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.
281 //DP_ENT_TRAILEFFECTNUM
283 //darkplaces implementation: LordHavoc
285 .float traileffectnum;
287 //use a custom effectinfo.txt effect on this entity, assign it like this:
288 //self.traileffectnum = particleeffectnum("mycustomeffect");
289 //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.
293 //darkplaces implementation: LordHavoc
295 .entity viewmodelforclient;
297 //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.
299 //DP_GFX_EXTERNALTEXTURES
301 //darkplaces implementation: LordHavoc
303 //loads external textures found in various directories (tenebrae compatible)...
305 in all examples .tga is merely the base texture, it can be any of these:
307 _glow.tga (fullbrights or other glowing overlay stuff, NOTE: this is done using additive blend, not alpha)
308 _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)
309 _shirt.tga (same idea as pants, but for shirt color)
310 _diffuse.tga (this may be used instead of base texture for per pixel lighting)
311 _gloss.tga (specular texture for per pixel lighting, note this can be in color (tenebrae only supports greyscale))
312 _norm.tga (normalmap texture for per pixel lighting)
313 _bump.tga (bumpmap, converted to normalmap at load time, supported only for reasons of tenebrae compatibility)
314 _luma.tga (same as _glow but supported only for reasons of tenebrae compatibility)
316 due to glquake's incomplete Targa(r) loader, this section describes
317 required Targa(r) features support:
319 type 1 (uncompressed 8bit paletted with 24bit/32bit palette)
320 type 2 (uncompressed 24bit/32bit true color, glquake supported this)
321 type 3 (uncompressed 8bit greyscale)
322 type 9 (RLE compressed 8bit paletted with 24bit/32bit palette)
323 type 10 (RLE compressed 24bit/32bit true color, glquake supported this)
324 type 11 (RLE compressed 8bit greyscale)
325 attribute bit 0x20 (Origin At Top Left, top to bottom, left to right)
327 image formats guaranteed to be supported: tga, pcx, lmp
328 image formats that are optional: png, jpg
330 mdl/spr/spr32 examples:
331 skins are named _A (A being a number) and skingroups are named like _A_B
332 these act as suffixes on the model name...
333 example names for skin _2_1 of model "progs/armor.mdl":
334 game/override/progs/armor.mdl_2_1.tga
335 game/textures/progs/armor.mdl_2_1.tga
336 game/progs/armor.mdl_2_1.tga
337 example names for skin _0 of the model "progs/armor.mdl":
338 game/override/progs/armor.mdl_0.tga
339 game/textures/progs/armor.mdl_0.tga
340 game/progs/armor.mdl_0.tga
341 note that there can be more skins files (of the _0 naming) than the mdl
342 contains, this is only useful to save space in the .mdl file if classic quake
343 compatibility is not a concern.
345 bsp/md2/md3 examples:
346 example names for the texture "quake" of model "maps/start.bsp":
347 game/override/quake.tga
348 game/textures/quake.tga
351 sbar/menu/console textures: for example the texture "conchars" (console font) in gfx.wad
352 game/override/gfx/conchars.tga
353 game/textures/gfx/conchars.tga
354 game/gfx/conchars.tga
357 //DP_GFX_EXTERNALTEXTURES_PERMAPTEXTURES
359 //darkplaces implementation: LordHavoc
361 //Q1BSP and HLBSP map loading loads external textures found in textures/<mapname>/ as well as textures/.
362 //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)
364 //maps/e1m1.bsp uses textures in the directory textures/e1m1/ and falls back to textures/
365 //maps/b_batt0.bsp uses textures in the directory textures/b_batt0.bsp and falls back to textures/
366 //as a more extreme example:
367 //progs/something/blah.bsp uses textures in the directory textures/progs/something/blah/ and falls back to textures/
371 //darkplaces implementation: LordHavoc
373 //"fog" (parameters: "density red green blue", example: "0.1 0.3 0.3 0.3")
375 //global fog for the map, can not be changed by QC
377 //DP_GFX_QUAKE3MODELTAGS
379 //darkplaces implementation: LordHavoc
381 .entity tag_entity; // entity this is attached to (call setattachment to set this)
382 .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)
383 //builtin definitions:
384 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)
386 //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).
387 //note 2: if the tag is not found, it defaults to "" (attach to origin/angles of entity)
388 //note 3: attaching to world turns off attachment
389 //note 4: the entity that this is attached to must be visible for this to work
390 //note 5: if an entity is attached to the player entity it will not be drawn in first person.
394 //darkplaces implementation: LordHavoc
396 //alias models (mdl, md2, md3) can have .skin files to replace conventional texture naming, these have a naming format such as:
397 //progs/test.md3_0.skin
398 //progs/test.md3_1.skin
401 //these files contain replace commands (replace meshname shadername), example:
402 //replace "helmet" "progs/test/helmet1.tga" // this is a mesh shader replacement
403 //replace "teamstripes" "progs/test/redstripes.tga"
404 //replace "visor" "common/nodraw" // this makes the visor mesh invisible
405 ////it is not possible to rename tags using this format
407 //Or the Quake3 syntax (100% compatible with Quake3's .skin files):
408 //helmet,progs/test/helmet1.tga // this is a mesh shader replacement
409 //teamstripes,progs/test/redstripes.tga
410 //visor,common/nodraw // this makes the visor mesh invisible
411 //tag_camera, // this defines that the first tag in the model is called tag_camera
412 //tag_test, // this defines that the second tag in the model is called tag_test
414 //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.
415 //this feature is intended to allow multiple skin sets on md3 models (which otherwise only have one skin set).
416 //other commands might be added someday but it is not expected.
420 //darkplaces implementation: LordHavoc
422 //"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)
424 //global skybox for the map, can not be changed by QC
427 //idea: Blub\0, divVerent
428 //darkplaces implementation: Blub\0
430 // utf8_enable: enable utf8 encoding
431 //description: utf8 characters are allowed inside cvars, protocol strings, files, progs strings, etc.,
432 //and count as 1 char for string functions like strlen, substring, etc.
433 // note: utf8_enable is run-time cvar, could be changed during execution
434 // note: beware that str2chr() could return value bigger than 255 once utf8 is enabled
438 //darkplaces implementation: LordHavoc
440 //simply indicates that the engine supports HalfLife maps (BSP version 30, NOT the QER RGBA ones which are also version 30).
442 //DP_HALFLIFE_MAP_CVAR
444 //darkplaces implementation: LordHavoc
448 //engine sets this cvar when loading a map to indicate if it is halflife format or not.
452 //darkplaces implementation: LordHavoc
454 //simply indicates that the engine supports HalfLife sprites.
458 //darkplaces implementation: LordHavoc
475 //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).
476 //the exact mapping of protocol button bits on the server is:
477 //self.button0 = (bits & 1) != 0;
478 ///* button1 is skipped because mods abuse it as a variable, and accordingly it has no bit */
479 //self.button2 = (bits & 2) != 0;
480 //self.button3 = (bits & 4) != 0;
481 //self.button4 = (bits & 8) != 0;
482 //self.button5 = (bits & 16) != 0;
483 //self.button6 = (bits & 32) != 0;
484 //self.button7 = (bits & 64) != 0;
485 //self.button8 = (bits & 128) != 0;
487 // DP_LIGHTSTYLE_STATICVALUE
489 // darkplaces implementation: VorteX
490 // description: allows alternative 'static' lightstyle syntax : "=value"
491 // examples: "=0.5", "=2.0", "=2.75"
492 // could be used to control switchable lights or making styled lights with brightness > 2
493 // Warning: this extension is experimental. It safely works in CSQC, but SVQC use is limited by the fact
494 // that other engines (which do not support this extension) could connect to a game and misunderstand this kind of lightstyle syntax
498 //darkplaces implementation: LordHavoc
500 //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).
504 //darkplaces implementation: LordHavoc
506 //indicates this engine loads .lit files for any quake1 format .bsp files it loads to enhance maps with colored lighting.
507 //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.
511 //darkplaces implementation: LordHavoc
513 //MOVETYPE_WALK is permitted on non-clients, so bots can move smoothly, run off ledges, etc, just like a real player.
515 //DP_MOVETYPEBOUNCEMISSILE
517 //darkplaces implementation: id Software
518 //movetype definitions:
519 //float MOVETYPE_BOUNCEMISSILE = 11; // already in defs.qc
521 //MOVETYPE_BOUNCE but without gravity, and with full reflection (no speed loss like grenades have), in other words - bouncing laser bolts.
523 //DP_MOVETYPEFLYWORLDONLY
525 //darkplaces implementation: Samual
526 //movetype definitions:
527 float MOVETYPE_FLY_WORLDONLY = 33;
529 //like MOVETYPE_FLY, but does all traces with MOVE_WORLDONLY, and is ignored by MOVETYPE_PUSH. Should only be combined with SOLID_NOT and SOLID_TRIGGER.
533 //darkplaces implementation: divVerent
535 //string dp_null_model = "null";
537 //setmodel(e, "null"); makes an entity invisible, have a zero bbox, but
538 //networked. useful for shared CSQC entities.
541 //idea: id Software, LordHavoc (redesigned)
542 //darkplaces implementation: LordHavoc
543 //movetype definitions:
544 float MOVETYPE_FOLLOW = 12;
546 //MOVETYPE_FOLLOW implemented, this uses existing entity fields in unusual ways:
547 //aiment - the entity this is attached to.
548 //punchangle - the original angles when the follow began.
549 //view_ofs - the relative origin (note that this is un-rotated by punchangle, and that is actually the only purpose of punchangle).
550 //v_angle - the relative angles.
551 //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:
552 //hole.movetype = MOVETYPE_FOLLOW; // make the hole follow
553 //hole.solid = SOLID_NOT; // MOVETYPE_FOLLOW is always non-solid
554 //hole.aiment = bmodel; // make the hole follow bmodel
555 //hole.punchangle = bmodel.angles; // the original angles of bmodel
556 //hole.view_ofs = hole.origin - bmodel.origin; // relative origin
557 //hole.v_angle = hole.angles - bmodel.angles; // relative angles
559 //DP_QC_ASINACOSATANATAN2TAN
561 //darkplaces implementation: LordHavoc
562 //constant definitions:
563 float DEG2RAD = 0.0174532925199432957692369076848861271344287188854172545609719144;
564 float RAD2DEG = 57.2957795130823208767981548141051703324054724665643215491602438612;
565 float PI = 3.1415926535897932384626433832795028841971693993751058209749445923;
566 //builtin definitions:
567 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
568 float(float c) acos = #472; // returns angle in radians for a given cos() value, the result is in the range 0 to PI
569 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
570 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)
571 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
573 //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).
