//description:
//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.
+//DP_ENT_TRAILEFFECTNUM
+//idea: LordHavoc
+//darkplaces implementation: LordHavoc
+//field definitions:
+.float traileffectnum;
+//description:
+//use a custom effectinfo.txt effect on this entity, assign it like this:
+//self.traileffectnum = particleeffectnum("mycustomeffect");
+//this will do both the dlight and particle trail as described in the effect, basically equivalent to trailparticles() in CSQC but performed on a server entity.
+
//DP_ENT_VIEWMODEL
//idea: LordHavoc
//darkplaces implementation: LordHavoc
.float button6;
.float button7;
.float button8;
+.float button9;
+.float button10;
+.float button11;
+.float button12;
+.float button13;
+.float button14;
+.float button15;
+.float button16;
//description:
//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).
//the exact mapping of protocol button bits on the server is:
//NOTE: copying a string-typed autocvar to another variable/field, and then
//changing the cvar or returning from progs is UNDEFINED. Writing to autocvar
//globals is UNDEFINED. Accessing autocvar globals after cvar_set()ing that
-//cvar is IMPLEMENTATION DEFINED (an implementation may either yield the
-//previous, or the current, value). Whether autocvar globals, after restoring
-//a savegame, have the cvar's current value, or the original value at time of
-//saving, is UNDEFINED. Restoring a savegame however must not restore the
-//cvar values themselves.
+//cvar in the same frame is IMPLEMENTATION DEFINED (an implementation may
+//either yield the previous, or the current, value). Whether autocvar globals,
+//after restoring a savegame, have the cvar's current value, or the original
+//value at time of saving, is UNDEFINED. Restoring a savegame however must not
+//restore the cvar values themselves.
//In case the cvar does NOT exist, then it is automatically created with the
//value of the autocvar initializer, if given. This is possible with e.g.
//frikqcc and fteqcc the following way:
//equivalent to the NULL value of the given data type, that is, the empty
//string, 0, or '0 0 0'. However, when automatic cvar creation took place, a
//warning is printed to the game console.
+//NOTE: to prevent an ambiguity with float names for vector types, autocvar
+//names MUST NOT end with _x, _y or _z!
//DP_QC_CHANGEPITCH
//idea: id Software
const float JOINTTYPE_UNIVERSAL = 4;
const float JOINTTYPE_HINGE2 = 5;
const float JOINTTYPE_FIXED = -1;
+// common joint properties:
+// .entity aiment, enemy; // connected objects
+// .vector movedir;
+// for a spring:
+// movedir_x = spring constant (force multiplier, must be > 0)
+// movedir_y = spring dampening constant to prevent oscillation (must be > 0)
+// movedir_z = spring stop position (+/-)
+// for a motor:
+// movedir_x = desired motor velocity
+// movedir_y = -1 * max motor force to use
+// movedir_z = stop position (+/-), set to 0 for no stop
+// note that ODE does not support both in one anyway
//field definitions:
.float mass; // ODE mass, standart value is 1
.float bouncefactor;
void(entity e, vector force, vector force_pos) physics_addforce = #541; // apply a force from certain origin, length of force vector is power of force
void(entity e, vector torque) physics_addtorque = #542; // add relative torque
//description: provides Open Dynamics Engine support, requires extenal dll to be present or engine compiled with statical link option
-//be sure to checkextension for it to know if library i loaded and ready, also to enable physics set "physice_ode" cvar to 1
+//be sure to checkextension for it to know if library is loaded and ready, also to enable physics set "physics_ode" cvar to 1
//note: this extension is highly experimental and may be unstable
//note: use SOLID_BSP on entities to get a trimesh collision models on them
// EXPERIMENTAL (not finalized) EXTENSIONS:
-//DP_PHYSICS
-//idea: LordHavoc
-//darkplaces implementation: LordHavoc, divVerent
-//constant definitions:
-float SOLID_PHYSICS_BOX = 32;
-float SOLID_PHYSICS_SPHERE = 33;
-float SOLID_PHYSICS_CAPSULE = 34;
-float MOVETYPE_PHYSICS = 32;
-float JOINTTYPE_POINT = 1; // point; uses origin (anchor)
-float JOINTTYPE_HINGE = 2; // hinge; uses origin (anchor) and angles (axis)
-float JOINTTYPE_SLIDER = 3; // slider; uses angles (axis)
-float JOINTTYPE_UNIVERSAL = 4; // universal; uses origin (anchor) and angles (forward is axis1, up is axis2)
-float JOINTTYPE_HINGE2 = 5; // hinge2; uses origin (anchor), angles (axis1), velocity (axis2)
-//field definitions:
-.float mass;
-.float jointtype; // see JOINTTYPE_ definitions above
-// common joint properties:
-// .entity aiment, enemy; // connected objects
-// .vector movedir;
-// for a spring:
-// movedir_x = spring constant (force multiplier, must be > 0)
-// movedir_y = spring dampening constant to prevent oscillation (must be > 0)
-// movedir_z = spring stop position (+/-)
-// for a motor:
-// movedir_x = desired motor velocity
-// movedir_y = -1 * max motor force to use
-// movedir_z = stop position (+/-), set to 0 for no stop
-// note that ODE does not support both in one anyway
-//description:
-//various physics properties can be defined in an entity and are executed via
-//ODE
-
//DP_CRYPTO
//idea: divVerent
//darkplaces implementation: divVerent