#ifndef CSPROGSDEFS_H #define CSPROGSDEFS_H #pragma noref 1 /* ============================================================================== SOURCE FOR GLOBALVARS_T C STRUCTURE MUST NOT BE MODIFIED, OR CRC ERRORS WILL APPEAR ============================================================================== */ // // system globals // entity self; entity other; entity world; float time; float frametime; int player_localentnum; //the entnum int player_localnum; //the playernum float maxclients; //a constant filled in by the engine. gah, portability eh? float clientcommandframe; //player movement float servercommandframe; //clientframe echoed off the server string mapname; // // global variables set by built in functions // vector v_forward, v_up, v_right; // set by makevectors() // set by traceline / tracebox float trace_allsolid; float trace_startsolid; float trace_fraction; vector trace_endpos; vector trace_plane_normal; float trace_plane_dist; entity trace_ent; float trace_inopen; float trace_inwater; // // required prog functions // void() CSQC_Init; void() CSQC_Shutdown; float(float f, float t, float n) CSQC_InputEvent; void(float w, float h) CSQC_UpdateView; bool(string s) CSQC_ConsoleCommand; //these fields are read and set by the default player physics vector pmove_org; vector pmove_vel; vector pmove_mins; vector pmove_maxs; //retrieved from the current movement commands (read by player physics) float input_timelength; vector input_angles; vector input_movevalues; //forwards, right, up. int input_buttons; //attack, use, jump (default physics only uses jump) float movevar_gravity; float movevar_stopspeed; float movevar_maxspeed; float movevar_spectatormaxspeed; //used by NOCLIP movetypes. float movevar_accelerate; float movevar_airaccelerate; float movevar_wateraccelerate; float movevar_friction; float movevar_waterfriction; float movevar_entgravity; //the local player's gravity field. Is a multiple (1 is the normal value) //================================================ void end_sys_globals; // flag for structure dumping //================================================ /* ============================================================================== SOURCE FOR ENTVARS_T C STRUCTURE MUST NOT BE MODIFIED, OR CRC ERRORS WILL APPEAR ============================================================================== */ // // system fields (*** = do not set in prog code, maintained by C code) // .int modelindex; // *** model index in the precached list .vector absmin, absmax; // *** origin + mins / maxs .int entnum; // *** the ent number as on the server .float drawmask; .void() predraw; .float movetype; .float solid; .vector origin; // *** .vector oldorigin; // *** .vector velocity; .vector angles; .vector avelocity; .string classname; // spawn function .string model; .int frame; .int skin; .int effects; .vector mins, maxs; // bounding box extents reletive to origin .vector size; // maxs - mins .void() touch; .void() use; .void() think; .void() blocked; // for doors or plats, called when can't push other .float nextthink; .entity chain; .string netname; .entity enemy; .int flags; .int colormap; .entity owner; // who launched a missile //================================================ void end_sys_fields; // flag for structure dumping //================================================ /* ============================================================================== OPTIONAL FIELDS AND GLOBALS ============================================================================== */ // Additional OPTIONAL Fields and Globals float intermission; // indicates intermission state (0 = normal, 1 = scores, 2 = finale text) vector view_angles; // same as input_angles vector view_punchangle; // from server vector view_punchvector; // from server /* ============================================================================== CONSTANT DEFINITIONS ============================================================================== */ const int MASK_ENGINE = 1; const int MASK_ENGINEVIEWMODELS = 2; const int MASK_NORMAL = 4; const int RF_VIEWMODEL = 1; const int RF_EXTERNALMODEL = 2; const int RF_DEPTHHACK = 4; const int RF_ADDITIVE = 8; const int RF_USEAXIS = 16; const int VF_MIN = 1; //(vector) const int VF_MIN_X = 2; //(float) const int VF_MIN_Y = 3; //(float) const int VF_SIZE = 4; //(vector) (viewport size) const int VF_SIZE_Y = 5; //(float) const int VF_SIZE_X = 6; //(float) const int VF_VIEWPORT = 7; //(vector, vector) const int VF_FOV = 8; //(vector) const int VF_FOVX = 9; //(float) const int VF_FOVY = 10; //(float) const int VF_ORIGIN = 11; //(vector) const int VF_ORIGIN_X = 12; //(float) const int VF_ORIGIN_Y = 13; //(float) const int VF_ORIGIN_Z = 14; //(float) const int VF_ANGLES = 15; //(vector) const int VF_ANGLES_X = 16; //(float) const int VF_ANGLES_Y = 17; //(float) const int VF_ANGLES_Z = 18; //(float) const int VF_DRAWWORLD = 19; //(float) const int VF_DRAWENGINESBAR = 20; //(float) const int VF_DRAWCROSSHAIR = 21; //(float) const int VF_CL_VIEWANGLES = 33; //(vector) const int VF_CL_VIEWANGLES_X = 34; //(float) const int VF_CL_VIEWANGLES_Y = 35; //(float) const int VF_CL_VIEWANGLES_Z = 36; //(float) const int VF_PERSPECTIVE = 200; //const int STAT_HEALTH = 0; //const int STAT_WEAPONMODEL = 2; //const int STAT_AMMO = 3; //const int STAT_ARMOR = 4; //const int STAT_WEAPONFRAME = 5; //const int STAT_SHELLS = 6; //const int STAT_NAILS = 7; //const int STAT_ROCKETS = 8; //const int STAT_CELLS = 9; //const int STAT_ACTIVEWEAPON = 10; //const int STAT_TOTALSECRETS = 11; //const int STAT_TOTALMONSTERS = 12; //const int STAT_SECRETS = 13; //const int STAT_MONSTERS = 14; //const int STAT_ITEMS = 15; //const int STAT_VIEWHEIGHT = 16; // Quake Sound Constants const int CHAN_AUTO = 0; const int CHAN_WEAPON = 1; const int CHAN_VOICE = 2; const int CHAN_ITEM = 3; const int CHAN_BODY = 4; const int ATTN_NONE = 0; const int ATTN_NORM = 1; const int ATTN_IDLE = 2; const int ATTN_STATIC = 3; // Frik File Constants const int FILE_READ = 0; const int FILE_APPEND = 1; const int FILE_WRITE = 2; // Quake Point Contents const int CONTENT_EMPTY = -1; const int CONTENT_SOLID = -2; const int CONTENT_WATER = -3; const int CONTENT_SLIME = -4; const int CONTENT_LAVA = -5; const int CONTENT_SKY = -6; // Quake Solid Constants const int SOLID_NOT = 0; const int SOLID_TRIGGER = 1; const int SOLID_BBOX = 2; const int SOLID_SLIDEBOX = 3; const int SOLID_BSP = 4; const int SOLID_CORPSE = 5; // Quake Move Constants const int MOVE_NORMAL = 0; const int MOVE_NOMONSTERS = 1; const int MOVE_MISSILE = 2; const float EXTRA_LOW = -99999999; const float EXTRA_HIGH = 99999999; const vector VEC_1 = '1 1 1'; const vector VEC_0 = '0 0 0'; const vector VEC_M1 = '-1 -1 -1'; //const float M_PI = 3.14159265358979323846; vector VEC_HULL_MIN = '-16 -16 -24'; vector VEC_HULL_MAX = '16 16 32'; // Quake Temporary Entity Constants const int TE_SPIKE = 0; const int TE_SUPERSPIKE = 1; const int TE_GUNSHOT = 2; const int TE_EXPLOSION = 3; const int TE_TAREXPLOSION = 4; const int TE_LIGHTNING1 = 5; const int TE_LIGHTNING2 = 6; const int TE_WIZSPIKE = 7; const int TE_KNIGHTSPIKE = 8; const int TE_LIGHTNING3 = 9; const int TE_LAVASPLASH = 10; const int TE_TELEPORT = 11; const int TE_EXPLOSION2 = 12; // Darkplaces Additions const int TE_EXPLOSIONRGB = 