supports stereo WAV files. (useful with DP_SND_DIRECTIONLESSATTNNONE for music)
1203 //darkplaces implementation: LordHavoc
1204 //solid definitions:
1205 float SOLID_CORPSE = 5;
1207 //the entity will not collide with SOLID_CORPSE and SOLID_SLIDEBOX entities (and likewise they will not collide with it), this is useful if you want dead bodies that are shootable but do not obstruct movement by players and monsters, note that if you traceline with a SOLID_SLIDEBOX entity as the ignoreent, it will ignore SOLID_CORPSE entities, this is desirable for visibility and movement traces, but not for bullets, for the traceline to hit SOLID_CORPSE you must temporarily force the player (or whatever) to SOLID_BBOX and then restore to SOLID_SLIDEBOX after the traceline.
1211 //darkplaces implementation: LordHavoc
1213 //the engine supports .spr32 sprites.
1217 //darkplaces implementation: LordHavoc
1219 float CLIENTTYPE_DISCONNECTED = 0;
1220 float CLIENTTYPE_REAL = 1;
1221 float CLIENTTYPE_BOT = 2;
1222 float CLIENTTYPE_NOTACLIENT = 3;
1223 //builtin definitions:
1224 entity() spawnclient = #454; // like spawn but for client slots (also calls relevant connect/spawn functions), returns world if no clients available
1225 float(entity clent) clienttype = #455; // returns one of the CLIENTTYPE_* constants
1227 //spawns a client with no network connection, to allow bots to use client slots with no hacks.
1231 local entity oldself;
1233 self = spawnclient();
1236 bprint("Can not add bot, server full.\n");
1240 self.netname = "Yoyobot";
1241 self.clientcolors = 12 * 16 + 4; // yellow (12) shirt and red (4) pants
1243 PutClientInServer();
1246 // to remove all bots
1248 head = find(world, classname, "player");
1251 if (clienttype(head) == CLIENTTYPE_BOT)
1253 head = find(head, classname, "player");
1256 // to identify if a client is a bot (for example in PlayerPreThink)
1257 if (clienttype(self) == CLIENTTYPE_BOT)
1260 //see also DP_SV_CLIENTCOLORS DP_SV_CLIENTNAME DP_SV_DROPCLIENT
1262 //creates a new client, calls SetNewParms and stores the parms, and returns the client.
1263 //this intentionally does not call SV_SendServerinfo to allow the QuakeC a chance to set the netname and clientcolors fields before actually spawning the bot by calling ClientConnect and PutClientInServer manually
1264 //on level change ClientConnect and PutClientInServer are called by the engine to spawn in the bot (this is why clienttype() exists to tell you on the next level what type of client this is).
1265 //parms work the same on bot clients as they do on real clients, and do carry from level to level
1267 //DP_SV_BOUNCEFACTOR
1269 //darkplaces implementation: divVerent
1270 //field definitions:
1271 .float bouncefactor; // velocity multiplier after a bounce
1272 .float bouncestop; // bounce stops if velocity to bounce plane is < bouncestop * gravity AFTER the bounce
1274 //allows qc to customize MOVETYPE_BOUNCE a bit
1276 //DP_SV_CLIENTCOLORS
1278 //darkplaces implementation: LordHavoc
1279 //field definitions:
1280 .float clientcolors; // colors of the client (format: pants + shirt * 16)
1282 //allows qc to read and modify the client colors associated with a client entity (not particularly useful on other entities), and automatically sends out any appropriate network updates if changed
1286 //darkplaces implementation: LordHavoc
1288 //allows qc to modify the client's .netname, and automatically sends out any appropriate network updates if changed
1290 //DP_SV_CUSTOMIZEENTITYFORCLIENT
1292 //darkplaces implementation: [515] and LordHavoc
1293 //field definitions:
1294 .float() customizeentityforclient; // self = this entity, other = client entity
1296 //allows qc to modify an entity before it is sent to each client, the function returns TRUE if it should send, FALSE if it should not, and is fully capable of editing the entity's fields, this allows cloaked players to appear less transparent to their teammates, navigation markers to only show to their team, etc
1297 //tips on writing customize functions:
1298 //it is a good idea to return FALSE early in the function if possible to reduce cpu usage, because this function may be called many thousands of times per frame if there are many customized entities on a 64+ player server.
1299 //you are free to change anything in self, but please do not change any other entities (the results may be very inconsistent).
1300 //example ideas for use of this extension:
1301 //making icons over teammates' heads which are only visible to teammates. for exasmple: float() playericon_customizeentityforclient = {return self.owner.team == other.team;};
1302 //making cloaked players more visible to their teammates than their enemies. for example: float() player_customizeentityforclient = {if (self.items & IT_CLOAKING) {if (self.team == other.team) self.alpha = 0.6;else self.alpha = 0.1;} return TRUE;};
1303 //making explosion models that face the viewer (does not work well with chase_active). for example: float() explosion_customizeentityforclient = {self.angles = vectoangles(other.origin + other.view_ofs - self.origin);self.angles_x = 0 - self.angles_x;};
1304 //implementation notes:
1305 //entity customization is done before per-client culling (visibility for instance) because the entity may be doing setorigin to display itself in different locations on different clients, may be altering its .modelindex, .effects and other fields important to culling, so customized entities increase cpu usage (non-customized entities can use all the early culling they want however, as they are not changing on a per client basis).
1307 //DP_SV_DISCARDABLEDEMO
1309 //darkplaces implementation: parasti
1310 //field definitions:
1311 .float discardabledemo;
1313 //when this field is set to a non-zero value on a player entity, a possibly recorded server-side demo for the player is discarded
1314 //Note that this extension only works if:
1315 // auto demos are enabled (the cvar sv_autodemo_perclient is set)
1316 // discarding demos is enabled (the cvar sv_autodemo_perclient_discardable is set)
1318 //DP_SV_DRAWONLYTOCLIENT
1320 //darkplaces implementation: LordHavoc
1321 //field definitions:
1322 .entity drawonlytoclient;
1324 //the entity is only visible to the specified client.
1328 //darkplaces implementation: LordHavoc
1329 //builtin definitions:
1330 void(entity clent) dropclient = #453;
1332 //causes the server to immediately drop the client, more reliable than stuffcmd(clent, "disconnect\n"); which could be intentionally ignored by the client engine
1336 //darkplaces implementation: LordHavoc
1337 //builtin definitions:
1338 void(vector org, string modelname, float startframe, float endframe, float framerate) effect = #404;
1340 //float svc_effect = #52; // [vector] org [byte] modelindex [byte] startframe [byte] framecount [byte] framerate
1341 //float svc_effect2 = #53; // [vector] org [short] modelindex [byte] startframe [byte] framecount [byte] framerate
1343 //clientside playback of simple custom sprite effects (explosion sprites, etc).
1345 //DP_SV_ENTITYCONTENTSTRANSITION
1347 //darkplaces implementation: Dresk
1348 //field definitions:
1349 .void(float nOriginalContents, float nNewContents) contentstransition;
1351 //This field function, when provided, is triggered on an entity when the contents (ie. liquid / water / etc) is changed.
1352 //The first parameter provides the entities original contents, prior to the transition. The second parameter provides the new contents.