574 //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)
578 //darkplaces implementation: divVerent
580 //allows QC variables to be bound to cvars
581 //(works for float, string, vector types)
583 // float autocvar_developer;
584 // float autocvar_registered;
585 // string autocvar__cl_name;
586 //NOTE: copying a string-typed autocvar to another variable/field, and then
587 //changing the cvar or returning from progs is UNDEFINED. Writing to autocvar
588 //globals is UNDEFINED. Accessing autocvar globals after cvar_set()ing that
589 //cvar in the same frame is IMPLEMENTATION DEFINED (an implementation may
590 //either yield the previous, or the current, value). Whether autocvar globals,
591 //after restoring a savegame, have the cvar's current value, or the original
592 //value at time of saving, is UNDEFINED. Restoring a savegame however must not
593 //restore the cvar values themselves.
594 //In case the cvar does NOT exist, then it is automatically created with the
595 //value of the autocvar initializer, if given. This is possible with e.g.
596 //frikqcc and fteqcc the following way:
597 // var float autocvar_whatever = 42;
598 //If no initializer is given, the cvar will be initialized to a string
599 //equivalent to the NULL value of the given data type, that is, the empty
600 //string, 0, or '0 0 0'. However, when automatic cvar creation took place, a
601 //warning is printed to the game console.
602 //NOTE: to prevent an ambiguity with float names for vector types, autocvar
603 //names MUST NOT end with _x, _y or _z!
607 //darkplaces implementation: id Software
611 //builtin definitions:
612 void(entity ent) changepitch = #63;
614 //equivalent to changeyaw, ent is normally self. (this was a Q2 builtin)
618 //darkplaces implementation: LordHavoc
619 //builtin definitions:
620 void(entity from, entity to) copyentity = #400;
622 //copies all data in the entity to another entity.
626 //darkplaces implementation: divVerent
627 //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.
628 //When caseinsensitive is set, the CRC is calculated of the lower cased string.
629 float(float caseinsensitive, string s, ...) crc16 = #494;
631 //DP_QC_CVAR_DEFSTRING
632 //idea: id Software (Doom3), LordHavoc
633 //darkplaces implementation: LordHavoc
634 //builtin definitions:
635 string(string s) cvar_defstring = #482;
637 //returns the default value of a cvar, as a tempstring.
639 //DP_QC_CVAR_DESCRIPTION
641 //DarkPlaces implementation: divVerent
642 //builtin definitions:
643 string(string name) cvar_description = #518;
645 //returns the description of a cvar
649 //DarkPlaces implementation: VorteX, LordHavoc
650 //builtin definitions:
651 string(string s) cvar_string = #448;
653 //returns the value of a cvar, as a tempstring.
657 //DarkPlaces implementation: divVerent
658 //builtin definitions:
659 float(string name) cvar_type = #495;
660 float CVAR_TYPEFLAG_EXISTS = 1;
661 float CVAR_TYPEFLAG_SAVED = 2;
662 float CVAR_TYPEFLAG_PRIVATE = 4;
663 float CVAR_TYPEFLAG_ENGINE = 8;
664 float CVAR_TYPEFLAG_HASDESCRIPTION = 16;
665 float CVAR_TYPEFLAG_READONLY = 32;
669 //DarkPlaces implementation: LordHavoc
670 //builtin definitions:
671 entity(float entnum) edict_num = #459;
672 float(entity ent) wasfreed = #353; // same as in EXT_CSQC extension
674 //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.
675 //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).
679 //darkplaces implementation: KrimZon
680 //builtin definitions:
681 float() numentityfields = #496;
682 string(float fieldnum) entityfieldname = #497;
683 float(float fieldnum) entityfieldtype = #498;
684 string(float fieldnum, entity ent) getentityfieldstring = #499;
685 float(float fieldnum, entity ent, string s) putentityfieldstring = #500;
687 //Returned by entityfieldtype
688 float FIELD_STRING = 1;
689 float FIELD_FLOAT = 2;
690 float FIELD_VECTOR = 3;
691 float FIELD_ENTITY = 4;
692 float FIELD_FUNCTION = 6;
694 //Versatile functions intended for storing data from specific entities between level changes, but can be customized for some kind of partial savegame.
695 //WARNING: .entity fields cannot be saved and restored between map loads as they will leave dangling pointers.
696 //numentityfields returns the number of entity fields. NOT offsets. Vectors comprise 4 fields: v, v_x, v_y and v_z.
697 //entityfieldname returns the name as a string, eg. "origin" or "classname" or whatever.
698 //entityfieldtype returns a value that the constants represent, but the field may be of another type in more exotic progs.dat formats or compilers.
699 //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.
700 //putentityfieldstring puts the data returned by getentityfieldstring back into the entity.
703 void(string s) loadfromdata = #529;
704 void(string s) loadfromfile = #530;
705 void(string s) callfunction = #605;
706 void(float fh, entity e) writetofile = #606;
707 float(string s) isfunction = #607;
708 void(entity e, string s) parseentitydata = #608;
712 //darkplaces implementation: id Software
713 //builtin definitions:
714 string(entity ent) etos = #65;
716 //prints "entity 1" or similar into a string. (this was a Q2 builtin)
718 //DP_QC_EXTRESPONSEPACKET
720 //darkplaces implementation: divVerent
721 //builtin definitions:
722 string(void) getextresponse = #624;
724 //returns a string of the form "\"ipaddress:port\" data...", or the NULL string
725 //if no packet was found. Packets can be queued into the client/server by
726 //sending a packet starting with "\xFF\xFF\xFF\xFFextResponse " to the
731 //darkplaces implementation: LordHavoc
732 //builtin definitions:
733 entity(.string fld, string match) findchain = #402;
735 //similar to find() but returns a chain of entities like findradius.
737 //DP_QC_FINDCHAIN_TOFIELD
739 //darkplaces implementation: divVerent
740 //builtin definitions:
741 entity(.string fld, float match, .entity tofield) findradius_tofield = #22;
742 entity(.string fld, string match, .entity tofield) findchain_tofield = #402;
743 entity(.string fld, float match, .entity tofield) findchainflags_tofield = #450;
744 entity(.string fld, float match, .entity tofield) findchainfloat_tofield = #403;
746 //similar to findchain() etc, but stores the chain into .tofield instead of .chain
747 //actually, the .entity tofield is an optional field of the the existing findchain* functions
749 //DP_QC_FINDCHAINFLAGS
751 //darkplaces implementation: LordHavoc
752 //builtin definitions:
753 entity(.float fld, float match) findchainflags = #450;
755 //similar to findflags() but returns a chain of entities like findradius.
757 //DP_QC_FINDCHAINFLOAT
759 //darkplaces implementation: LordHavoc
760 //builtin definitions:
761 entity(.entity fld, entity match) findchainentity = #403;
762 entity(.float fld, float match) findchainfloat = #403;
764 //similar to findentity()/findfloat() but returns a chain of entities like findradius.
768 //darkplaces implementation: LordHavoc
769 //builtin definitions:
770 entity(entity start, .float fld, float match) findflags = #449;
772 //finds an entity with the specified flag set in the field, similar to find()
776 //darkplaces implementation: LordHavoc
777 //builtin definitions:
778 entity(entity start, .entity fld, entity match) findentity = #98;
779 entity(entity start, .float fld, float match) findfloat = #98;
781 //finds an entity or float field value, similar to find(), but for entity and float fields.
785 //darkplaces implementation: Black
786 //builtin definitions:
787 float(string pattern, float caseinsensitive, float quiet) search_begin = #444;
788 void(float handle) search_end = #445;
789 float(float handle) search_getsize = #446;
790 string(float handle, float num) search_getfilename = #447;
792 //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).
793 //search_end frees a search slot (also done at progs reload).
794 //search_getsize returns how many filenames were found.
795 //search_getfilename returns a filename from the search.
799 //darkplaces implementation: LordHavoc
800 //builtin definitions:
801 vector(vector org) getlight = #92;
803 //returns the lighting at the requested location (in color), 0-255 range (can exceed 255).
807 //darkplaces implementation: LordHavoc
808 //builtin definitions:
809 float(entity e, float s) getsurfacenumpoints = #434;
810 vector(entity e, float s, float n) getsurfacepoint = #435;
811 vector(entity e, float s) getsurfacenormal = #436;
812 string(entity e, float s) getsurfacetexture = #437;
813 float(entity e, vector p) getsurfacenearpoint = #438;
814 vector(entity e, float s, vector p) getsurfaceclippedpoint = #439;
816 //functions to query surface information.
818 //DP_QC_GETSURFACEPOINTATTRIBUTE
820 //darkplaces implementation: BlackHC
822 float SPA_POSITION = 0;
823 float SPA_S_AXIS = 1;
824 float SPA_T_AXIS = 2;
825 float SPA_R_AXIS = 3; // same as SPA_NORMAL
826 float SPA_TEXCOORDS0 = 4;
827 float SPA_LIGHTMAP0_TEXCOORDS = 5;
828 float SPA_LIGHTMAP0_COLOR = 6;
829 //builtin definitions:
830 vector(entity e, float s, float n, float a) getsurfacepointattribute = #486;
833 //function to query extended information about a point on a certain surface
835 //DP_QC_GETSURFACETRIANGLE
837 //darkplaces implementation: divVerent
838 //builtin definitions:
839 float(entity e, float s) getsurfacenumtriangles = #628;
840 vector(entity e, float s, float n) getsurfacetriangle = #629;
842 //function to query triangles of a surface
845 //idea: VorteX, LordHavoc
846 //DarkPlaces implementation: VorteX
847 //builtin definitions:
848 float(entity ent, string tagname) gettagindex = #451;
849 vector(entity ent, float tagindex) gettaginfo = #452;
851 //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).
852 //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.
