const float VF_CL_VIEWANGLES = 33; //(vector)
const float VF_CL_VIEWANGLES_X = 34; //(float)
const float VF_CL_VIEWANGLES_Y = 35; //(float)
const float VF_CL_VIEWANGLES = 33; //(vector)
const float VF_CL_VIEWANGLES_X = 34; //(float)
const float VF_CL_VIEWANGLES_Y = 35; //(float)
const float TE_EXPLOSIONQUAD = 70;
const float TE_SPIKEQUAD = 58;
const float TE_SUPERSPIKEQUAD = 59;
const float TE_EXPLOSIONQUAD = 70;
const float TE_SPIKEQUAD = 58;
const float TE_SUPERSPIKEQUAD = 59;
// PFlags for Dynamic Lights
const float PFLAGS_NOSHADOW = 1;
const float PFLAGS_CORONA = 2;
// PFlags for Dynamic Lights
const float PFLAGS_NOSHADOW = 1;
const float PFLAGS_CORONA = 2;
string(float chars, string s, ...) strpad = #225;
string(string info, string key, string value, ...) infoadd = #226;
string(string info, string key) infoget = #227;
string(float chars, string s, ...) strpad = #225;
string(string info, string key, string value, ...) infoadd = #226;
string(string info, string key) infoget = #227;
float(string s1, string s2, float len) strncmp = #228;
float(string s1, string s2) strcasecmp = #229;
float(string s1, string s2, float len) strncasecmp = #230;
float(string s1, string s2, float len) strncmp = #228;
float(string s1, string s2) strcasecmp = #229;
float(string s1, string s2, float len) strncasecmp = #230;
float particle_type; // one of PT_
float particle_blendmode; // one of PBLEND_ values
float particle_orientation; // one of PARTICLE_ values
float particle_type; // one of PT_
float particle_blendmode; // one of PBLEND_ values
float particle_orientation; // one of PARTICLE_ values
float(vector org, vector vel, float theme) quickparticle = #527; // not reading globals, just theme, returns 0 when failed, 1 when spawned
float(vector org, vector vel, float delay, float collisiondelay) delayedparticle = #528;
float(vector org, vector vel, float delay, float collisiondelay, float theme) quickdelayedparticle = #528;
float(vector org, vector vel, float theme) quickparticle = #527; // not reading globals, just theme, returns 0 when failed, 1 when spawned
float(vector org, vector vel, float delay, float collisiondelay) delayedparticle = #528;
float(vector org, vector vel, float delay, float collisiondelay, float theme) quickdelayedparticle = #528;
-// description: this builtin provides an easy and flexible way to spawn particles,
-// it is not created as replace for DP_SV_POINTPARTICLES but as an addition to it.
+// description: this builtin provides an easy and flexible way to spawn particles,
+// it is not created as replace for DP_SV_POINTPARTICLES but as an addition to it.
// 1) 0 is default particle template, it could be changed
// 2) color vectors could have value 0-255 of each component
// restrictions: max themes could be between 4 and 2048
// 1) 0 is default particle template, it could be changed
// 2) color vectors could have value 0-255 of each component
// restrictions: max themes could be between 4 and 2048
// or alternatively you can specify multiple fonts and faces
// Like this: gfx/vera-sans:2,gfx/fallback:1
// to load face 2 of the font gfx/vera-sans and use face 1
// or alternatively you can specify multiple fonts and faces
// Like this: gfx/vera-sans:2,gfx/fallback:1
// to load face 2 of the font gfx/vera-sans and use face 1
float FONT_USER7 = 15; // 'user7' slot, userdefined fonts
//builtin definitions:
float findfont(string s) = #356; // find font by fontname and return it's index
float FONT_USER7 = 15; // 'user7' slot, userdefined fonts
//builtin definitions:
float findfont(string s) = #356; // find font by fontname and return it's index
-float loadfont(string fontname, string fontmaps, string sizes, float slot, float fix_scale, float fix_voffset) = #357;
+float loadfont(string fontname, string fontmaps, string sizes, float slot, float fix_scale, float fix_voffset) = #357;
// loads font immediately so stringwidth() function can be used just after builtin call
// returns a font slotnum (which is used to set drawfont to)
// first 3 parms are identical to "loadfont" console command ones
// loads font immediately so stringwidth() function can be used just after builtin call
// returns a font slotnum (which is used to set drawfont to)
// first 3 parms are identical to "loadfont" console command ones
// r_font_postprocess_shadow_y X : font outline shadow y shift amount, applied during outlining
// r_font_postprocess_shadow_z X : font outline shadow z shift amount, applied during blurring
//description: engine support for truetype/freetype fonts
// r_font_postprocess_shadow_y X : font outline shadow y shift amount, applied during outlining
// r_font_postprocess_shadow_z X : font outline shadow z shift amount, applied during blurring
//description: engine support for truetype/freetype fonts
//constant definitions:
const float VF_MAINVIEW = 400;
//use setproperty(VF_MAINVIEW, 1); before calling R_RenderView for the render
//constant definitions:
const float VF_MAINVIEW = 400;
//use setproperty(VF_MAINVIEW, 1); before calling R_RenderView for the render
//this flag is set for the first scene, and not cleared by R_ClearScene
//this flag is automatically cleared by R_RenderView
//so when not using this extension, the first view rendered is the main view
//this flag is set for the first scene, and not cleared by R_ClearScene
//this flag is automatically cleared by R_RenderView
//so when not using this extension, the first view rendered is the main view