1353 //NOTE: If this field function is provided on an entity, the standard watersplash sound IS SUPPRESSED to allow for authors to create their own transition sounds.
1355 //DP_SV_MOVETYPESTEP_LANDEVENT
1357 //darkplaces implementation: Dresk
1358 //field definitions:
1359 .void(vector vImpactVelocity) movetypesteplandevent;
1361 //This field function, when provided, is triggered on a MOVETYPE_STEP entity when it experiences "land event".
1362 // The standard engine behavior for this event is to play the sv_sound_land CVar sound.
1363 //The parameter provides the velocity of the entity at the time of the impact. The z value may therefore be used to calculate how "hard" the entity struck the surface.
1364 //NOTE: If this field function is provided on a MOVETYPE_STEP entity, the standard sv_sound_land sound IS SUPPRESSED to allow for authors to create their own feedback.
1368 //darkplaces implementation: Dresk
1369 //builtin definitions:
1370 void(vector origin, string sample, float volume, float attenuation) pointsound = #483;
1372 //Similar to the standard QC sound function, this function takes an origin instead of an entity and omits the channel parameter.
1373 // This allows sounds to be played at arbitrary origins without spawning entities.
1375 //DP_SV_ONENTITYNOSPAWNFUNCTION
1377 //darkplaces implementation: Dresk
1378 //engine-called QC prototypes:
1379 //void() SV_OnEntityNoSpawnFunction;
1381 // This function is called whenever an entity on the server has no spawn function, and therefore has no defined QC behavior.
1382 // You may as such dictate the behavior as to what happens to the entity.
1383 // To mimic the engine's default behavior, simply call remove(self).
1385 //DP_SV_ONENTITYPREPOSTSPAWNFUNCTION
1387 //darkplaces implementation: divVerent
1388 //engine-called QC prototypes:
1389 //void() SV_OnEntityPreSpawnFunction;
1390 //void() SV_OnEntityPostSpawnFunction;
1392 // These functions are called BEFORE or AFTER an entity is spawned the regular way.
1393 // You may as such dictate the behavior as to what happens to the entity.
1394 // SV_OnEntityPreSpawnFunction is called before even looking for the spawn function, so you can even change its classname in there. If it remove()s the entity, the spawn function will not be looked for.
1395 // SV_OnEntityPostSpawnFunction is called ONLY after its spawn function or SV_OnEntityNoSpawnFunction was called, and skipped if the entity got removed by either.
1397 //DP_SV_MODELFLAGS_AS_EFFECTS
1398 //idea: LordHavoc, Dresk
1399 //darkplaces implementation: LordHavoc
1400 //field definitions:
1402 //constant definitions:
1403 float EF_NOMODELFLAGS = 8388608; // ignore any effects in a model file and substitute your own
1404 float MF_ROCKET = 1; // leave a trail
1405 float MF_GRENADE = 2; // leave a trail
1406 float MF_GIB = 4; // leave a trail
1407 float MF_ROTATE = 8; // rotate (bonus items)
1408 float MF_TRACER = 16; // green split trail
1409 float MF_ZOMGIB = 32; // small blood trail
1410 float MF_TRACER2 = 64; // orange split trail
1411 float MF_TRACER3 = 128; // purple trail
1413 //this extension allows model flags to be specified on entities so you can add a rocket trail and glow to any entity, etc.
1414 //setting any of these will override the flags the model already has, to disable the model's flags without supplying any of your own you must use EF_NOMODELFLAGS.
1416 //silly example modification #1 to W_FireRocket in weapons.qc:
1417 //missile.effects = EF_NOMODELFLAGS; // rocket without a glow/fire trail
1418 //silly example modification #2 to W_FireRocket in weapons.qc:
1419 //missile.modelflags = MF_GIB; // leave a blood trail instead of glow/fire trail
1421 //note: you can not combine multiple kinds of trail, only one of them will be active, you can combine MF_ROTATE and the other MF_ flags however, and using EF_NOMODELFLAGS along with these does no harm.
1423 //note to engine coders: they are internally encoded in the protocol as extra EF_ flags (shift the values left 24 bits and send them in the protocol that way), so no protocol change was required (however 32bit effects is a protocol extension itself), within the engine they are referred to as EF_ for the 24bit shifted values.
1427 //darkplaces implementation: Dresk
1428 //field definitions:
1431 // provides the netaddress of the associated entity (ie. 127.0.0.1) and "null/botclient" if the netconnection of the entity is invalid
1433 //DP_SV_NODRAWTOCLIENT
1435 //darkplaces implementation: LordHavoc
1436 //field definitions:
1437 .entity nodrawtoclient;
1439 //the entity is not visible to the specified client.
1443 //darkplaces implementation: LordHavoc
1444 //field definitions:
1447 //continuously updated field indicating client's ping (based on average of last 16 packet time differences).
1449 //DP_SV_PING_PACKETLOSS
1451 //darkplaces implementation: LordHavoc
1452 //field definitions:
1453 .float ping_packetloss;
1454 .float ping_movementloss;
1456 //continuously updated field indicating client's packet loss, and movement loss (i.e. packet loss affecting player movement).
1458 //DP_SV_POINTPARTICLES
1460 //darkplaces implementation: LordHavoc
1461 //function definitions:
1462 float(string effectname) particleeffectnum = #335; // same as in CSQC
1463 void(entity ent, float effectnum, vector start, vector end) trailparticles = #336; // same as in CSQC
1464 void(float effectnum, vector org, vector vel, float howmany) pointparticles = #337; // same as in CSQC
1466 //float svc_trailparticles = 60; // [short] entnum [short] effectnum [vector] start [vector] end
1467 //float svc_pointparticles = 61; // [short] effectnum [vector] start [vector] velocity [short] count
1468 //float svc_pointparticles1 = 62; // [short] effectnum [vector] start, same as svc_pointparticles except velocity is zero and count is 1
1470 //provides the ability to spawn non-standard particle effects, typically these are defined in a particle effect information file such as effectinfo.txt in darkplaces.
1471 //this is a port of particle effect features from clientside QC (EXT_CSQC) to server QC, as these effects are potentially useful to all games even if they do not make use of EXT_CSQC.
1472 //warning: server must have same order of effects in effectinfo.txt as client does or the numbers would not match up, except for standard quake effects which are always the same numbers.
1476 //darkplaces implementation: LordHavoc
1477 //field definitions:
1478 .vector punchvector;
1480 //offsets client view in worldspace, similar to view_ofs but all 3 components are used and are sent with at least 8 bits of fraction, this allows the view to be kicked around by damage or hard landings or whatever else, note that unlike punchangle this is not faded over time, it is up to the mod to fade it (see also DP_SV_PLAYERPHYSICS).
1482 //DP_SV_PLAYERPHYSICS
1484 //darkplaces implementation: LordHavoc
1485 //field definitions:
1488 //"sv_playerphysicsqc" (0/1, default 1, allows user to disable qc player physics)
1489 //engine-called QC prototypes:
1490 //void() SV_PlayerPhysics;
1492 //.movement vector contains the movement input from the player, allowing QC to do as it wishs with the input, and SV_PlayerPhysics will completely replace the player physics if present (works for all MOVETYPE's), see darkplaces mod source for example of this function (in playermovement.qc, adds HalfLife ladders support, as well as acceleration/deceleration while airborn (rather than the quake sudden-stop while airborn), and simplifies the physics a bit)
1495 //idea: id Software (QuakeWorld Server)
1496 //darkplaces implementation: Black, LordHavoc
1497 void(string s, ...) print = #339; // same number as in EXT_CSQC
1499 //this is identical to dprint except that it always prints regardless of the developer cvar.