854 //DP_QC_GETTAGINFO_BONEPROPERTIES
856 //DarkPlaces implementation: divVerent
857 //global definitions:
858 float gettaginfo_parent;
859 string gettaginfo_name;
860 vector gettaginfo_offset;
861 vector gettaginfo_forward;
862 vector gettaginfo_right;
863 vector gettaginfo_up;
865 //when this extension is present, gettaginfo fills in some globals with info about the bone that had been queried
866 //gettaginfo_parent is set to the number of the parent bone, or 0 if it is a root bone
867 //gettaginfo_name is set to the name of the bone whose index had been specified in gettaginfo
868 //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.
872 //darkplaces implementation: tZork, divVerent
873 //constant definitions:
874 float GETTIME_FRAMESTART = 0; // time of start of frame
875 float GETTIME_REALTIME = 1; // current time (may be OS specific)
876 float GETTIME_HIRES = 2; // like REALTIME, but may reset between QC invocations and thus can be higher precision
877 float GETTIME_UPTIME = 3; // time since start of the engine
878 //builtin definitions:
879 float(float tmr) gettime = #519;
881 //some timers to query...
883 //DP_QC_GETTIME_CDTRACK
885 //darkplaces implementation: divVerent
886 //constant definitions:
887 float GETTIME_CDTRACK = 4;
889 //returns the playing time of the current cdtrack when passed to gettime()
890 //see DP_END_GETSOUNDTIME for similar functionality but for entity sound channels
894 //darkplaces implementation: divVerent
897 //The engine supports translating by gettext compatible .po files.
898 //progs.dat uses progs.dat.<LANGUAGE>.po
899 //menu.dat uses menu.dat.<LANGUAGE>.po
900 //csprogs.dat uses csprogs.dat.<LANGUAGE>.po
902 //To create a string that can be translated, define it as
903 // string dotranslate_FILENOTFOUND = "File not found";
904 //Note: if the compiler does constant folding, this will only work if there is
905 //no other "File not found" string in the progs!
907 //Alternatively, if using the Xonotic patched fteqcc compiler, you can simplify
908 //this by using _("File not found") directly in the source code.
910 //The language is set by the "prvm_language" cvar: if prvm_language is set to
911 //"de", it will read progs.dat.de.po for translating strings in progs.dat.
913 //If prvm_language is set to to the special name "dump", progs.dat.pot which is
914 //a translation template to be edited by filling out the msgstr entries.
917 //darkplaces implementation: divVerent
918 //builtin definitions:
919 float log(float f) = #532;
925 //darkplaces implementation: LordHavoc
926 //builtin definitions:
927 float(float a, float b) min = #94;
928 float(float a, float b, float c) min3 = #94;
929 float(float a, float b, float c, float d) min4 = #94;
930 float(float a, float b, float c, float d, float e) min5 = #94;
931 float(float a, float b, float c, float d, float e, float f) min6 = #94;
932 float(float a, float b, float c, float d, float e, float f, float g) min7 = #94;
933 float(float a, float b, float c, float d, float e, float f, float g, float h) min8 = #94;
934 float(float a, float b) max = #95;
935 float(float a, float b, float c) max3 = #95;
936 float(float a, float b, float c, float d) max4 = #95;
937 float(float a, float b, float c, float d, float e) max5 = #95;
938 float(float a, float b, float c, float d, float e, float f) max6 = #95;
939 float(float a, float b, float c, float d, float e, float f, float g) max7 = #95;
940 float(float a, float b, float c, float d, float e, float f, float g, float h) max8 = #95;
941 float(float minimum, float val, float maximum) bound = #96;
943 //min returns the lowest of all the supplied numbers.
944 //max returns the highest of all the supplied numbers.
945 //bound clamps the value to the range and returns it.
947 //DP_QC_MULTIPLETEMPSTRINGS
949 //darkplaces implementation: LordHavoc
951 //this extension makes all builtins returning tempstrings (ftos for example)
952 //cycle through a pool of multiple tempstrings (at least 16), allowing
953 //multiple ftos results to be gathered before putting them to use, normal
954 //quake only had 1 tempstring, causing many headaches.
956 //Note that for longer term storage (or compatibility on engines having
957 //FRIK_FILE but not this extension) the FRIK_FILE extension's
958 //strzone/strunzone builtins provide similar functionality (slower though).
960 //NOTE: this extension is superseded by DP_QC_UNLIMITEDTEMPSTRINGS
962 //DP_QC_NUM_FOR_EDICT
964 //darkplaces implementation: Blub\0
965 //Function to get the number of an entity - a clean way.
966 float(entity num) num_for_edict = #512;
970 //darkplaces implementation: LordHavoc
971 //builtin definitions:
972 vector() randomvec = #91;
974 //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)
976 //DP_QC_SINCOSSQRTPOW
977 //idea: id Software, LordHavoc
978 //darkplaces implementation: id Software, LordHavoc
979 //builtin definitions:
980 float(float val) sin = #60;
981 float(float val) cos = #61;
982 float(float val) sqrt = #62;
983 float(float a, float b) pow = #97;
985 //useful math functions, sine of val, cosine of val, square root of val, and raise a to power b, respectively.
989 //darkplaces implementation: divVerent
990 //builtin definitions:
991 string(string format, ...) sprintf = #627;
993 //you know sprintf :P
996 // optional: <argpos>$ for the argument to format
998 // optional: <width>, *, or *<argpos>$ for the field width
999 // optional: .<precision>, .*, or .*<argpos>$ for the precision
1000 // length modifiers: h for forcing a float, l for forcing an int/entity (by default, %d etc. cast a float to int)
1002 // 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
1003 // 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
1004 // 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
1005 // 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
1007 // vV takes a vector, and processes the three components as if it were a gG for all three components, separated by space
1008 // For conversions s and c, the flag # makes precision and width interpreted
1009 // as byte count, by default it is interpreted as character count in UTF-8
1010 // enabled engines. No other conversions can create wide characters, and #
1011 // has another meaning in these.
1015 //darkplaces implementation: LordHavoc
1016 //builtin definitions:
1017 string(float uselocaltime, string format, ...) strftime = #478;
1019 //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:
1020 //example: "%Y-%m-%d %H:%M:%S" (result looks like: 2007-02-08 01:03:15)
1021 //note: "%F %T" gives the same result as "%Y-%m-%d %H:%M:%S" (ISO 8601 date format and 24-hour time)
1022 //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.
1025 //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);
1026 //printing current date/time for competitive multiplayer games, such as the beginning/end of each round in real world time.
1027 //activating eastereggs in singleplayer games on certain dates.
1029 //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.
1030 //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)".
1031 //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!).
1032 //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.
1034 //DP_QC_STRINGCOLORFUNCTIONS
1036 //darkplaces implementation: Dresk
1037 //builtin definitions:
1038 float(string s) strlennocol = #476; // returns how many characters are in a string, minus color codes
1039 string(string s) strdecolorize = #477; // returns a string minus the color codes of the string provided
1041 //provides additional functionality to strings by supporting functions that isolate and identify strings with color codes
1043 //DP_QC_STRING_CASE_FUNCTIONS
1045 //darkplaces implementation: LordHavoc / Dresk
1046 //builtin definitions:
1047 string(string s) strtolower = #480; // returns the passed in string in pure lowercase form
1048 string(string s) strtoupper = #481; // returns the passed in string in pure uppercase form
1050 //provides simple string uppercase and lowercase functions
1052 //DP_QC_TOKENIZEBYSEPARATOR
1053 //idea: Electro, SavageX, LordHavoc
1054 //darkplaces implementation: LordHavoc
1055 //builtin definitions:
1056 float(string s, string separator1, ...) tokenizebyseparator = #479;
1058 //this function returns tokens separated by any of the supplied separator strings, example:
1059 //numnumbers = tokenizebyseparator("10.2.3.4", ".");
1060 //returns 4 and the tokens are "10" "2" "3" "4"
1061 //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")
1063 //DP_QC_TOKENIZE_CONSOLE
1065 //darkplaces implementation: divVerent
1066 //builtin definitions:
1067 float(string s) tokenize_console = #514;
1068 float(float i) argv_start_index = #515;
1069 float(float i) argv_end_index = #516;
1071 //this function returns tokens separated just like the console does
1072 //also, functions are provided to get the index of the first and last character of each token in the original string
1073 //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.
1077 //darkplaces implementation: id Software
1078 //builtin definitions:
1079 void(vector v1, vector min, vector max, vector v2, float nomonsters, entity forent) tracebox = #90;
1081 //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).
1085 //darkplaces implementation: id Software
1086 //builtin definitions:
1087 void(entity ent, entity ignore) tracetoss = #64;
1089 //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.
1091 //DP_QC_TRACE_MOVETYPE_HITMODEL
1093 //darkplaces implementation: LordHavoc
1094 //constant definitions:
1095 float MOVE_HITMODEL = 4;
1097 //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)
1099 //DP_QC_TRACE_MOVETYPE_WORLDONLY
1101 //darkplaces implementation: LordHavoc
1102 //constant definitions:
1103 float MOVE_WORLDONLY = 3;
1105 //allows traces to hit only world (ignoring all entities, unlike MOVE_NOMONSTERS which hits all bmodels), use as the nomonsters parameter to trace functions
1107 //DP_QC_UNLIMITEDTEMPSTRINGS
1109 //darkplaces implementation: LordHavoc
1111 //this extension alters Quake behavior such that instead of reusing a single
1112 //tempstring (or multiple) there are an unlimited number of tempstrings, which
1113 //are removed only when a QC function invoked by the engine returns,
1114 //eliminating almost all imaginable concerns with string handling in QuakeC.
1117 //you can now use and abuse tempstrings as much as you like, you still have to
1118 //use strzone (FRIK_FILE) for permanent storage however.
1122 //implementation notes for other engine coders:
1123 //these tempstrings are expected to be stored in a contiguous buffer in memory
1124 //which may be fixed size or controlled by a cvar, or automatically grown on
1125 //demand (in the case of DarkPlaces).
1127 //this concept is similar to quake's Zone system, however these are all freed
1128 //when the QC interpreter returns.
1130 //this is basically a poor man's garbage collection system for strings.
1132 //DP_QC_VECTOANGLES_WITH_ROLL
1134 //darkplaces implementation: LordHavoc
1135 //builtin definitions:
1136 vector(vector forward, vector up) vectoangles2 = #51; // same number as vectoangles
1138 //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)
1139 //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
1141 //DP_QC_VECTORVECTORS
1143 //darkplaces implementation: LordHavoc
1144 //builtin definitions:
1145 void(vector dir) vectorvectors = #432;
1147 //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.