53; const int TE_GUNSHOTQUAD = 57; const int TE_EXPLOSIONQUAD = 70; const int TE_SPIKEQUAD = 58; const int TE_SUPERSPIKEQUAD = 59; // PFlags for Dynamic Lights const int PFLAGS_NOSHADOW = 1; const int PFLAGS_CORONA = 2; const int PFLAGS_FULLDYNAMIC = 128; const int EF_ADDITIVE = 32; const int EF_BLUE = 64; const int EF_FLAME = 1024; const int EF_FULLBRIGHT = 512; const int EF_NODEPTHTEST = 8192; const int EF_NODRAW = 16; const int EF_NOSHADOW = 4096; const int EF_RED = 128; const int EF_STARDUST = 2048; const int EF_SELECTABLE = 16384; const int PFL_ONGROUND = 1; const int PFL_CROUCH = 2; const int PFL_DEAD = 4; const int PFL_GIBBED = 8; // draw flags const int DRAWFLAG_NORMAL = 0; const int DRAWFLAG_ADDITIVE = 1; const int DRAWFLAG_MODULATE = 2; const int DRAWFLAG_2XMODULATE = 3; const int DRAWFLAG_SCREEN = 4; const int DRAWFLAG_MIPMAP = 0x100; // only for R_BeginPolygon /* ============================================================================== BUILTIN DEFINITIONS EXTENSIONS ARE NOT ADDED HERE, BUT BELOW! ============================================================================== */ void(vector ang) makevectors = #1; void(entity e, vector o) setorigin = #2; void(entity e, string m) setmodel = #3; void(entity e, vector min, vector max) setsize = #4; void() break_to_debugger = #6; float() random = #7; void(entity e, float chan, string samp) sound = #8; vector(vector v) normalize = #9; void(string e) error = #10; void(string e) objerror = #11; float(vector v) vlen = #12; float(vector v) vectoyaw = #13; entity() spawn = #14; void(entity e) remove = #15; float(vector v1, vector v2, float tryents, entity ignoreentity) traceline = #16; entity(entity start, .string fld, string match) find = #18; void(string s) precache_sound = #19; void(string s) precache_model = #20; entity(vector org, float rad) findradius = #22; void(string s, ...) dprint = #25; string(float f) ftos = #26; string(vector v) vtos = #27; void() coredump = #28; void() traceon = #29; void() traceoff = #30; void(entity e) eprint = #31; // settrace optional float(float yaw, float dist, float settrace) walkmove = #32; float() droptofloor = #34; void(float style, string value) lightstyle = #35; int(float v) rint = #36; int(float v) floor = #37; int(float v) ceil = #38; float(entity e) checkbottom = #40; float(vector v) pointcontents = #41; float(float f) fabs = #43; float(string s) cvar = #45; void(string s, ...) localcmd = #46; entity(entity e) nextent = #47; void(vector o, vector d, float color, float count) particle = #48; void() ChangeYaw = #49; vector(vector v) vectoangles = #51; vector(vector v, vector w) vectoangles2 = #51; float(float f) sin = #60; float(float f) cos = #61; float(float f) sqrt = #62; void(entity ent) changepitch = #63; void(entity e, entity ignore) tracetoss = #64; string(entity ent) etos = #65; string(string s) precache_file = #68; void(entity e) makestatic = #69; void(string name, string value) cvar_set = #72; void(vector pos, string samp, float vol, float atten) ambientsound = #74; string(string s) precache_model2 = #75; string(string s) precache_sound2 = #76; string(string s) precache_file2 = #77; float(string s) stof = #81; void(vector v1, vector min, vector max, vector v2, float nomonsters, entity forent) tracebox = #90; vector() randomvec = #91; vector(vector org) getlight = #92; vector(vector org, float lpflags) getlight2 = #92; vector getlight_dir; vector getlight_ambient; vector getlight_diffuse; const float LP_LIGHTMAP = 1; const float LP_RTWORLD = 2; const float LP_DYNLIGHT = 4; const float LP_COMPLETE = 7; float(string name, string value) registercvar = #93; float( float a, ... ) min = #94; float( float b, ... ) max = #95; float(float minimum, float val, float maximum) bound = #96; float(float f, float f) pow = #97; entity(entity start, .float fld, float match) findfloat = #98; float(string s) checkextension = #99; // FrikaC and Telejano range #100-#199 int(string filename, int mode) fopen = #110; void(float fhandle) fclose = #111; string(float fhandle) fgets = #112; void(float fhandle, string s) fputs = #113; float(string s) strlen = #114; string(...) strcat = #115; string(string s, float start, float length) substring = #116; vector(string) stov = #117; string(string s) strzone = #118; void(string s) strunzone = #119; // FTEQW range #200-#299 float(float number, float quantity) bitshift = #218; //float(string str, string sub[, float startpos]) strstrofs = #221; int(string str, string sub, float startpos) strstrofs = #221; int(string str, float ofs) str2chr = #222; string(int c, ...) chr2str = #223; string(float ccase, float calpha, float cnum, string s, ...) strconv = #224; string(float chars, string s, ...) strpad = #225; string(string info, string key, string value, ...) infoadd = #226; string(string info, string key) infoget = #227; int(string s1, string s2) strcmp = #228; int(string s1, string s2, float len) strncmp = #228; int(string s1, string s2) strcasecmp = #229; int(string s1, string s2, float len) strncasecmp = #230; // CSQC range #300-#399 void() clearscene = #300; void(float mask) addentities = #301; void(entity ent) addentity = #302; float(float property, ...) setproperty = #303; float(float property) getproperty = #309; vector(float property) getpropertyvec = #309; void() renderscene = #304; void(vector org, float radius, vector lightcolours) adddynamiclight = #305; void(vector org, float radius, vector lightcolours, float style, string cubemapname, float pflags) adddynamiclight2 = #305; //void(string texturename, float flag[, float is2d, float lines]) R_BeginPolygon = #306; void(string texturename, float flag, ...) R_BeginPolygon = #306; void(vector org, vector texcoords, vector rgb, float alpha) R_PolygonVertex = #307; void() R_EndPolygon = #308; vector (vector v) cs_unproject = #310; vector (vector v) cs_project = #311; void(float width, vector pos1, vector pos2, float flag) drawline = #315; float(string name) iscachedpic = #316; string(string name, ...) precache_pic = #317; string(string name) precache_cubemap = #317; vector(string picname) draw_getimagesize = #318; void(string name) freepic = #319; float(vector position, float character, vector scale, vector rgb, float alpha, float flag) drawcharacter = #320; float(vector position, string text, vector scale, vector rgb, float alpha, float flag) drawstring = #321; float(vector position, string pic, vector size, vector rgb, float alpha, float flag) drawpic = #322; float(vector position, vector size, vector rgb, float alpha, float flag) drawfill = #323; void(float x, float y, float width, float height) drawsetcliparea = #324; void(void) drawresetcliparea = #325; float(vector position, string text, vector scale, float alpha, float flag) drawcolorcodedstring = #326; vector(vector position, string text, vector scale, vector rgb, float alpha, float flag) drawcolorcodedstring2 = #326; float(int stnum) getstatf = #330; int(int stnum, ...) getstati = #331; // can optionally take first bit and count string(float firststnum) getstats = #332; void(entity e, float mdlindex) setmodelindex = #333; string(float mdlindex) modelnameforindex = #334; int(string effectname) particleeffectnum = #335; void(entity ent, float effectnum, vector start, vector end) trailparticles = #336; //void(float effectnum, vector origin [, vector