1501 //DP_SV_PRECACHEANYTIME
1502 //idea: id Software (Quake2)
1503 //darkplaces implementation: LordHavoc
1505 //this extension allows precache_model and precache_sound (and any variants) to be used during the game (with automatic messages to clients to precache the new model/sound indices), also setmodel/sound/ambientsound can be called without precaching first (they will cause an automatic precache).
1509 //darkplaces implementation: divVerent
1510 //1. A global variable
1512 //Its content is set as "qcstatus" field in the rules.
1513 //It may be at most 255 characters, and must not contain newlines or backslashes.
1514 //2. A per-client field
1515 .string clientstatus;
1516 //It is sent instead of the "frags" in status responses.
1517 //It should always be set in a way so that stof(player.clientstatus) is a meaningful score value. Other info may be appended. If used this way, the cvar sv_status_use_qcstatus may be set to 1, and then this value will replace the frags in "status".
1518 //Currently, qstat does not support this and will not show player info if used and set to anything other than ftos(some integer).
1520 //DP_SV_ROTATINGBMODEL
1522 //darkplaces implementation: LordHavoc
1524 //this extension merely indicates that MOVETYPE_PUSH supports avelocity, allowing rotating brush models to be created, they rotate around their origin (needs rotation supporting qbsp/light utilities because id ones expected bmodel entity origins to be '0 0 0', recommend setting "origin" key in the entity fields in the map before compiling, there may be other methods depending on your qbsp, most are more complicated however).
1525 //tip: level designers can create a func_wall with an origin, and avelocity (for example "avelocity" "0 90 0"), and "nextthink" "99999999" to make a rotating bmodel without any qc modifications, such entities will be solid in stock quake but will not rotate)
1529 //darkplaces implementation: LordHavoc
1530 //builtin definitions:
1531 void(entity ent, float colors) setcolor = #401;
1532 //engine called QC functions (optional):
1533 //void(float color) SV_ChangeTeam;
1535 //setcolor sets the color on a client and updates internal color information accordingly (equivilant to stuffing a "color" command but immediate)
1536 //SV_ChangeTeam is called by the engine whenever a "color" command is recieved, it may decide to do anything it pleases with the color passed by the client, including rejecting it (by doing nothing), or calling setcolor to apply it, preventing team changes is one use for this.
1537 //the color format is pants + shirt * 16 (0-255 potentially)
1541 //darkplaces implementation: LordHavoc
1543 //"slowmo" (0+, default 1)
1545 //sets the time scale of the server, mainly intended for use in singleplayer by the player, however potentially useful for mods, so here's an extension for it.
1546 //range is 0 to infinite, recommended values to try are 0.1 (very slow, 10% speed), 1 (normal speed), 5 (500% speed).
1548 //DP_SV_WRITEPICTURE
1550 //darkplaces implementation: divVerent
1551 //builtin definitions:
1552 void(float to, string s, float sz) WritePicture = #501;
1554 //writes a picture to the data stream so CSQC can read it using ReadPicture, which has the definition
1555 // string(void) ReadPicture = #501;
1556 //The picture data is sent as at most sz bytes, by compressing to low quality
1557 //JPEG. The data being sent will be equivalent to:
1558 // WriteString(to, s);
1559 // WriteShort(to, imagesize);
1560 // for(i = 0; i < imagesize; ++i)
1561 // WriteByte(to, [the i-th byte of the compressed JPEG image]);
1563 //DP_SV_WRITEUNTERMINATEDSTRING
1565 //darkplaces implementation: Sajt
1566 //builtin definitions:
1567 void(float to, string s) WriteUnterminatedString = #456;
1569 //like WriteString, but does not write a terminating 0 after the string. This means you can include things like a player's netname in the middle of a string sent over the network. Just be sure to end it up with either a call to WriteString (which includes the trailing 0) or WriteByte(0) to terminate it yourself.
1570 //A historical note: this extension was suggested by FrikaC years ago, more recently Shadowalker has been badmouthing LordHavoc and Spike for stealing 'his' extension writestring2 which does exactly the same thing but uses a different builtin number and name and extension string, this argument hinges on the idea that it was his idea in the first place, which is incorrect as FrikaC first suggested it and used a rough equivilant of it in his FrikBot mod years ago involving WriteByte calls on each character.
1574 //darkplaces implementation: LordHavoc
1575 //builtin definitions:
1576 void(vector org, vector velocity, float howmany) te_blood = #405;
1577 //temp entity definitions:
1578 float TE_BLOOD = 50;
1581 //byte xvelocity (-128 to +127)
1582 //byte yvelocity (-128 to +127)
1583 //byte zvelocity (-128 to +127)
1584 //byte count (0 to 255, how much blood)
1586 //creates a blood effect.
1590 //darkplaces implementation: LordHavoc
1591 //builtin definitions:
1592 void(vector mincorner, vector maxcorner, float explosionspeed, float howmany) te_bloodshower = #406;
1593 //temp entity definitions:
1594 //float TE_BLOODSHOWER = 52;
1596 //vector mins (minimum corner of the cube)
1597 //vector maxs (maximum corner of the cube)
1598 //coord explosionspeed (velocity of blood particles flying out of the center)
1599 //short count (number of blood particles)
1601 //creates an exploding shower of blood, for making gibbings more convincing.
1605 //darkplaces implementation: LordHavoc
1606 //builtin definitions:
1607 void(vector org, float radius, float lifetime, vector color) te_customflash = #417;
1608 //temp entity definitions:
1609 //float TE_CUSTOMFLASH = 73;
1612 //byte radius ((MSG_ReadByte() + 1) * 8, meaning 8-2048 unit radius)
1613 //byte lifetime ((MSG_ReadByte() + 1) / 256.0, meaning approximately 0-1 second lifetime)
1614 //byte red (0.0 to 1.0 converted to 0-255)
1615 //byte green (0.0 to 1.0 converted to 0-255)
1616 //byte blue (0.0 to 1.0 converted to 0-255)
1618 //creates a customized light flash.
1620 //DP_TE_EXPLOSIONRGB
1622 //darkplaces implementation: LordHavoc
1623 //builtin definitions:
1624 void(vector org, vector color) te_explosionrgb = #407;
1625 //temp entity definitions:
1626 //float TE_EXPLOSIONRGB = 53;
1629 //byte red (0.0 to 1.0 converted to 0 to 255)
1630 //byte green (0.0 to 1.0 converted to 0 to 255)
1631 //byte blue (0.0 to 1.0 converted to 0 to 255)
1633 //creates a colored explosion effect.