1151 //darkplaces implementation: divVerent
1152 //builtin definitions:
1153 string(string filename) whichpack = #503;
1155 //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)
1159 //darkplaces implementation: divVerent
1160 //URI::Escape's functionality
1161 string(string in) uri_escape = #510;
1162 string(string in) uri_unescape = #511;
1166 //darkplaces implementation: divVerent
1167 //loads text from an URL into a string
1168 //returns 1 on success of initiation, 0 if there are too many concurrent
1169 //connections already or if the URL is invalid
1170 //the following callback will receive the data and MUST exist!
1171 // void(float id, float status, string data) URI_Get_Callback;
1173 // negative for an internal error,
1174 // 0 for success, or
1175 // the HTTP response code on server error (e.g. 404)
1176 //if 1 is returned by uri_get, the callback will be called in the future
1177 float(string url, float id) uri_get = #513;
1181 //darkplaces implementation: divVerent
1182 //loads text from an URL into a string after POSTing via HTTP
1183 //works like uri_get, but uri_post sends data with Content-Type: content_type to the server
1184 //and uri_post sends the string buffer buf, joined using the delimiter delim
1185 float(string url, float id, string content_type, string data) uri_post = #513;
1186 float(string url, float id, string content_type, string delim, float buf) uri_postbuf = #513;
1188 //DP_SKELETONOBJECTS
1190 //darkplaces implementation: LordHavoc
1192 //this extension indicates that FTE_CSQC_SKELETONOBJECTS functionality is available in server QC (as well as CSQC).
1194 //DP_SV_SPAWNFUNC_PREFIX
1196 //darkplaces implementation: divVerent
1197 //Make functions whose name start with spawnfunc_ take precedence as spawn function for loading entities.
1198 //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).
1199 //Optionally, you can declare a global "float require_spawnfunc_prefix;" which will require ANY spawn function to start with that prefix.
1203 //idea: quake community
1204 //darkplaces implementation: LordHavoc
1206 //shows that the engine supports Quake2 .md2 files.
1210 //darkplaces implementation: Elric
1212 //shows that the engine supports Quake2 .sp2 files.
1215 //idea: quake community
1216 //darkplaces implementation: LordHavoc
1218 //shows that the engine supports Quake3 .bsp files.
1221 //idea: quake community
1222 //darkplaces implementation: LordHavoc
1224 //shows that the engine supports Quake3 .md3 files.
1228 //darkplaces implementation: LordHavoc
1229 //builtin definitions:
1230 float(string name, string value) registercvar = #93;
1232 //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.
1233 //NOTE: DP_CON_SET is much better.
1235 //DP_SND_DIRECTIONLESSATTNNONE
1237 //darkplaces implementation: LordHavoc
1239 //make sounds with ATTN_NONE have no spatialization (enabling easy use as music sources).
1243 //darkplaces implementation: Elric
1245 //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.
1246 //Note: also plays .ogg with DP_SND_OGGVORBIS extension.
1248 //DP_SND_SOUND7_WIP1
1249 //DP_SND_SOUND7_WIP2
1251 //darkplaces implementation: divVerent
1252 //builtin definitions:
1253 void(entity e, float chan, string samp, float vol, float atten, float speed, float flags) sound7 = #8;
1254 float SOUNDFLAG_RELIABLE = 1;
1256 //plays a sound, with some more flags
1257 //extensions to sound():
1258 //- channel may be in the range from -128 to 127; channels -128 to 0 are "auto",
1259 // i.e. support multiple sounds at once, but cannot be stopped/restarted
1260 //- a value 0 in the speed parameter means no change; otherwise, it is a
1261 // percentage of playback speed ("pitch shifting"). 100 is normal pitch, 50 is
1262 // half speed, 200 is double speed, etc. (DP_SND_SOUND7_WIP2)
1263 //- the flag SOUNDFLAG_RELIABLE can be specified, which makes the sound send
1264 // to MSG_ALL (reliable) instead of MSG_BROADCAST (unreliable, default);
1265 // similarily, SOUNDFLAG_RELIABLE_TO_ONE sends to MSG_ONE
1266 //- channel 0 is controlled by snd_channel0volume; channel 1 and -1 by
1267 // snd_channel1volume, etc. (so, a channel shares the cvar with its respective
1268 // auto-channel); however, the mod MUST define snd_channel8volume and upwards
1269 // in default.cfg if they are to be used, as the engine does not create them
1270 // to not litter the cvar list
1271 //- this extension applies to CSQC as well; CSQC_Event_Sound will get speed and
1272 // flags as extra 7th and 8th argument
1273 //- WIP2 ideas: SOUNDFLAG_RELIABLE_TO_ONE, SOUNDFLAG_NOPHS, SOUNDFLAG_FORCELOOP
1274 //- NOTE: to check for this, ALSO OR a check with DP_SND_SOUND7 to also support
1275 // the finished extension once done
1279 //darkplaces implementation: Elric
1281 //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).
1285 //darkplaces implementation: LordHavoc
1287 //the engine supports stereo WAV files. (useful with DP_SND_DIRECTIONLESSATTNNONE for music)
1289 //DP_SND_GETSOUNDTIME
1291 //darkplaces implementation: VorteX
1292 //constant definitions:
1293 float(entity e, float channel) getsoundtime = #533; // get currently sound playing position on entity channel, -1 if not playing or error
1294 float(string sample) soundlength = #534; // returns length of sound sample in seconds, -1 on error (sound not precached, sound system not initialized etc.)
1295 //description: provides opportunity to query length of sound samples and realtime tracking of sound playing on entities (similar to DP_GETTIME_CDTRACK)
1296 //note: beware dedicated server not running sound engine at all, so in dedicated mode this builtins will not work in server progs
1297 //note also: menu progs not supporting getsoundtime() (will give a warning) since it has no sound playing on entities
1299 // - QC-driven looped sounds
1300 // - QC events when sound playing is finished
1301 // - toggleable ambientsounds
1306 //darkplaces implementation: LordHavoc
1308 // playvideo <videoname> - start playing video
1309 // stopvideo - stops current video
1310 //description: indicated that engine support playing videos in DPV format
1312 //DP_VIDEO_SUBTITLES
1314 //darkplaces implementation: VorteX
1316 // cl_video_subtitles - toggles subtitles showing
1317 // cl_video_subtitles_lines - how many lines to reserve for subtitles
1318 // cl_video_subtitles_textsize - font size
1320 // playvideo <videoname> <custom_subtitles_file> - start playing video
1321 // stopvideo - stops current video
1322 //description: indicates that engine support subtitles on videos
1323 //subtitles stored in external text files, each video file has it's default subtitles file ( <videoname>.dpsubs )
1324 //example: for video/act1.dpv default subtitles file will be video/act1.dpsubs
1325 //also video could be played with custom subtitles file by utilizing second parm of playvideo command
1326 //syntax of .dpsubs files: each line in .dpsubs file defines 1 subtitle, there are three tokens:
1327 // <start> <end> "string"
1328 // start: subtitle start time in seconds
1329 // end: subtitle time-to-show in seconds, if 0 - subtitle will be showed until next subtitle is started,
1330 // if below 0 - show until next subtitles minus this number of seconds
1331 // text: subtitle text, color codes (Q3-style and ^xRGB) are allowed
1332 //example of subtitle file:
1333 // 3 0 "Vengeance! Vengeance for my eternity of suffering!"
1334 // 9 0 "Whelp! As if you knew what eternity was!"
1335 // 13 0 "Grovel before your true master."
1337 // 18 7 "I'll hack you from crotch to gizzard and feed what's left of you to your brides..."
1341 //darkplaces implementation: LordHavoc
1342 //solid definitions:
1343 float SOLID_CORPSE = 5;
1345 //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.
1349 //darkplaces implementation: LordHavoc
1351 //the engine supports .spr32 sprites.
1355 //darkplaces implementation: LordHavoc
1357 float CLIENTTYPE_DISCONNECTED = 0;
1358 float CLIENTTYPE_REAL = 1;
1359 float CLIENTTYPE_BOT = 2;
1360 float CLIENTTYPE_NOTACLIENT = 3;
1361 //builtin definitions:
1362 entity() spawnclient = #454; // like spawn but for client slots (also calls relevant connect/spawn functions), returns world if no clients available
1363 float(entity clent) clienttype = #455; // returns one of the CLIENTTYPE_* constants
1365 //spawns a client with no network connection, to allow bots to use client slots with no hacks.
1369 local entity oldself;
1371 self = spawnclient();
1374 bprint("Can not add bot, server full.\n");
1378 self.netname = "Yoyobot";
1379 self.clientcolors = 12 * 16 + 4; // yellow (12) shirt and red (4) pants
1381 PutClientInServer();
1384 // to remove all bots
1386 head = find(world, classname, "player");
1389 if (clienttype(head) == CLIENTTYPE_BOT)
1391 head = find(head, classname, "player");
1394 // to identify if a client is a bot (for example in PlayerPreThink)
1395 if (clienttype(self) == CLIENTTYPE_BOT)
1398 //see also DP_SV_CLIENTCOLORS DP_SV_CLIENTNAME DP_SV_DROPCLIENT
1400 //creates a new client, calls SetNewParms and stores the parms, and returns the client.
1401 //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
1402 //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).
1403 //parms work the same on bot clients as they do on real clients, and do carry from level to level
1405 //DP_SV_BOUNCEFACTOR
1407 //darkplaces implementation: divVerent
1408 //field definitions:
1409 .float bouncefactor; // velocity multiplier after a bounce
1410 .float bouncestop; // bounce stops if velocity to bounce plane is < bouncestop * gravity AFTER the bounce
1412 //allows qc to customize MOVETYPE_BOUNCE a bit
1414 //DP_SV_CLIENTCAMERA
1415 //idea: LordHavoc, others
1416 //darkplaces implementation: Black
1417 //field definitions:
1418 .entity clientcamera; // override camera entity
1420 //allows another entity to be the camera for a client, for example a remote camera, this is similar to sending svc_setview manually except that it also changes the network culling appropriately.