dir, float count]) pointparticles = #337; void(float effectnum, vector origin , vector dir, float count) pointparticles = #337; void(string s, ...) centerprint = #338; void(string s, ...) print = #339; string(float keynum) keynumtostring = #340; float(string keyname) stringtokeynum = #341; string(float keynum) getkeybind = #342; void(float usecursor) setcursormode = #343; vector() getmousepos = #344; float(float framenum) getinputstate = #345; void(float sens) setsensitivityscale = #346; void(...) runstandardplayerphysics = #347; // this may or may not take a player ent string(float playernum, string keyname) getplayerkeyvalue = #348; float() isdemo = #349; float() isserver = #350; void(vector origin, vector forward, vector right, vector up) SetListener = #351; void(string cmdname) registercommand = #352; float(entity ent) wasfreed = #353; string(string key) serverkey = #354; // Use proper case; refer to the id1 Write* functions! int() ReadByte = #360; int() ReadChar = #361; int() ReadShort = #362; int() ReadLong = #363; float() ReadCoord = #364; float() ReadAngle = #365; string() ReadString = #366; float() ReadFloat = #367; // LordHavoc's range #400-#499 void(entity from, entity to) copyentity = #400; entity(.string fld, string match) findchain = #402; entity(.float fld, float match) findchainfloat = #403; void(vector org, string modelname, float startframe, float endframe, float framerate) effect = #404; void(vector org, vector velocity, float howmany) te_blood = #405; void(vector mincorner, vector maxcorner, float explosionspeed, float howmany) te_bloodshower = #406; void(vector org, vector color) te_explosionrgb = #407; void(vector mincorner, vector maxcorner, vector vel, float howmany, float color, float gravityflag, float randomveljitter) te_particlecube = #408; void(vector mincorner, vector maxcorner, vector vel, float howmany, float color) te_particlerain = #409; void(vector mincorner, vector maxcorner, vector vel, float howmany, float color) te_particlesnow = #410; void(vector org, vector vel, float howmany) te_spark = #411; void(vector org) te_gunshotquad = #412; void(vector org) te_spikequad = #413; void(vector org) te_superspikequad = #414; void(vector org) te_explosionquad = #415; void(vector org) te_smallflash = #416; void(vector org, float radius, float lifetime, vector color) te_customflash = #417; void(vector org) te_gunshot = #418; void(vector org) te_spike = #419; void(vector org) te_superspike = #420; void(vector org) te_explosion = #421; void(vector org) te_tarexplosion = #422; void(vector org) te_wizspike = #423; void(vector org) te_knightspike = #424; void(vector org) te_lavasplash = #425; void(vector org) te_teleport = #426; void(vector org, float colorstart, float colorlength) te_explosion2 = #427; void(entity own, vector start, vector end) te_lightning1 = #428; void(entity own, vector start, vector end) te_lightning2 = #429; void(entity own, vector start, vector end) te_lightning3 = #430; void(entity own, vector start, vector end) te_beam = #431; void(vector dir) vectorvectors = #432; void(vector org) te_plasmaburn = #433; //float(entity e, float s) getsurfacenumpoints = #434; //vector(entity e, float s, float n) getsurfacepoint = #435; //vector(entity e, float s) getsurfacenormal = #436; //string(entity e, float s) getsurfacetexture = #437; //float(entity e, vector p) getsurfacenearpoint = #438; //vector(entity e, float s, vector p) getsurfaceclippedpoint = #439; int(string s) tokenize = #441; string(float n) argv = #442; void(entity e, entity tagentity, string tagname) setattachment = #443; float(string pattern, float caseinsensitive, float quiet) search_begin = #444; void(float handle) search_end = #445; float(float handle) search_getsize = #446; string(float handle, float num) search_getfilename = #447; string(string s) cvar_string = #448; entity(entity start, .float fld, float match) findflags = #449; entity(.float fld, float match) findchainflags = #450; int(entity ent, string tagname) gettagindex = #451; vector(entity ent, float tagindex) gettaginfo = #452; void(vector org, vector vel, float howmany) te_flamejet = #457; entity(float num) entitybyindex = #459; int() buf_create = #460; void(float bufhandle) buf_del = #461; float(float bufhandle) buf_getsize = #462; void(float bufhandle_from, float bufhandle_to) buf_copy = #463; void(float bufhandle, float sortpower, float backward) buf_sort = #464; string(float bufhandle, string glue) buf_implode = #465; string(float bufhandle, float string_index) bufstr_get = #466; void(float bufhandle, float string_index, string str) bufstr_set = #467; float(float bufhandle, string str, float order) bufstr_add = #468; void(float bufhandle, float string_index) bufstr_free = #469; //float(float s) asin = #471; //float(float c) acos = #472; //float(float t) atan = #473; //float(float c, float s) atan2 = #474; //float(float a) tan = #475; float(string s) strippedstringlen = #476; float(string s) strlennocol = #476; // This is the correct name for the function, but not removing the decolorizedstring mapping. string(string s) decolorizedstring = #477; string(string s) strdecolorize = #477; // This is the correct name for the function, but not removing the decolorizedstring mapping. string(float uselocaltime, string format, ...) strftime = #478; string(string s) strtolower = #480; string(string s) strtoupper = #481; string(string s) cvar_defstring = #482; void(vector origin, string sample, float volume, float attenuation) pointsound = #483; string(string search, string replace, string subject) strreplace = #484; string(string search, string replace, string subject) strireplace = #485; //vector(entity e, float s, float n, float a) getsurfacepointattribute = #486; #ifdef SUPPORT_GECKO float gecko_create( string name ) = #487; void gecko_destroy( string name ) = #488; void gecko_navigate( string name, string URI ) = #489; float gecko_keyevent( string name, float key, float eventtype ) = #490; void gecko_mousemove( string name, float x, float y ) = #491; void gecko_resize( string name, float w, float h ) = #492; vector gecko_get_texture_extent( string name ) = #493; #else #endif /* ============================================================================== EXTENSION DEFINITIONS ============================================================================== */ // DP_CSQC_SPAWNPARTICLE // idea: VorteX // darkplaces implementation: VorteX // constant definitions: // particle base behavior: float PT_ALPHASTATIC = 1; float PT_STATIC = 2; float PT_SPARK = 3; float PT_BEAM = 4; float PT_RAIN = 5; float PT_RAINDECAL = 6; float PT_SNOW = 7; float PT_BUBBLE = 8; float PT_BLOOD = 9; float PT_SMOKE = 10; float PT_DECAL = 11; float PT_ENTITYPARTICLE = 12; // particle blendtypes: float PBLEND_ALPHA = 0; float PBLEND_ADD = 1; float PBLEND_INVMOD = 2; // particle orientation: float PARTICLE_BILLBOARD = 0; float PARTICLE_SPARK = 1; float PARTICLE_ORIENTED_DOUBLESIDED = 2; float PARTICLE_BEAM = 3; // global definitions: float particle_type; // one of PT_ float particle_blendmode; // one of PBLEND_ values float particle_orientation; // one of PARTICLE_ values vector particle_color1; vector particle_color2; float particle_tex; // number of chunk in particlefont float particle_size; float particle_sizeincrease; float particle_alpha; float