1637 //darkplaces implementation: LordHavoc
1638 //builtin definitions:
1639 void(vector org, vector vel, float howmany) te_flamejet = #457;
1640 //temp entity definitions:
1641 //float TE_FLAMEJET = 74;
1645 //byte count (0 to 255, how many flame particles)
1647 //creates a single puff of flame particles. (not very useful really)
1649 //DP_TE_PARTICLECUBE
1651 //darkplaces implementation: LordHavoc
1652 //builtin definitions:
1653 void(vector mincorner, vector maxcorner, vector vel, float howmany, float color, float gravityflag, float randomveljitter) te_particlecube = #408;
1654 //temp entity definitions:
1655 //float TE_PARTICLECUBE = 54;
1657 //vector mins (minimum corner of the cube)
1658 //vector maxs (maximum corner of the cube)
1661 //byte color (palette color)
1662 //byte gravity (TRUE or FALSE, FIXME should this be a scaler instead?)
1663 //coord randomvel (how much to jitter the velocity)
1665 //creates a cloud of particles, useful for forcefields but quite customizable.
1667 //DP_TE_PARTICLERAIN
1669 //darkplaces implementation: LordHavoc
1670 //builtin definitions:
1671 void(vector mincorner, vector maxcorner, vector vel, float howmany, float color) te_particlerain = #409;
1672 //temp entity definitions:
1673 //float TE_PARTICLERAIN = 55;
1675 //vector mins (minimum corner of the cube)
1676 //vector maxs (maximum corner of the cube)
1677 //vector velocity (velocity of particles)
1678 //short count (number of particles)
1679 //byte color (8bit palette color)
1681 //creates a shower of rain, the rain will appear either at the top (if falling down) or bottom (if falling up) of the cube.
1683 //DP_TE_PARTICLESNOW
1685 //darkplaces implementation: LordHavoc
1686 //builtin definitions:
1687 void(vector mincorner, vector maxcorner, vector vel, float howmany, float color) te_particlesnow = #410;
1688 //temp entity definitions:
1689 //float TE_PARTICLERAIN = 56;
1691 //vector mins (minimum corner of the cube)
1692 //vector maxs (maximum corner of the cube)
1693 //vector velocity (velocity of particles)
1694 //short count (number of particles)
1695 //byte color (8bit palette color)
1697 //creates a shower of snow, the snow will appear either at the top (if falling down) or bottom (if falling up) of the cube, low velocities are advisable for convincing snow.
1701 //darkplaces implementation: LordHavoc
1702 //builtin definitions:
1703 void(vector org) te_plasmaburn = #433;
1704 //temp entity definitions:
1705 //float TE_PLASMABURN = 75;
1709 //creates a small light flash (radius 200, time 0.2) and marks the walls.
1711 //DP_TE_QUADEFFECTS1
1713 //darkplaces implementation: LordHavoc
1714 //builtin definitions:
1715 void(vector org) te_gunshotquad = #412;
1716 void(vector org) te_spikequad = #413;
1717 void(vector org) te_superspikequad = #414;
1718 void(vector org) te_explosionquad = #415;
1719 //temp entity definitions:
1720 //float TE_GUNSHOTQUAD = 57; // [vector] origin
1721 //float TE_SPIKEQUAD = 58; // [vector] origin
1722 //float TE_SUPERSPIKEQUAD = 59; // [vector] origin
1723 //float TE_EXPLOSIONQUAD = 70; // [vector] origin
1727 //all of these just take a location, and are equivilant in function (but not appearance :) to the original TE_GUNSHOT, etc.
1731 //darkplaces implementation: LordHavoc
1732 //builtin definitions:
1733 void(vector org) te_smallflash = #416;
1734 //temp entity definitions:
1735 //float TE_SMALLFLASH = 72;
1739 //creates a small light flash (radius 200, time 0.2).
1743 //darkplaces implementation: LordHavoc
1744 //builtin definitions:
1745 void(vector org, vector vel, float howmany) te_spark = #411;
1746 //temp entity definitions:
1747 //float TE_SPARK = 51;
1750 //byte xvelocity (-128 to 127)
1751 //byte yvelocity (-128 to 127)
1752 //byte zvelocity (-128 to 127)
1753 //byte count (number of sparks)
1755 //creates a shower of sparks and a smoke puff.
1757 //DP_TE_STANDARDEFFECTBUILTINS
1759 //darkplaces implementation: LordHavoc
1760 //builtin definitions:
1761 void(vector org) te_gunshot = #418;
1762 void(vector org) te_spike = #419;
1763 void(vector org) te_superspike = #420;
1764 void(vector org) te_explosion = #421;
1765 void(vector org) te_tarexplosion = #422;
1766 void(vector org) te_wizspike = #423;
1767 void(vector org) te_knightspike = #424;
1768 void(vector org) te_lavasplash = #425;
1769 void(vector org) te_teleport = #426;
1770 void(vector org, float color, float colorlength) te_explosion2 = #427;
1771 void(entity own, vector start, vector end) te_lightning1 = #428;
1772 void(entity own, vector start, vector end) te_lightning2 = #429;
1773 void(entity own, vector start, vector end) te_lightning3 = #430;
1774 void(entity own, vector start, vector end) te_beam = #431;
1776 //to make life easier on mod coders.
1778 //DP_TRACE_HITCONTENTSMASK_SURFACEINFO
1780 //darkplaces implementation: LordHavoc
1782 .float dphitcontentsmask; // if non-zero on the entity passed to traceline/tracebox/tracetoss this will override the normal collidable contents rules and instead hit these contents values (for example AI can use tracelines that hit DONOTENTER if it wants to, by simply changing this field on the entity passed to traceline), this affects normal movement as well as trace calls
1783 float trace_dpstartcontents; // DPCONTENTS_ value at start position of trace
1784 float trace_dphitcontents; // DPCONTENTS_ value of impacted surface (not contents at impact point, just contents of the surface that was hit)
1785 float trace_dphitq3surfaceflags; // Q3SURFACEFLAG_ value of impacted surface
1786 string trace_dphittexturename; // texture name of impacted surface
1788 float DPCONTENTS_SOLID = 1; // hit a bmodel, not a bounding box
1789 float DPCONTENTS_WATER = 2;
1790 float DPCONTENTS_SLIME = 4;
1791 float DPCONTENTS_LAVA = 8;
1792 float DPCONTENTS_SKY = 16;
1793 float DPCONTENTS_BODY = 32; // hit a bounding box, not a bmodel
1794 float DPCONTENTS_CORPSE = 64; // hit a SOLID_CORPSE entity
1795 float DPCONTENTS_NODROP = 128; // an area where backpacks should not spawn
1796 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
1797 float DPCONTENTS_MONSTERCLIP = 512; // blocks monster movement
1798 float DPCONTENTS_DONOTENTER = 1024; // AI hint brush
1799 float DPCONTENTS_LIQUIDSMASK = 14; // WATER | SLIME | LAVA
1800 float DPCONTENTS_BOTCLIP = 2048; // AI hint brush
1801 float DPCONTENTS_OPAQUE = 4096; // only fully opaque brushes get this (may be useful for line of sight checks)
1802 float Q3SURFACEFLAG_NODAMAGE = 1;
1803 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
1804 float Q3SURFACEFLAG_SKY = 4; // sky surface (also has NOIMPACT and NOMARKS set)
1805 float Q3SURFACEFLAG_LADDER = 8; // climbable surface
1806 float Q3SURFACEFLAG_NOIMPACT = 16; // projectiles should remove themselves on impact (this is set on sky)
1807 float Q3SURFACEFLAG_NOMARKS = 32; // projectiles should not leave marks, such as decals (this is set on sky)
1808 float Q3SURFACEFLAG_FLESH = 64; // projectiles should do a fleshy effect (blood?) on impact
1809 //float Q3SURFACEFLAG_NODRAW = 128; // compiler hint (not important to qc)
1810 //float Q3SURFACEFLAG_HINT = 256; // compiler hint (not important to qc)
1811 //float Q3SURFACEFLAG_SKIP = 512; // compiler hint (not important to qc)
1812 //float Q3SURFACEFLAG_NOLIGHTMAP = 1024; // compiler hint (not important to qc)
1813 //float Q3SURFACEFLAG_POINTLIGHT = 2048; // compiler hint (not important to qc)
1814 float Q3SURFACEFLAG_METALSTEPS = 4096; // walking on this surface should make metal step sounds
1815 float Q3SURFACEFLAG_NOSTEPS = 8192; // walking on this surface should not make footstep sounds
1816 //float Q3SURFACEFLAG_NONSOLID = 16384; // compiler hint (not important to qc)
1817 //float Q3SURFACEFLAG_LIGHTFILTER = 32768; // compiler hint (not important to qc)
1818 //float Q3SURFACEFLAG_ALPHASHADOW = 65536; // compiler hint (not important to qc)
1819 //float Q3SURFACEFLAG_NODLIGHT = 131072; // compiler hint (not important to qc)
1820 //float Q3SURFACEFLAG_DUST = 262144; // translucent 'light beam' effect (not important to qc)
1822 //adds additional information after a traceline/tracebox/tracetoss call.