1422 //DP_SV_CLIENTCOLORS
1424 //darkplaces implementation: LordHavoc
1425 //field definitions:
1426 .float clientcolors; // colors of the client (format: pants + shirt * 16)
1428 //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
1432 //darkplaces implementation: LordHavoc
1434 //allows qc to modify the client's .netname, and automatically sends out any appropriate network updates if changed
1436 //DP_SV_CUSTOMIZEENTITYFORCLIENT
1438 //darkplaces implementation: [515] and LordHavoc
1439 //field definitions:
1440 .float() customizeentityforclient; // self = this entity, other = client entity
1442 //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
1443 //tips on writing customize functions:
1444 //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.
1445 //you are free to change anything in self, but please do not change any other entities (the results may be very inconsistent).
1446 //example ideas for use of this extension:
1447 //making icons over teammates' heads which are only visible to teammates. for exasmple: float() playericon_customizeentityforclient = {return self.owner.team == other.team;};
1448 //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;};
1449 //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;};
1450 //implementation notes:
1451 //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).
1453 //DP_SV_DISCARDABLEDEMO
1455 //darkplaces implementation: parasti
1456 //field definitions:
1457 .float discardabledemo;
1459 //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
1460 //Note that this extension only works if:
1461 // auto demos are enabled (the cvar sv_autodemo_perclient is set)
1462 // discarding demos is enabled (the cvar sv_autodemo_perclient_discardable is set)
1464 //DP_SV_DRAWONLYTOCLIENT
1466 //darkplaces implementation: LordHavoc
1467 //field definitions:
1468 .entity drawonlytoclient;
1470 //the entity is only visible to the specified client.
1474 //darkplaces implementation: LordHavoc
1475 //builtin definitions:
1476 void(entity clent) dropclient = #453;
1478 //causes the server to immediately drop the client, more reliable than stuffcmd(clent, "disconnect\n"); which could be intentionally ignored by the client engine
1482 //darkplaces implementation: LordHavoc
1483 //builtin definitions:
1484 void(vector org, string modelname, float startframe, float endframe, float framerate) effect = #404;
1486 //float svc_effect = #52; // [vector] org [byte] modelindex [byte] startframe [byte] framecount [byte] framerate
1487 //float svc_effect2 = #53; // [vector] org [short] modelindex [byte] startframe [byte] framecount [byte] framerate
1489 //clientside playback of simple custom sprite effects (explosion sprites, etc).
1491 //DP_SV_ENTITYCONTENTSTRANSITION
1493 //darkplaces implementation: Dresk
1494 //field definitions:
1495 .void(float nOriginalContents, float nNewContents) contentstransition;
1497 //This field function, when provided, is triggered on an entity when the contents (ie. liquid / water / etc) is changed.
1498 //The first parameter provides the entities original contents, prior to the transition. The second parameter provides the new contents.
1499 //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.
1501 //DP_SV_MOVETYPESTEP_LANDEVENT
1503 //darkplaces implementation: Dresk
1504 //field definitions:
1505 .void(vector vImpactVelocity) movetypesteplandevent;
1507 //This field function, when provided, is triggered on a MOVETYPE_STEP entity when it experiences "land event".
1508 // The standard engine behavior for this event is to play the sv_sound_land CVar sound.
1509 //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.
1510 //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.
1514 //darkplaces implementation: Dresk
1515 //builtin definitions:
1516 void(vector origin, string sample, float volume, float attenuation) pointsound = #483;
1518 //Similar to the standard QC sound function, this function takes an origin instead of an entity and omits the channel parameter.
1519 // This allows sounds to be played at arbitrary origins without spawning entities.
1521 //DP_SV_ONENTITYNOSPAWNFUNCTION
1523 //darkplaces implementation: Dresk
1524 //engine-called QC prototypes:
1525 //void() SV_OnEntityNoSpawnFunction;
1527 // This function is called whenever an entity on the server has no spawn function, and therefore has no defined QC behavior.
1528 // You may as such dictate the behavior as to what happens to the entity.
1529 // To mimic the engine's default behavior, simply call remove(self).
1531 //DP_SV_ONENTITYPREPOSTSPAWNFUNCTION
1533 //darkplaces implementation: divVerent
1534 //engine-called QC prototypes:
1535 //void() SV_OnEntityPreSpawnFunction;
1536 //void() SV_OnEntityPostSpawnFunction;
1538 // These functions are called BEFORE or AFTER an entity is spawned the regular way.
1539 // You may as such dictate the behavior as to what happens to the entity.
1540 // 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.
1541 // SV_OnEntityPostSpawnFunction is called ONLY after its spawn function or SV_OnEntityNoSpawnFunction was called, and skipped if the entity got removed by either.
1543 //DP_SV_MODELFLAGS_AS_EFFECTS
1544 //idea: LordHavoc, Dresk
1545 //darkplaces implementation: LordHavoc
1546 //field definitions:
1548 //constant definitions:
1549 float EF_NOMODELFLAGS = 8388608; // ignore any effects in a model file and substitute your own
1550 float MF_ROCKET = 1; // leave a trail
1551 float MF_GRENADE = 2; // leave a trail
1552 float MF_GIB = 4; // leave a trail
1553 float MF_ROTATE = 8; // rotate (bonus items)
1554 float MF_TRACER = 16; // green split trail
1555 float MF_ZOMGIB = 32; // small blood trail
1556 float MF_TRACER2 = 64; // orange split trail
1557 float MF_TRACER3 = 128; // purple trail
1559 //this extension allows model flags to be specified on entities so you can add a rocket trail and glow to any entity, etc.
1560 //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.
1562 //silly example modification #1 to W_FireRocket in weapons.qc:
1563 //missile.effects = EF_NOMODELFLAGS; // rocket without a glow/fire trail
1564 //silly example modification #2 to W_FireRocket in weapons.qc:
1565 //missile.modelflags = MF_GIB; // leave a blood trail instead of glow/fire trail
1567 //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.
1569 //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.
1573 //darkplaces implementation: Dresk
1574 //field definitions:
1577 // provides the netaddress of the associated entity (ie. 127.0.0.1) and "null/botclient" if the netconnection of the entity is invalid
1579 //DP_SV_NODRAWTOCLIENT
1581 //darkplaces implementation: LordHavoc
1582 //field definitions:
1583 .entity nodrawtoclient;
1585 //the entity is not visible to the specified client.
1589 //darkplaces implementation: LordHavoc
1590 //field definitions:
1593 //continuously updated field indicating client's ping (based on average of last 16 packet time differences).
1595 //DP_SV_PING_PACKETLOSS
1597 //darkplaces implementation: LordHavoc
1598 //field definitions:
1599 .float ping_packetloss;
1600 .float ping_movementloss;
1602 //continuously updated field indicating client's packet loss, and movement loss (i.e. packet loss affecting player movement).
1604 //DP_SV_POINTPARTICLES
1606 //darkplaces implementation: LordHavoc
1607 //function definitions:
1608 float(string effectname) particleeffectnum = #335; // same as in CSQC
1609 void(entity ent, float effectnum, vector start, vector end) trailparticles = #336; // same as in CSQC
1610 void(float effectnum, vector org, vector vel, float howmany) pointparticles = #337; // same as in CSQC
1612 //float svc_trailparticles = 60; // [short] entnum [short] effectnum [vector] start [vector] end
1613 //float svc_pointparticles = 61; // [short] effectnum [vector] start [vector] velocity [short] count
1614 //float svc_pointparticles1 = 62; // [short] effectnum [vector] start, same as svc_pointparticles except velocity is zero and count is 1
1616 //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.
1617 //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.
1618 //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.
1622 //darkplaces implementation: LordHavoc
1623 //field definitions:
1624 .vector punchvector;
1626 //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).
1628 //DP_SV_PLAYERPHYSICS
1630 //darkplaces implementation: LordHavoc
1631 //field definitions:
1634 //"sv_playerphysicsqc" (0/1, default 1, allows user to disable qc player physics)
1635 //engine-called QC prototypes:
1636 //void() SV_PlayerPhysics;
1638 //.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)
1642 //darkplaces implementation: LordHavoc
1645 const float MOVETYPE_PHYSICS = 32; // need to be set before any physics_* builtins applied
1647 const float SOLID_PHYSICS_BOX = 32;
1648 const float SOLID_PHYSICS_SPHERE = 33;
1649 const float SOLID_PHYSICS_CAPSULE = 34;
1650 const float SOLID_PHYSICS_TRIMESH = 35;
1651 const float SOLID_PHYSICS_CYLINDER = 36;
1654 const float JOINTTYPE_POINT = 1;
1655 const float JOINTTYPE_HINGE = 2;
1656 const float JOINTTYPE_SLIDER = 3;
1657 const float JOINTTYPE_UNIVERSAL = 4;
1658 const float JOINTTYPE_HINGE2 = 5;
1659 const float JOINTTYPE_FIXED = -1;
1660 // common joint properties:
1661 // .entity aiment, enemy; // connected objects
1664 // movedir_x = spring constant (force multiplier, must be > 0)
1665 // movedir_y = spring dampening constant to prevent oscillation (must be > 0)
1666 // movedir_z = spring stop position (+/-)
1668 // movedir_x = desired motor velocity
1669 // movedir_y = -1 * max motor force to use
1670 // movedir_z = stop position (+/-), set to 0 for no stop
1671 // note that ODE does not support both in one anyway
1672 //field definitions:
1673 .float mass; // ODE mass, standart value is 1
1674 .vector massofs; // offsets a mass center out of object center, if not set a center of model bounds is used
1676 .float bouncefactor;
1679 //builtin definitions:
1680 void(entity e, float physics_enabled) physics_enable = #540; // enable or disable physics on object
1681 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
1682 void(entity e, vector torque) physics_addtorque = #542; // add relative torque
1683 //description: provides Open Dynamics Engine support, requires extenal dll to be present or engine compiled with statical link option
1684 //be sure to checkextension for it to know if library is loaded and ready, also to enable physics set "physics_ode" cvar to 1
1685 //note: this extension is highly experimental and may be unstable
1688 //idea: id Software (QuakeWorld Server)
1689 //darkplaces implementation: Black, LordHavoc
1690 void(string s, ...) print = #339; // same number as in EXT_CSQC
1692 //this is identical to dprint except that it always prints regardless of the developer cvar.
1694 //DP_SV_PRECACHEANYTIME
1695 //idea: id Software (Quake2)
1696 //darkplaces implementation: LordHavoc
1698 //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).
1702 //darkplaces implementation: divVerent
1703 //1. A global variable
1705 //Its content is set as "qcstatus" field in the rules.