particle_alphafade; float particle_time; float particle_gravity; float particle_bounce; float particle_airfriction; float particle_liquidfriction; float particle_originjitter; float particle_velocityjitter; float particle_qualityreduction; // enable culling of this particle when FPS is low float particle_stretch; vector particle_staincolor1; vector particle_staincolor2; float particle_staintex; float particle_stainalpha; float particle_stainsize; float particle_delayspawn; float particle_delaycollision; float particle_angle; float particle_spin; // builtin definitions: float(float max_themes) initparticlespawner = #522; // check fields/globals for integration and enable particle spawner, return 1 is succeded, otherwise returns 0 void() resetparticle = #523; // reset p_ globals to default theme #0 void(float theme) particletheme = #524; // restore p_ globals from saved theme float() particlethemesave = #525; // save p_ globals to new particletheme and return it's index void(float theme) particlethemeupdate = #525; // save p_ globals to new particletheme and return it's index void(float theme) particlethemefree = #526; // delete a particle theme float(vector org, vector vel) spawnparticle = #527; // returns 0 when failed, 1 when spawned float(vector org, vector vel, float theme) quickparticle = #527; // not reading globals, just theme, returns 0 when failed, 1 when spawned float(vector org, vector vel, float delay, float collisiondelay) delayedparticle = #528; float(vector org, vector vel, float delay, float collisiondelay, float theme) quickdelayedparticle = #528; // description: this builtin provides an easy and flexible way to spawn particles, // it is not created as replace for DP_SV_POINTPARTICLES but as an addition to it. // With this extension you can create a specific particles like rain particles, or entity particles // notes: // 1) 0 is default particle template, it could be changed // 2) color vectors could have value 0-255 of each component // restrictions: max themes could be between 4 and 2048 // warning: you should call initparticlespawner() at very beginning BEFORE all other particle spawner functions // function to query particle info // don't remove this function as it protects all particle_ globals from FTEQCC/FRIKQCC non-referenced removal optimisation void() printparticle = { // vortex: this also protects from 'non-referenced' optimisation on some compilers print("PARTICLE:\n"); print(strcat(" type: ", ftos(particle_type), "\n")); print(strcat(" blendmode: ", ftos(particle_blendmode), "\n")); print(strcat(" orientation: ", ftos(particle_orientation), "\n")); print(strcat(" color1: ", vtos(particle_color1), "\n")); print(strcat(" color2: ", vtos(particle_color2), "\n")); print(strcat(" tex: ", ftos(particle_tex), "\n")); print(strcat(" size: ", ftos(particle_size), "\n")); print(strcat(" sizeincrease: ", ftos(particle_sizeincrease), "\n")); print(strcat(" alpha: ", ftos(particle_alpha), "\n")); print(strcat(" alphafade: ", ftos(particle_alphafade), "\n")); print(strcat(" time: ", ftos(particle_time), "\n")); print(strcat(" gravity: ", ftos(particle_gravity), "\n")); print(strcat(" bounce: ", ftos(particle_bounce), "\n")); print(strcat(" airfriction: ", ftos(particle_airfriction), "\n")); print(strcat(" liquidfriction: ", ftos(particle_liquidfriction), "\n")); print(strcat(" originjitter: ", ftos(particle_originjitter), "\n")); print(strcat(" velocityjitter: ", ftos(particle_velocityjitter), "\n")); print(strcat(" qualityreduction: ", ftos(particle_qualityreduction), "\n")); print(strcat(" stretch: ", ftos(particle_stretch), "\n")); print(strcat(" staincolor1: ", vtos(particle_staincolor1), "\n")); print(strcat(" staincolor2: ", vtos(particle_staincolor2), "\n")); print(strcat(" staintex: ", ftos(particle_staintex), "\n")); print(strcat(" stainalpha: ", ftos(particle_stainalpha), "\n")); print(strcat(" stainsize: ", ftos(particle_stainsize), "\n")); print(strcat(" delayspawn: ", ftos(particle_delayspawn), "\n")); print(strcat(" delaycollision: ", ftos(particle_delaycollision), "\n")); print(strcat(" angle: ", ftos(particle_angle), "\n")); print(strcat(" spin: ", ftos(particle_spin), "\n")); } // DP_CSQC_ENTITYTRANSPARENTSORTING_OFFSET // idea: VorteX // darkplaces implementation: VorteX float RF_USETRANSPARENTOFFSET = 64; // enables transparent origin offsetting // global definitions float transparent_offset; // should be set before entity is added // description: offset a model's meshes origin used for transparent sorting. Could be used to tweak sorting bugs on very large transparent entities or hacking transparent sorting order for certain objects // example: transparent_offset = 1000000; // entity always appear on background of other transparents // note: offset is done in view forward axis // DP_CSQC_ENTITYWORLDOBJECT // idea: VorteX // darkplaces implementation: VorteX const float RF_WORLDOBJECT = 128; // description: when renderflag is set, engine will not use culling methods for this entity, e.g. it will always be drawn // useful for large outdoor objects (like asteroids on sky horizon or sky models) // DP_CSQC_ENTITYMODELLIGHT // idea: VorteX // darkplaces implementation: VorteX const float RF_MODELLIGHT = 4096; .vector modellight_ambient; .vector modellight_diffuse; .vector modellight_dir; // description: allows CSQC to override directional model lightning on entity // DP_CSQC_SETPAUSE // idea: VorteX // darkplaces implementation: VorteX // builtin definitions: void(float ispaused) setpause = #531; // description: provides ability to set pause in local games (similar to one set once console is activated) // not stopping sound/cd track, useful for inventory screens, ingame menus with input etc. // DP_CSQC_QUERYRENDERENTITY // idea: VorteX // darkplaces implementation: VorteX // constant definitions: // render entity fields: float E_ACTIVE = 0; // float 0/1 float E_ORIGIN = 1; // vector float E_FORWARD = 2; // vector float E_RIGHT = 3; // vector float E_UP = 4; // vector float E_SCALE = 5; // float float E_ORIGINANDVECTORS = 6; // returns origin, + sets v_* vectors to orientation float E_ALPHA = 7; // float float E_COLORMOD = 8; // vector float E_PANTSCOLOR = 9; // vector float E_SHIRTCOLOR = 10; // vector float E_SKIN = 11; // float float E_MINS = 12; // vector float E_MAXS = 13; // vector float E_ABSMIN = 14; // vector float E_ABSMAX = 15; // vector float E_LIGHT = 16; // vector - modellight // builtin definitions: float(float entitynum, float fldnum) getentity = #504; vector(float entitynum, float fldnum) getentityvec = #504; // description: allows to query parms from render entities, especially useful with attaching CSQC ents to // server entities networked and interpolated by engine (monsters, players), number of entity is it's SVQC number // you can send it via tempentity/CSQC entity message. Note that this builtin doesnt know about entity removing/reallocating // so it's meaning to work for short period of time, dont use it on missiles/grenades whatever will be removed next five seconds //DP_GFX_FONTS //idea: Blub\0, divVerent //darkplaces implementation: Blub\0 //console commands: // loadfont fontname fontmaps size1 size2 ... // A font can simply be gfx/tgafile (freetype fonts doent need extension), // or alternatively you can specify multiple