1823 //also (very important) sets trace_* globals before calling .touch functions,
1824 //this allows them to inspect the nature of the collision (for example
1825 //determining if a projectile hit sky), clears trace_* variables for the other
1826 //object in a touch event (that is to say, a projectile moving will see the
1827 //trace results in its .touch function, but the player it hit will see very
1828 //little information in the trace_ variables as it was not moving at the time)
1832 //darkplaces implementation: LordHavoc
1833 //field definitions:
1836 //scales fov and sensitivity of player, valid range is 0 to 1 (intended for sniper rifle zooming, and such)
1840 //darkplaces implementation: [515]
1841 //builtin definitions:
1842 float(float number, float quantity) bitshift = #218;
1844 //multiplies number by a power of 2 corresponding to quantity (0 = *1, 1 = *2, 2 = *4, 3 = *8, -1 = /2, -2 = /4x, etc), and rounds down (due to integer math) like other bit operations do (& and | and the like).
1845 //note: it is faster to use multiply if you are shifting by a constant, avoiding the quakec function call cost, however that does not do a floor for you.
1849 //darkplaces implementation: LordHavoc
1850 //builtin definitions:
1851 float(string s) stof = #81; // get numerical value from a string
1852 float(string filename, float mode) fopen = #110; // opens a file inside quake/gamedir/data/ (mode is FILE_READ, FILE_APPEND, or FILE_WRITE), returns fhandle >= 0 if successful, or fhandle < 0 if unable to open file for any reason
1853 void(float fhandle) fclose = #111; // closes a file
1854 string(float fhandle) fgets = #112; // reads a line of text from the file and returns as a tempstring
1855 void(float fhandle, string s, ...) fputs = #113; // writes a line of text to the end of the file
1856 float(string s) strlen = #114; // returns how many characters are in a string
1857 string(string s1, string s2, ...) strcat = #115; // concatenates two or more strings (for example "abc", "def" would return "abcdef") and returns as a tempstring
1858 string(string s, float start, float length) substring = #116; // returns a section of a string as a tempstring - see FTE_STRINGS for enhanced version
1859 vector(string s) stov = #117; // returns vector value from a string
1860 string(string s, ...) strzone = #118; // makes a copy of a string into the string zone and returns it, this is often used to keep around a tempstring for longer periods of time (tempstrings are replaced often)
1861 void(string s) strunzone = #119; // removes a copy of a string from the string zone (you can not use that string again or it may crash!!!)
1863 float FILE_READ = 0;
1864 float FILE_APPEND = 1;
1865 float FILE_WRITE = 2;
1867 //pr_zone_min_strings : default 64 (64k), min 64 (64k), max 8192 (8mb)
1869 //provides text file access functions and string manipulation functions, note that you may want to set pr_zone_min_strings in the worldspawn function if 64k is not enough string zone space.
1871 //NOTE: strzone functionality is partially superseded by
1872 //DP_QC_UNLIMITEDTEMPSTRINGS when longterm storage is not needed
1873 //NOTE: substring is upgraded by FTE_STRINGS extension with negative start/length handling identical to php 5.2.0
1875 //FTE_CSQC_SKELETONOBJECTS
1876 //idea: Spike, LordHavoc
1877 //darkplaces implementation: LordHavoc
1878 //builtin definitions:
1879 // all skeleton numbers are 1-based (0 being no skeleton)
1880 // all bone numbers are 1-based (0 being invalid)
1881 float(float modlindex) skel_create = #263; // create a skeleton (be sure to assign this value into .skeletonindex for use), returns skeleton index (1 or higher) on success, returns 0 on failure (for example if the modelindex is not skeletal), it is recommended that you create a new skeleton if you change modelindex, as the skeleton uses the hierarchy from the model.
1882 float(float skel, entity ent, float modlindex, float retainfrac, float firstbone, float lastbone) skel_build = #264; // blend in a percentage of standard animation, 0 replaces entirely, 1 does nothing, 0.5 blends half, etc, and this only alters the bones in the specified range for which out of bounds values like 0,100000 are safe (uses .frame, .frame2, .frame3, .frame4, .lerpfrac, .lerpfrac3, .lerpfrac4, .frame1time, .frame2time, .frame3time, .frame4time), returns skel on success, 0 on failure
1883 float(float skel) skel_get_numbones = #265; // returns how many bones exist in the created skeleton, 0 if skeleton does not exist
1884 string(float skel, float bonenum) skel_get_bonename = #266; // returns name of bone (as a tempstring), "" if invalid bonenum (< 1 for example) or skeleton does not exist
1885 float(float skel, float bonenum) skel_get_boneparent = #267; // returns parent num for supplied bonenum, 0 if bonenum has no parent or bone does not exist (returned value is always less than bonenum, you can loop on this)
1886 float(float skel, string tagname) skel_find_bone = #268; // get number of bone with specified name, 0 on failure, bonenum (1-based) on success, same as using gettagindex but takes modelindex instead of entity
1887 vector(float skel, float bonenum) skel_get_bonerel = #269; // get matrix of bone in skeleton relative to its parent - sets v_forward, v_right, v_up, returns origin (relative to parent bone)
1888 vector(float skel, float bonenum) skel_get_boneabs = #270; // get matrix of bone in skeleton in model space - sets v_forward, v_right, v_up, returns origin (relative to entity)
1889 void(float skel, float bonenum, vector org) skel_set_bone = #271; // set matrix of bone relative to its parent, reads v_forward, v_right, v_up, takes origin as parameter (relative to parent bone)
1890 void(float skel, float bonenum, vector org) skel_mul_bone = #272; // transform bone matrix (relative to its parent) by the supplied matrix in v_forward, v_right, v_up, takes origin as parameter (relative to parent bone)
1891 void(float skel, float startbone, float endbone, vector org) skel_mul_bones = #273; // transform bone matrices (relative to their parents) by the supplied matrix in v_forward, v_right, v_up, takes origin as parameter (relative to parent bones)
1892 void(float skeldst, float skelsrc, float startbone, float endbone) skel_copybones = #274; // copy bone matrices (relative to their parents) from one skeleton to another, useful for copying a skeleton to a corpse
1893 void(float skel) skel_delete = #275; // deletes skeleton at the beginning of the next frame (you can add the entity, delete the skeleton, renderscene, and it will still work)
1894 float(float modlindex, string framename) frameforname = #276; // finds number of a specified frame in the animation, returns -1 if no match found
1895 float(float modlindex, float framenum) frameduration = #277; // returns the intended play time (in seconds) of the specified framegroup, if it does not exist the result is 0, if it is a single frame it may be a small value around 0.1 or 0.