1706 //It may be at most 255 characters, and must not contain newlines or backslashes.
1707 //2. A per-client field
1708 .string clientstatus;
1709 //It is sent instead of the "frags" in status responses.
1710 //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".
1711 //Currently, qstat does not support this and will not show player info if used and set to anything other than ftos(some integer).
1713 //DP_SV_ROTATINGBMODEL
1715 //darkplaces implementation: LordHavoc
1717 //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).
1718 //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)
1722 //darkplaces implementation: LordHavoc
1723 //builtin definitions:
1724 void(entity ent, float colors) setcolor = #401;
1725 //engine called QC functions (optional):
1726 //void(float color) SV_ChangeTeam;
1728 //setcolor sets the color on a client and updates internal color information accordingly (equivalent to stuffing a "color" command but immediate)
1729 //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.
1730 //the color format is pants + shirt * 16 (0-255 potentially)
1734 //darkplaces implementation: LordHavoc
1736 //"slowmo" (0+, default 1)
1738 //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.
1739 //range is 0 to infinite, recommended values to try are 0.1 (very slow, 10% speed), 1 (normal speed), 5 (500% speed).
1741 //DP_SV_WRITEPICTURE
1743 //darkplaces implementation: divVerent
1744 //builtin definitions:
1745 void(float to, string s, float sz) WritePicture = #501;
1747 //writes a picture to the data stream so CSQC can read it using ReadPicture, which has the definition
1748 // string(void) ReadPicture = #501;
1749 //The picture data is sent as at most sz bytes, by compressing to low quality
1750 //JPEG. The data being sent will be equivalent to:
1751 // WriteString(to, s);
1752 // WriteShort(to, imagesize);
1753 // for(i = 0; i < imagesize; ++i)
1754 // WriteByte(to, [the i-th byte of the compressed JPEG image]);
1756 //DP_SV_WRITEUNTERMINATEDSTRING
1758 //darkplaces implementation: Sajt
1759 //builtin definitions:
1760 void(float to, string s) WriteUnterminatedString = #456;
1762 //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.
1763 //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 equivalent of it in his FrikBot mod years ago involving WriteByte calls on each character.
1767 //darkplaces implementation: LordHavoc
1768 //builtin definitions:
1769 void(vector org, vector velocity, float howmany) te_blood = #405;
1770 //temp entity definitions:
1771 float TE_BLOOD = 50;
1774 //byte xvelocity (-128 to +127)
1775 //byte yvelocity (-128 to +127)
1776 //byte zvelocity (-128 to +127)
1777 //byte count (0 to 255, how much blood)
1779 //creates a blood effect.
1783 //darkplaces implementation: LordHavoc
1784 //builtin definitions:
1785 void(vector mincorner, vector maxcorner, float explosionspeed, float howmany) te_bloodshower = #406;
1786 //temp entity definitions:
1787 //float TE_BLOODSHOWER = 52;
1789 //vector mins (minimum corner of the cube)
1790 //vector maxs (maximum corner of the cube)
1791 //coord explosionspeed (velocity of blood particles flying out of the center)
1792 //short count (number of blood particles)
1794 //creates an exploding shower of blood, for making gibbings more convincing.
1798 //darkplaces implementation: LordHavoc
1799 //builtin definitions:
1800 void(vector org, float radius, float lifetime, vector color) te_customflash = #417;
1801 //temp entity definitions:
1802 //float TE_CUSTOMFLASH = 73;
1805 //byte radius ((MSG_ReadByte() + 1) * 8, meaning 8-2048 unit radius)
1806 //byte lifetime ((MSG_ReadByte() + 1) / 256.0, meaning approximately 0-1 second lifetime)
1807 //byte red (0.0 to 1.0 converted to 0-255)
1808 //byte green (0.0 to 1.0 converted to 0-255)
1809 //byte blue (0.0 to 1.0 converted to 0-255)
1811 //creates a customized light flash.
1813 //DP_TE_EXPLOSIONRGB
1815 //darkplaces implementation: LordHavoc
1816 //builtin definitions:
1817 void(vector org, vector color) te_explosionrgb = #407;
1818 //temp entity definitions:
1819 //float TE_EXPLOSIONRGB = 53;
1822 //byte red (0.0 to 1.0 converted to 0 to 255)
1823 //byte green (0.0 to 1.0 converted to 0 to 255)
1824 //byte blue (0.0 to 1.0 converted to 0 to 255)
1826 //creates a colored explosion effect.
1830 //darkplaces implementation: LordHavoc
1831 //builtin definitions:
1832 void(vector org, vector vel, float howmany) te_flamejet = #457;
1833 //temp entity definitions:
1834 //float TE_FLAMEJET = 74;
1838 //byte count (0 to 255, how many flame particles)
1840 //creates a single puff of flame particles. (not very useful really)
1842 //DP_TE_PARTICLECUBE
1844 //darkplaces implementation: LordHavoc
1845 //builtin definitions:
1846 void(vector mincorner, vector maxcorner, vector vel, float howmany, float color, float gravityflag, float randomveljitter) te_particlecube = #408;
1847 //temp entity definitions:
1848 //float TE_PARTICLECUBE = 54;
1850 //vector mins (minimum corner of the cube)
1851 //vector maxs (maximum corner of the cube)
1854 //byte color (palette color)
1855 //byte gravity (TRUE or FALSE, FIXME should this be a scaler instead?)
1856 //coord randomvel (how much to jitter the velocity)
1858 //creates a cloud of particles, useful for forcefields but quite customizable.
1860 //DP_TE_PARTICLERAIN
1862 //darkplaces implementation: LordHavoc
1863 //builtin definitions:
1864 void(vector mincorner, vector maxcorner, vector vel, float howmany, float color) te_particlerain = #409;
1865 //temp entity definitions:
1866 //float TE_PARTICLERAIN = 55;
1868 //vector mins (minimum corner of the cube)
1869 //vector maxs (maximum corner of the cube)
1870 //vector velocity (velocity of particles)
1871 //short count (number of particles)
1872 //byte color (8bit palette color)
1874 //creates a shower of rain, the rain will appear either at the top (if falling down) or bottom (if falling up) of the cube.
1876 //DP_TE_PARTICLESNOW
1878 //darkplaces implementation: LordHavoc
1879 //builtin definitions:
1880 void(vector mincorner, vector maxcorner, vector vel, float howmany, float color) te_particlesnow = #410;
1881 //temp entity definitions:
1882 //float TE_PARTICLERAIN = 56;
1884 //vector mins (minimum corner of the cube)
1885 //vector maxs (maximum corner of the cube)
1886 //vector velocity (velocity of particles)
1887 //short count (number of particles)
1888 //byte color (8bit palette color)
1890 //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.
1894 //darkplaces implementation: LordHavoc
1895 //builtin definitions:
1896 void(vector org) te_plasmaburn = #433;
1897 //temp entity definitions:
1898 //float TE_PLASMABURN = 75;
1902 //creates a small light flash (radius 200, time 0.2) and marks the walls.
1904 //DP_TE_QUADEFFECTS1
1906 //darkplaces implementation: LordHavoc
1907 //builtin definitions:
1908 void(vector org) te_gunshotquad = #412;
1909 void(vector org) te_spikequad = #413;
1910 void(vector org) te_superspikequad = #414;
1911 void(vector org) te_explosionquad = #415;
1912 //temp entity definitions:
1913 //float TE_GUNSHOTQUAD = 57; // [vector] origin
1914 //float TE_SPIKEQUAD = 58; // [vector] origin
1915 //float TE_SUPERSPIKEQUAD = 59; // [vector] origin
1916 //float TE_EXPLOSIONQUAD = 70; // [vector] origin
1920 //all of these just take a location, and are equivalent in function (but not appearance :) to the original TE_GUNSHOT, etc.
1924 //darkplaces implementation: LordHavoc
1925 //builtin definitions:
1926 void(vector org) te_smallflash = #416;
1927 //temp entity definitions:
1928 //float TE_SMALLFLASH = 72;
1932 //creates a small light flash (radius 200, time 0.2).
1936 //darkplaces implementation: LordHavoc
1937 //builtin definitions:
1938 void(vector org, vector vel, float howmany) te_spark = #411;
1939 //temp entity definitions:
1940 //float TE_SPARK = 51;
1943 //byte xvelocity (-128 to 127)
1944 //byte yvelocity (-128 to 127)
1945 //byte zvelocity (-128 to 127)
1946 //byte count (number of sparks)
1948 //creates a shower of sparks and a smoke puff.
1950 //DP_TE_STANDARDEFFECTBUILTINS
1952 //darkplaces implementation: LordHavoc
1953 //builtin definitions:
1954 void(vector org) te_gunshot = #418;
1955 void(vector org) te_spike = #419;
1956 void(vector org) te_superspike = #420;
1957 void(vector org) te_explosion = #421;
1958 void(vector org) te_tarexplosion = #422;
1959 void(vector org) te_wizspike = #423;
1960 void(vector org) te_knightspike = #424;
1961 void(vector org) te_lavasplash = #425;
1962 void(vector org) te_teleport = #426;
1963 void(vector org, float color, float colorlength) te_explosion2 = #427;
1964 void(entity own, vector start, vector end) te_lightning1 = #428;
1965 void(entity own, vector start, vector end) te_lightning2 = #429;
1966 void(entity own, vector start, vector end) te_lightning3 = #430;
1967 void(entity own, vector start, vector end) te_beam = #431;
1969 //to make life easier on mod coders.