fonts and faces // Like this: gfx/vera-sans:2,gfx/fallback:1 // to load face 2 of the font gfx/vera-sans and use face 1 // of gfx/fallback as fallback font // You can also specify a list of font sizes to load, like this: // loadfont console gfx/conchars,gfx/fallback 8 12 16 24 32 // In many cases, 8 12 16 24 32 should be a good choice. // for slots see: //constant definitions: float drawfont; // set it before drawstring()/drawchar() calls float FONT_DEFAULT = 0; // 'default' float FONT_CONSOLE = 1; // 'console', REALLY should be fixed width (ls!) float FONT_SBAR = 2; // 'sbar', used on hud, must be fixed width float FONT_NOTIFY = 3; // 'notify', used on sprint/bprint float FONT_CHAT = 4; // 'chat' float FONT_CENTERPRINT = 5;// 'centerprint' float FONT_INFOBAR = 6; // 'infobar' float FONT_MENU = 7; // 'menu', should be fixed width float FONT_USER0 = 8; // 'user0', userdefined fonts float FONT_USER1 = 9; // 'user1', userdefined fonts float FONT_USER2 = 10; // 'user2', userdefined fonts float FONT_USER3 = 11; // 'user3', userdefined fonts float FONT_USER4 = 12; // 'user4', userdefined fonts float FONT_USER5 = 13; // 'user5', userdefined fonts float FONT_USER6 = 14; // 'user6', userdefined fonts float FONT_USER7 = 15; // 'user7' slot, userdefined fonts //builtin definitions: float findfont(string s) = #356; // find font by fontname and return it's index float loadfont(string fontname, string fontmaps, string sizes, float slot, float fix_scale, float fix_voffset) = #357; // loads font immediately so stringwidth() function can be used just after builtin call // returns a font slotnum (which is used to set drawfont to) // first 3 parms are identical to "loadfont" console command ones // slot could be one of FONT_ constants or result of findfont() or -1 to not use it // if slot is given, font will be loaded to this slotnum and fontname become new title for it // this way you can rename user* fonts to something more usable // fix_* parms let you fix badly made fonts by applying some transformations to them // fix_scale : per-character center-oriented scale (doesn't change line height at all) // fix_voffset : vertical offset for each character, it's a multiplier to character height float stringwidth(string text, float allowColorCodes, vector size) = #327; // get a width of string with given font and char size float stringwidth_menu(string text, float allowColorCodes, vector size) = #468; // in menu.dat it has different builtin # //description: engine support for custom fonts in console, hud, qc etc. // limits: // max 128 chars for font name // max 3 font fallbacks // max 8 sizes per font //DP_GFX_FONTS_FREETYPE //idea: Blub\0, divVerent //darkplaces implementation: Blub\0 //cvar definitions: // r_font_disable_freetype 0/1 : disable freetype fonts loading (uttetly disables freetype library initialization) // r_font_antialias 0/1 : antialiasing when loading font // r_font_hint 0/1/2/3 : hinting when loading font, 0 is no hinting, 1 light autohinting , 2 full autohinting, 3 full hinting // r_font_postprocess_blur X : font outline blur amount // r_font_postprocess_outline X : font outline width // r_font_postprocess_shadow_x X : font outline shadow x shift amount, applied during outlining // r_font_postprocess_shadow_y X : font outline shadow y shift amount, applied during outlining // r_font_postprocess_shadow_z X : font outline shadow z shift amount, applied during blurring //description: engine support for truetype/freetype fonts //so .AFM+.PFB/.OTF/.TTF files could be stuffed as fontmaps in loadfont() //(console command version will support them as well) //DP_CSQC_BINDMAPS //idea: daemon, motorsep //darkplaces implementation: divVerent //builtin definitions: string(float key, float bindmap) getkeybind_bindmap = #342; float(float key, string bind, float bindmap) setkeybind_bindmap = #630; vector(void) getbindmaps = #631; float(vector bm) setbindmaps = #632; string(string command, float bindmap) findkeysforcommand = #610; // float(string key) stringtokeynum = #341; // string(float keynum) keynumtostring = #340; //description: key bind setting/getting including support for switchable //bindmaps. //DP_CRYPTO //idea: divVerent //darkplaces implementation: divVerent //builtin definitions: (CSQC) float(string url, float id, string content_type, string delim, float buf, float keyid) crypto_uri_postbuf = #513; //description: //use -1 as buffer handle to justs end delim as postdata //DP_CSQC_MAINVIEW //idea: divVerent //darkplaces implementation: divVerent //constant definitions: const int VF_MAINVIEW = 400; //use setproperty(VF_MAINVIEW, 1); before calling R_RenderView for the render //that shall become the "main" view, which is e.g. used by PRYDON_CLIENTCURSOR //this flag is set for the first scene, and not cleared by R_ClearScene //this flag is automatically cleared by R_RenderView //so when not using this extension, the first view rendered is the main view //DP_CSQC_MINFPS_QUALITY //idea: divVerent //darkplaces implementation: divVerent //constant definitions: const int VF_MINFPS_QUALITY = 401; //use getproperty(VF_MINFPS_QUALITY); to do CSQC based LOD based on cl_minfps //1 should lead to an unmodified view //DP_CSQC_V_CALCREFDEF_WIP1 //DP_CSQC_V_CALCREFDEF_WIP2 //idea: divVerent //darkplaces implementation: divVerent //builtin definitions: void(entity e, float refdefflags) V_CalcRefdef = #640; //constant definitions: const int PMF_DUCKED = 4; const int PMF_ONGROUND = 8; const int REFDEFFLAG_TELEPORTED = 1; const int REFDEFFLAG_JUMPING = 2; const int REFDEFFLAG_DEAD = 4; const int REFDEFFLAG_INTERMISSION = 8; //- use this on the player entity after performing prediction //- pass REFDEFFLAG_TELEPORTED if the player teleported since last frame //- pass REFDEFFLAG_JUMPING if jump button is pressed //- pass REFDEFFLAG_DEAD if dead (DP_CSQC_V_CALCREFDEF_WIP2) //- pass REFDEFFLAG_INTERMISSION if in intermission (DP_CSQC_V_CALCREFDEF_WIP2) //- the player entity needs to have origin, velocity, pmove_flags set according // to prediction (the above two PMF_ flags are used in the player's pmove_flags) //- NOTE: to check for this, ALSO OR a check with DP_CSQC_V_CALCREFDEF to also support // the finished extension once done // assorted builtins float drawsubpic(vector position, vector size, string pic, vector srcPosition, vector srcSize, vector rgb, float alpha, float flag) = #328; vector drawgetimagesize(string pic) = #318; const float SPA_POSITION = 0; const float SPA_S_AXIS = 1; const float SPA_T_AXIS = 2; const float SPA_R_AXIS = 3; const float SPA_TEXCOORDS0 = 4; const float SPA_LIGHTMAP0_TEXCOORDS = 5; const float SPA_LIGHTMAP_COLOR = 6; float (entity e, float s) getsurfacenumpoints = #434; vector (entity e, float s, float n) getsurfacepoint = #435; vector (entity e, float s) getsurfacenormal = #436; string (entity e, float s) getsurfacetexture = #437; float (entity e, vector p) getsurfacenearpoint = #438; vector (entity e, float s, vector p) getsurfaceclippedpoint = #439; vector(entity e, float s, float n, float a) getsurfacepointattribute = #486; float(entity e, float s) getsurfacenumtriangles = #628; vector(entity e, float s, float n) getsurfacetriangle = #629; //DP_QC_ASINACOSATANATAN2TAN //idea: Urre //darkplaces implementation: LordHavoc //constant definitions: float DEG2RAD = 0.0174532925199432957692369076848861271344287188854172545609719144; float RAD2DEG = 57.2957795130823208767981548141051703324054724665643215491602438612; float PI = 3.1415926535897932384626433832795028841971693993751058209749445923; //builtin definitions: 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 float(float c) acos = #472; // returns angle in radians for a given cos() value, the result is in the range 0 to PI 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 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) 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 //description: //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). //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) //DP_QC_SPRINTF //idea: divVerent //darkplaces implementation: divVerent //builtin definitions: string(string format, ...) sprintf = #627; //description: //you know sprintf :P //supported stuff: // % // optional: $ for the argument to format // flags: #0- + // optional: , *, or *$ for the field width // optional: ., .