1897 .float skeletonindex; // active skeleton overriding standard animation on model
1898 .float frame; // primary framegroup animation (strength = 1 - lerpfrac - lerpfrac3 - lerpfrac4)
1899 .float frame2; // secondary framegroup animation (strength = lerpfrac)
1900 .float frame3; // tertiary framegroup animation (strength = lerpfrac3)
1901 .float frame4; // quaternary framegroup animation (strength = lerpfrac4)
1902 .float lerpfrac; // strength of framegroup blend
1903 .float lerpfrac3; // strength of framegroup blend
1904 .float lerpfrac4; // strength of framegroup blend
1905 .float frame1time; // start time of framegroup animation
1906 .float frame2time; // start time of framegroup animation
1907 .float frame3time; // start time of framegroup animation
1908 .float frame4time; // start time of framegroup animation
1910 //this extension provides a way to do complex skeletal animation on an entity.
1912 //see also DP_SKELETONOBJECTS (this extension implemented on server as well as client)
1915 //each model contains its own skeleton, reusing a skeleton with incompatible models will yield garbage (or not render).
1916 //each model contains its own animation data, you can use animations from other model files (for example saving out all character animations as separate model files).
1917 //if an engine supports loading an animation-only file format such as .md5anim in FTEQW, it can be used to animate any model with a compatible skeleton.
1918 //proper use of this extension may require understanding matrix transforms (v_forward, v_right, v_up, origin), and you must keep in mind that v_right is negative for this purpose.
1921 //multiple animations blended together.
1922 //animating a model with animations from another model with a compatible skeleton.
1923 //restricting animation blends to certain bones of a model - for example independent animation of legs, torso, head.
1924 //custom bone controllers - for example making eyes track a target location.
1928 //example code follows...
1930 //this helper function lets you identify (by parentage) what group a bone
1931 //belongs to - for example "torso", "leftarm", would return 1 ("torso") for
1932 //all children of the bone named "torso", unless they are children of
1933 //"leftarm" (which is a child of "torso") which would return 2 instead...
1934 float(float skel, float bonenum, string g1, string g2, string g3, string g4, string g5, string g6) example_skel_findbonegroup =
1936 local string bonename;
1937 while (bonenum >= 0)
1939 bonename = skel_get_bonename(skel, bonenum);
1940 if (bonename == g1) return 1;
1941 if (bonename == g2) return 2;
1942 if (bonename == g3) return 3;
1943 if (bonename == g4) return 4;
1944 if (bonename == g5) return 5;
1945 if (bonename == g6) return 6;
1946 bonenum = skel_get_boneparent(skel, bonenum);
1950 // create a skeletonindex for our player using current modelindex
1951 void() example_skel_player_setup =
1953 self.skeletonindex = skel_create(self.modelindex);
1955 // setup bones of skeleton based on an animation
1956 // note: animmodelindex can be a different model than self.modelindex
1957 void(float animmodelindex, float framegroup, float framegroupstarttime) example_skel_player_update_begin =
1959 // start with our standard animation
1960 self.frame = framegroup;
1964 self.frame1time = framegroupstarttime;
1965 self.frame2time = 0;
1966 self.frame3time = 0;
1967 self.frame4time = 0;
1971 skel_build(self.skeletonindex, self, animmodelindex, 0, 0, 100000);
1973 // apply a different framegroup animation to bones with a specified parent
1974 void(float animmodelindex, float framegroup, float framegroupstarttime, float blendalpha, string groupbonename, string excludegroupname1, string excludegroupname2) example_skel_player_update_applyoverride =
1976 local float bonenum;
1977 local float numbones;
1978 self.frame = framegroup;
1982 self.frame1time = framegroupstarttime;
1983 self.frame2time = 0;
1984 self.frame3time = 0;
1985 self.frame4time = 0;
1990 numbones = skel_get_numbones(self.skeletonindex);
1991 while (bonenum < numbones)
1993 if (example_skel_findbonegroup(self.skeletonindex, bonenum, groupbonename, excludegroupname1, excludegroupname2, "", "", "") == 1)
1994 skel_build(self.skeletonindex, self, animmodelindex, 1 - blendalpha, bonenum, bonenum + 1);
1995 bonenum = bonenum + 1;
1998 // make eyes point at a target location, be sure v_forward, v_right, v_up are set correctly before calling
1999 void(vector eyetarget, string bonename) example_skel_player_update_eyetarget =
2001 local float bonenum;
2003 local vector oldforward, oldright, oldup;
2004 local vector relforward, relright, relup, relorg;
2005 local vector boneforward, boneright, boneup, boneorg;
2006 local vector parentforward, parentright, parentup, parentorg;
2008 local vector modeleyetarget;
2009 bonenum = skel_find_bone(self.skeletonindex, bonename) - 1;
2012 oldforward = v_forward;
2015 v = eyetarget - self.origin;
2016 modeleyetarget_x = v * v_forward;
2017 modeleyetarget_y = 0-v * v_right;
2018 modeleyetarget_z = v * v_up;
2019 // this is an eyeball, make it point at the target location
2020 // first get all the data we can...