1971 //DP_TRACE_HITCONTENTSMASK_SURFACEINFO
1973 //darkplaces implementation: LordHavoc
1975 .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
1976 float trace_dpstartcontents; // DPCONTENTS_ value at start position of trace
1977 float trace_dphitcontents; // DPCONTENTS_ value of impacted surface (not contents at impact point, just contents of the surface that was hit)
1978 float trace_dphitq3surfaceflags; // Q3SURFACEFLAG_ value of impacted surface
1979 string trace_dphittexturename; // texture name of impacted surface
1981 float DPCONTENTS_SOLID = 1; // hit a bmodel, not a bounding box
1982 float DPCONTENTS_WATER = 2;
1983 float DPCONTENTS_SLIME = 4;
1984 float DPCONTENTS_LAVA = 8;
1985 float DPCONTENTS_SKY = 16;
1986 float DPCONTENTS_BODY = 32; // hit a bounding box, not a bmodel
1987 float DPCONTENTS_CORPSE = 64; // hit a SOLID_CORPSE entity
1988 float DPCONTENTS_NODROP = 128; // an area where backpacks should not spawn
1989 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
1990 float DPCONTENTS_MONSTERCLIP = 512; // blocks monster movement
1991 float DPCONTENTS_DONOTENTER = 1024; // AI hint brush
1992 float DPCONTENTS_LIQUIDSMASK = 14; // WATER | SLIME | LAVA
1993 float DPCONTENTS_BOTCLIP = 2048; // AI hint brush
1994 float DPCONTENTS_OPAQUE = 4096; // only fully opaque brushes get this (may be useful for line of sight checks)
1995 float Q3SURFACEFLAG_NODAMAGE = 1;
1996 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
1997 float Q3SURFACEFLAG_SKY = 4; // sky surface (also has NOIMPACT and NOMARKS set)
1998 float Q3SURFACEFLAG_LADDER = 8; // climbable surface
1999 float Q3SURFACEFLAG_NOIMPACT = 16; // projectiles should remove themselves on impact (this is set on sky)
2000 float Q3SURFACEFLAG_NOMARKS = 32; // projectiles should not leave marks, such as decals (this is set on sky)
2001 float Q3SURFACEFLAG_FLESH = 64; // projectiles should do a fleshy effect (blood?) on impact
2002 float Q3SURFACEFLAG_NODRAW = 128; // compiler hint (not important to qc)
2003 //float Q3SURFACEFLAG_HINT = 256; // compiler hint (not important to qc)
2004 //float Q3SURFACEFLAG_SKIP = 512; // compiler hint (not important to qc)
2005 //float Q3SURFACEFLAG_NOLIGHTMAP = 1024; // compiler hint (not important to qc)
2006 //float Q3SURFACEFLAG_POINTLIGHT = 2048; // compiler hint (not important to qc)
2007 float Q3SURFACEFLAG_METALSTEPS = 4096; // walking on this surface should make metal step sounds
2008 float Q3SURFACEFLAG_NOSTEPS = 8192; // walking on this surface should not make footstep sounds
2009 float Q3SURFACEFLAG_NONSOLID = 16384; // compiler hint (not important to qc)
2010 //float Q3SURFACEFLAG_LIGHTFILTER = 32768; // compiler hint (not important to qc)
2011 //float Q3SURFACEFLAG_ALPHASHADOW = 65536; // compiler hint (not important to qc)
2012 //float Q3SURFACEFLAG_NODLIGHT = 131072; // compiler hint (not important to qc)
2013 //float Q3SURFACEFLAG_DUST = 262144; // translucent 'light beam' effect (not important to qc)
2015 //adds additional information after a traceline/tracebox/tracetoss call.
2016 //also (very important) sets trace_* globals before calling .touch functions,
2017 //this allows them to inspect the nature of the collision (for example
2018 //determining if a projectile hit sky), clears trace_* variables for the other
2019 //object in a touch event (that is to say, a projectile moving will see the
2020 //trace results in its .touch function, but the player it hit will see very
2021 //little information in the trace_ variables as it was not moving at the time)
2025 //darkplaces implementation: LordHavoc
2026 //field definitions:
2029 //scales fov and sensitivity of player, valid range is 0 to 1 (intended for sniper rifle zooming, and such)
2033 //darkplaces implementation: [515]
2034 //builtin definitions:
2035 float(float number, float quantity) bitshift = #218;
2037 //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).
2038 //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.
2042 //darkplaces implementation: LordHavoc
2043 //builtin definitions:
2044 float(string s) stof = #81; // get numerical value from a string
2045 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
2046 void(float fhandle) fclose = #111; // closes a file
2047 string(float fhandle) fgets = #112; // reads a line of text from the file and returns as a tempstring
2048 void(float fhandle, string s, ...) fputs = #113; // writes a line of text to the end of the file
2049 float(string s) strlen = #114; // returns how many characters are in a string
2050 string(string s1, string s2, ...) strcat = #115; // concatenates two or more strings (for example "abc", "def" would return "abcdef") and returns as a tempstring
2051 string(string s, float start, float length) substring = #116; // returns a section of a string as a tempstring - see FTE_STRINGS for enhanced version
2052 vector(string s) stov = #117; // returns vector value from a string
2053 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)
2054 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!!!)
2056 float FILE_READ = 0;
2057 float FILE_APPEND = 1;
2058 float FILE_WRITE = 2;
2060 //pr_zone_min_strings : default 64 (64k), min 64 (64k), max 8192 (8mb)
2062 //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.
2064 //NOTE: strzone functionality is partially superseded by
2065 //DP_QC_UNLIMITEDTEMPSTRINGS when longterm storage is not needed
2066 //NOTE: substring is upgraded by FTE_STRINGS extension with negative start/length handling identical to php 5.2.0
2068 //FTE_CSQC_SKELETONOBJECTS
2069 //idea: Spike, LordHavoc
2070 //darkplaces implementation: LordHavoc
2071 //builtin definitions:
2072 // all skeleton numbers are 1-based (0 being no skeleton)
2073 // all bone numbers are 1-based (0 being invalid)
2074 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.
2075 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
2076 float(float skel) skel_get_numbones = #265; // returns how many bones exist in the created skeleton, 0 if skeleton does not exist
2077 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
2078 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)
2079 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
2080 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)
2081 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)
2082 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)
2083 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)
2084 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)
2085 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
2086 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)
2087 float(float modlindex, string framename) frameforname = #276; // finds number of a specified frame in the animation, returns -1 if no match found
2088 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.
2090 .float skeletonindex; // active skeleton overriding standard animation on model
2091 .float frame; // primary framegroup animation (strength = 1 - lerpfrac - lerpfrac3 - lerpfrac4)
2092 .float frame2; // secondary framegroup animation (strength = lerpfrac)
2093 .float frame3; // tertiary framegroup animation (strength = lerpfrac3)
2094 .float frame4; // quaternary framegroup animation (strength = lerpfrac4)
2095 .float lerpfrac; // strength of framegroup blend
2096 .float lerpfrac3; // strength of framegroup blend
2097 .float lerpfrac4; // strength of framegroup blend
2098 .float frame1time; // start time of framegroup animation
2099 .float frame2time; // start time of framegroup animation
2100 .float frame3time; // start time of framegroup animation
2101 .float frame4time; // start time of framegroup animation
2103 //this extension provides a way to do complex skeletal animation on an entity.
2105 //see also DP_SKELETONOBJECTS (this extension implemented on server as well as client)
2108 //each model contains its own skeleton, reusing a skeleton with incompatible models will yield garbage (or not render).
2109 //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).
2110 //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.
2111 //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.
2114 //multiple animations blended together.
2115 //animating a model with animations from another model with a compatible skeleton.
2116 //restricting animation blends to certain bones of a model - for example independent animation of legs, torso, head.
2117 //custom bone controllers - for example making eyes track a target location.
2121 //example code follows...
2123 //this helper function lets you identify (by parentage) what group a bone
2124 //belongs to - for example "torso", "leftarm", would return 1 ("torso") for
2125 //all children of the bone named "torso", unless they are children of
2126 //"leftarm" (which is a child of "torso") which would return 2 instead...
2127 float(float skel, float bonenum, string g1, string g2, string g3, string g4, string g5, string g6) example_skel_findbonegroup =
2129 local string bonename;
2130 while (bonenum >= 0)
2132 bonename = skel_get_bonename(skel, bonenum);
2133 if (bonename == g1) return 1;
2134 if (bonename == g2) return 2;
2135 if (bonename == g3) return 3;
2136 if (bonename == g4) return 4;
2137 if (bonename == g5) return 5;
2138 if (bonename == g6) return 6;
2139 bonenum = skel_get_boneparent(skel, bonenum);
2143 // create a skeletonindex for our player using current modelindex
2144 void() example_skel_player_setup =
2146 self.skeletonindex = skel_create(self.modelindex);
2148 // setup bones of skeleton based on an animation
2149 // note: animmodelindex can be a different model than self.modelindex
2150 void(float animmodelindex, float framegroup, float framegroupstarttime) example_skel_player_update_begin =
2152 // start with our standard animation
2153 self.frame = framegroup;
2157 self.frame1time = framegroupstarttime;
2158 self.frame2time = 0;
2159 self.frame3time = 0;
2160 self.frame4time = 0;
2164 skel_build(self.skeletonindex, self, animmodelindex, 0, 0, 100000);
2166 // apply a different framegroup animation to bones with a specified parent
2167 void(float animmodelindex, float framegroup, float framegroupstarttime, float blendalpha, string groupbonename, string excludegroupname1, string excludegroupname2) example_skel_player_update_applyoverride =
2169 local float bonenum;
2170 local float numbones;
2171 self.frame = framegroup;
2175 self.frame1time = framegroupstarttime;
2176 self.frame2time = 0;
2177 self.frame3time = 0;
2178 self.frame4time = 0;
2183 numbones = skel_get_numbones(self.skeletonindex);
2184 while (bonenum < numbones)
2186 if (example_skel_findbonegroup(self.skeletonindex, bonenum, groupbonename, excludegroupname1, excludegroupname2, "", "", "") == 1)
2187 skel_build(self.skeletonindex, self, animmodelindex, 1 - blendalpha, bonenum, bonenum + 1);
2188 bonenum = bonenum + 1;
2191 // make eyes point at a target location, be sure v_forward, v_right, v_up are set correctly before calling
2192 void(vector eyetarget, string bonename) example_skel_player_update_eyetarget =
2194 local float bonenum;
2196 local vector oldforward, oldright, oldup;
2197 local vector relforward, relright, relup, relorg;
2198 local vector boneforward, boneright, boneup, boneorg;
2199 local vector parentforward, parentright, parentup, parentorg;
2201 local vector modeleyetarget;
2202 bonenum = skel_find_bone(self.skeletonindex, bonename) - 1;
2205 oldforward = v_forward;
2208 v = eyetarget - self.origin;
2209 modeleyetarget_x = v * v_forward;
2210 modeleyetarget_y = 0-v * v_right;
2211 modeleyetarget_z = v * v_up;
2212 // this is an eyeball, make it point at the target location
2213 // first get all the data we can...