*, or .*$ for the precision // length modifiers: h for forcing a float, l for forcing an int/entity (by default, %d etc. cast a float to int) // conversions: // d takes 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 // i takes an int/entity if no length is specified or i is, and a float if h is specified as length, and cast it to an int // 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 // 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 // s takes a string // vV takes a vector, and processes the three components as if it were a gG for all three components, separated by space // For conversions s and c, the flag # makes precision and width interpreted // as byte count, by default it is interpreted as character count in UTF-8 // enabled engines. No other conversions can create wide characters, and # // has another meaning in these. //DP_QC_GETTIME //idea: tZork //darkplaces implementation: tZork, divVerent //constant definitions: float GETTIME_FRAMESTART = 0; // time of start of frame float GETTIME_REALTIME = 1; // current time (may be OS specific) float GETTIME_HIRES = 2; // like REALTIME, but may reset between QC invocations and thus can be higher precision float GETTIME_UPTIME = 3; // time since start of the engine //builtin definitions: float(float tmr) gettime = #519; //description: //some timers to query... //DP_QC_GETTIME_CDTRACK //idea: divVerent //darkplaces implementation: divVerent //constant definitions: float GETTIME_CDTRACK = 4; //description: //returns the playing time of the current cdtrack when passed to gettime() //see DP_END_GETSOUNDTIME for similar functionality but for entity sound channels //DP_QC_TOKENIZEBYSEPARATOR //idea: Electro, SavageX, LordHavoc //darkplaces implementation: LordHavoc //builtin definitions: int(string s, string separator1, ...) tokenizebyseparator = #479; //description: //this function returns tokens separated by any of the supplied separator strings, example: //numnumbers = tokenizebyseparator("10.2.3.4", "."); //returns 4 and the tokens are "10" "2" "3" "4" //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") //DP_QC_TOKENIZE_CONSOLE //idea: divVerent //darkplaces implementation: divVerent //builtin definitions: int(string s) tokenize_console = #514; int(float i) argv_start_index = #515; int(float i) argv_end_index = #516; //description: //this function returns tokens separated just like the console does //also, functions are provided to get the index of the first and last character of each token in the original string //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. //DP_SND_SOUND7_WIP1 //DP_SND_SOUND7_WIP2 //idea: divVerent //darkplaces implementation: divVerent //builtin definitions: void(entity e, float chan, string samp, float vol, float atten, float speed, float flags) sound7 = #8; float SOUNDFLAG_RELIABLE = 1; //description: //plays a sound, with some more flags //extensions to sound(): //- channel may be in the range from -128 to 127; channels -128 to 0 are "auto", // i.e. support multiple sounds at once, but cannot be stopped/restarted //- a value 0 in the speed parameter means no change; otherwise, it is a // percentage of playback speed ("pitch shifting"). 100 is normal pitch, 50 is // half speed, 200 is double speed, etc. (DP_SND_SOUND7_WIP2) //- the flag SOUNDFLAG_RELIABLE can be specified, which makes the sound send // to MSG_ALL (reliable) instead of MSG_BROADCAST (unreliable, default); // similarily, SOUNDFLAG_RELIABLE_TO_ONE sends to MSG_ONE //- channel 0 is controlled by snd_channel0volume; channel 1 and -1 by // snd_channel1volume, etc. (so, a channel shares the cvar with its respective // auto-channel); however, the mod MUST define snd_channel8volume and upwards // in default.cfg if they are to be used, as the engine does not create them // to not litter the cvar list //- this extension applies to CSQC as well; CSQC_Event_Sound will get speed and // flags as extra 7th and 8th argument //- WIP2 ideas: SOUNDFLAG_RELIABLE_TO_ONE, SOUNDFLAG_NOPHS, SOUNDFLAG_FORCELOOP //- NOTE: to check for this, ALSO OR a check with DP_SND_SOUND7 to also support // the finished extension once done //DP_PRECACHE_PIC_FLAGS //idea: divVerent //darkplaces implementation: divVerent //constant definitions: float PRECACHE_PIC_FROMWAD = 1; // this one actually is part of EXT_CSQC float PRECACHE_PIC_NOTPERSISTENT = 2; // picture may get deallocated when unused float PRECACHE_PIC_MIPMAP = 8; // mipmap the texture for possibly better downscaling at memory expense //notes: these constants are given as optional second argument to precache_pic() //DP_QC_TRACE_MOVETYPE_WORLDONLY //idea: LordHavoc //darkplaces implementation: LordHavoc //constant definitions: float MOVE_WORLDONLY = 3; //description: //allows traces to hit only world (ignoring all entities, unlike MOVE_NOMONSTERS which hits all bmodels), use as the nomonsters parameter to trace functions //DP_SND_GETSOUNDTIME //idea: VorteX //darkplaces implementation: VorteX //constant definitions: float(entity e, float channel) getsoundtime = #533; // get currently sound playing position on entity channel, -1 if not playing or error float(string sample) soundlength = #534; // returns length of sound sample in seconds, -1 on error (sound not precached, sound system not initialized etc.) //description: provides opportunity to query length of sound samples and realtime tracking of sound playing on entities (similar to DP_GETTIME_CDTRACK) //note: beware dedicated server not running sound engine at all, so in dedicated mode this builtins will not work in server progs //note also: menu progs not supporting getsoundtime() (will give a warning) since it has no sound playing on entities //examples of use: // - QC-driven looped sounds // - QC events when sound playing is finished // - toggleable ambientsounds // - subtitles //DP_QC_NUM_FOR_EDICT //idea: Blub\0 //darkplaces implementation: Blub\0 //Function to get the number of an entity - a clean way. float(entity num) num_for_edict = #512; //DP_TRACE_HITCONTENTSMASK_SURFACEINFO //idea: LordHavoc //darkplaces implementation: LordHavoc //globals: .int 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 float trace_dpstartcontents; // DPCONTENTS_ value at start position of trace int trace_dphitcontents; // DPCONTENTS_ value of impacted surface (not contents at impact point, just contents of the surface that was hit) int trace_dphitq3surfaceflags; // Q3SURFACEFLAG_ value of impacted surface string trace_dphittexturename; // texture name of impacted surface //constants: const int DPCONTENTS_SOLID = 1; // hit a bmodel, not a bounding box const int DPCONTENTS_WATER = 2; const int DPCONTENTS_SLIME = 4; const int DPCONTENTS_LAVA = 8; const int DPCONTENTS_SKY = 16; const int DPCONTENTS_BODY = 32; // hit a bounding box, not a bmodel const int DPCONTENTS_CORPSE = 64; // hit a SOLID_CORPSE entity const int DPCONTENTS_NODROP = 128; // an area where backpacks should not spawn const int DPCONTENTS_PLAYERCLIP = 256; // blocks player movement const int DPCONTENTS_MONSTERCLIP = 512; // blocks monster movement const int DPCONTENTS_DONOTENTER = 1024; // AI hint brush const int DPCONTENTS_LIQUIDSMASK = 14; // WATER | SLIME | LAVA const int DPCONTENTS_BOTCLIP = 2048; // AI hint brush const int DPCONTENTS_OPAQUE = 4096; // only fully opaque brushes get this (may be useful for line of sight checks) const int Q3SURFACEFLAG_NODAMAGE = 1; const int Q3SURFACEFLAG_SLICK = 2; // low friction surface const int Q3SURFACEFLAG_SKY = 4; // sky surface (also has NOIMPACT and NOMARKS set) const int Q3SURFACEFLAG_LADDER = 8; // climbable surface const int Q3SURFACEFLAG_NOIMPACT = 16; // projectiles should remove themselves on impact (this is set on sky) const int Q3SURFACEFLAG_NOMARKS = 32; // projectiles should not leave marks, such as decals (this is set on sky) const int Q3SURFACEFLAG_FLESH = 64; // projectiles should do a fleshy effect (blood?) on impact const int Q3SURFACEFLAG_NODRAW = 128; // compiler hint (not important to qc) //float Q3SURFACEFLAG_HINT = 256; // compiler hint (not important to qc) //float Q3SURFACEFLAG_SKIP = 512; // compiler hint (not important to qc) //float Q3SURFACEFLAG_NOLIGHTMAP = 1024; // compiler hint (not important to qc) //float Q3SURFACEFLAG_POINTLIGHT = 2048; // compiler hint (not important to qc) const int Q3SURFACEFLAG_METALSTEPS = 4096; // walking on this surface should make metal step sounds const int Q3SURFACEFLAG_NOSTEPS = 8192; // walking on this surface should not make footstep sounds const int Q3SURFACEFLAG_NONSOLID = 16384; // compiler hint (not important to qc) //float Q3SURFACEFLAG_LIGHTFILTER = 32768; // compiler hint (not important to qc) //float Q3SURFACEFLAG_ALPHASHADOW = 65536; // compiler hint (not important to qc) //float Q3SURFACEFLAG_NODLIGHT = 131072; // compiler hint (not important to qc) //float Q3SURFACEFLAG_DUST = 262144; // translucent 'light beam' effect (not important to qc) //description: //adds additional information after a traceline/tracebox/tracetoss call. //also (very important) sets trace_* globals before calling .touch functions, //this allows them to inspect the nature of the collision (for example //determining if a projectile hit sky), clears trace_* variables for the other //object in a touch event (that is to say, a projectile moving will see the //trace results in its .touch function, but the player it hit will see very //little information in the trace_ variables as it was not moving at the time) //DP_QC_CVAR_TYPE //idea: divVerent //DarkPlaces implementation: divVerent //builtin definitions: float(string name) cvar_type = #495; const int CVAR_TYPEFLAG_EXISTS = 1; const int CVAR_TYPEFLAG_SAVED = 2; const int CVAR_TYPEFLAG_PRIVATE = 4; const int CVAR_TYPEFLAG_ENGINE = 8; const int CVAR_TYPEFLAG_HASDESCRIPTION = 16; const int CVAR_TYPEFLAG_READONLY = 32; //DP_QC_CRC16 //idea: divVerent //darkplaces implementation: divVerent //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. //When caseinsensitive is set, the CRC is calculated of the lower cased string. int(bool caseinsensitive, string s, ...) crc16 = #494; //DP_QC_URI_ESCAPE //idea: divVerent //darkplaces implementation: divVerent //URI::Escape's functionality string(string in) uri_escape = #510; string(string in) uri_unescape = #511; //DP_QC_DIGEST //idea: motorsep, Spike //DarkPlaces implementation: divVerent //builtin definitions: string(string digest, string data, ...) digest_hex = #639; //description: //returns a given hex digest of given data //the returned digest is always encoded in hexadecimal //only the "MD4" digest is always supported! //if the given digest is not supported, string_null is returned //the digest string is matched case sensitively, use "MD4", not "md4"! //DP_QC_DIGEST_SHA256 //idea: motorsep, Spike //DarkPlaces implementation: divVerent //description: //"SHA256" is also an allowed digest type //DP_QC_LOG //darkplaces implementation: divVerent //builtin definitions: float log(float f) = #532; //description: //logarithm //FTE_CSQC_SKELETONOBJECTS //idea: Spike, LordHavoc //darkplaces implementation: LordHavoc //builtin definitions: // all skeleton numbers are 1-based (0 being no skeleton) // all bone numbers are 1-based (0 being invalid) 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. 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 float(float skel) skel_get_numbones = #265; // returns how many bones exist in the created skeleton, 0 if skeleton does not exist 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 int(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) int(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 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) 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) 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) 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) 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) 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 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) float(float modlindex, string framename) frameforname = #276; // finds number of a specified frame in the animation, returns -1 if no match found 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. //fields: .float skeletonindex; // active skeleton overriding standard animation on model .int frame; // primary framegroup animation (strength = 1 - lerpfrac - lerpfrac3 - lerpfrac4) .int frame2; // secondary framegroup animation (strength = lerpfrac) .int frame3; // tertiary framegroup animation (strength = lerpfrac3) .int frame4; // quaternary framegroup animation (strength = lerpfrac4) .float lerpfrac; // strength of framegroup blend .float lerpfrac3; // strength of framegroup blend .float lerpfrac4; // strength of framegroup blend .float frame1time; // start time of framegroup animation .float frame2time; // start time of framegroup animation .float frame3time; // start time of framegroup animation .float frame4time; // start time of framegroup animation //description: //this extension provides a way to do complex skeletal animation on an entity. // //see also DP_SKELETONOBJECTS (this extension implemented on server as well as client) // //notes: //each model contains its own skeleton, reusing a skeleton with incompatible models will yield garbage (or not render). //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). //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. //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. // //features include: //multiple animations blended together. //animating a model with animations from another model with