2021 relorg = skel_get_bonerel(self.skeletonindex, bonenum);
2022 relforward = v_forward;
2025 boneorg = skel_get_boneabs(self.skeletonindex, bonenum);
2026 boneforward = v_forward;
2027 boneright = v_right;
2029 parentorg = skel_get_boneabs(self.skeletonindex, skel_get_boneparent(self.skeletonindex, bonenum));
2030 parentforward = v_forward;
2031 parentright = v_right;
2033 // get the vector from the eyeball to the target
2034 u = modeleyetarget - boneorg;
2035 // now transform it inversely by the parent matrix to produce new rel vectors
2036 v_x = u * parentforward;
2037 v_y = u * parentright;
2039 ang = vectoangles2(v, relup);
2042 // set the relative bone matrix
2043 skel_set_bone(self.skeletonindex, bonenum, relorg);
2044 // restore caller's v_ vectors
2045 v_forward = oldforward;
2049 // delete skeleton when we're done with it
2050 // note: skeleton remains valid until next frame when it is really deleted
2051 void() example_skel_player_delete =
2053 skel_delete(self.skeletonindex);
2054 self.skeletonindex = 0;
2057 // END OF EXAMPLES FOR FTE_CSQC_SKELETONOBJECTS
2060 //KRIMZON_SV_PARSECLIENTCOMMAND
2062 //darkplaces implementation: KrimZon, LordHavoc
2063 //engine-called QC prototypes:
2064 //void(string s) SV_ParseClientCommand;
2065 //builtin definitions:
2066 void(entity e, string s) clientcommand = #440;
2067 float(string s) tokenize = #441;
2068 string(float n) argv = #442;
2070 //provides QC the ability to completely control server interpretation of client commands ("say" and "color" for example, clientcommand is necessary for this and substring (FRIK_FILE) is useful) as well as adding new commands (tokenize, argv, and stof (FRIK_FILE) are useful for this)), whenever a clc_stringcmd is received the QC function is called, and it is up to the QC to decide what (if anything) to do with it
2074 //darkplaces implementation: LordHavoc
2076 //shows that the engine supports the "play2" console command (plays a sound without spatialization).
2080 //darkplaces implementation: LordHavoc
2081 //engine-called QC prototypes:
2082 //void() RestoreGame;
2084 //when a savegame is loaded, this function is called
2086 //NEXUIZ_PLAYERMODEL
2088 //darkplaces implementation: Black
2090 //playermodel <name> - FIXME: EXAMPLE NEEDED
2091 //playerskin <name> - FIXME: EXAMPLE NEEDED
2092 //field definitions:
2093 .string playermodel; // name of player model sent by client
2094 .string playerskin; // name of player skin sent by client
2096 //these client properties are used by Nexuiz.
2100 //darkplaces implementation: LordHavoc
2102 //shows that the engine supports the "r_letterbox" console variable, set to values in the range 0-100 this restricts the view vertically (and turns off sbar and crosshair), value is a 0-100 percentage of how much to constrict the view, <=0 = normal view height, 25 = 75% of normal view height, 50 = 50%, 75 = 25%, >=100 = no view
2104 //PRYDON_CLIENTCURSOR
2106 //darkplaces implementation: LordHavoc
2108 float EF_SELECTABLE = 16384; // allows cursor to highlight entity (brighten)
2109 //field definitions:
2110 .float cursor_active; // true if cl_prydoncursor mode is on
2111 .vector cursor_screen; // screen position of cursor as -1 to +1 in _x and _y (_z unused)
2112 .vector cursor_trace_start; // position of camera
2113 .vector cursor_trace_endpos; // position of cursor in world (as traced from camera)
2114 .entity cursor_trace_ent; // entity the cursor is pointing at (server forces this to world if the entity is currently free at time of receipt)
2116 //cl_prydoncursor (0/1+, default 0, 1 and above use cursors named gfx/prydoncursor%03i.lmp - or .tga and such if DP_GFX_EXTERNALTEXTURES is implemented)
2118 //shows that the engine supports the cl_prydoncursor cvar, this puts a clientside mouse pointer on the screen and feeds input to the server for the QuakeC to use as it sees fit.
2119 //the mouse pointer triggers button4 if cursor is at left edge of screen, button5 if at right edge of screen, button6 if at top edge of screen, button7 if at bottom edge of screen.
2120 //the clientside trace skips transparent entities (except those marked EF_SELECTABLE).
2121 //the selected entity highlights only if EF_SELECTABLE is set, a typical selection method would be doubling the brightness of the entity by some means (such as colormod[] *= 2).
2122 //intended to be used by Prydon Gate.
2124 //TENEBRAE_GFX_DLIGHTS
2126 //darkplaces implementation: LordHavoc
2128 .float light_lev; // radius (does not affect brightness), typical value 350
2129 .vector color; // color (does not affect radius), typical value '1 1 1' (bright white), can be up to '255 255 255' (nuclear blast)
2130 .float style; // light style (like normal light entities, flickering torches or switchable, etc)
2131 .float pflags; // flags (see PFLAGS_ constants)
2132 .vector angles; // orientation of the light
2133 .float skin; // cubemap filter number, can be 1-255 (0 is assumed to be none, and tenebrae only allows 16-255), this selects a projective light filter, a value of 1 loads cubemaps/1posx.tga and cubemaps/1negx.tga and posy, negy, posz, and negz, similar to skybox but some sides need to be rotated or flipped
2135 float PFLAGS_NOSHADOW = 1; // light does not cast shadows
2136 float PFLAGS_CORONA = 2; // light has a corona flare
2137 float PFLAGS_FULLDYNAMIC = 128; // light enable (without this set no light is produced!)
2139 //more powerful dynamic light settings
2140 //warning: it is best not to use cubemaps on a light entity that has a model, as using a skin number that a model does not have will cause issues in glquake, and produce warnings in darkplaces (use developer 1 to see them)
2141 //changes compared to tenebrae (because they're too 'leet' for standards):
2142 //note: networking should send entities with PFLAGS_FULLDYNAMIC set even if they have no model (lights in general do not have a model, nor should they)
2143 //EF_FULLDYNAMIC effects flag replaced by PFLAGS_FULLDYNAMIC flag (EF_FULLDYNAMIC conflicts with EF_NODRAW)
2147 //darkplaces implementation: LordHavoc
2149 //sv_jumpstep (0/1, default 1)
2150 //sv_stepheight (default 18)
2152 //sv_jumpstep allows stepping up onto stairs while airborn, sv_stepheight controls how high a single step can be.
2156 //darkplaces implementation: divVerent
2157 //builtin definitions:
2158 float checkpvs(vector viewpos, entity viewee) = #240;
2160 //returns true if viewee can be seen from viewpos according to PVS data
2164 //darkplaces implementation: KrimZon
2165 //builtin definitions:
2166 float(string str, string sub, float startpos) strstrofs = #221; // returns the offset into a string of the matching text, or -1 if not found, case sensitive
2167 float(string str, float ofs) str2chr = #222; // returns the character at the specified offset as an integer, or 0 if an invalid index, or byte value - 256 if the engine supports UTF8 and the byte is part of an extended character
2168 string(float c, ...) chr2str = #223; // returns a string representing the character given, if the engine supports UTF8 this may be a multi-byte sequence (length may be more than 1) for characters over 127.
2169 string(float ccase, float calpha, float cnum, string s, ...) strconv = #224; // reformat a string with special color characters in the font, DO NOT USE THIS ON UTF8 ENGINES (if you are lucky they will emit ^4 and such color codes instead), the parameter values are 0=same/1=lower/2=upper for ccase, 0=same/1=white/2=red/5=alternate/6=alternate-alternate for redalpha, 0=same/1=white/2=red/3=redspecial/4=whitespecial/5=alternate/6=alternate-alternate for rednum.
2170 string(float chars, string s, ...) strpad = #225; // pad string with spaces to a specified length, < 0 = left padding, > 0 = right padding
2171 string(string info, string key, string value, ...) infoadd = #226; // sets or adds a key/value pair to an infostring - note: forbidden characters are \ and "
2172 string(string info, string key) infoget = #227; // gets a key/value pair in an infostring, returns value or null if not found
2173 float(string s1, string s2, float len) strncmp = #228; // compare two strings up to the specified number of characters, if their length differs and is within the specified limit the result will be negative, otherwise it is the difference in value of their first non-matching character.