2214 relorg = skel_get_bonerel(self.skeletonindex, bonenum);
2215 relforward = v_forward;
2218 boneorg = skel_get_boneabs(self.skeletonindex, bonenum);
2219 boneforward = v_forward;
2220 boneright = v_right;
2222 parentorg = skel_get_boneabs(self.skeletonindex, skel_get_boneparent(self.skeletonindex, bonenum));
2223 parentforward = v_forward;
2224 parentright = v_right;
2226 // get the vector from the eyeball to the target
2227 u = modeleyetarget - boneorg;
2228 // now transform it inversely by the parent matrix to produce new rel vectors
2229 v_x = u * parentforward;
2230 v_y = u * parentright;
2232 ang = vectoangles2(v, relup);
2235 // set the relative bone matrix
2236 skel_set_bone(self.skeletonindex, bonenum, relorg);
2237 // restore caller's v_ vectors
2238 v_forward = oldforward;
2242 // delete skeleton when we're done with it
2243 // note: skeleton remains valid until next frame when it is really deleted
2244 void() example_skel_player_delete =
2246 skel_delete(self.skeletonindex);
2247 self.skeletonindex = 0;
2250 // END OF EXAMPLES FOR FTE_CSQC_SKELETONOBJECTS
2253 //KRIMZON_SV_PARSECLIENTCOMMAND
2255 //darkplaces implementation: KrimZon, LordHavoc
2256 //engine-called QC prototypes:
2257 //void(string s) SV_ParseClientCommand;
2258 //builtin definitions:
2259 void(entity e, string s) clientcommand = #440;
2260 float(string s) tokenize = #441;
2261 string(float n) argv = #442;
2263 //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
2267 //darkplaces implementation: LordHavoc
2269 //shows that the engine supports the "play2" console command (plays a sound without spatialization).
2273 //darkplaces implementation: LordHavoc
2274 //engine-called QC prototypes:
2275 //void() RestoreGame;
2277 //when a savegame is loaded, this function is called
2279 //NEXUIZ_PLAYERMODEL
2281 //darkplaces implementation: Black
2283 //playermodel <name> - FIXME: EXAMPLE NEEDED
2284 //playerskin <name> - FIXME: EXAMPLE NEEDED
2285 //field definitions:
2286 .string playermodel; // name of player model sent by client
2287 .string playerskin; // name of player skin sent by client
2289 //these client properties are used by Nexuiz.
2293 //darkplaces implementation: LordHavoc
2295 //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
2297 //PRYDON_CLIENTCURSOR
2299 //darkplaces implementation: LordHavoc
2301 float EF_SELECTABLE = 16384; // allows cursor to highlight entity (brighten)
2302 //field definitions:
2303 .float cursor_active; // true if cl_prydoncursor mode is on
2304 .vector cursor_screen; // screen position of cursor as -1 to +1 in _x and _y (_z unused)
2305 .vector cursor_trace_start; // position of camera
2306 .vector cursor_trace_endpos; // position of cursor in world (as traced from camera)
2307 .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)
2309 //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)
2311 //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.
2312 //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.
2313 //the clientside trace skips transparent entities (except those marked EF_SELECTABLE).
2314 //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).
2315 //intended to be used by Prydon Gate.
2317 //TENEBRAE_GFX_DLIGHTS
2319 //darkplaces implementation: LordHavoc
2321 .float light_lev; // radius (does not affect brightness), typical value 350
2322 .vector color; // color (does not affect radius), typical value '1 1 1' (bright white), can be up to '255 255 255' (nuclear blast)
2323 .float style; // light style (like normal light entities, flickering torches or switchable, etc)
2324 .float pflags; // flags (see PFLAGS_ constants)
2325 .vector angles; // orientation of the light
2326 .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
2328 float PFLAGS_NOSHADOW = 1; // light does not cast shadows
2329 float PFLAGS_CORONA = 2; // light has a corona flare
2330 float PFLAGS_FULLDYNAMIC = 128; // light enable (without this set no light is produced!)
2332 //more powerful dynamic light settings
2333 //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)
2334 //changes compared to tenebrae (because they're too 'leet' for standards):
2335 //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)
2336 //EF_FULLDYNAMIC effects flag replaced by PFLAGS_FULLDYNAMIC flag (EF_FULLDYNAMIC conflicts with EF_NODRAW)
2340 //darkplaces implementation: LordHavoc
2342 //sv_jumpstep (0/1, default 1)
2343 //sv_stepheight (default 18)
2345 //sv_jumpstep allows stepping up onto stairs while airborn, sv_stepheight controls how high a single step can be.
2349 //darkplaces implementation: divVerent
2350 //builtin definitions:
2351 float checkpvs(vector viewpos, entity viewee) = #240;
2353 //returns true if viewee can be seen from viewpos according to PVS data
2357 //darkplaces implementation: KrimZon
2358 //builtin definitions:
2359 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
2360 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
2361 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.
2362 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.
2363 string(float chars, string s, ...) strpad = #225; // pad string with spaces to a specified length, < 0 = left padding, > 0 = right padding
2364 string(string info, string key, string value, ...) infoadd = #226; // sets or adds a key/value pair to an infostring - note: forbidden characters are \ and "
2365 string(string info, string key) infoget = #227; // gets a key/value pair in an infostring, returns value or null if not found
2366 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.
2367 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
2368 float(string s1, string s2, float len) strncasecmp = #230; // same as strcasecmp but with a length limit, see strncmp
2369 //string(string s, float start, float length) substring = #116; // see note below
2371 //various string manipulation functions
2372 //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)
2373 //substring returns a section of a string as a tempstring, if given negative
2374 // start the start is measured back from the end of the string, if given a
2375 // negative length the length is the offset back from the end of the string to
2376 // stop at, rather than being relative to start, if start is negative and
2377 // larger than length it is treated as 0.
2378 // examples of substring:
2379 // substring("blah", -3, 3) returns "lah"
2380 // substring("blah", 3, 3) returns "h"
2381 // substring("blah", -10, 3) returns "bla"
2382 // substring("blah", -10, -3) returns "b"
2386 //darkplaces implementation: divVerent
2388 //allows QC to register weapon properties for use by the bestweapon command, for mods that change required ammo count or type for the weapons
2389 //it is done using console commands sent via stuffcmd:
2390 // register_bestweapon quake
2391 // register_bestweapon clear
2392 // register_bestweapon <shortname> <impulse> <itemcode> <activeweaponcode> <ammostat> <ammomin>
2393 //for example, this is what Quake uses:
2394 // register_bestweapon 1 1 4096 4096 6 0 // STAT_SHELLS is 6
2395 // register_bestweapon 2 2 1 1 6 1
2396 // register_bestweapon 3 3 2 2 6 1
2397 // register_bestweapon 4 4 4 4 7 1 // STAT_NAILS is 7
2398 // register_bestweapon 5 5 8 8 7 1
2399 // register_bestweapon 6 6 16 16 8 1 // STAT_ROCKETS is 8
2400 // register_bestweapon 7 7 32 32 8 1
2401 // register_bestweapon 8 8 64 64 9 1 // STAT_CELLS is 9
2402 //after each map client initialization, this is reset back to Quake settings. So you should send these data in ClientConnect.
2403 //also, this extension introduces a new "cycleweapon" command to the user.
2405 //DP_QC_STRINGBUFFERS
2407 //darkplaces implementation: LordHavoc
2408 //functions to manage string buffer objects - that is, arbitrary length string arrays that are handled by the engine
2409 float() buf_create = #460;
2410 void(float bufhandle) buf_del = #461;
2411 float(float bufhandle) buf_getsize = #462;
2412 void(float bufhandle_from, float bufhandle_to) buf_copy = #463;
2413 void(float bufhandle, float sortpower, float backward) buf_sort = #464;
2414 string(float bufhandle, string glue) buf_implode = #465;
2415 string(float bufhandle, float string_index) bufstr_get = #466;
2416 void(float bufhandle, float string_index, string str) bufstr_set = #467;
2417 float(float bufhandle, string str, float order) bufstr_add = #468;
2418 void(float bufhandle, float string_index) bufstr_free = #469;
2420 //DP_QC_STRINGBUFFERS_CVARLIST
2422 //darkplaces implementation: divVerent
2423 //functions to list cvars and store their names into a stringbuffer
2424 //cvars that start with pattern but not with antipattern will be stored into the buffer
2425 void(float bufhandle, string pattern, string antipattern) buf_cvarlist = #517;
2429 //darkplaces implementation: Sajt
2430 //builtin definitions:
2431 string(string search, string replace, string subject) strreplace = #484;
2432 string(string search, string replace, string subject) strireplace = #485;
2434 //strreplace replaces all occurrences of 'search' with 'replace' in the string 'subject', and returns the result as a tempstring.
2435 //strireplace does the same but uses case-insensitive matching of the 'search' term
2439 //darkplaces implementation: divVerent
2440 //A function that gets called just before progs exit. To save persistent data from.
2441 //It is not called on a crash or error.
2442 //void SV_Shutdown();
2445 // #232 void(float index, float type, .void field) SV_AddStat (EXT_CSQC)
2446 void(float index, float type, ...) addstat = #232;
2450 //darkplaces implementation: GreEn`mArine
2451 //builtin definitions:
2452 void(float pause) setpause = #531;
2453 //function definitions:
2454 //void(float elapsedtime) SV_PausedTic;
2456 //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).
2458 //calling setpause(0) will end a pause immediately.
2460 //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.
2465 // EXPERIMENTAL (not finalized) EXTENSIONS:
2469 //darkplaces implementation: divVerent
2470 //field definitions: (SVQC)
2471 .string crypto_keyfp; // fingerprint of CA key the player used to authenticate, or string_null if not verified
2472 .string crypto_mykeyfp; // fingerprint of CA key the server used to authenticate to the player, or string_null if not verified
2473 .string crypto_idfp; // fingerprint of ID used by the player entity, or string_null if not identified
2474 .string crypto_encryptmethod; // the string "AES128" if encrypting, and string_null if plaintext
2475 .string crypto_signmethod; // the string "HMAC-SHA256" if signing, and string_null if plaintext
2476 // there is no field crypto_myidfp, as that info contains no additional information the QC may have a use for
2477 //builtin definitions: (SVQC)
2478 float(string url, float id, string content_type, string delim, float buf, float keyid) crypto_uri_postbuf = #513;
2480 //use -1 as buffer handle to justs end delim as postdata