a compatible skeleton. //restricting animation blends to certain bones of a model - for example independent animation of legs, torso, head. //custom bone controllers - for example making eyes track a target location. // // // //example code follows... // //this helper function lets you identify (by parentage) what group a bone //belongs to - for example "torso", "leftarm", would return 1 ("torso") for //all children of the bone named "torso", unless they are children of //"leftarm" (which is a child of "torso") which would return 2 instead... float(float skel, float bonenum, string g1, string g2, string g3, string g4, string g5, string g6) example_skel_findbonegroup = { string bonename; while (bonenum >= 0) { bonename = skel_get_bonename(skel, bonenum); if (bonename == g1) return 1; if (bonename == g2) return 2; if (bonename == g3) return 3; if (bonename == g4) return 4; if (bonename == g5) return 5; if (bonename == g6) return 6; bonenum = skel_get_boneparent(skel, bonenum); } return 0; }; // create a skeletonindex for our player using current modelindex void() example_skel_player_setup = { self.skeletonindex = skel_create(self.modelindex); }; // setup bones of skeleton based on an animation // note: animmodelindex can be a different model than self.modelindex void(float animmodelindex, float framegroup, float framegroupstarttime) example_skel_player_update_begin = { // start with our standard animation self.frame = framegroup; self.frame2 = 0; self.frame3 = 0; self.frame4 = 0; self.frame1time = framegroupstarttime; self.frame2time = 0; self.frame3time = 0; self.frame4time = 0; self.lerpfrac = 0; self.lerpfrac3 = 0; self.lerpfrac4 = 0; skel_build(self.skeletonindex, self, animmodelindex, 0, 0, 100000); }; // apply a different framegroup animation to bones with a specified parent void(float animmodelindex, float framegroup, float framegroupstarttime, float blendalpha, string groupbonename, string excludegroupname1, string excludegroupname2) example_skel_player_update_applyoverride = { self.frame = framegroup; self.frame2 = 0; self.frame3 = 0; self.frame4 = 0; self.frame1time = framegroupstarttime; self.frame2time = 0; self.frame3time = 0; self.frame4time = 0; self.lerpfrac = 0; self.lerpfrac3 = 0; self.lerpfrac4 = 0; float bonenum = 0; float numbones = skel_get_numbones(self.skeletonindex); while (bonenum < numbones) { if (example_skel_findbonegroup(self.skeletonindex, bonenum, groupbonename, excludegroupname1, excludegroupname2, "", "", "") == 1) skel_build(self.skeletonindex, self, animmodelindex, 1 - blendalpha, bonenum, bonenum + 1); bonenum = bonenum + 1; } }; // make eyes point at a target location, be sure v_forward, v_right, v_up are set correctly before calling void(vector eyetarget, string bonename) example_skel_player_update_eyetarget = { float bonenum = skel_find_bone(self.skeletonindex, bonename) - 1; if (bonenum < 0) return; vector oldforward = v_forward; vector oldright = v_right; vector oldup = v_up; vector v = eyetarget - self.origin; vector modeleyetarget; modeleyetarget.x = v * v_forward; modeleyetarget.y = 0-v * v_right; modeleyetarget.z = v * v_up; // this is an eyeball, make it point at the target location // first get all the data we can... vector relorg = skel_get_bonerel(self.skeletonindex, bonenum); vector relforward = v_forward; vector relright = v_right; vector relup = v_up; vector boneorg = skel_get_boneabs(self.skeletonindex, bonenum); vector boneforward = v_forward; vector boneright = v_right; vector boneup = v_up; vector parentorg = skel_get_boneabs(self.skeletonindex, skel_get_boneparent(self.skeletonindex, bonenum)); vector parentforward = v_forward; vector parentright = v_right; vector parentup = v_up; // get the vector from the eyeball to the target vector u = modeleyetarget - boneorg; // now transform it inversely by the parent matrix to produce new rel vectors v.x = u * parentforward; v.y = u * parentright; v.z = u * parentup; vector ang = vectoangles2(v, relup); ang.x = 0 - ang.x; makevectors(ang); // set the relative bone matrix skel_set_bone(self.skeletonindex, bonenum, relorg); // restore caller's v_ vectors v_forward = oldforward; v_right = oldright; v_up = oldup; }; // delete skeleton when we're done with it // note: skeleton remains valid until next frame when it is really deleted void() example_skel_player_delete = { skel_delete(self.skeletonindex); self.skeletonindex = 0; }; // // END OF EXAMPLES FOR FTE_CSQC_SKELETONOBJECTS // //DP_QC_ENTITYDATA //idea: KrimZon //darkplaces implementation: KrimZon //builtin definitions: float() numentityfields = #496; string(float fieldnum) entityfieldname = #497; float(float fieldnum) entityfieldtype = #498; string(float fieldnum, entity ent) getentityfieldstring = #499; float(float fieldnum, entity ent, string s) putentityfieldstring = #500; //constants: //Returned by entityfieldtype float FIELD_STRING = 1; float FIELD_FLOAT = 2; float FIELD_VECTOR = 3; float FIELD_ENTITY = 4; float FIELD_FUNCTION = 6; //description: //Versatile functions intended for storing data from specific entities between level changes, but can be customized for some kind of partial savegame. //WARNING: .entity fields cannot be saved and restored between map loads as they will leave dangling pointers. //numentityfields returns the number of entity fields. NOT offsets. Vectors comprise 4 fields: v, v_x, v_y and v_z. //entityfieldname returns the name as a string, eg. "origin" or "classname" or whatever. //entityfieldtype returns a value that the constants represent, but the field may be of another type in more exotic progs.dat formats or compilers. //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. //putentityfieldstring puts the data returned by getentityfieldstring back into the entity. //DP_QC_ENTITYSTRING void(string s) loadfromdata = #529; void(string s) loadfromfile = #530; void(string s) callfunction = #605; void(float fh, entity e) writetofile = #606; float(string s) isfunction = #607; void(entity e, string s) parseentitydata = #608; //DP_COVERAGE //idea: divVerent //darkplaces implementation: divVerent //function definitions: void coverage() = #642; // Reports a coverage event. The engine counts for each of the calls to this builtin whether it has been called. // assorted builtins //const int STAT_MOVEVARS_TICRATE = 240; //const int STAT_MOVEVARS_TIMESCALE = 241; //const int STAT_FRAGLIMIT = 235; //const int STAT_TIMELIMIT = 236; //const int STAT_MOVEVARS_GRAVITY = 242; string(void) ReadPicture = #501; const int PARTICLES_USEALPHA = 1; float particles_alphamin, particles_alphamax; const int PARTICLES_USECOLOR = 2; vector particles_colormin, particles_colormax; const int PARTICLES_USEFADE = 4; // fades the COUNT (fade alpha using alphamin/alphamax) float particles_fade; const int PARTICLES_DRAWASTRAIL = 128; void(float effectindex, entity own, vector org_from, vector org_to, vector dir_from, vector dir_to, float countmultiplier, float flags) boxparticles = #502; float trace_networkentity; const int RF_FULLBRIGHT = 256; const int RF_NOSHADOW = 512; const int RF_DYNAMICMODELLIGHT = 8192; float gettaginfo_parent; string gettaginfo_name; vector gettaginfo_offset; vector gettaginfo_forward; vector gettaginfo_right; vector gettaginfo_up; float checkpvs(vector viewpos, entity viewee) = #240; #pragma noref 0 #endif