2174 float(string s1, string s2) strcasecmp = #229; // compare two strings with case-insensitive matching, characters a-z are considered equivalent to the matching A-Z character, no other differences, and this does not consider special characters equal even if they look similar
2175 float(string s1, string s2, float len) strncasecmp = #230; // same as strcasecmp but with a length limit, see strncmp
2176 //string(string s, float start, float length) substring = #116; // see note below
2178 //various string manipulation functions
2179 //note: substring also exists in FRIK_FILE but this extension adds negative start and length as valid cases (see note above), substring is consistent with the php 5.2.0 substr function (not 5.2.3 behavior)
2180 //substring returns a section of a string as a tempstring, if given negative
2181 // start the start is measured back from the end of the string, if given a
2182 // negative length the length is the offset back from the end of the string to
2183 // stop at, rather than being relative to start, if start is negative and
2184 // larger than length it is treated as 0.
2185 // examples of substring:
2186 // substring("blah", -3, 3) returns "lah"
2187 // substring("blah", 3, 3) returns "h"
2188 // substring("blah", -10, 3) returns "bla"
2189 // substring("blah", -10, -3) returns "b"
2193 //darkplaces implementation: divVerent
2195 //allows QC to register weapon properties for use by the bestweapon command, for mods that change required ammo count or type for the weapons
2196 //it is done using console commands sent via stuffcmd:
2197 // register_bestweapon quake
2198 // register_bestweapon clear
2199 // register_bestweapon <shortname> <impulse> <itemcode> <activeweaponcode> <ammostat> <ammomin>
2200 //for example, this is what Quake uses:
2201 // register_bestweapon 1 1 4096 4096 6 0 // STAT_SHELLS is 6
2202 // register_bestweapon 2 2 1 1 6 1
2203 // register_bestweapon 3 3 2 2 6 1
2204 // register_bestweapon 4 4 4 4 7 1 // STAT_NAILS is 7
2205 // register_bestweapon 5 5 8 8 7 1
2206 // register_bestweapon 6 6 16 16 8 1 // STAT_ROCKETS is 8
2207 // register_bestweapon 7 7 32 32 8 1
2208 // register_bestweapon 8 8 64 64 9 1 // STAT_CELLS is 9
2209 //after each map client initialization, this is reset back to Quake settings. So you should send these data in ClientConnect.
2210 //also, this extension introduces a new "cycleweapon" command to the user.
2212 //DP_QC_STRINGBUFFERS
2214 //darkplaces implementation: LordHavoc
2215 //functions to manage string buffer objects - that is, arbitrary length string arrays that are handled by the engine
2216 float() buf_create = #460;
2217 void(float bufhandle) buf_del = #461;
2218 float(float bufhandle) buf_getsize = #462;
2219 void(float bufhandle_from, float bufhandle_to) buf_copy = #463;
2220 void(float bufhandle, float sortpower, float backward) buf_sort = #464;
2221 string(float bufhandle, string glue) buf_implode = #465;
2222 string(float bufhandle, float string_index) bufstr_get = #466;
2223 void(float bufhandle, float string_index, string str) bufstr_set = #467;
2224 float(float bufhandle, string str, float order) bufstr_add = #468;
2225 void(float bufhandle, float string_index) bufstr_free = #469;
2227 //DP_QC_STRINGBUFFERS_CVARLIST
2229 //darkplaces implementation: divVerent
2230 //functions to list cvars and store their names into a stringbuffer
2231 //cvars that start with pattern but not with antipattern will be stored into the buffer
2232 void(float bufhandle, string pattern, string antipattern) buf_cvarlist = #517;
2236 //darkplaces implementation: Sajt
2237 //builtin definitions:
2238 string(string search, string replace, string subject) strreplace = #484;
2239 string(string search, string replace, string subject) strireplace = #485;
2241 //strreplace replaces all occurrences of 'search' with 'replace' in the string 'subject', and returns the result as a tempstring.
2242 //strireplace does the same but uses case-insensitive matching of the 'search' term
2246 //darkplaces implementation: divVerent
2247 //Some hash function to build hash tables with. This has to be be the CRC-16-CCITT that is also required for the QuakeWorld download protocol.
2248 //When caseinsensitive is set, the CRC is calculated of the lower cased string.
2249 float(float caseinsensitive, string s, ...) crc16 = #494;
2253 //darkplaces implementation: divVerent
2254 //A function that gets called just before progs exit. To save persistent data from.
2255 //It is not called on a crash or error.
2256 //void SV_Shutdown();
2259 // #232 void(float index, float type, .void field) SV_AddStat (EXT_CSQC)
2260 void(float index, float type, ...) addstat = #232;
2264 //darkplaces implementation: GreEn`mArine
2265 //builtin definitions:
2266 void(float pause) setpause = #531;
2267 //function definitions:
2268 //void(float elapsedtime) SV_PausedTic;
2270 //during pause the world is not updated (time does not advance), SV_PausedTic is the only function you can be sure will be called at regular intervals during the pause, elapsedtime is the current system time in seconds since the pause started (not affected by slowmo or anything else).
2272 //calling setpause(0) will end a pause immediately.
2274 //Note: it is worth considering that network-related functions may be called during the pause (including customizeentityforclient for example), and it is also important to consider the continued use of the KRIMZON_SV_PARSECLIENTCOMMAND extension while paused (chatting players, etc), players may also join/leave during the pause. In other words, the only things that are not called are think and other time-related functions.
2279 // EXPERIMENTAL (not finalized) EXTENSIONS:
2283 //darkplaces implementation: LordHavoc, divVerent
2284 //constant definitions:
2285 float SOLID_PHYSICS_BOX = 32;
2286 float SOLID_PHYSICS_SPHERE = 33;
2287 float SOLID_PHYSICS_CAPSULE = 34;
2288 float MOVETYPE_PHYSICS = 32;
2289 float JOINTTYPE_POINT = 1; // point; uses origin (anchor)
2290 float JOINTTYPE_HINGE = 2; // hinge; uses origin (anchor) and angles (axis)
2291 float JOINTTYPE_SLIDER = 3; // slider; uses angles (axis)
2292 float JOINTTYPE_UNIVERSAL = 4; // universal; uses origin (anchor) and angles (forward is axis1, up is axis2)
2293 float JOINTTYPE_HINGE2 = 5; // hinge2; uses origin (anchor), angles (axis1), velocity (axis2)
2294 //field definitions:
2296 .float jointtype; // see JOINTTYPE_ definitions above
2297 // common joint properties:
2298 // .entity aiment, enemy; // connected objects
2301 // movedir_x = spring constant (force multiplier, must be > 0)
2302 // movedir_y = spring dampening constant to prevent oscillation (must be > 0)
2303 // movedir_z = spring stop position (+/-)
2305 // movedir_x = desired motor velocity
2306 // movedir_y = -1 * max motor force to use
2307 // movedir_z = stop position (+/-), set to 0 for no stop
2308 // note that ODE does not support both in one anyway
2310 //various physics properties can be defined in an entity and are executed via