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;
void(float width, vector pos1, vector pos2, float flag) drawline = #315;
float(string name) iscachedpic = #316;
string(string name, float trywad) 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;
// example: transparent_offset = 1000000; // entity always appear on background of other transparents
// note: offset is done in view forward axis
-// DP_CSQC_ENTITYNOCULL
+// DP_CSQC_ENTITYWORLDOBJECT
// idea: VorteX
// darkplaces implementation: VorteX
-const float RF_NOCULL = 128;
+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 asteriods on sky horizont or sky models)
-// also useful when culling is done at CSQC side
+// 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
//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
+//use -1 as buffer handle to justs end delim as postdata
\ No newline at end of file